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#62
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Death) Not quite, though)
On a very large map without an underground, in contrast to a large map without it:
1. Instead of a pair of relics in adjacent locations, there will be a pair of major artifacts.
2. It will generate artifacts in the treasury.
3. The monsters will be a little weaker. They were also weakened for the hero in 3.1 by Moz. But it is still quite possible to lose, even now) Jumping into the unknown and creeps will help)
4. They will stand there a little less often, but not so much that you can't fight them for a day, for example. Right now, I set it to 3 turns, which is quite normal in terms of frequency. In my opinion, it's insignificant.
5. Because of points 3 and 4, experience will be gained more slowly, and the first encounter will happen, for example, not on level 21, but on level 18.

And I agree that it's better without the hero, but we couldn't push through this decision before the tournament. So, it's a matter of agreement... In my opinion, the most significant difference will be a greater shortage of resources?)

Regarding the voting. How will people vote without knowing what it's about?) In short:
1. Diamond template. A template with a confusing system of passages, where it's unclear which one leads where. The smallest, fastest template. You can realistically visit on the 2nd week, but you can also get lost and "drag it out" until the 4th.
2. Shield template. The largest template in terms of size and number of zones. But... there is a Gate of the Underworld (GO). Accordingly, as with the Labyrinth, you can speed up the game through the GO. If not through it, the game can be very long, but... who's stopping you? Another feature is that there are no mines at the start. Wood and ore are in one of the neighboring locations, and you still have to guess which one.
3. And what other template is there?) There isn't another one yet, right? Unless we repeat one.

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