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44 days. Simple and tasteful, but tasteful in what way? Considering that your troops are limited, it's easier to balance the battles – they are interesting, and I'll give credit for that. However, I don't like the concept of portals. In other words, there's a clearing in front of me (it doesn't matter how the landscape is arranged; the main thing is that you can reach everywhere), and there are 2 one-way portals and 1 two-way portal on it. Naturally, I want to explore as much as possible – I jump into the two-way portal and suddenly win. I think the concept of map design with a spam of portals should be reconsidered – they are boring and uninteresting. It's much better to observe transitions from location to location more realistically, either from "grass" to "dead land" directly or through a neutral underground if the biomes conflict geographically – the same "grass" and "lava." Also, on such maps without a castle, I recommend disabling the creature weeks; sometimes, you might encounter an "ambush" of spawned T7 units. I also recommend getting rid of the "greenish" sea and empty clearings without anything. We probably don't walk on them, but they are visible from the sea, and it's not beautiful and gives the effect of "slapdash," as does the transition from biome to biome through portals. To summarize what has been said, one might mistakenly conclude that I don't like the map. However, this is not the case – I hope the above-mentioned errors will be taken into account. The map was easy to play and not boring (because it was completed quickly), but I explored, let's say, 50% of the entire territory, and all the one-way portals give a feeling of an uncorrectable mistake because if it's a turn "in the wrong direction," then that's it, you're done. Again, a criticism of the map design through portals. I hope that over time, you will move away from portals and empty clearings. In general, the map is fast and doesn't get boring, but it's a pity that there is no "final battle." The development was done in the traditional way – max leadership, attack, luck, defense, and logistics. Why the market? It's not clear; I finished with 50k in my pocket (the ability in leadership that gives +250 gold per day breaks such maps, so be careful and ban it, as well as abilities for resources in the logistics branch). I would give the map a 3.5 out of 5 – it's too simple in both concept and design for a higher rating, but I liked the balance of the battles, considering the army limit.