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#265
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JonnyP
on a new day, the win will naturally only be on a new day, and not after the death of PL_4. (this is also possible)

regarding the trigger - yes, but if you have 4 players, and only one of them dies, and a hero is also needed - that's why a loop is used instead of a trigger.
I don't know how it is with you and your computer (I had a laptop). But loops significantly slow down the game. I abandoned it in favor of a daily trigger on one map.

There is, of course, another way to do it. There is a way: when the ownership of an enemy city changes to a non-enemy one, check if there are any other of its cities or heroes on the map. If there are, proceed to the trigger for losing heroes.

There is a more reliable way: check if there are cities and heroes on the map when each trigger is activated. This will protect against different delays and possible incorrect sleeps. Otherwise, if the timeout is not completed, the turn will end, and the game may even crash.

You can hang two triggers on 1 function. It's simple.
Etc. The algorithm can be composed in any way.

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