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Thank you for the links.
Another question about Vik's article. What initial resources are assumed there, because 200% for castles (and even more so for Angels) in the first week seems fantastic to me???
Vik's article states a difficulty of 160%, not 200%. At 200%, those templates that are currently used in Multiplayer are not played. This is because, firstly, the influence of one player having chests and resources right next to their Castle, allowing them to immediately buy the entire army and go fight and level up, and even hire helpers, while the other player has nothing nearby (only one minor chest), becomes too significant, forcing them to skip turns for almost the entire first week (obviously, in a game between players of equal skill, this is critical). Secondly, the game itself lasts much longer (although the turns at the beginning are very fast), which is due to the fact that at 160%, many heroes are bought on the very first day, who, in a chain, clear the native respawn in a couple of turns, conduct reconnaissance, while at 200%, due to the lack of money and, as a result, an army, on the second day, they have to do the things that were done in the first week, and on the third day, they do the things that would have been done on the second day at 160%. And thirdly, at 200%, a lot of time is spent on restarts, because in addition to the standard ones (on the 1st and 3rd days), there are also restarts due to the mine block, if the chest is not found within a certain time, and so on. As a result, it becomes not a game, but a series of restarts... That's why they practically don't play at 200% now....