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your questions regarding the game rules (improving the interpretation).

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#11
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skd
Regarding the Hive Mind again - previously the rules allowed using battle magic on one's own units to reduce the ransom cost, I don't know why this rule was abolished.

Also regarding Red March - it is allowed only on HL+U - I suggest adding Jebus Cross/
Hive Mind - seems like a good idea, suggest providing reasoning, but in actual games I don't see its implementation on the first turn (if we already have such magic, then our army should be good, and if we are short a few coins - well, your own fault for not preparing for the ransom - I see it this way)

Red March on Jebus Cross - haven't played Jebus Cross, and haven't watched it that much, army trades there happen on the 2nd week, if they trade down to zero, then Red can only win the game due to growth, and even if there were no army trades, Jebus Cross can be very rich in level 7 cache spots (7+ pieces + dwellings then how many) - I would be against it (I repeat, haven't played it)

Added after 5 minutes
skd
Also regarding heroes specializing in Offense/Defense/Logistics - if this can be programmatically limited so that the bonus from the specialty increases up to a maximum of level 20, and then remains unchanged (at level 20 - the specialty increases the skill bonus by 2 times, i.e. expert Offense skills will give - 60%, Defense - 30%, Logistics at maximum speed - 1200 MP instead of 600)

The Grail can be dug starting from week 2, day 1, now after 5 weeks - i.e. from week 2, day 2, turn 1

And also preferably in the rules section - add rules for HotA, as there are clarifications there for VT. Or in the HotA section - publish the rules.
Nothing was planned programmatically, we are only trying to organize the rules

The Grail - that's unknown, suggested that you need to visit some % (or a certain number) of all obelisks and then dig, but somehow the Grail was neglected

Added after 5 minutes
KobRa_RR
You're going off on a tangent, some values, and it doesn't matter what those units are, what matters is how much of your army remains on average after breaking the blockade - if it's less than half at a rough estimate, then it's a blockade, if the opponent disagrees, then there's a judge, write to him immediately
How to define this "rough estimate" for players of different skill levels, for some even a Griffin Conservatory with one Shackti will be killed with 50% losses, and for others a Dragon Utopia even on the second or even on the first turn is easy :D - and so for every occasion you need to call a judge? And if it were written down, it would be easier for the players (perhaps my view is "biased")