When I said on the forum that the tournament is difficult, I meant its difficulty in terms of optimizing the result. That is, for me personally, the tournament turned out to be one of the longest, requiring 4 days of real time (thankfully, the New Year holidays allowed me to do this :) ).
The first rough draft was done in 1 hour, with a result of 9 days. The second run was more thoughtful and took longer, resulting in 8 days. Having achieved 8 days, I began to think about the minimum possible result on this map, and the more I thought, the more it frightened me. It frightened me because the theoretical limit on the map is 6 days. Nevertheless, pushing aside that wild thought, I decided to first aim for 7, and I must say, I did it quite quickly by preventing the computer from straying too far from its home castles. After resting a bit and celebrating the New Year once more with relatives, I made titanic efforts to achieve a result of 6 days, but in vain; I was short by 500 gold to take all the castles on day 6. But even if I had guessed where to get the missing amount, another thing became unclear: how to kill all the rapidly multiplying computer heroes? In the end, I noted for myself that this is practically impossible!
And then came the moment when it hit me to improve secondary skills, specifically to implement the 2nd victory criterion regulated in the HW rules (taking into account the artifacts equipped on the hero).
Here I had to not only rack my brain over this problem but also think about how to keep the computer within reach. Thus, a result of 7 days was achieved with a sum of primary characteristics equal to 11 (previously it was 6), which made me unspeakably happy! Realizing that I could improve by another 2, I played again and finally succeeded! After another drinking session (as the holidays continued, and my wife was already angry with me), I decided to sit at this map again, since having free time suggested that skills could be improved by another 1 by taking a chest of 1500 experience instead of money! And it was this fact that turned me into a complete maniac; I had to make titanic efforts to develop a strategy where the sum of skills would equal 15 instead of the assumed 14, and also apply a cunning method that I had not used in tournaments before due to lack of necessity. Not to mention the real time spent implementing the plan...
That is, for 7 days but with improved skills, there are 4 runs: with 6, 11, 13, and 15 skills, all using different strategies;)
Strategy
1) In the home castle, as well as in captured castles, we build and buy nothing.
2) Money is spent exclusively on buying heroes.
3) With the main 3 heroes, we take nothing unnecessary, moving only toward the castles.
4) The "Father" must definitely take boots, a chest, destroy monsters and heroes, and take the farthest castle.
5) The "Father" must be given the "Great Scroll of Knowledge" artifact, which increases knowledge by 5 units.
6) All main breakthroughs are made using the dragon, who is passed along the chain in the first few days.
7) At the start of the day, all heroes should, if possible, be accelerated by fast monsters.
8) Computer heroes must not stray far.
After analysis, it becomes clear that the second hero can appear only in one case: if the starting hero Ariy takes 2 chests located exactly south of the starting castle, which we successfully do without problems by wiping out a pack of ogres. The 2 chests bring a profit of +3000 gold to the treasury.
Naturally, we buy a Barbarian class hero – Atlas; this is obvious since only Barbarians lack a terrain penalty.
After him, not a Barbarian but a Warlock must appear to accelerate other heroes using gargoyles. In this case, Rasmont was under that slot.
Atlas, leaving the entire army in the castle, takes one goblin and moves 2 steps left and one up, ending up right behind the hill by the castle. He does this so that on the next day he can attack the ogres to the north who block the passage in the southern direction. The calculation was made so that Atlas would not make unnecessary moves, while Ariy would spend his entire movement allowance exactly for exchanging with him.
Turn transition:
When I said that the game version could be determined 100%, I meant the following:
- all Computer heroes on turn transition in the Bukovska version 1.1 leave slow units, which are orcs 100%; in the English version 1.0 (DOS), he will take them with him!
- when attacking ogres, we see the battlefield: in the English version 1.1, only a stump stands as an obstacle; in the Bukovska version, there are 2 snags and a bush between them.
Green: Sundax takes the ore mine and heads east, spending the night at a chest.
Red: Antony takes mercury and the sawmill.
Yellow: Ergon takes the ore mine and heads south.
There was practically no regeneration since there are very few computers. It is essential that Green runs east for free troops – thieves (wagons). This is the first important point! Because if he doesn't run there on the first day, he will definitely send other heroes the next day, and by day 7 he won't have time to return to the castle, and we don't have an extra 2500 gold to catch him.
P.S. It made me smile that buildings are completely absent in the starting castle, thanks Kyle!
Gold 500.
Ariy spends his entire movement allowance (as calculated) on exchanging with Atlas.
