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DISCUSSIONS on “Rules for online games in HoMM3 and formulas for calculating player rating.”

#1804
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Well, I don't know... it's approximately as complex as the number 2 being more complex than the number 1. I don't think it's "significantly more complex." Moreover, the existing rule is not quite correctly formulated – instead of a precise definition of a stalemate situation, it only provides one example of such a situation, which can be interpreted differently depending on the time of day and the amount of alcohol consumed (compare, for example, with the formulation of a portal or the formulation of a war trap – a stalemate situation is when the attacker cannot win – that's it, you can't do anything). And I've also reduced the number of letters. Stalemate in battle.

A stalemate in battle is created by the opponent who avoids direct contact between troops and does not inflict damage on the opponent.
If the attacking player creates a stalemate, then he is considered to have lost the battle and must retreat.
If the defending player creates a stalemate, then he must make a choice and either offer a draw in the game or retreat. Upon receiving the offer of a draw, the attacker must either accept the draw or retreat.
A siege of a castle with a broken catapult is not considered a stalemate – it is a loss for the attacker, and he must retreat.
In tournaments with a single-elimination system, after a draw, the players return to the situation that existed before the start of the game and begin the next generation with the same number of restarts.


And oops. It turns out that there are still things to be figured out regarding the "Chains of War" mechanic.
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