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I'm not particularly concerned about the *purity* of SODA, but I don't understand how rebuilding will affect the balance. For example, if player 1 got lucky with control, and player 2 with their army. With rebuilding, it's a 100% victory for player 2—where is the balance in that? Yes, there are games where you can't find a certain spell, but I don't recall ever missing even one of three in a long game, and that's usually enough to crush an opponent.
Furthermore, it's very rare to see a situation where players purposefully fight for scrolls while ignoring the Mage Guild construction after the 1st tower, spending little time gathering resources. I can still picture a match with Maretti, where he didn't even bother building a single tower and lost due to the lack of magic. But, unlike those wanting rebuilding, he admitted his mistake instead of going to start polls for КЗ in the first Dragon Utopia.
If there is any benefit, it's only in speeding up the game, not in balance, imho.
Why is no one talking about one-sided maps, insane variance in layouts, or impenetrable blocks? All of this affects the outcome of the game much more—or rather, simply reduces the chances of victory to 0—and these are likely generation bugs, as often the map layout is fundamentally unplayable.
P.S. Maybe rebuilding should be made for the total cost of a Mage Guild; for example, to rebuild up to the 4th inclusive, you'd need 18 of all resources and 5k gold, or something close to that. For those rare cases where all secondary citadels were spawned. :)
Furthermore, it's very rare to see a situation where players purposefully fight for scrolls while ignoring the Mage Guild construction after the 1st tower, spending little time gathering resources. I can still picture a match with Maretti, where he didn't even bother building a single tower and lost due to the lack of magic. But, unlike those wanting rebuilding, he admitted his mistake instead of going to start polls for КЗ in the first Dragon Utopia.
If there is any benefit, it's only in speeding up the game, not in balance, imho.
Why is no one talking about one-sided maps, insane variance in layouts, or impenetrable blocks? All of this affects the outcome of the game much more—or rather, simply reduces the chances of victory to 0—and these are likely generation bugs, as often the map layout is fundamentally unplayable.
P.S. Maybe rebuilding should be made for the total cost of a Mage Guild; for example, to rebuild up to the 4th inclusive, you'd need 18 of all resources and 5k gold, or something close to that. For those rare cases where all secondary citadels were spawned. :)