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#976
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Marlo_Stanfield, regarding your seemingly impossible (but maybe not) map, at the beginning, we are given the Admiral's Hat. If you look at the quest huts, one place asks for the Admiral's Hat, and the second asks for a component of this hat – the necklace (in both cases, you receive an army). It seemed to me that the necklace itself is not on the map, so we need to choose one of these two quests. If I understand correctly, the Captain's Hat can be turned in at the altar for 6k experience, which is quite helpful (by the time I visited the altar, I only had 2k experience on the Tower). In general, it was worth replaying; the battle with the crocodiles on the 3rd week above the swamp wasn't too difficult, only 6 level 1 units were lost, and only 1 morale was needed, but at a crucial moment. In total, by day 137, troops of levels 1-6 (except for level 8) have been built in the Citadel, and levels 1-6 are expected to be built in the Castle and City Hall by day 147. All resources, except for two piles of 15k, have been cleared by day 147 in preliminary testing, and the enemy only appears a week later. Specifically, resistance to red, blue, and green is not super useful, as they will almost always attack without mana. But two factors combined made me take it: 1) If I don't take resistance, they give me some nonsense. With resistance, I have already tested my skill build – in the 7th slot, there will be Passfinding, which is not very useful, and only in the 8th slot, Tactics. Without Tactics, I really didn't want to defend against Boots and +2 speed. 2) I haven't tested this yet, but the green faction can build a Mana Vortex, and then problems may arise, plus further compositions have various nasty things like Imps and other combat magic.
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#977
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Dandy, this is even better than what I could achieve, by 160%. It looks like the map will be completed :)

Could you describe which creatures you fought on which day and what you built?
#978
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I gave you a pretty good hint in the post above; maybe I should give you some time to think about it? I've only been studying the map for 3 days, so the development strategy and key elements should be obvious.
Regarding the timings:
Tavern - immediately upon capturing the castle (around 115).
126 - Prefecture
131 - Fort
132 - Gnolls
133 - Lizardmen
134 - Dragons
135 - Vivs
136-137 - Here, I'm seriously considering which of the 3 buildings - Citadel, Knights, and Bulls - is unnecessary in the 3rd week (only 2 days of construction). I decided that the Knights with their disable ability are actually overpowered, and a stack of them should be built. If you rush the City Hall, you'll have problems with wood, so I built the Citadel (a truly mercenary choice!).
141 - Upgrade the Lizardmen!
142 - Market
143 - Guild (and just as I was about to do that, Tazar passed by and bought the book).
144 - Forge
145 - City Hall
146 - Bulls
147 - Castle
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#979
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There’s no need to waste time thinking; is the point just to play a guessing game? It’s possible to give a proper answer.
#980
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Well, the main strategy for breaking through is to amass a dragon army in the first 3 weeks, followed by Wistan.
115 – village, Rukh at the resource point (+1.5k gold).
116 – Wyvern (500 gold and 3 wood), money appears for a dragon (44 Gnol). 10 chests are killed (1k). The first skill is Offense (just got lucky, didn't plan the skill build initially).
117 – the dragon on 1 Gnol runs to collect gold in the west and is dismissed. Tazar on 1 Bull attacks Gnolls to the right of the castle (leaving all Gnolls in the castle).
121 – we buy a dragon (47 Gnolls), Tazar runs on a Bull to the snake resource point.
122 – a Werewolf is bought for the Ballista; all Gnolls are given to it, and it tries to catch up with Tazar.
123-125 – resource gathering, buying snakes, everyone runs east. Sold the Captain's Hat for 6k experience.
126 – 84+1 Gnolls+Bull kill 7 Roars, losses are 4 Gnolls, and the Ballista + 8 Snakes easily defeat 10 Ogres. And only now is the first Monk picked up at the resource points. Prefecture.
127-132 – Tazar with the army returns, the Werewolf on a Snake and the Dragon collect the recovered resources. There is enough money for further construction. Gnolls are built.
133 – Tazar already has Expert Offense and Armor skills, and 144 Gnolls first defeat 96 Green Snakes – losses are 11 Gnolls (morale is needed in the 1st and 4th rounds) and immediately 54 Chests with a loss of 6 Gnolls (the terrain helped a lot). And the Ballista absorbed a huge amount of damage.
134-137 – Tazar runs west, defeats Wyverns and 4 Cyclops without losses (the dragon on 117 also killed them and lost a leveled stack).
141 – we buy Wistan (+18 Lizards), upgrade and buy as many Lizards and 2 Wyverns as possible, and defeat the Bulls. Tazar gets the Log.
142 – 4 Wyverns kill the Lizards, we buy a book and run east.
144 – we kill 47 Green Ogres without losses of troops and mana.
145 – we kill un-upgraded Ogres and kill Orcs with 4 Wyverns. We build a City Hall. Wistan collects resources and is dismissed on 147.
146-147 – we kill Cyclops and Bulls at the eastern garrison. We gather stone for the Castle and Bulls.
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#981
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Thank you. Offense as the first skill is quite powerful.
#982
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Despite how cool the offensive skills are, they aren't crucial for any battle in the first month. However, 8 attack power is truly powerful, as it works not only on melee units but also on ranged units, such as ballista.
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#983
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I understand that offense isn't crucial for achieving 200% victory. Moreover, even +8 attack isn't critical here; I spent a significant portion of my battles against neutrals during the first month, starting with a 200% bonus on a log with gloves. However, I didn't think to rush for the Dragon and Vistan, which was a serious oversight. But in that attempt, I seem to have had very bad luck. The Swamp hero arrived with almost full mana and killed me with a bolt. I had very few troops, and I didn't have enough money to use lodges to replenish the companion's mana. Also, as it turned out, the bonus log hinders Tazar's good development. Instant offense is much more useful in the early game.
#984
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I hope your opinion of this map has changed :) In my opinion, it definitely doesn't qualify as the most difficult, even at 200%. And I hope you're already succeeding in your new attempt at 200%? And what bonus did you choose in the end?

