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I played the "Broken Alliance" scenario, playing as Sanctuary on "hard" difficulty against 5 "strong" AI opponents.
1. With my first hero, I chose Hitomi the Warrior and focused on developing her economy. I built the Hall of Heroes. With my second hero, I chose Kalindra the Mage with the "Ice Block" spell. I took all of Hitomi's troops, gave them to Kalindra, and focused on developing her water magic and healing skills. I also cleared the area around the city without any losses.
2. I assigned all economic tasks to my first warrior hero. He built and upgraded all the structures, which resulted in significant savings.
3. I didn't build all the structures. I only built Shark Guards, Coral Priests, Kappa, and Snow Maidens. I only built Kirins towards the end of the game in my first city, and only to track their growth rate. (At the end of the game, I gave 10 Kirins to Hitomi and sent her to capture the island city, but it was still occupied by neutrals, so there was no point in taking it. I abandoned that and rushed to capture the last city, but Kalindra had already taken it.) Kirins indeed grow by +2, +3 for 3 fortifications, and +1 for an upgrade, totaling +6. These Kirins did not participate in any battles.
4. I used a "rush" strategy. In the early third week, I broke through the gates on the north side and quickly swept across the entire map with just priests, kappas, and snow maidens, defeating everyone. I didn't encounter much resistance, as the opponent hadn't even had time to develop. There were no mega-battles. The scenario was completed without any losses.
5. I had a total of 4 heroes, whereas I usually only use a maximum of 3. Kalindra reached level 15, Hitomi level 14, Luna level 13, and Tsang level 9.
6. I utilized water magic, which is very powerful. Blizzard, Slippery Ground, Ice Wall, and Ice Block are all excellent spells. Slippery Ground slows down two stacks of enemies for 2 turns (but I only tested it on a secondary hero). Next time, I'll use it on my main hero and finish the game even faster. Yuki-onna's "Ice Shards" are also very effective!
7. I chose "very fast" hero development, but I only leveled him up to 15 because I didn't have time to focus on his development; I was focused on the rush. In the second half of the game, I didn't use the priest waves much; I mainly used them as ranged attackers.
8. I built my strategy around the priests, their waves, healing, general healing, water magic, and the rush.
9. Kalindra's Skills.
Kalindra, Sanctuary Mage, level 15.
Skills (in chronological order of gameplay):
0) Ice Block (specialization)
1) Education
2) Healing
3) Learning
4) Magic Affinity 1
5) Logistics
6) Blizzard
7) General Healing
8) Pathfinding
9) Steal
10) Secret Keeper 1
11) Guardian 1
12) Guardian 2
13) Aggressor 1
14) Secret Keeper 2
15) Stop Time.
10. At the end of the game, the AI provided a report showing the game duration: 2 hours and 32 minutes; 2 months, 3 weeks, and 2 days (this is my record for this scenario at this difficulty level). And immediately, a QUESTION (in previous versions of the game, the duration was usually given in days): how should I interpret "2 months, 3 weeks, and 2 days"? Does this mean the second month, third week, and second day? In other words, less than 2 months?
Added 44 minutes later
I used Water Magic more extensively in another scenario.
1. I tried using the Ice Wall. It's effective. I placed it in the first turn directly in front of the enemy's ranks. They bypass it, and some of them get frozen. However, ARCHERS can shoot through it. What's the best way to use the Ice Wall? How can I use it more effectively?
2. I also used the "Slippery Ground" spell. It's a MEGA SPELL; no further comments are needed. If you think about it, it's even better than Stop Time because it slows down two stacks of enemies for 2 turns.
3. The "Blizzard" spell is also good; it's a kind of equivalent to "Cloud of Poison," but at level 5. It's a shame that it only lasts for 2 turns. The combination of "Slippery Ground" and casting "Blizzard" on top is excellent.
4. Yuki-onna's "Ice Shards" are also very powerful!
Water Magic is not available to the Light Alliance and Inferno. And that's a big disadvantage for them, in my opinion.