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#3005
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I'll answer briefly:

1. The Naga Bank is easily killed — you position your Wyverns -5 angels -1. Nagas crawl after the angel, full stacks cut down — Naga attack 9 and offense more than enough... I think even with morale on it's doable.

2. About Magogs, yes indeed, you can guess — 1 angel kills even 100 of them with a zero scout hero. If you come on an angel on the first turn, since experience is disabled, that's enough to capture and kill the computer.

3. The chain on 121 is clearly pointless — you take 6 angels by sacrificing everything else, is it worth it? It's much more profitable to take 1 Mephala after the stables on 121 (or even 122), the rest on 122, after the stables, break through Mephala into the center on the same turn, and net 1.5 - 2 days total compared to what it was.

4. Personally, I think Castle with stable rebuilding is complete garbage, even worse than Tower, which is unanimously considered the weakest faction on 8mm6. (Though there are other opinions.) On 117 there's 10K, that would have been enough to build and buy an angel — it would have already paid for itself. 8 angels is quite enough to take a utopia early.

5. As for the rest, I probably won't write it. I'll describe the difference between Castle and Rampart in more detail (as I currently see the game). The factions are quite similar on SMKE, while on XL the tactics differ hugely. I don't understand where people see twinning.
Castle — that's Archers and +400 MP primarily from stables, but a failure in Mage Guild, unprofitable to build out, because there's no such necessary 5th level. Generally, my vision of playing these two factions is completely opposite. Rampart is strong with its meat, fat stacks, so you should play it on average by not losing singles, preserving stacks as much as possible, building the Mage Guild second if possible to get early Dimension Door, an excellent combination with the Inferno faction in terms of overall meat growth, and the hero matches — Mephala (you can also play Kirra, Ivor, Jenova... but those have different priorities). 7th level creatures are too vulnerable to Implosion, which kills a significant portion of investment in the faction, so they're usually not built on XL+U.

With Castle it's a different situation — since it's often profitable to make early Archers, the tempo is justified, sacrificing insignificant levels — 3-4-5 for example, without excess of course. If the goal is achieved, it pays for all losses. So the game is planned accordingly. On the second week it's very profitable to build, if not to the Capitol, then at least to the City Hall, so as not to fall behind on 13+ when Castle gains its main strength. Accordingly, it's important to solve the problem with 5th-level magic, otherwise you can end up in a blockade where other factions overtake you. In principle, it's profitable to build the game with an emphasis on aggression.
Земля нуля.
Все в ней нулево и кукольно.