I actually wrote it out and then deleted it. Think about it yourself – if this rule exists, there must be good reasons for it. And it wasn't written by fools either.
That's not what I meant; in fact, I wanted to hear the reasons (bring back what you deleted :)).
It takes 6 minutes on the small map.
An opponent came to your 114, and the game ended. I personally don't like this. When I started playing Heroes, an opponent captured my capital on turn 113 (I agreed to play M+I, I didn't want to waste time on generation again). I had to restart on turn 113.
6 minutes is pure time; with battles without a timer, it's 8-10 minutes.
Even on the small map (L+U), it's quite difficult to reach the endgame on turn 114 – you need to be lucky with the map layout, the starting army, and the blocks + you need to guess the direction + the castle must be close enough to the border.
Not to mention other templates – for Jebus, this rule is not relevant at all.
As a rule, the reason for a restart due to contact is something small, like contact (capturing a resource, a hiding place), attacking a weak unit – the opponent deliberately breaks through with critical losses to capture a mine and kill the shock-barbarian on that side in order to organize a restart.
+ this is an additional opportunity to restart the game while preserving the official restarts.
Perhaps it would be possible to at least remove such contact (capturing a hiding place, a mine, a scout) as a reason for a restart due to contact?