Atlas moves 2 steps up, one step northwest and attacks the ogres, earning 680 experience. He increases the treasury by 1500 by taking a chest. With 3000 gold in the treasury, we hire Rasmont (4 gargoyles, 9 centaurs); under him is Barbarian – Kelzen (although it's better to dig up Yog since his starting army is larger than Kelzen's)!
Next is a very important 2nd point: Rasmont leaves the entire army in the castle and with 1 gargoyle heads WEST, moving 3 steps! Atlas moves close to Rasmont (see figure 1).
Rasmont, specifically Rasmont, exchanges with Atlas, swapping the gargoyle for a dragon! The remaining moves are just enough for Rasmont to easily wipe out the Elves and take a chest, thus replenishing the treasury by another 2000 gold!
The amount obtained is just enough for one more hero – a Barbarian, who becomes the pre-selected Kelzen (3 orcs, 23 goblins) – FATHER!
Atlas spends his remaining movement allowance (2 diagonal steps) moving south.
Father, transferring the entire army formed from purchased heroes from the garrison and leaving only 1 gargoyle in the garrison (necessary for the next hero), namely: 2 gargoyles, 45 goblins, 6 orcs, 9 centaurs, runs to exchange with Ariy (gives him 1 gargoyle, receives 1 green in return) and attacks the nomads who guard an important passage to the EAST!
The simple tactic leads to victory with losses; only 1 gargoyle, 3 orcs, and 31 goblins remain, which is exactly what we need. He dismisses the remaining army except for one single gargoyle.
Then he takes the chest "above," enriching the treasury by 1500 gold. I had to take money because monetary inflows from the castle on the next day would not have allowed hiring another hero, and there was no prospect of obtaining 1500 gold on day 3.
Thus, Ariy, Atlas, and Kelzen were accelerated by gargoyles by the end of day 2, while Rasmont remained with the dragon, as he must!
Turn transition:
The computer hires a second hero with 100% probability, which is very unfavorable for us, but what can be done.
Green: Sundax grabs a chest and moves toward the wagons. Tsabu takes the sawmill.
Red: Antony collects ore and gems. Jojosh takes the ore mine.
Yellow: Ergon crystals and wood, ignoring gems for obvious reasons. Craig Hack takes the sawmill.
No regeneration!
Gold 1500.
Father, accelerated by gargoyles, runs east without stopping, spending the night 2 cells away from wolves.
Rasmont has just enough moves to exchange troops with Ariy (Dragon for gargoyle).
Atlas, knowing that nomads in a quantity of 25 have a status loyal to joining, runs toward them. He stops 1 step before attacking.
Ariy, following the same procedure as Rasmont, receives a gargoyle instead of a dragon during the transfer with Atlas.
A satisfied Atlas easily joins the nomads and, with words of gratitude, passes the dragon back.
Having funds of 2500 gold, we hire Yog (Sandro is under him). We give him the pre-left gargoyle, and leave his army in the garrison, although they could be dismissed, which wouldn't change anything. We run after Father.
In the end, such a strategy leads to the formation of an excellent chain for passing the dragon from the farthest hero to Father on the next day!
Turn transition:
The computer hires a third hero with 100% probability, which makes me even angrier, but there's nothing to be done! Total: 9 enemy heroes!
Green: Sundax still moves toward the wagons. Tsabu runs south and grabs a chest. A lady named Trojan also goes south, grabbing sulfur.
Red: Antony takes gems and the "Great Scroll of Knowledge" artifact! Jojosh mercury and a chest. Barok wood from the south.
Yellow: Ergon clears his territory in the north, grabs mercury and gems. Craig Hack grabs gem deposits in the south. Lord Haart grabs a chest in the east.
No regeneration!
Gold 0.
Added after 38 seconds
We execute the plan we've been planning for 3 days: passing the purple dragon.
Ariy runs to Rasmont, stopping 2 cells short; Rasmont takes the dragon from Ariy and passes it to Yog, and Yog in turn – to Father!
Father attacks the wolves and earns 520 experience, TAKES THE EXPERIENCE CHEST +1500 Exp (+ 1 attack, +1 defense) - a very important 2nd point, as a result of which skills were increased.
Knowing that we'll have to pay for boots, we leave Kelzen alone for a while.
The role of money tycoon is played by Atlas, who easily takes 2 chests (+1000 and +1500) on the way to Green's castle.
We return again to Father.
