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DISCUSSIONS on “Rules for online games in HoMM3 and formulas for calculating player rating.”

#13
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1) Regarding the wings—well, see for yourself, I've stated my opinion (but I'll clarify—getting the wings is not as easy!!!!, but much harder than getting Pandoras with the fifth magic, because the value of the wings is much higher, and therefore the guards are too). And about the Mage Guild—in my last game as Tazar against Necro, I almost every turn sold off resources I found for nothing (I couldn't even build the tavern because of this when I needed to), as money was very tight and I was constantly bribing someone. And then, having sold all my resources, what if I found the wings in a Utopia—what then? (And my troops were gone, as if I had taken the Book of Air). In a real game, I got about three books (in different Utopias), so I was hopping, flying, and Portaling (and I was FAR more glad for the Book of Air than if there had been wings there, because the jump specifically helped me a lot (and there weren't many mana problems, I had 21 Knowledge (and that wasn't even for a mage, but for Tazar), and as mana ran low, I found something to refill it with). As I say, wings are not Pandoras; by the time you have enough strength to get them, the main hero will already have enough mana that not spending mana on flight wouldn't be something mega cool (especially since there's no jump). Otherwise, it turns out you found the wings—but started using them who knows when, because all resources are sold (and good players, trying to take everything early, prefer to block something and buy it rather than build a guild—their resources might be at zero even in very late stages, and where to get them if everything is already picked up and all money-generating buildings are captured is unknown...). Meanwhile, an opponent who was lucky and found a book, a hat, or a box instead of wings—while you are frantically searching for resources and losing days on construction—will be hopping and flying all over the place, even though they got it from a Utopia too, or perhaps in an easier way—from a box; in my opinion, that's unfair...

2) Regarding attacking with heroes specialized in the 4th battle magic immediately against the enemy without building the Mage Guild. Again, in the last match Swamp vs Necro, I could use artifacts to make the stats of a level-0 specialist in 4th magic 15 15 (Attack and Knowledge), + it's also possible to buy Earth (for a rain specialist) or Air (for a lightning specialist) in the Conflux and raise the level to second so that the magic is advanced, run them through magic boosters—and you'll have such a monster hit-and-runner running around, wiping out the opponent's armies and paying them off, and then—back at the enemy... But I wouldn't be able to build the Mage Guild, as I sold all resources to zero almost every day (already wrote about this), so it seems completely logical to make a ban, like on the Portal—if you managed to build a level 4 Mage Guild at the expense of buying out and upgrading units—use it against the opponent, but if you went into the army, and moreover want to hit-and-run and torture the opponent with magic—that's not allowed, please build the Mage Guild first; otherwise, apply this magic only to monsters... (but this is my opinion, you decide how you decide...)

3) Regarding the use of scrolls immediately after building the Mage Guild—my opinion hasn't changed, but if it's forbidden to take flight via artifacts and Pandoras (I didn't find this in the rules, where exactly it's mentioned)—then let it be as it is now, then flight and DD won't be so broken in the early stages without power support...

4) And regarding native secondary towns—I've seen a discussion of this on the Portal somewhere before, whoever is from there—please copy it if you know where... The point is, that even after fully building two different Castles (which is very difficult, believe me, even with a lot of money, because you not only need to build but also manage to buy out the units)—you still can't give everything from two castles to the main hero at once, and with a noob's army, you can't do much... But even merging the first three levels of a native secondary town with the army from the native castle is capable of creating a powerful force by the second week, capable of easily crushing the opponent or various structures, like nagas and big cans in the second week (imagine Rampart+Rampart, or Castle+Castle, or Dungeon+Dungeon (and even a Portal if placed in the second Dungeon)—the first three levels are more than enough (especially since you'll rarely manage to put more than that in a secondary town in the first week, if you also have to build a guild for the main hero, or put in a Stronghold or Castle)). It turns out that, essentially, in the first week, both the one with a native secondary and the one with a non-native secondary have 3 levels in their secondaries, but the first one gets a powerful army the next week, while the second gets a heterogeneous army that doesn't increase its power much (since two stacks of archers are hard to cover at once and it's hard to spread monsters so that none are approached; level one units are not combined into a fist like for the owner of a native secondary, but are two different piles). Therefore, to somehow compensate for the advantage of the native secondary town owner—let the one who doesn't have a native one build their secondary town further... Although this often doesn't make much sense either, as then wyverns from trees, units from Pandoras, etc., are added to the army, and the stack of troops from the secondary town (hardly large, since it's difficult to fully build your native city and also put high-level troops in the secondary town with a castle, accordingly—what accumulated from the third week without a castle) will simply be redundant, as it's not "fat" compared to the amount of native troops and those same wyverns, and ruins morale (if wyverns are there, and someone good is given for free in a Pandora). And this is despite the fact that in the second week, the native secondary owner will be much more powerful in terms of army and breakthrough capability than the owner of a simple secondary town... Finally, as a rule, every player has two secondaries on two-slot templates (sometimes more—but that means you snatched the opponent's secondary under the cover of noise, or vice versa), and you can quite well, after building the first 3 levels in your native secondary—fully build the second secondary, if you really want to...