By turn 111, I have 3 heroes, and one of them found an artifact in a chest. Meanwhile, my opponent is gaining ground. On turn 112, the situation with the artifact repeats, but things are still manageable – there's an external market, which offers a glimmer of hope for my finances. After the second gain and seeing various Necromancers appearing in my opponent's tavern, certain thoughts inevitably arise. How do I survive? Especially when there are no clear prospects, quite the opposite: it's unclear where to get wood for horses, the sawmill has disappeared somewhere, and trading on the external market seems like madness. Fortunately, the starting area still has some resources, giving me a place to temporarily quell my suicidal thoughts. Oh, could it be a Conservation? Even though it's located 3,000+ tiles away from my city, it gives me the motivation to keep fighting. On turn 116, I finally make it to the sawmill, and horses become available.
The first week passes in a semi-conscious state, and I manage to accumulate a decent amount of time.
On turn 122, I check the Conservation – and what a surprise, it's a double resource. I take it tomorrow.
And then HE arrives – a Beastmaster warrior, who starts to save this whole mess. On his first level-up, he gains Wisdom and realizes how a true fighter should develop! Offense, Logistics, and Earth Magic at level 8.
Thanks to Tazarr, a Sylvan creature with Knowledge skill appears on turn 126, a tower is built, and the timer rapidly decreases. My opponent is ahead in terms of expansion. I have a long road ahead, from my main city to the treasure zone, and perhaps an even longer one to the orange resource. I send a hero with horses to the treasure on turn 131. I develop the heroes, but I can't seem to find the time to optimize the production and training of support units, i.e., build a University: there's no wood on the map, and the possibility of building an Artifact Foundry and then trading something is put on the back burner, either because of the timer and the childish hope that I'll find some more wood somewhere, or simply due to my own oversight. And I try to finish building the damage dealer. After four attempts, I finally gain aerial freedom, and after moving everyone around and assigning them, I realize that I still haven't come up with a plan for Tazarr's turn. Predictably, I make a mistake in the time pressure and decide that it would be a good idea to replenish mana in a well and then attack my opponent's village. Only after passing the turn do I realize that I replenished the mana, but it's still not enough for a two-day campaign against my opponent.
On the same turn, Nagash arrives and takes the Necromancer dwelling, from which I had so carelessly jumped, killing my perfect support unit in the process. I immediately remember the wise aphorism: "One mistake, and you've made a mistake." (someday I will defend my support units and the tower and not expose myself in the field)
The absurdity is that the tower is located less than 2,000 tiles away from the Necromancer dwelling, and I lose my ramp. Forget the tower, any support unit with mana can defeat Tazarr, I think.
With the timer at zero, my opponent suddenly decides to defend the Necromancer dwelling. This gives me a chance for a final attack. I don't have enough mana for a damage dealer, but I have enough for two Teleport spells. I don't take the turn, I think everything through: one wrong move, and the Beastmaster is lost. As a result of the preparations, I gather 7 angels and 20 minotaurs from a chest, and I also manage to increase Tazarr's Intelligence before replenishing mana in a strategically located well. Well, I have some anti-magic, even if it's only for 5 rounds, and the boots with resistance might help, I need to attack.
As it turns out, there were no combat units there, and trading was difficult.
Thank you for the game!
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