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The map is tough, and that's its main advantage. Essentially, it eliminates mistakes when killing an enemy hero; my previous attempts showed me this. On another restart, I took Dexter and finished in 189 days. Btw, I haven't figured out yet how specialization will work for others in the deep late game to break through without losses. I suffered enough as Elva, but I made too many gameplay mistakes there.
I don't exactly remember what level I was during the battle with the first enemy hero, but I had accumulated 200+ warriors and caught an attack from BB. As it seemed to me, this is the only adequate way to play Dexter—go for low-tier units, don't necro them, buff the low-tier units. Until reaching a certain mass at level 20-22, it was somewhat difficult in all boss battles, but later only the necro remained difficult, as the built-in vampirism didn't work with them, and this knocks the hero to the end of the ATB; however, I didn't test specialization without tier 1-3.
Positive points:
- Finally figured out how to get the portal to the city. It's easier than building the guild.
- The first few times I couldn't find the quicksilver and gemstone deposits, but I eventually found them.
- Found Ashu, though I later learned that enemy cities also have Ashu. And even an army from several cities doesn't provide an equal growth rate compared to what the enemy gets. It seems to me that capturing a city multiplies the enemy army.
- Found the upper coven, but didn't complete the quest. No problems arose after that, however, there should be a lower coven. Maybe it gives more perks, like the permanent death of an enemy hero, but unlikely, I don't believe it.
- Understood why there is a sanctuary on every corner.
- Understood why enemies don't visit each other: it's much easier to attack one city together without any additional defense.
- Enemy builds are like a curated selection: before, the demon came with chaos and machines, now only with chaos. The others also prefer chaos, supplementing it with various annoying cross-effects like grave cold or cursed ground in darkness. I looked at the secondaries through a walkthrough, and they have priorities too.
- As I understand it, the main enemy heroes receive experience in addition to the army.
I didn't count the total number of battles with enemy bosses, but it's very likely that I hit or nearly hit a hundred. Before taking the first castle, enemies were low threat btw, but after two, they became medium, and the AI started calculating stronger and attacking on its own. I messed up by taking the elven castle before the dwarf one: it completely eliminates returning home via the portal in the Dungeon due to immediate proximity. In the end, I sorted it out: by the end of the game, I had 4800 warriors and 1400 ghosts—the main combat stacks.
As for the others, I'm still thinking about how to break through and survive.
Knight. Tried it. Problems arose at the first coven, and the enemy didn't attack the box under a heavy, additionally protected unit. Instead, they killed the ballista, which is totally not okay for a machinist. In reality, I don't believe in the massive power of the ballista in the 4th-5th month. In theory, an alternative victory path through magic should be sought.
Elf. Without education and sorcery, a chaos build cannot be realized; without logistics, you can't run around this map. For the fifth slot, you need to somehow reduce losses. Perhaps even replenish them. Machines with an enchanted ballista are an option, but the hero gets pushed back in ATB (won't work well with Rain). With light/darkness, it's not entirely clear how to cast this simultaneously with chaos. And sometimes there isn't enough spellcasting.
Dark Elf. Also a chaos user with resulting problems of being unable to reach critical mass. Didn't test it, though.
Demon. Tested it, but lost too many on the first bosses. Essentially a random mass cast, which was possible with keen mind. Read that they can throw mass berserk, though it'll have little effect against undead.
Wizard. For now, I don't believe in strong summoning on this map. I haven't figured out how phantoms work yet, but based on that, a combat mage with logistics should grow.
Dwarf. In theory, the ability makes them invulnerable to shooters, but the problem is that only dwarfs can be considered somewhat "shooters." Necros usually use warriors, League uses invisibles, demons only have succubus.
Orc. Haven't figured out yet what basis to use for wiping them out.