Despite the super-late game, the game turned out great!
By the 4th week, Kirr, clearly outpacing Mullich in development, gained a Castle. It seemed like this was it, game over, but no: Mullich, wearing a stylish hat, knows how to jump and fly! An interesting duel began: "master of the land vs. master of the air": Kirr keeps Mullich at a distance of 4400 steps from the castles, and his pumped-up minions, with armies worthy of another final, join the City Portal Empire, taking one castle after another.
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Here, the blue player was left with no cities at all, but after a couple of turns, he recaptures his main city, where my best mage minion with the stats 5-5-20-15 (Mullich has 20-30-10-10) was stationed. Waiting for the opponent's mana to run out, the mage, using oil, explosion, blindness, and resurrection, almost turned the seemingly hopeless situation around and eventually destroyed 80% of the attacking troops.
GG? I thought so too, but no way!! It was just the beginning. The whimsical landscape played into the blue player's hand, a dream for a jumper. His lair was especially striking - a Castle, where the elusive Mullich was upgrading the captured angels: from the nearest entrance to the city, there was a path in the form of a mocking "S", along which Kirr ran for almost 3 days! All this time, the opponent, constantly joking about the situation in the chat, was actively replenishing his army and threatening to take the castles back, hinting at a draw. He dreamed of the City Portal in one of my cities: their giant garrisons are defenseless against an explosion of 2000+, and Kirr might not be able to handle the role of Figaro!
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Meanwhile, it smelled not only of a draw but also of an annoying defeat. I frantically pump up the units, evacuate Kirr from city to city with giant armies, and the cunning Mullich, with his meager 30+ vivs, 10 archs, and other units, jumps, flies, hides behind the folds of the terrain, trying to reach a point for a daytime transition to two cities at once... and such a point is found, as a result, a village near my main city is captured. This was not the best option, but the most dangerous directions were blocked by Kirr and another cool earth mage with a meat shield of two strongholds. The lack of scouting, a small mana reserve, and the swamp underfoot force Mullich to slow down his maneuvers.
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Kirr, meanwhile, is scouring the map in search of flight, returning to guard every turn. At the same time, epic battles and clashes between hero harvesters for territory are taking place all over the map. In search of full control, I am building a 5th-level magic building on all possible sites and getting nothing everywhere.
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The game has been going on for a third real day, and it increasingly resembles a zugzwang. But towards the end of the 3rd game month, the maestro of Chance intervenes again, now rewarding me, in the very last corner of the map - behind the quiet cyan computer - with wings!! Already on the next turn, the enraged Kirr runs over Mullich like a jet engine. GG!!!))
Thank you to my opponent for the awesome dose of fun!
I confirm! It's brilliantly described - there's nothing to add:rolleyes: In these crazy "chase" games, I just wasn't lucky:smile27: The opponent still got the wings...
P.S. - but it was fun))))):)