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Cerberus Island

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#18
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13ga

I just finished the map on "Hero" difficulty. My demon was barely moving, trying to stretch things out as much as possible. I barely made it to the final castle on day 79. It was really tough, whew. In the Necropolis castle, I had been gathering forces with an increased rate for several weeks. For the final battle, I used my main troops. I won without much trouble. It would have been even easier if there were common "light" spells on the map. This is the second time I've played, and the second time there are no light spells in any of the castles. It's like a conspiracy.

So, it's definitely not worth changing the troops.

I would say this: You have proven that even after doubling the growth rate, it is still possible to win with demons. It should be even easier to win the battle with the Necropolis: since the player has two castles and two dwellings, which together are like one basic growth rate (even a little more), you can accumulate an army of 5 against 4 and already gain an advantage in troops. I designed "Cerberus Island" as a map for a quick game, but with the possibility of winning with a slower playthrough. When I played on "Hero" difficulty, I managed to win before the doubling, but Samdira defeated the Necropolis because he lost many demons against Ravenna and Lucretia. In the stream, a stronger player played the scenario, and the final battle was also played with a Necropolis army. In general, I wanted both options to be possible and to be able to choose how to play, but I thought that this choice was only possible with a quick playthrough. So, I am very happy with the results of your experiment; the balance is even better than I thought. Thank you very much for playing the map again! It turns out that despite
13ga
everything being very organized, it's as if the player is sent on a train, and there is no room for any improvisation; replaying is not interesting.
there is still an interest in playing again. I also want to add (I didn't write this last time) that yes, there is some predictability in the generation of neutrals and the behavior of opponents, but in my opinion, if you replay it for speed, it's actually better in some ways: it's easier to plan several days ahead, using the experience from the previous playthrough.