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I have a couple of questions regarding the rules.
The rules regarding Chirks, restarts, rules about staggered guards and red-rush, as well as the rules for SoD, are taken from the "Rules for online games in HoMM3 and formulas for calculating rating" thread.
It would also be good to write down our rules for TE (hit&run, red-rush, Chirks, restrictions on staggered guards, etc.).
It is forbidden to take Diplomacy on level-ups.
And if it is impossible to refuse – all slots are occupied, and earlier a player gave it, should the hero be dismissed? If so, when – immediately after receiving the new level of Diplomacy, before the end of the turn, or within a few turns?
It is forbidden to take Logistics and Mullich as starting heroes, and it is forbidden to use them in final battles. A final battle is considered to be one in which more than 50% of the troops' HP is involved on both sides.
If I have developed my main hero, and Mullich or Kirre still have troops, and during the opponent's turn it turns out that his scout with one harpy reaches my army, can he dismiss all his troops, attack – then, according to the rule, a final battle has taken place – and then I get those troops?
Red-rush is prohibited. On the first day, the red player can only attack if he has not bought the army of the new week.
What about troops that come with new heroes and stashes?
City selection – the blue player chooses first, the red player second. Identical cities are possible.
So, they don't have a Chirk? On SoD, blue chooses any of the 7 cities, on TE – any of the 9, then red takes any of the 7 or 9 cities? And who then chooses the hero first if the cities turned out to be the same?
Neutral level 3 >40, but golems >40.
The level of golems is вроде 3 – is there a mistake here, why highlight them if the restriction is the same?
Map is created with following settings:
2 players, 0 computers, all teams = 0, water = none; monster = strong; time limit = 6 min; difficulty = 130%
Is this for all templates? On 8mm6, it is customary to play with 6 computers.
Players must take a rest if the starting heroes are not of the first level, if there are no roads, and if there is no road to the second city...
So, on sm4d, there is a mandatory rest on one road to the main city? But only on TE (the rule is different on SoD)?

On TE, can you collect anything from under guards using wings, flight, or Dimension Door?

Are Necropolis and Conflux heroes and castles in any way restricted on SoD (other than the fact that these cities cannot be taken as starting ones)?

What do the text files for TE look like in their and our rules (number of troops with heroes at the start, growth rates, etc.)?