Nevertheless, I believe it is necessary to explain some of the "magical" tricks that VDV_forever used to optimize logistics when traversing areas with movement penalties. There are two such areas on the map: swamp and sand.
WE ARE REMOVING THE COPPER MINERS AND SWAPPING THE NOMADS AND DRAGONFLIES! THAT IS, IT IS NECESSARY THAT THE NOMAD STANDS TO THE LEFT OF THE DRAGONFLY IN THE HERO'S SLOTS, THAT'S THE TRICK!
However, one trick has been noticed: it turns out that there is a way to carry neutral units (nomad, mummy, hobbit, sorcerer, etc.) in such a way that they do not incur the penalty. To do this, the neutral units must be placed to the left of the units for which the terrain is native. This is not a documented feature, but it always works.
For this, it was enough to place the nomad to the left of the dragonfly, thereby avoiding the penalty in the swamp while preserving the nomad, which will be useful in the future. More on this below.
Here, I would also like to note the following trick:
Orin has the dragonfly on the left and the nomad on the right, but there is no penalty anymore!
Orin is such a funny guy.
That's all there is to it about these tricks, and the entire task was built on the knowledge of them...
