Auto-translated
There should be fewer objects on the respawn, definitely fewer hives, and it's better to limit yourself to two Griffin Conservatories, otherwise some factions start to pull far ahead, as does the presence of a key dwelling. There are also too many secret stashes; 2 tier-7 units is plenty, and 3 tier-6. I don't understand what's wrong with Pandora's Boxes for gold, and it's also advisable to set a distance limit for objects from the road, no more than 20 cells for example (as far as I know, this can be done); otherwise, the dispersion will be more devastating than regular Jebus Cross games. There needs to be less gold, but not by much. I think overall this should reduce the insane tempo achieved on this template. At least right now it's just a mess, not balance. Kostya just liked it, as often happens with him). Many people need to work more on balance; this only concerns the respawn and is just a small part. The center clearly needs fewer utopias. I also agree about prisons — leave just single instances like 2-30 and 3-20. I haven't figured out the rest yet.
p.s. As for why balance isn't quick, I'll explain: the game is structured such that even with equal skill, the draws are not always like in this match. Here everyone just got pushed land and everything worked out well. In most matches, one player has the same, while the other has 3 heroes running around with water and wondering how to take an object. The more the layouts are tailored for Week 1 exits under favorable circumstances, the more dispersion there is. The smallest mistake, or something like morale or dismorale, can kill such a game outright, and they will be common because you have to push tempo and take risks, as seen on the stream. If you don't, you won't be able to compete... The conclusion I already mentioned: tempo is cool and spectacular, but not balanced. The optimal situation is when you can exit first with different towns in 10-15% of games; anything less becomes a race — one on the throne, the other in the grave.