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Magical expanses.

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#5
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I was looking forward to a new map from the Author in the new year. What can I say: I completed it with the default Tower hero, playing as red (top left city), in 4 and a half months. It also seemed easy. The map is beautiful, and the design is pleasing to the eye. I would call it "a long road in the dunes." All of the Author's signature features are present. Wood and ore resources are, as always, far away, and hiring buildings are not as useful as they were in "Lords of the Horizon." I didn't notice any errors or glitches either. It lacks some kind of sharpness, tension! You only need to think in the first month. After that, it becomes easier after capturing a neutral city. There is no point in developing a strategy based on risk and rapid capture, as there is not enough tempo for an advantage and a sensational development. But overall, it's very good, and the most intense and fierce battles are in the middle, when the enemy wants to take back your new city... Mana is really needed, and I encountered few wells. Fortunately, the Tower has a spell (but you lose a day). The initial breakthrough is difficult and depends on the faction. As an option, you can break through with a ballista, regeneration, or invisible units. For example, mages can use fire to heal golden units... I started a second game as yellow (bottom right city). I have a plan to capture resources faster and the tomb with the artifact. In short, I'm still figuring things out and getting used to the huge distances! It is clear that Mentorship and shackles will be very helpful here, as will morale. Because it is unknown whose city you will capture, and these troops will be helpful later. Thank you to the author for his work and the new map!