And I'm betting on North vs South. Because if I haven't missed any secret passages, you have to sail to the opponent. And that gives them a 2-3 day head start, which no one will give at the start of the game. And you can't stretch water chains very far.Exactly! And if both players aren't aggressive, you could be playing there for 5-6 weeks ((( I "sped it up" as much as I could :-) - placed Castles with docks on the shore instead of villages, and boats under guard at the very north and south of the map, but still...
That's why I didn't understand why they removed such a wonderful map as Winterlands, and others like it!? Because North vs South can be dragged out even further, and the Winterlands map itself, 7 Lakes, is much more interesting in terms of gameplay!
By the way, I would also be against banning DD (leave it for 1 use), and TP once per turn as well - not such a big sin, since there are plenty of random events in the game. Similarly with diplomacy, I would allow recruiting monsters for money - these aren't the kind of maps where you can hoard legions; they are fast maps, you can't really expand much with diplomacy there (except for North vs South).
I actually don't care which rules we play by, I just wanted them not to cut down the game's possibilities; it's a peculiar balance, perhaps too random, but still beautiful.
P.S. Teleporters is generally a very fast map, you're wrong about that!
В прошлом "Координатор турниров Лиги Героев" (www.heroesleague.ru)