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I liked the map's design (as I mentioned before, I'm already sick of GSC maps because of their terrible, schematic design). I also liked the dynamics (after some adjustments) and the constant relevance of resources due to the destruction of buildings (usually, after the first month of the game, only gold remains valuable). Despite all this, the AI moves quickly.
Regarding the dungeons, I opened them with a hero of level six – the main hero didn't have time. The problem with the dungeons is that there's no point in going down into them, as the goal of the game is to defeat the opponent, not to get a level 40 hero adorned with relics like a Christmas tree. Spending a week just clearing one of these dungeons is an artificial way to prolong the game. As a result, the main hero didn't go into the dungeons, and the level six hero was too weak to fight what was down there, meaning the dungeons didn't serve their purpose.
In general, I would gladly play again if:
- the dungeons were reduced in size so that you don't have to wander around in them for weeks (not the ones that are part of the Shadow League's territory, but the ones that contain various valuable items).
- the restriction on starting resources was removed, and the balance was adjusted (see below).
- garrisons were removed, and the number of entrances/exits was equalized (for example, the Necropolis has 4 exits, while the Elves have 3).
Regarding the balance, when capturing a city, not only the city itself changes, but also the two adjacent tiles. This rule doesn't apply to everyone; when capturing a Dwarven city, the city was converted, but the tiles remained Dwarven, while for the Necromancer, everything works as intended. Access to some objects, such as starting mines (forest/ore), is blocked by units that are guarding something completely different, but due to the narrow passages, they become an obstacle to capturing vital objects (when I started the map for the first time as the Elves, it turned out that to reach the mine, I would have to fight a squad of Djinns (they were actually guarding the resources)
Regarding the dungeons, I opened them with a hero of level six – the main hero didn't have time. The problem with the dungeons is that there's no point in going down into them, as the goal of the game is to defeat the opponent, not to get a level 40 hero adorned with relics like a Christmas tree. Spending a week just clearing one of these dungeons is an artificial way to prolong the game. As a result, the main hero didn't go into the dungeons, and the level six hero was too weak to fight what was down there, meaning the dungeons didn't serve their purpose.
In general, I would gladly play again if:
- the dungeons were reduced in size so that you don't have to wander around in them for weeks (not the ones that are part of the Shadow League's territory, but the ones that contain various valuable items).
- the restriction on starting resources was removed, and the balance was adjusted (see below).
- garrisons were removed, and the number of entrances/exits was equalized (for example, the Necropolis has 4 exits, while the Elves have 3).
Regarding the balance, when capturing a city, not only the city itself changes, but also the two adjacent tiles. This rule doesn't apply to everyone; when capturing a Dwarven city, the city was converted, but the tiles remained Dwarven, while for the Necromancer, everything works as intended. Access to some objects, such as starting mines (forest/ore), is blocked by units that are guarding something completely different, but due to the narrow passages, they become an obstacle to capturing vital objects (when I started the map for the first time as the Elves, it turned out that to reach the mine, I would have to fight a squad of Djinns (they were actually guarding the resources)