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The main idea is that certain areas of the map will cause army losses, a fixed percentage per day.
Moreover, the dependence can be based on either the faction or the level.
It will be possible to analyze the losses. Losses can occur both when passing through a cell and during a turn.
Magical fog hides heroes, neutral armies, and moving objects within a certain radius and leads to a loss of connection with the hero who enters it. That is, you can pass through the fog in one day, but it is not worth staying in it. The fog over a dangerous location is especially dangerous, as after the connection is restored, the army may no longer be what it was.
Moreover, each player has their own fog, meaning that if it exists for one of the players, it may not exist for another in that location. If a hero in the fog is attacked, they cannot control the battle, and it proceeds automatically.