Connection ErrorBad RequestThis page went staleSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
I didn't analyze your map. I didn't try to understand it. I wrote about the large number of garrisons placed around each object. Why? Just place neutral units and create a script. A similar idea is implemented in some maps, but only on important objects. For example, in Circle of Life, the opponent controls the neutral monsters, breaking through to the 3rd castle and completing the quest for the major.
I haven't created such a map myself, but I helped Lars build Will and Reason, where in the first week, the player has to fight neutral units controlled by the opponent. The idea was that in the first week, there aren't particularly long actions, and you can diversify the game with a fight against the opponent. But only in the first week. Then the game progresses on its own. Because if this continues throughout the game, it will only get worse - the turns will be long, and it's unknown when the opponent will attack "your" neutral units... constantly waiting in front of the monitor is terrible. It's much simpler - you play for a while and know that you have 10-20 minutes of free time. That's what I wanted to say.