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DISCUSSIONS on “Rules for online games in HoMM3 and formulas for calculating player rating.”
I disagree with Wicc. Heroes are much more like chess than poker, especially if artificial restrictions are used to maximize the exclusion of the random element. Based on my experience, the outcome of the game can be decided by 1) Dragon Utopia, 2) certain level 4 artifacts, 3) boots and gloves, logistics heroes, 4) the layout in terms of "cans," hives, and caches. The first 3 points can be removed or neutralized, for example, by banning visits to Dragon Utopia or banning a list of artifacts; the last point is handled by playing on a well-thought-out fixed map known to both players where everything exists in equal quantities. Dragon Utopia are dangerous not because they give a lot of money, but specifically because you can get artifacts there that decide the game. On fixed maps, they can easily be disabled in the settings. I also wanted to ask, why do the rules require setting water to 0? Who came up with that?