At the start of the game, there is no "papa," and the player identifies several candidates for the role of ГГ. After that, they build a chain of heroes that most resembles a living organism—a two-headed snake. Each head is a candidate hero for the "papa" role; the body of the snake consists of dispatcher heroes through whom troops are transferred. One head takes something tasty, while the other only marks an object; the next day, troops are shifted to another front and the heads swap roles. But the process is not static: as the army's strength increases over time, the snake constantly grows, making larger and larger objects accessible. In addition to moving troops, dispatcher heroes pick up weaker objects along the way.
The most valuable asset a "papa" has is movement points, so it is very important to put him on an acceleration run. However, if you have already entered an enemy zone or treasury, acceleration carries risk and should be stopped. In a treasury, the combination of heroes can be figuratively imagined like this: the "papa" is a heavy aircraft carrier; without being distracted by anything unnecessary, he takes only the most important objects: Dragon Utopia, hives, while the "loshki" are like small support ships scurrying around the flagship, picking up whatever is lying around.
These are the images that come to me while playing. :) Maybe I explained it confusingly, but the main point is: the number of combinations in the game is quite large, and there is plenty of room for both logic and Creation. There are examples where players of different styles evaluated the exact same position completely differently.