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Duel map: "Summon Ship".

#22
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I would like to express my gratitude to Marmot for such a detailed review!
Marmot
place artifacts in such a way that the players' capabilities are more balanced
On the map, all artifacts that are not related to the scenario are random. The red and blue, green and brown territories are mirrored accordingly. But I still removed one random relic from the territories of the computer players.
Marmot
Also, it might be nice to make it so that Green and Brown can not only enter each other's lands through the Dungeon and fight each other (provided that their capabilities are balanced), but also pass through the center diagonally on the surface (from southwest to northeast).
I checked this, and initially, this possibility was included. But if you allow the computer players to move around each other's territories, they will start to develop much more slowly. The computers will start to interfere with each other (for example, by capturing dwellings that don't belong to them) and waste turns on pointless scouting. Also, they should not attack each other so that the map does not become unbalanced in Multiplayer; otherwise, one of the human players will not have to fight the computer at all.

In general, when the map was conceived, the initial concept was as follows:
  • Human players develop for a long time, fight computer players in their development, search for certain artifacts, and then get the opportunity to have a final battle with each other.
  • It is not necessary to destroy the AI, and it is impossible to do so. The AI behaves in such a way that it constantly interferes with and harasses human players, and it is very difficult to track it down and finish it off.
  • As soon as the humans have a final battle, the game on the map ends.
But now it is clear that this concept does not work in practice. The map is used more in single-player mode. Therefore, I decided to make changes so that the Walkthrough becomes more linear and obvious, and the ending is not so drawn out.

Map version 1.1

List of changes:
- Simplified the teleport system
- In Multiplayer, the final battle is not possible until
the main scenario of the map is completed
- Changed the ownership of neutral castles
- In single-player mode, after completing the main scenario of the map, the
"City Portal" spell and the "Chains of War" artifact are unlocked
- Necromancy is prohibited outside the starting zones of the players

I tried to take into account most of the recommendations and feedback, especially those received from Marmot.

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