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Dirty_Player, you are right about the advantages of blue (I didn't even know about the blue rush), but this is true 1) except for those templates where the difference of 1 day of development plays a role (Heroes of Might and Magic), but 2) the advantage in restarts for blue also plays a role, but 3) for expert players who consistently win in one, two, three turns, 1 day is still a significant advantage, but 4) this very day has nothing to do with buying on week 1... that is, we have the same thing as with almost all advantages in RPGs - they turn out to be just features, maps that you can play with or not. + another advantage of blue is that on Monday, he can assess his situation during the opponent's turn and plan the entire first day of the game - this is a significant advantage on tight maps. + IMHO, the ban on red rush is more of a tribute to tradition, when the native growth always meant everything + a desire for calm in the game (hence also the rest on meeting, now IMHO used only perversely to its original purpose) and is not very relevant now. What is bad is the proposal to ban red rush in some templates and allow it in others. "Better 1 bad commander than 2 good ones."