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#1933
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That's exactly the trouble: being late to move into the center usually leads to a throw. WT isn't SoD; the standard SoD same-day exit on 125-127 doesn't work here. Here, you need to move out on 121-122, 123 at the absolute latest, and even then it's risky. And that's assuming you've managed to clear everything valuable on your respawn beforehand.

Therefore, the ability to solve serious tasks as early as the 1st week becomes highly valuable. Not like Castle starting from 115, but already from 111-113. And then, on 121-122, use chains to finish off the remnants and hand them over to the "papa" who is ramping up before ГО.

Dungeon and Necro are strong in the first part—gathering goodies during the 1st week. If the gathering "clicks," you can build super tempo, even to the point of breaking through ГО on the 1st. Swamp is slightly weaker than this pair in that aspect (roughly equal to Strong and stronger than the others), but compensates with chain speed and the ease of using "loh" units to take everything including Dragon Utopia, as well as greater army power and "papa" speed.

With Castle, however, everything is much more modest. Usually, until 115, it's just gathering freebies and scouting, sometimes fights with small mobs. And only then does the ramp-up begin. In my memory, Castle (whether in my hands or the opponents') moved into the center at the earliest on 123, which is kind of late; the opponent might have already eaten up the entire center by that time.

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