2asm: I would like to express my gratitude to the people who are developing the game, spending time on it, practically only out of their own enthusiasm. Simultaneous turn-based gameplay up to 116 is a great idea. Also, the idea of blocking the ability to view the map and save the game is, in my opinion, exactly what is needed!
This will all be implemented. For example, a built-in autosave feature already exists, and I plan to make saves password-protected for 2 players. I won't save the map to disk at all, or maybe it will be possible to save it under a password in the first turn's save.
Regarding TE and SOD, I don't think that any of the versions is better. I prefer SOD, but I also understand the fans of TE. But these are DIFFERENT games. And trying to force someone to give up one of the versions is stupid. If TE-Lite turns out to be free of bugs, then perhaps it will be a great alternative to SOD.
By the way, what bugs are there in TE-Lite?
What I don't like about TE is the classes; out of a bunch of classes, only 2-3 are played throughout the game, due to the accelerated pace of the game, and no one makes bets on anything other than the main ones (on the Sage), the bank, an incredible impoverishment of the game. Instead of worrying about building and buying, on turn 121 we stupidly set up on a Consulate, Hive, and go to the Treasury (for the CM template). Specializations for monsters, because of which, their parameters increase by 2-3 times + bonus.
Monster specializations are also a problem; in fact, they are the only thing people play with in TE. They give too many bonuses - SOD's enhancement + a powerful stack + bonus + 25% health - that's too much.
They removed the scrolls, but instead made a guild upgrade. For me, it's more interesting to find the necessary scrolls, and build the guild once.
What irritates me in TE. The developers' inattention to detail, for example, they removed the hatred between Titans vs. Black Dragons, as if it's okay. Hit-and-run, as far as I know, all the rules state that there is a ban on direct damage in the first round, so there is no way to escape after casting. That is, we are cutting mages even more, so that no one would even think about leveling them up.