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#114
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I don't understand you... If you mean that developing towards economy in the first week is justified on these templates when playing Multiplayer against a human, then you are deeply mistaken (you named three main SoD templates, on which tournaments were held before), the tactic of switching to economy is simply disastrous (you can ask good online players about this).
Indeed, you probably didn't understand me; I should have clarified. You just stated that the tactic of ignoring economy in the Castle is suitable even for the most diverse random templates, and I wanted to clarify that everything said is absolutely true for standard-play templates as well. I agreed with you on this issue, not argued.
Where did you get this information from? Have you played on this map against a human using the scheme of focusing on economy and mining heroes first, and then everything else, or do you know of examples where games were won against a good player by focusing on economy and building the capital first, and then the army? Or are you just stating your opinion, which is not supported by anything and is not guaranteed to be correct?
I have played against a human, but that's not the point. On this map, there are practically no free resources (everything comes from mines), there are no gnomes, nagas, medusas, etc. To leave the starting area, you need to break through a solid group of dragons, the number of which can easily be increased. You don't have to be a genius or a mega-player to understand the impossibility of ignoring economy in this situation. Until enough resources are mined, you still won't be able to build anything.
And this is far from the most difficult example. Of course, you can argue that you won't play such maps. It's your choice; some may not agree. But if you have to play, you will definitely change your tactics.
if you can, send me a version of such a map to my email first
This is a standard map, but I think I described it in enough detail. Maybe a mega-player can rush it (in my opinion, no), but if you increase the guard by 2 times, then an early breakthrough will definitely become impossible.

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