The 3rd and perhaps one of the most important points: DO NOT JOIN THE SWORDSMEN, but attack the ogres who are ready to join; knowing how slow they are even if strong, we kindly refuse and use them for experience +400 Exp.
For 2000 gold, we take boots and sleep near the mercury.
Rasmont uses his remaining 3 moves to go East, following the main heroes in hopes of taking a stray pile of gold and thus slightly easing the life of player Yog; following FATHER, he enters the swamp and goes along the right side.
Turn transition:
Green: Sundax, finally reaching the wagons, turns back, intending to take the djinns guarded by riders (but due to computer suicide, this was not destined to happen since Atlas disrupted his plans). Tsabu takes the campfire and turns north for a chest!. Trojan takes ore and, realizing that the swamp is not her element, also goes north for a chest.
Red: Antony runs down. Jojosh takes the northern chest near the castle and heads toward the eastern chest. Barok takes the southern chest and heads south for the "necklace" artifact.
Yellow: Ergon moves from one swamp to another, grabbing remaining resources and a campfire. Craig Hack grabs ore and mercury and heads for a chest. Lord Haart grabs a chest by the castle and heads toward the southeastern swamp.
What a greedy, smart computer!
There was only one regeneration: green Tsabu must go north, not south - this is the 4th mandatory point!
Gold 1500.
Ariy, realizing that the treasury needs gold more than ever, rushes with all his might for the northern gold hidden in a chest guarded by dragons.
Atlas cannot be stopped; he heads toward Green's castle and, before the decisive battle, decides to spend the night under an oak tree.
Rasmont, also realizing the money problems, runs to the swamp for gold supposedly guarded by swordsmen (whom FATHER ignored), sleeping one step away from it.
Father takes mercury +5 and joins 11 nomads who nicely block the exit from the central swamp.
Yog takes all the nomads from Father.
Father hits dwarves +380 Exp (+1 attack) and sleeps 1 step from the gem mine.
Yog sleeps by the statue (Now I realize that it should have been visited the next day to make life easier during the castle storm, but in principle, I managed without it).
Turn transition:
Green: Sundax takes wood and his moves are just enough to reach his own castle the next day. Tsabu takes a chest and runs east for another chest!. Trojan, apparently calculating that the castle is under threat, takes a chest by the castle and goes on defense.
Red: Antony takes ore and heads up for the last resources in the form of a pile of gold on the swamp. Jojosh collects the last resources at the castle: gems and a chest. Barok takes gems and makes a stop 2 steps from the "Necklace" artifact.
Yellow: Ergon's actions are quite adequate (acts like an avid offline player), runs up grabbing crystals and ignoring ore (apparently he already has enough). Craig Hack takes a chest and heads for the next one, located south of Lord Haart's castle; Haart takes mercury and heads for the "Powerful Scroll of Knowledge" artifact.
Regeneration was again with Green: Tsabu and Sundax had to stand as shown in Figure 2 – mandatory point #6!
Gold 2500.
Ariy takes a chest, enriching the kingdom by 100 gold and heading toward the gold by the unicorns.
Atlas attacks Green's castle, in whose garrison Trojan stands, the 1st hero out of 9!
Atlas: 25 nomads.
Trojan: 17 fairies, 4 dwarves, 5 wolves, 11 orcs, 6 goblins.
Turn 1:
Nomads move to the 2nd column from below. Fairies, archers, and orcs attack, taking 3 nomads.
Turn 2:
Kill fairies. Archers and orcs kill another 2 nomads.
Turn 3:
The wall is breached, we kill wolves; remaining moves are automatic.
Remainder: 12 nomads.
Rasmont on the central swamp takes 2 piles of gold, 500 in each.
Kelzen (FATHER) joins 10 riders. And moving via keyboard, attacks Ergon, the 2nd hero out of 9. Earning 581 Exp from Ergon, Father joins 21 bandits, then attacks dwarves, increasing his IQ by another 460 Exp. Not stopping there, he attacks nomads who block the way to the northern swamps +400 Exp (+1 Attack). Ignoring 7 mercury, he sleeps near an inconspicuous bush by the sulfur mine.
We don't touch Yog for now; we leave him for last and will observe the computer's behavior depending on how we move Yog.
In Green's castle, we hire Sandro (Falagar is under him).
Taking all troops from Atlas, leaving him only 3 nomads (although it should have been 4 or 5), Sandro leaves in the castle garrison 4 nomads, 3 gargoyles and 10 centaurs, keeping only 5 nomads for himself!
And HERE COMES THE MOST IMPORTANT MOMENT IN THE GAME - 7!
