positive (red, Dung, Deemer) def Psyche_7 (blue, Castle, Lyonis, Dessa) @ 2sm4d(3), 126
An interesting game turned out. Lucky, I stumbled upon a Conservatory 1 at respawn, the difference between taking the Conservatory with a Miner vs. a mage is very noticeable. Then through a secondary town I broke through to the opponent's respawn (as it turned out). The generator gave him a Conservatory 1 and an external Angel dwelling, but cut off that good stuff from him with a GO guard. I had to take it.
In the final fight, the archer at 110 helped a lot.
Thanks for the game.
I played carelessly, as usual :). The "CIS rules" were stuck in my head, I didn't pay attention to the difference in restarts. I had to play a layout that I naively wanted to restart on 112 (before that I had already taken 1 restart on 112 - a short road into GO and a small fork into a teleport behind a horde of gr. lizards). The generator cut me off not only from the Conservatory and the external dwelling, but also from my native lookout tower and a wood mine. Miraculously = external market + Dwarf Cottages 15+30, I built the first cavalry in the castle. Moreover, on the max Dwarf Cottages on grass (with gr.) I still lost the cavalry :( despite Orrin with expert archery.
I quickly captured a secondary town — Tower. Later scouted 2 Conservatories there, next to one an external dwelling of nagas (!). On the 2nd I took the home Conservatory-1 with a scout hero and for some reason ran to another secondary town via a teleport. Perhaps I should have tried to gather the Conservatories on the secondary town. It's just that by this point the opponent had run to my native lookout tower and could see my "meager" respawn like the back of his hand :). So I just hastened the denouement. There was nothing particular to block the double and the external Angel dwelling.