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Castles and factions in "Heroes II". An analytical guide by Qwerty.

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... and here is the continuation ...

How will we solve this?
First of all, let's pause. Carefully examine the map, its open and semi-open areas. If you see computer-controlled heroes in the distance, carefully observe their troops. Thoroughly assess the location of your own castle. By the way, an "amateur game" reaches a new quality level when you stop losing your castles; let's remember that. When evaluating the location of your castle, it is necessary to pay attention to the following: how many different directions can you send your heroes, and from how many different directions can they come to you. The general trend in building is as follows: if the castle is in a dead end, build almost only what you can take with you on day 131; the more different paths to/from the castle, the more buildings you need. Moreover, these troops can be useful not only for equipping new heroes but also for defending against computer-controlled heroes that have broken through.
A mandatory analysis of available magical capabilities (that is, spell shops and scrolls, and there doesn't seem to be anything else) in combination with predicting the nearest tasks. Conditionally speaking, if a knight-leader has gained first-level wisdom, and the spell shop offers the "battle teleport" spell (level 3, teleports your squad to any unoccupied location on the battlefield), then this is a serious reason to build a magic guild and buy a spellbook there (the knight has many infantry units; they will look great teleported behind the castle walls; besides, the teleport effect does not depend on the strength of magic). Slow, accelerate, blind, antimagic, and mass accelerate spells (if you have wisdom) are arguments in favor of building a magic guild. If they are not available, then, given a shortage of wood and gold, the expediency of building a guild is questionable. As experienced players in Heroes used to say, "I'll buy the spellbook from the computer."
Assessing the nearest "target for absorption." This is quite simple. We see a computer-controlled castle in the distance; based on its contents and the troops its heroes use, we try to understand what has been built there. We capture this castle on the seventh or first day of the week (see my article "Heroic Numerology" for more details) and on the first day, we buy (perhaps after building on the seventh day) additional troops.
One of the key questions is the formation of the first army that goes on an expedition. Many important issues are outlined in the article "Heroic Numerology"; here, we will only focus on the most specific nuances.
If there is a foundry outside, then we choose swordsmen or spearmen as one of the main units. It is better to take 4 squads with you. In most cases, it makes sense to upgrade archers (there are exceptions: sacrificing un-upgraded archers when breaking through defenses and storming a castle to compensate for their absence with another unit). We aim to form a powerful stack, that is, it is better to have more swordsmen or spearmen than approximately the same number of both. We protect the powerful stack.

Some questions about the beginning of the "contact game."
So, we have moved on from the opening, left our territory, and headed towards the computer opponent. And we have entered into direct contact. Thus, the game has moved from the stage of "playing against neutral troops plus building the starting castle" to "now we can start."
The main and most difficult piece of advice.
Dear fans of the second Heroes game. Don't delay the game, postponing the moment of meeting the computer. Don't try to "first build everything in your castle, buy all the troops, develop a good hero, and then go and beat everyone." Add some intrigue and dynamism to the game. Experiment, boldly venture out and storm castles! Yes, especially at first, it may seem that just a little more, and everything will collapse. And there will be defeats. But the overall strength of the game and the PLEASURE DERIVED FROM THE GAME PROCESS (and pleasure from the game is the main indicator of an "amateur" game of Heroes) will increase.
So, once again: we go on expeditions, without waiting for the complete construction and purchase of troops. We'll buy the rest in the computer's castle :)

There is another important aspect that I want to focus on. This is the completion of the knight's army in the computer's castles.

To be continued...

Орден Фениксахаризматический :) лидер