A secondary skill from the Scholar always changes the tree of suggested skills, but it doesn't necessarily make it worse :) It depends specifically on your save.
The entire pace of the walkthrough is based on buying a dragon with a full army every week, but is it possible to buy a dragon on the 1st week with the Gauntlet bonus? That's a rather difficult question. And without the dragon army from the 1st week, there won't be such a tempo for resource gathering.

As I said above, I don't like the Gauntlet bonus at 200%, so I didn't test this option much. Maybe, if you get Offense early and quickly level it up at the altar thanks to the Captain's Hat's 6k experience, then even difficult battles will be quite manageable. But, in my opinion, 8 attack will be more useful in the long run than 300 movement points from the Gauntlets.

Meanwhile, I've made some changes to the walkthrough. I realized that on day 147, after building a castle, I was left with 2 stone and no way to defend it at all! And I can't build a Silo resource. So I decided to revert to an earlier save to build it sooner. The weak point of the 4th week's build order - upgrading the Lizards - was an unnecessary simplification, and I had to abandon it. As a result, 141-143: market, forge, GM; 144: Silo resource; 145: city hall; 146-147: bulls + castle; 212: capitol. This is how it looks now, following Feng Shui :) Of course, the downside is that there's no one for Zipesque to fight, so she'll come with more mana, but what can you do?
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#985
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I don't retract my opinion about the map's difficulty :) It's just that its defining feature is the absolute minimalism of options combined with maximum demands on turn management, battles, and base building. It's not quite what you'd expect from a difficult map. If you approach it from the perspective of exploring the full range of possibilities offered by the game, and considering the difficulty level, then my choice would be Rise of the Sun King. But I repeat that the map is probably unfinished, which is very disappointing.

Added 1 minute ago
I'll replay Limes Inferior soon, and I'll take +8 attack as a bonus :)
#986
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Do you want to generate your own starting conditions or provide your own starting save file (because it turned out to be very good)?
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#987
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No, it’s okay, I can do it myself.
#988
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Basically, on day 343, I killed the red and blue factions and repelled the barbarians. After that, it becomes boring, just sitting around and gathering resources, monitoring the timing of the green and brown factions' arrival, then using save-loads to ensure that armies from all castles arrive for their attack, and then defending against them in the castle. After surviving the first waves of the brown and green factions, you can already go to the Inferno respawn point, but I've already done all of this in other playthroughs on lower difficulties. Therefore, there's no real challenge for me to complete this map, and I'll end the playthrough here:)
Basically, I've been playing carelessly since the second month, and I've lost all my gnolls, so the timings can probably be sped up, although I don't think there's much point in doing so. The first month was still quite interesting because of the resource situation and the initial setup, but the current progress doesn't pose any significant difficulties for me (this is also evident from the fact that I first saw this map in the middle of this week).
This map isn't difficult, but it's tedious, like calculating the discriminant of a 5th-order matrix.
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#989
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I took a look at map 6424UўRЫґ«
I don't quite understand how to deal 200% damage to 20 Gogs and then 40 Thieves with one Crusader, 4 Archers at level 50-60, and a (?)tent(?). You can choose gold as a starting bonus, find a 2000 gold chest, and get a ballista; then the Gogs will quickly shoot down the Crusader without the tent.
Also, the Moon faction has some problems when Harpies divide into 6 stacks instead of 7, and one turn of wall defense is no longer enough for them.
#990
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Hello. I need help. In Paragon, I've almost reached Tar Kunor and am fighting Invision, but the program (game) crashes as soon as the opponent casts the Dispel Charm spell.
Here's the save file: https://yadi.sk/d/FqY_Sycx3NF2Jn Is there a solution?

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