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Let's talk about our Red Rush strategy...

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#30
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And I forgot to mention about the map templates – there are "red" templates, "blue" templates, and neutral ones. For example, look at this clearly "red" template, simply because the layouts tend to generate slightly better conditions for red. I once conducted research on this topic and published the statistics. Among the "blue" templates, we can mention Mini-Nost, where the layouts are, on average, the same, so the Castle, restarts, and the first choice of creatures matter. As well as the non-tempo nature of the template. Also, Diamond is "blue" according to the current tournament rules (1000+400 control), because the AI plays immediately after the blue player's turn, so on red's turn, it already has complete information about the situation on the map; it doesn't have to revise its plans under the ticking timer. Also, 6lm10a is "blue" because the guards in the corner treasure rooms are slightly weaker there (3K against 6K), and the spaciousness of the template creates approximately equal layouts and the prospect of a late game. The gameplay for red and blue is quite different on 8xm12a; red more often gets a poor central zone with many roads, while blue gets a rich corner zone with long roads. So, here it's more a matter of taste, which color to play. I note that 8mm6 (original) is "red" due to the more convenient road network for red, but 8mm6a is already "neutral"; it was edited specifically for this purpose. On Jebus, the situation is such that the weaker the Castles, the more advantageous it is to play blue – the advantage of restarts decides, and you can make up for a day's lag due to the layout. And for strong Castles, it's better to play red – the right to the first turn decides.