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The excuse that "being in multiple places at once can lead to mistakes" doesn't hold water. Because the "inconsistency" gained from spreading out needs to be effectively utilized. And this becomes more difficult the more decisions that need to be made during the game. Therefore, the more templates are filled with tactical and strategic actions, the more "powerful" they become.
Simply put, if you give a less skilled player a more powerful starting army, their lead over a more skilled player will be greater over 10 battles than over 20 battles.
I bought a red ramp for 4500 (or so). 9 Elves with two heroes, a stable, and a good amount of money. Then I found a hidden stash of Elves along the way, totaling 23. After that, I forgot to upgrade them and built a Citadel :D. As a result, Kirrh lost about 1.5k movement points. Then, I cleared 117 units for 10k experience - I took Air, Offense, and Defense.
Therefore, the room for error (and opportunities) has shifted slightly - to the technique of mastering distant territories, to clearing locations with units, to upgrading several powerful heroes, to splitting the army, and so on.
On day 121, I reached my home castle. While running from the spawn point, I found a guard post with 3-4 units. The computer also had two guard posts; I started with both of them, taking both groups of three. Then, in the underground, I found another single unit and, on day 127, with 10 chickens, I defeated a single unit with a Knight :rolleyes:
Kirrh received Earth as her last skill, and by that time, the town portal had already been built on the first try :smile03:
On day 137, with 12 Archers and stats around 30, I reached the opponent's main castle - the game ended there, and it wasn't pretty.
Thanks for the game!
And there you have it - a balanced HL+U template, skill, opportunities for maneuver, macro-game, and so on (on the first try).