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Posts from Hey, roads, dust, and fog.

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10 years ago
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I'm getting tired of the endless arguments and negativity, so I propose we discuss some long-overdue changes to the game:
Part 1: Roads
Often, you don't know which roads to use on which map, and it's good if you get a reasonable opponent, but what if someone is extremely stubborn?! Then you'll have to play Jebus on medium roads or HL on fast roads. I suggest that everyone who is interested express their opinion; I'll ask for a poll to be added in about two weeks.
Since I started, I'll be the first to speak up. All of this is just my opinion, of course!!
M200 should be played on slow roads so that the game doesn't end too quickly: on the first week or on day 121. Ideally, the game should last 123-133 days.
SM: all roads are acceptable, but I'm still in favor of medium roads.
L-maps, including mirror maps, should be played on medium roads so that there aren't too many fast encounters on the first week. The exception is something like Mininoostalgia, because a fast encounter on the first week is almost impossible there, but I would still leave medium roads as the default, because fast roads speed up the game too much and introduce a certain imbalance into the gameplay.
HL Jebus: the point of playing Jebus is to build an army on the first week, and then go out and fight at the beginning of the second week, so fast roads are ideal!
HL+U: MM6A, HM12A, 6LM10A, Spider - with fast roads, the starting distribution, logistics, and stables start to play a big role, and a fast encounter on the first week becomes almost inevitable, so I am DEFINITELY in favor of medium roads as the default!!!
8HM8A: I don't have enough experience to judge based on the roads, so I ask the experts on this map to express their opinion!
BigNostalgia: the same thing
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10 years ago
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For me, even medium roads, sometimes even on HL and mirror maps, become as boring as slow roads. I'm for completely removing slow roads, even on m200. Medium roads should be left for m200 and diamond templates because the small distance between cities can be an issue. Everything else should be on fast roads.
Tempo is everything :cool:
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10 years ago
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KobRa_RR
I'm tired of the endless arguments and negativity, so I propose we discuss some long-overdue changes to the game:
Part 1: Roads
Often, you don't know which roads to use on which map, and it's good if you get a reasonable opponent, but what if someone is overly principled?! Then you have to play Jebus on medium roads or XL on fast roads. I suggest that everyone who is interested express their opinion; I'll ask for a poll to be added in about two weeks.
Since I started, I'll be the first to speak up. All of this is just my opinion, of course!!
M200 should be played on slow roads so that the game doesn't end too quickly: either in the first week or on day 121. Ideally, the game should last 123-133 days.
CM: all roads are acceptable, but I'm still in favor of medium roads.
L-maps, including mirror maps, should be played on medium roads so that there aren't too many fast encounters in the first week. The exception is something like Mininoastalgia, because a fast encounter in the first week is almost impossible there, but I would still leave medium roads as the default; fast roads speed up the game too much and introduce a certain imbalance into the gameplay.
XL Jebus: the point of playing Jebus is to build an army in the first week, and then go out and fight at the beginning of the second week, so fast roads are ideal!
XL+U: MM6A, HM12A, 6LM10A, Spider - with fast roads, the starting distribution, logistics, and stables start to play a big role, and a fast encounter in the first week becomes almost inevitable, so I am DEFINITELY in favor of medium roads as the default!!!
8HM8A: I don't have enough experience with this map to judge the roads, so I'll ask the experts to speak up!
BigNostalgia: the same as above.
I agree with all the points, especially regarding the ban on fast roads for XL+U.
10 years ago
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There's very little gameplay experience with the M map templates, so I don't know which paths are best there. Otherwise, it's a plus in all respects, and especially regarding the ban on fast paths on HL+U.
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10 years ago
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I'm all for medium-difficulty maps on Heroic Level+. Jeb is best suited for fast-paced maps. I also agree with Cobra's arguments regarding medium difficulty for Large maps.
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10 years ago
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In VT, only medium maps were always played on all templates, except for Jebus (where only fast maps were used). And everything was great; this rule also fits perfectly for Soda, so I'm tired of having to clarify this point with meticulous opponents every time in tournaments. **Only medium maps everywhere, except for Jebus!**
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10 years ago
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Finally, here are some decent questions and discussions! I'm really tired of all this pointless bickering! (
I completely agree with Artemiy about the roads.
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10 years ago
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I’m for medium+fast on XL+U (and what about rush tactics, gentlemen?). Besides, roads sometimes give such a twist that you can burn out quite nicely from medium.
I’ve never played Jebus Cross with medium, but I suspect it’s garbage, so only fast.
M200 — only slow
In reply to cost
10 years ago
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cost
I go with medium+fast on XL+U (but what about rush tactics, gentlemen?), and sometimes the roads give such a twist that you can get a decent burn from mediums
I've never played Jebus Cross with mediums, but I suspect it's garbage, so only fast
m200 — only slow
On fast roads, a convenient road layout plays an even bigger role, as well as how many objects are scattered along the roads. It's even harder to play if you run into a one-way road, because while you waste time making detours through wasteland, the opponent spreads out very comfortably and eats everything along the fast paths. Reworking one-way roads is not a plus on all templates, nor is it supported by all players, and by default the rules still use standard one-way roads.
Another significant downside of fast roads is when someone gains control earlier — if they capture 1 castle, they can very easily proceed to push all the others in the same turn with just a few stacks — that's not normal.
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10 years ago
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I like the current random road generation; the only exception is Jebus, where there should only be fast roads.
In reply to LuckyF
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10 years ago
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LuckyF
On fast maps, a convenient road junction plays an even bigger role, as well as the number of objects scattered along the roads. It also becomes much harder to play if you get stuck on a one-way road, as while you're wasting time going around on the off-road, your opponent can comfortably spread out and take over everything on the fast roads. And redesigning one-way roads isn't a plus on all map templates, and not all players support it, and according to the rules, standard one-way roads are still the default.
Another significant drawback of fast maps is that if someone gains control earlier, they can easily take over all the other castles in the same turn just with ranged units – this isn't right.
On 6LM, there really is a problem with one-way roads; maybe medium-sized roads would work better there. But on Spider and 8MM6A, there are no complaints about the roads; in any case, no matter what the roads are like, logistics and the number of objects along the road will be the deciding factors.
In reply to LuckyF
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10 years ago
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LuckyF
On fast maps, a convenient road network and the number of objects placed along the roads become even more important. It also becomes much harder to play if you get stuck on a one-way road, as while you're wasting time going around on the off-road, your opponent can comfortably spread out and take over everything on the fast roads. And modifying one-way roads isn't a plus for all map layouts, and not all players support it; according to the rules, standard one-way roads are still the default.
Another significant drawback of fast maps is that if someone gains control earlier, they can easily take over all the other Castles in the same turn by simply using low-tier units – this isn't right.

