Auto-translated
200% Hota
Excluding the roads, it's a good start with two starting heroes. On day 112, I spotted +2 speed and a Griffin Conservatory, which later turned out to be maxed. There is only one road to the treasure zone with a home village, but there's a block of genies (20-49) for a picket and a scroll. I decided not to go there during the first week and went off-road instead. I scouted some areas and leveled up Miriam since she caught Earth magic. At the end of the second week, I took my home village and painted the dwellings of the psychos. Miriam set her sights on the Griffin Conservatory. By day 134, I slightly increased my armies to 14 cyclops and 14 utopians, and aimed Miriam toward the Dragon Utopia. Day 135 was a day of sorrow; they cut 5 of my heroes :eek: , but they didn't get to Miriam. Opening the save showed that there was no mass magic there and simply nothing to kill her with. On day 135, I took the Dragon Utopia +5 all and an Air book. Day 136, the opponent surrenders. Thanks for the game :-)
Excluding the roads, it's a good start with two starting heroes. On day 112, I spotted +2 speed and a Griffin Conservatory, which later turned out to be maxed. There is only one road to the treasure zone with a home village, but there's a block of genies (20-49) for a picket and a scroll. I decided not to go there during the first week and went off-road instead. I scouted some areas and leveled up Miriam since she caught Earth magic. At the end of the second week, I took my home village and painted the dwellings of the psychos. Miriam set her sights on the Griffin Conservatory. By day 134, I slightly increased my armies to 14 cyclops and 14 utopians, and aimed Miriam toward the Dragon Utopia. Day 135 was a day of sorrow; they cut 5 of my heroes :eek: , but they didn't get to Miriam. Opening the save showed that there was no mass magic there and simply nothing to kill her with. On day 135, I took the Dragon Utopia +5 all and an Air book. Day 136, the opponent surrenders. Thanks for the game :-)