1. Fresh ideas are needed. The template played on our forum becomes stale, no matter how excellent it may be. People have different temperaments; those who are impatient might leave not so much for other hero sites, but for other online strategy games.
What is proposed here is a significant update; the principle of play is essentially different.
The template is very old but resilient, which means it has passed the test of playability.
2. Limiting the field of action for cheaters. It is impossible to defeat cheating; cheaters don't even try to hide, and there are no measures to combat them—only the most primitive layer is caught: those who fill every slot with 9999 archangels and forget to dismiss them at the end of the turn. The rest go uncaught, not thieves...
The thing is, a cheater scouts the map, which on our old template leaves an honest player no chance: first they collect maximum money, then conservatories "luckily" land, then Dragon Utopia. On a rich respawn, a regular player has some kind of chance; there are no problems with money and external dwellings, plenty of freebies, which to some extent devalues map scouting.
3. The skill level of our forum players. I believe that the rapid progress of our players continued all year and has now stalled. We are playing matches against Bay and Portal at the same level as the summer match with the same Portal.
Practice and match results show that under maximum personnel strain, both Portal and Bay field stronger rosters, and we can't do anything about it yet. Judging by conversations with players defending the honor of our resource, we clear maps normally and battles with opponents are also acceptable; the failure is in the "mandatory program"—taking medusa dens, naga banks, and especially griffin conservatories. It's obvious what advantage 1-2 angels obtained in week 1 provide. And playing on Jebus—like it or not, you'll have to learn how to break through everything on the first turns.
4. Working with newcomers. The advantage we still hold over other forums is the newcomers coming to us. Let's say a person didn't come by chance and wants to learn how to play strongly. It occurs to them that they can review saves after a game, but on a poor respawn even the strongest player won't impress a newcomer; you can't break through much. But when dragon external dwellings and angel dwellings are flying in on day 1-2, then he will wonder how it is so easy to do.
On a poor respawn, it's hard to explain the advantage of using 8 heroes over 3-5. When eight heroes break through everything on the very first turn—then the question of the required number of heroes in the game will disappear for newcomers.
Cons of the new template.
1. Freebies; I remember with indignation skipping maps from the standard set and those downloaded from the web when you couldn't pass because of the abundance of resources. The principle of "through thorns to the stars" is firmly embedded in players.
2. Turn duration. If 8 heroes break through everything on turn 1 with a player's full effort, it will drag on. Of course, there can be no talk of a rest on 113. Perhaps even two rests on 111 are too many; one on 111 is enough. And that's it. Of course, you need to play on 6 minutes.
There is no need to insist on TE punitive measures; gently implementing TE-lite is worth it. SoD as the main version with a mandatory "TE-lite at players' request." After 2-3 Tournaments, the number of players on lite will increase significantly, I have no doubt.
I won't talk about respawn luck; either way: if a bunch of external dwellings or hives land, no level of play can overcome that on either the old or new template.
Conclusion: it is worth trying to play; I also ask the respected Javdet to sign me up for the tournament.
P.S. Question. In the "Data" folder, there is a file with the 2sm4d(3) template, and as a result, exactly this template is generated. If I place a file with the Jebus Cross template in the "Data" folder, do I need to remove the file with the old template?