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"Might vs. Magic"

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#155
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Dedicated to the memory of mages who fell in battle.
/topic/at/294465/ :smile25:

Added after 25 minutes
Kostya, I looked at your saves. I don't know if you were determined to play for a win, but the game raised many questions.

The map was certainly difficult to generate, but during the first week:
-why take Archers on level-up when, without them, they would give Intelligence, which is much more important? Even if there wasn't any Intelligence, there's still a chance for Earth Elementals and Town Portal.
-why, having a Dimension Door scroll, build Birds (I didn't understand this at all), even changing resources, when instead you could have built Psychics in the Citadel, reached Mage Guild 5, and taken Utopias on day 131, giving Resurrection and Fire Elemental summoning – what else does a mage need? Even Cyclops on respawn hinted at that.
-you could have taken the single unit on day 116 at the latest, with 4 Psychics, 8 Earth Dwellings, etc. And in principle, probably even earlier with the Magic Arrow spell.
-ideally, it would be best to start with a Stable on day 121 (although I don't know how it is financially, I haven't checked), then kill the Wood faction with Moon spells, break into Utopias with artifacts in the Swamp Castle.
-you weren't lucky with Warriors, but you could have tried to level up the only Fighter by a couple of levels, at least in the tower. They immediately gave Earth magic.
Земля нуля.
Все в ней нулево и кукольно.