Yes, I forgot to mention one-way roads (this is exactly how I lost to Hell in the CIS tournament) and the ability to take over any Castle in one turn; there's no way to counter that. Ideally, the distance between Castles should be more than one turn; otherwise, the game turns into a simple tug-of-war and a waste of money on buying low-tier units whose only goal is to reach the next town and self-destruct, passing the baton to the next hero. The 8x12a map is particularly prone to this, and the mirror map in its current form suffers from it to a lesser extent.
In reply to Redwhait
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10 years ago
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Redwhait HP
For me, even medium roads sometimes feel monotonous, almost as slow as slow roads, especially on HL and mirror maps. I'm in favor of completely removing slow roads, even on m200. Medium roads should be left for m200 and diamond templates because the small distance between cities can be an issue. Everything else should be on fast roads.
Tempo is everything :cool:
Fast roads on almost all templates add a boosting factor to the player with the better starting hand.
10 years ago
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I completely agree with Artem. The only thing is to leave slow and medium units on the M200, because in the first few days, you don't have much money, and every small amount of gold or resources can be decisive. It's also easier to reach them with medium units, especially when playing as Fortress or Swamp.
In reply to Iamsamstan
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10 years ago
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even if you play without roads, logistics and resource distribution will still be decisive...
I think you should play all maps with fast and medium roads (or even just fast roads). Of course, except for Jebus.
If you don't want to allow the possibility of an early encounter, play Minotaur:
otherwise, it's a pointless waste of time. You can't escape fate:smile16:

running to the treasure chest for 1 day or 1.5 days. My choice is 1 day...
the game should be more dynamic, in my opinion. And there aren't that many people who like to "sleep" during the game...).

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