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#8
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Using the Interportal 2011 maps as an example: Of course, when choosing, you should select familiar maps, as well as those with a similar play style. Conditionally, the current 16 maps can be divided into: 1) **Gameplay focused on diplomacy** (Power Spot, Tron) On these maps, monsters are usually not built in the Castles, and the entire army is accumulated through joining. Races with a wide selection of monsters perform worse on these maps. These are Nature, Death, and Chaos. The point is to gather 1-2 large and strong stacks of troops, rather than 4-5 small ones. And for these races, you might only get a little of each. For example, for Death, on level 2, you have ghosts, gargoyles, mummies, and dogs; on level 3, you have demons, vipers, and vampires. Therefore, the chance of getting only one stack decreases. Moreover, if you get the same mummies and demons, it becomes much more difficult to play later. That is, the probability of a bad outcome increases. The same story applies to Chaos and Nature. Although, if Chaos gives you Evil Eyes, that's a big plus. But still, Order, slow-paced Life, and Barbarian are more reliable. 2) **Gameplay focused on rushing** (Showdown, If these walls could talk, Eldorado, Lezkandra) Here, too, monsters are not always built, and the game revolves around a tank. Therefore, the most convenient races are those that have quick access to a hero with the initial "Martial Arts" skill. These are Life, Chaos, Nature, and Might. Then, as quickly as possible, you level up a combat unit (it's better to take ranged attack skills last, as melee damage is significantly higher + you'll be able to keep monsters away from support heroes). 3) **Classic maps** (seemingly all the others, except Bizarro and Danger Zone) Here, you build level 4 monsters as quickly as possible, and then use them to clear the map. It's better to choose races where the building path is the shortest and the cheapest. The longest path is for Life (if you're building angels; in my opinion, building cavalry only makes sense for a rush strategy, but you must go without losses and maintain a very high pace), a long path for Chaos (you need GM 2 (or 3?)), and for Might. On some maps where a Stronghold or Castle is located at the beginning (specifically, Heart of the Winter, Autumn War), the chances for Might and Order increase (because you don't have to spend time and money on Strongholds and Castles). Separately, I'll note Bizarro and Danger Zone. Here, the beginning is classic (you can also rush on Bizarro), and closer to the end of the game, it transitions into a diplomacy-focused game. These maps generally require a good ability to use all available tactics. Especially Bizarro.

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