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Hive Leader 2: Fall of the Empire

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#118
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raspisnoy
The map is really good. The author has talent.
But! I have a couple of suggestions. I don't know how much time I spent skipping the Castle and its upgrades. I suggest halving the time (for the Dark side) to gather slaves/sacrifices. 5 weeks is exhausting.
There's an interesting bug throughout the game (the auto-battle showed a loss, even though I was trying to defeat 20-40 monks or dancing units with my entire army). I had to do it manually.
P.S. The alternative ending (killing everyone) doesn't work. The mages remain friendly.
The Witch is useless. The mages didn't touch my mine guards (they just hung around and abused the hut with high-level units every week). The pool, which is supposed to provide upgrades, is useless (it only adds hassle and is annoying). The troops defending the crystals need to be strengthened by at least three times. The only "difficult" battle (I played trying to avoid losses) was the battle for the Mask of Justice (assassins + poison) (in terms of avoiding losses).
Thank you.
I'm playing it for the second time. I'll write here what has changed and what hasn't.
I always enjoy seeing something like this at the beginning of the game.
1. The placement of the prisoner guards hasn't been fixed (you can still take some troops without a fight). The placement of the guards needs to be adjusted. Troops of different levels (on this map, it doesn't bother me, I accepted it as an additional condition).
2. To leave the prison, you spend the night on Saturday in the basement, and on Sunday, you spend the night upstairs. Once, the script didn't work / I don't know why.
3. The Sphinx in the Mage's lands is useless. In the week spent in prison, it has already been gutted, and it is "pondering why the author didn't think of that"). The same goes for the Pyramid. The Mage's lands turn out to be just for decoration.
In general, looking at the map, you can call it cozy and somewhat fairytale-like. Well, that's how I expressed my emotions. There's a feeling that the author doesn't like Mages and Dwarves. He has crammed them into some awkward corners. The Orcs' domains are worthy. The Imperials have Rome and a full-fledged colony diagonally across the map. Even the Graveyard and the Swamp have their own ecosystem (why without a Castle?). The Mages and Dwarves look like placeholders. Maybe it would have been better to place the Necromancers and Dwarves underground? There's plenty of space there... altars and everything. Sorry.
4. The balance of the map is clearly not heroic... in essence, the map could be played on auto-battle from a certain point, if someone is willing to accept minimum losses of 1-3 units in each battle. That is, only the key battles have meaning and interest. Because of this, the map loses a lot - it is clearly weaker than the first one in this regard.
5. I remembered! The first time I played, I went to the right towards the Undead, and accordingly, I automatically became Dark there. Then I didn't understand where the Ents had gone, near the shipyard, next to the Elf Castle. So, I was glad to notice that I am now on the Light side, although I looked... in general, the Elves are a useless faction on the map (I hoped that their Castle would terraform into an Orcish one...). 3 years is still a long time when I played.
6. I got "Wrath of the Horde" and "Roar" in the Orcish Castle. I don't know if the author programmed it or if I was just lucky.
7. Of the cheat codes offered by the author, I only took "Wings of the Angel" and only because it is impossible to break through to the human outpost to the Orcs without control, and even with it, I think it will be problematic - there are 2K Paladins.))
8. You can get obsessed and get over 80lvl. )) break through the garrison (by the way, I didn't understand what it was for) with 10000 angels (they are in one stack) on the island where the game begins, having "Roar" in your spells (its cost is 0 mana). Take a Shahid into your army to remove the retaliation and beat everyone to a pulp. I personally got tired when there were 95000 of them. It would be nice to add armies for the Crystal faction, one per hero.
In principle, I wrote what I wanted. The map is weaker than the first one, but it was interesting. Thank you for the game.
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