Thanks for the game!
And again, for some variety, I rolled Inferno for myself on a mini-ghost with ideal comps (I know, not very original, I promise to be more original next time). My previous game with those starting conditions didn't appeal to me in terms of the tempo I achieved, so I decided to go full tempo in this one... Yeah. I tempod.
The primary task, as usual, was to quickly kill the ramp, but it spawned, naturally, in the underground, so the task of finding the exit to the right respawn was a bit complicated.
Around day three, I found the first obvious exit — to the dungeon. My gut told me not to run along the underground roads, but to sharply turn around and look for another exit. It later turned out my gut was right.
The adjacent path quickly hit a ГО, forcing me to turn around again and run down a completely different road through some blocks.
On day 5, I found a fork — either an elevator or a teleport. I flipped a coin and ran to the elevator — it turned out to be a nearby castle. On 116, I draw chain, I hit the teleport with a noob, praying the ramp isn't too far. In vain. I reached it exactly on 122. Couldn't be bothered to turn back, so I attacked the entire enemy army in the citadel (at least not in the castle). The archers decided it was very funny to morale in the first round, and then luck on the second shot. I disagreed, but I had to give up 22 magogs anyway.
I finished the first week as planned, with 1-6 in the citadel. Could have planted the castle, but didn't, 10k left for planned purchases. The tempo mindset commanded sacrificing some meat for a full demoning from 121. On the bright side — noticed 5 cons along the road and 2 more slightly off to the side. The tempo vein is starting to genuinely itch in anticipation.
From 121, I place pits, buy exactly 4 of them, buy efreets and some meat for conversion, pass to the main who starts swiftly demoning while the meat takes the ramp and slowly returns to take the cons.
On 123, the meat finally arrives, and I decide to dive into the first con double on grass with 40 demons, 5 efreets, and singles... Could have organized a haste delivery through the scholar, but the main would have had to idle another turn for that, and the tempo vein couldn't be stopped anymore. Result: first heavy losses — 4 efreets and 4 demons.
On 124, an excellent chain is built for tempo-taking of 4 cons. But the fool main makes a mistake and runs past the tree of knowledge, where I planned to level up oil. Since the con was unknown, I decided to go back and level up anyway, and naturally, the con turned out to be a double, the chain didn't work out, and three cons remained out of reach that day.
On 125, using improvised chains, I finally grab all the cons from yesterday. In a 3-stack with GS on 2 moralities from griffins, I lose 7 demons (4 of them as imps) to a noob, in another triple another -4, and finally a single with no losses. That same day, I unexpectedly find another con in the middle of nowhere, build another improvised chain, and send a noob for it. Kahlh with 2 angels breaks into the scouted treasure zone and sits down to replenish mana.
126, I dive with the noob, with 9 angels and 45 demons, into an unknown con... max with GS on grass. -15 demons and -2 angels... I hit myself over the head with a big stick labeled: "tempo killed the dog," it doesn't help. Kahlh, after bone dragons, grabs a Town Portal scroll and, overwhelmed with emotion, decides to go into a Dragon Utopia with a feeding of 6 wyverns. No doubt from that same overflow, I lose another 15 demons. The only pleasant thing in the utopia is the boots. And cash for demoning. By the end of the week, I'm already breaking into the next treasure zone.
On 131, with the purchase of the ramp's feeding, I dive into another Dragon Utopia. The dragons gleefully devour all the feeding in two rounds, and then the remaining demons. From useful stuff, I get a +2 HP vial and a lion's shield. From the army, only 13 angels. Without about a hundred demons on 132, I feel like a complete moron. Nothing to be done, I start demoning from scratch like crazy with Town Portal (by 132 +42 demons) and collecting resources for archs. At the ГО stand archdevils, the opponent's army power glows higher, so I don't want to go to the center at all. On 133, the opponent's obscene stats start glowing too, and any desire to show up in the center finally disappears. I run to the third treasure zone. Actually, at first, I wanted to run away. Then something bit me in the rear, and I decided for some reason to take the dungeon first. That's when I realized I wasn't wrong for not going for it in the first week. The dungeon turns out to be further than 3900 moves from the entrance to its zone. In the end, I take it only on 135. On 136, I finally have enough gems to upgrade the entire angelic brotherhood, but I don't have enough brains or restraint to stop demoning at every convenient and inconvenient opportunity. During another attempt to replenish the horned stack, the key noob is 30 moves short of Town Portal, and I'm left without archs and without an exit to the center (maybe it's for the best; by then, the center was already empty). On 137, I finally break into the third treasure zone, spot a Dragon Utopia, and sit down to replenish mana.
On 141, the opponent disgustingly and untimely pushes me out of the arch growth, and on the same day, the hat of the speaker is found in the Dragon Utopia. That's the end of my 3 treasure zones: besides full control, 14 archs, and a red orb, I have nothing to my name. The opponent has stats, full control, and a good army. There was a chance on 143 to catch Jerry separately from the archs and titans, but it suddenly turned out that to crush my entire army (by then 14 archs and 105 demons), his ducks and cyclopes were quite enough. Yeah, a hundred demons is not 300, and not even 200. :smile32: Everything after that was clear.
Thanks for the game!:smile02:
Added after 45 seconds
If anything, we're now playing the 5th round with Toganash