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Let me clarify why I asked my question. Initially, it wasn't mentioned that there was "no money" :), hence my conclusion. Now it's clear. Thank you.
Dark Messiah
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Let me clarify why I asked my question. Initially, it wasn't mentioned that there was "no money" :), hence my conclusion. Now it's clear. Thank you.
Only very weak players build only money structures at the beginning:mad:, and by doing so, you will lose to even mid-tier players almost constantly. Even with 200% bonus, you shouldn't build more than a Town Hall, and if this building hinders the pace of the game (as a result, you won't be able to buy a hero for the chain or an army to break through), then you can do without it....
to ALL
I feel that if we don't come up with something, these arguments will be endless...
A request for everyone, especially for the "smart" ones: please indicate the map type before criticizing or imposing your development tactics; otherwise, it will confuse newcomers and create misunderstandings, and among more experienced players, it will cause disagreement.
Example:
and continue with the text....
User Gynnar dared to present such a tactic as universal, but in my opinion, it doesn't work in at least 75% of cases; I'll explain why:
This tactic (apparently) is intended for Random maps + most likely maps of a certain template + on the TE version, etc.
P.S. A request to all newcomers (especially from other resources): please describe the conditions under which your tactic works.
"my tactic (apparently) is intended for Random maps + most likely maps of a certain template + on the TE version, etc.".
The prefecture will pay for itself in 3 days (even with a margin), not 5. Therefore, the rest of your statement doesn't hold any "value."
Firstly, this is a universal tactic for all random map templates (and for easy ones, like Ring, and for complex ones, like Meeting of Mazgob - standard Sodov templates).
As for fixed maps, this tactic is the ONLY one that works there.
to ALL
A request for everyone, especially for the "smart" ones: please indicate the map type before criticizing or imposing your development tactics; otherwise, it causes confusion and misunderstanding among beginners, and disagreement among more advanced players.
P.S. A request to all beginners (especially from other resources): please describe the conditions under which your tactics work.
And also for the standard gameplay of 8MM6, 6LM10, 8XM12, etc.
But here you are still wrong. A fix is a fix; it will be as you design it. Let's take one of the most classic Heroes maps - Dragon Pass (it was in the first games and is still in the fifth, almost unchanged). This tactic clearly won't work there. After all, no one prevents you from using such a map in a Tournament. For example, in the Tournament of our SoY portal, there were maps where neglecting the castle's economy was definitely disastrous, and AlexR knows this firsthand. To deny games on such maps means to deny part of the Heroes game itself.
I don't understand you... If you mean that developing towards economy in the first week is justified on these templates when playing Multiplayer against a human, then you are deeply mistaken (you named three main SoD templates, on which tournaments were held before), the tactic of switching to economy is simply disastrous (you can ask good online players about this).
Where did you get this information from? Have you played on this map against a human using the scheme of focusing on economy and mining heroes first, and then everything else, or do you know of examples where games were won against a good player by focusing on economy and building the capital first, and then the army? Or are you just stating your opinion, which is not supported by anything and is not guaranteed to be correct?
if you can, send me a version of such a map to my email first
I played against a human player, but that's not the point. On this map, there are practically no easy resources (everything comes from mines), no Gnomish Tents, Naga, Medusas, etc. To leave the starting area, you need to break through a substantial group of dragons, and their number can easily be increased. You don't need to be a genius or a mega-player to understand the impossibility of ignoring money in such a situation. Until you accumulate enough from the mines, you can't build anything.
And this is far from the most extreme example. Of course, you could argue that you wouldn't play such maps. It's your choice, and someone might disagree. But if you have to play them, you will definitely change your tactics.
This is a standard map, but I think I described it in enough detail. Maybe a mega-player could rush it (but I don't think so), but if you increase the guard by 2 times, an early breakthrough will definitely become impossible.
If a map is as you described it—then yes, you are right, but it is unlikely that human players would play such a map against each other, and it certainly cannot be in a tournament on fixed maps (what interest is there in simply sitting on respawn and waiting for several weeks, doing nothing, while money, resources, and then an army accumulate to break through the dragons). Such a map would only be played against the computer, so in that case, skipping turns for about three weeks, only occasionally building something—no skill is required, and pressing E out of boredom won't interest people at all (your example is similar to mine about a perverse map).
I already wrote that I gave an example of a tactic for playing against people, and moreover against good players, who, if they play on fixed maps, will only play those maps where every day can be played competently, showcasing their skill, while such perverse fixed maps are already a tactic against the computer, that's completely different... (with the same success, one could give an example of a tactic in one of the Campaigns, where troops are already built, and aside from finances there is nothing to build, or large armies are already given from the start and the point is to have as much money as possible by the second week, since the hero will get Diplomacy and will be able to recruit powerful units for money; of course, in all such examples, you need to invest in money, but, in my opinion, I wrote everything clearly and distinctly, and why pick at my posts is unclear to me; if the players here are not interested in what I write, then they should just say so directly, and I will not write anymore, rather than insulting me like Alex_R, who, after that, also makes baseless accusations without even explaining what considerations and conjectures lead him to such conclusions, just spewing mud and that's it (you could write at the end of every post that it's all nonsense, lies, and the author is a fool (clever in quotes is nothing other than that), how dare he "write such a thing," and other players even support him in this.... )
Classic! :D :D :D
Hey, how did you calculate that? You divided 2500 by 1000 to get 100 percent? :D :D :D But you should have divided by 500, because building a prefecture gives your kingdom an incremental income increase of 500 gold...
Besides, in real life, there's something called the discount rate... I doubt I need to explain this thing in detail.