But the opponent decided to take a risk and go for the usual one-way exit for blue. With that rollback, I naturally ended up in a complete financial mess. Couldn't really re-roll properly, since I had to take the 2nd and 3rd restarts on blocks. The opponent re-rolled two excellent surrenders. And I had to play respawn without money or secret stashes; half the respawn was walled off by mountains. Plus, a block of cyclops neatly blocked the road on the adjacent zone right before the underground passage to the nearest computer opponent. Thank goodness it didn't block the entire adjacent zone.
On week 1, my only achievement was three crypts taken. Couldn't even set up horses (Jem 9/10). The elves and three trees carried.
Basically, Tank saved the game, moving slowly as a tank should, building a stack. Kyrre ran around linking the chain. At the start of week 2, skeletons immediately took down the nearest Hive, I finally got around the cyclops, and only toward the end of week 2 took the nearest towns two or three times in a row. And only on week 3 did things take off. All Dragon Fly Hives, Griffin Conservatories, and boxes in the visible zone, and Kyrre leveled up too, becoming like a main hero. And right before the opponent's arrival, a couple of utopias, the second one being max. The dragons in the max utopia, by the way, easily beat me in the mêlée. First, they crashed straight into 7 angels. Second, on the last turn, there were 1 green and 3 reds left. I thought I'd cast animate from wait and finish them off with angels, but the reds killed the green with their breath, and died from the retaliation. Minus 120 skeletons out of 450, and minus 3 angels out of 7 right before the finale. :D
And still, Kyrre on full mana meets the opponent, noticeably surpassing him in both army and stats, plus three spell books (except water) and shackles. And the implosion immediately removes the opponent's angel stack, and from there the GG immediately arrives.
Thanks for the game.