Sandro attacks green Tsabu with 5 nomads!... and... pays him off, spending exactly 500 gold!!!
The remaining 2500 gold is just enough to buy Falagar (who is under him no longer matters).
Falagar takes 3 gargoyles and 4 nomads from the garrison, leaving 10 centaurs in the castle garrison. Thus, there are 20 centaurs in the garrison.
Falagar takes 2 chests already on enemy territory (taking 1 chest exclusively via keyboard) 2000+2000 gold (see figure 2).
After experiments with Yog, the preferred option was passing through the swamp, although as it turned out later, this had no significance...
Thus, Yog sleeps 7 steps in a straight line from Yellow's castle.
Turn transition:
Green: Here two developments are possible and both are positive.
1) Sundax attacks his own, now our castle Sundkaser!
Using centaurs and the castle archers, we easily shoot down all his troops.
Tsabu meanwhile either attacks Atlas (where he also suffers defeat) or goes for artifacts and a chest, but still ends up within reach! Option 1 occurred. That is, the 3rd hero out of 9 was killed!
2) Sundax attacks his own, now our castle Sundkaser! Breaking the wall, he kills more than 3 centaurs, but still loses the battle.
Tsabu then with 100% probability attacks the castle and dies in 2 turns.
Red: Antony, apparently realizing that FATHER is already close, rushes with all his might to his home castle, ignoring gold.
Jojosh runs into the castle, gathers archers and wolf cubs, and most likely rides for mercury.
Barok, having taken the "Necklace" artifact, gets away from me, realizing that he's finished on the next turn.
Yellow: Craig Hack sweeps all chests in the south.
Lord Haart takes the "Powerful Scroll of Knowledge" artifact and a chest and moves very far from the castle, which is not very good. And all my attempts to force him to go for mercury were futile.
On top of everything, the computer buys another hero – Castor, who, taking orcs, wolves, and archers, runs northwest for resources and also ends up very far from the castle.
Regeneration was with Yellow: It was interesting which hero the computer bought and where he ran! Characteristically, the computer clearly did not fear my hero Yog, unlike when Yog arrived at the castle with Nomads and swordsmen (in the passage before).
Gold 4000.
Gold 6000
Ariy takes the last pile of gold on the swamp +600.
Yog attacks Yellow's castle "Dragon's Fang" (4 ogres in garrison). Without straining, he wipes them out with losses. Total: 9 nomads. The main thing is that during the battle, the wall is breached on the 1st or 2nd turn.
Who do we hire in the captured castle? Of course, Sandro, who paid his way off on day 6 with a full movement allowance and 5 nomads!
Sandro (specifically Sandro, not Yog) takes 5 nomads from Yog! Now Sandro has 10 nomads! 3 of which he leaves in the castle garrison.
Yog with 4 nomads attacks Craig Hack as his last step (already the 4th hero out of 10!) and easily and effortlessly wipes out his entire army consisting of 25 goblins (by the way, it's possible to win with only 3).
Father, at a right angle (via keyboard), attacks Barok (the 5th hero out of already 10!!!), and as soon as the turn reaches him, he immediately flees (buying him is obviously forbidden by rules)... nevertheless, 50 Exp for 10 centaurs are still given.
Then also at a right angle (via Keyboard 2) we attack Jojosh (6th hero out of 10), whom we wipe out in auto-battle, losing 11 thieves and receiving 769 Exp. The remaining moves are just enough to attack the castle! Its defense also falls in auto-battle, +720 Exp (Attack +1). Losses no longer matter.
In the captured red castle, we buy a Warlock hero – Visper.
Visper in auto-battle hits the last red one – Antony (7th hero out of 10) and takes from him the coveted artifact adding a full 5 units to knowledge (Great Scroll of Knowledge)! He successfully passes it to the main hero Kelzen, whose sum of primary characteristics reaches 15 (6+2+1+6), and the hero level is 6!
Sandro, leaving 3 nomads in the castle, attacks Castor with 7 and using spells "Blessing", "Protection" and "Curse" sends the latter into oblivion (8th hero out of 10).
In the "Dragon's Fang" castle, Georgios is hired, who with 3 nomads and 19 goblins easily wipes out the last yellow Lord Haart (9th hero out of 10). He attacks through trees via keyboard!
Atlas finishes off the last enemy green hero Tsabu (10 out of 10, the last enemy hero).
Victory occurs on day 7, skills 15, mercury 5.
Gold 1100
Respectfully, VDV_forever