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Currently, we have completed the entire map, and my friend, with his overpowered Orcs, defeated the Dwarves, who didn't get any decent runes or dark magic spells (like Dominate or Berserk) on the entire map in any of the castles – and no one was able to capture the place where you can buy spells. Suggestions: you really need to reduce the number of guards in the center a bit – it's too much. And the relic artifacts at the bottom should be specific, not random – no one will fight an entire army of enemies with dark archers and other units for some rings. Put Angel Wings there – introduce a slight imbalance – it will be more interesting; you could even bury a Tear somewhere. And definitely reduce the guard at the shipyard – a legion of archers is too much – when playing against people, it's impossible to gather an army to defeat them. The guard at the artifact shop should also be reduced – there are too many Lava Dragons. The current version of the map is only for hardcore players.
I think I'll make a separate, less hardcore version where I reduce the numbers by half. The idea with the Tear is great; it will add another path to victory over the enemy. I'll bury it in several places randomly so that it's not in one place. I probably won't remove the random artifacts, because that will lead to players knowing where the artifacts they need are located from the beginning, and they will ignore the rest. But the relic artifacts in the central Dungeon can be checked in the Magic Ocean in the desert. SRD
The presence of all these "goodies" (valuable artifacts and buildings) becomes meaningless because it is geographically faster to reach the enemy than to reach them (that is, the enemy will be defeated sooner), and the neutrals controlling the entrance/exit to the players' territories are weaker than the armies guarding the "goodies," so both reasons indicate that access between players is faster and less problematic, which means the game will end, and the aforementioned "goodies" will remain unclaimed and untouched (that's what happened to me: the Necromancer broke into the center, penetrated the Warlock's territory, and I defeated the Necromancer, taking both the Necropolis and the Dungeon; then a Demon emerged, and while I was taking the Dungeon, the Demon penetrated the Necromancer's territory. Now I'm planning to defeat the Demon and reclaim the Necropolis, then I'll defeat the Inferno city. The result: the Dungeons remain untouched, as does the center of the map with the desert (I only fought the Golems in the pyramid and about 30 Devils).
Conclusion: the strength of the neutrals needs to be reduced, except for those that control the entrance/exit to the players' territories.
Dear SRD. How do you like the idea of removing the bridges to the desert and instead placing one-way teleporters to the desert? In the Dungeons under the desert, there are keyholders who open passages to one-way portals in the starting Dungeons, and those, in turn, as before, lead to the starting Dungeons of the enemy? Then, to reach the enemy, you will have to go through the entire map, and even then, it's not a fact that you will end up in the place you need!