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Let's first consider the strategy for playing on the Teleports map.
Yellow color
On this map, usually both players play as warlock (since there are 2 dragon cities), one player is green and the other is yellow. Each color has its own advantages: green has significantly more money, a nearby and unguarded gold mine, an additional village (the second one) on their respawn, and extra ore and wood mines, as well as faster passage to the red and orange AI, and to the second dragon city; for yellow, the main advantage is usually having enough sulfur to frequently build dragons on the first week without any resource or money exchange (and for this color it's almost always possible, even in bad layouts). Another advantage of yellow is that there is a teleport on their territory (respawn) where, besides artifacts, there is also a dragon city; green also has a teleport leading to artifacts on their respawn, but no dragon city there.
Therefore, the main task for the first week is to manage to build dragons during the first week.
First day of the game: The warlock (wizard) (hero #1) who comes with you at the start—send him down with one gargoyle (everyone understands that heroes should run with a single unit of the fastest possible creature—then their move on the next day will be much faster), and he collects all chests up to the water (he should be able to collect all chests except for a pile of ore; for this, we take chests and the gold pile only horizontally, not diagonally). The wizard (hero #2) who comes from the Tavern—send him immediately to the sulfur mine visible above; he clears it (mine guards are weak everywhere except for precious gems), and does not run further. Next, buy another hero (#3) (purchase priority: barbarian, as this hero type is best suited for the main role, considering that fighting the opponent will mostly be done with dragons without magic and the artifact zones and dragon cities—treasure—are snow, desert, and lava, so the pathfinder specialty is desperately needed), then a native hero (warlock), then a knight (if no barbarian came, he takes the main role), then a mage (since there is an external dwelling of hobbits not far from the castle, and boars can be distributed to heroes instead of gargoyles—as many shooters might be standing there (if they are shooters, we fly in with gargoyles immediately and block them (do not attack), while archers shoot them down)), then a sorceress (for bless magic and butterflies, which also have an external dwelling near the castle)). Send the purchased hero down and to the right (with one gargoyle—taking the army) so that he takes another chest and captures the ore mine. Next, buy another hero (#4)—he runs up and as far left as possible, then buy another hero (#5)—give him the army from the last three heroes, send him up to the sulfur mine; he reaches the wizard hero and gives him the slow troops (usually the turn ends here; if not, he runs one more cell straight up), while the wizard captures the sulfur mine with the slow troops passed to him by the last hero.
Second day of the game: Hero #2, who took the sulfur mine, gives the troops to hero #5; the latter clears the sawmill guard and returns the army to hero #2, (then hero #5 runs back to the sawmill, takes chests and resources there, and captures the mine), hero #2 gives the army to hero #4—he rides out and retakes the gem mine at the bottom on the other side of the castle (if the mine is guarded by strong stompers (nomads, pikeners), it's better not to give centaurs, but rather unnecessary archers that came with a hero (from barbarian or knight); if there are none, then single centaurs) and, having taken the mine, runs to the very bottom, clears the guard, and takes 3 piles of resources; hero #1 takes the pile of ore and rushes up; hero #3 takes the ore mine, visits the +1000 exp hut, and turns back.
Third day of the game: Hero #5 gives troops to hero #2—he clears the +1000 exp hut and enters it; then hero #1 takes the army from him and also enters the +1000 exp (all heroes passing by who haven't been in the +1000 exp must enter here); hero #2 runs up diagonally to the mill with one gargoyle; hero #1 clears the mercury mine guard, then clears the hobbit external dwelling guard and takes the hobbits from the dwelling; the other two heroes run toward the +1000 exp hut above.
Fourth day of the game: Hero #1 gives the army to hero #2—he clears the medusa external dwelling guard, captures the gold mine, and runs to the dwarf external dwelling (I usually don't take the village, with rare exceptions when there is a lot of money and a second market is needed, but having a lot of money on this side is extremely rare; also the village is heavily guarded and you can lose part of your troops there, which we need for clearing the passage guard); hero #1 runs to the mill, positioning himself so that hero #2, after taking the dwarf dwelling and collecting resources, manages to pass the army to hero #1; hero #4 (usually this should be the future main hero, as strong units are needed to clear the heavy guard of the gem mine)—runs to the AI passage guard (any guard can be cleared except ghosts (even mages and crazy druids are blocked by gargoyles, while hobbits (up to 50 of them) and centaurs shoot them down)); hero #5 runs to the chests and resources guard near the crystal mine on the left, and hero #3 collects chests and resources near the mercury mine and captures the mine itself.
Fifth day of the game: Hero #2 passes the army to hero #1, who in turn passes it to hero #5—hero #5 clears only the chests and resources guards at the crystal mine and the crystal mine guard itself, then passes the army to hero #4—the future main hero; he clears the first passage guard, collects chests along the way, and stands before the second passage guard with one gargoyle. Hero #5 takes the army from him and follows him; heroes #2 and #1 also follow; hero #3 runs to the crystal mine to collect the chests and resources whose guards were just cleared, and captures the crystal mine.
Sixth day of the game: Hero #4 clears the second passage and enters the AI territory, running up and to the left (toward the wood mine); hero #4 must not be accelerated at this moment under any circumstances, as the blue AI will likely attack him on its turn; heroes #1, 2, 5 follow the main hero but at a distance, since this is AI territory and it likes to attack heroes without an army; they collect resources (if any are left uncollected by the AI).
Seventh day of the game: Hero #4, after defeating the AI that attacked him, clears the sawmill resource guard and runs to the blue AI's castle; one of heroes #1, 2, 5 runs right to capture the sulfur mine; another hero runs toward the sawmill to collect chests and resources whose guards were cleared by the main hero; one hero runs slightly back to create a chain from the castle for passing the dragon... Hero #3, having collected resources and money at the crystal mine, runs to the +1000 exp booth so that next week a hero from the home castle can reach him and give him a dragon to pass further along the chain.
Buildings on the first week—if gargoyles were built, then build one of the buildings that bring money (either cellar or statue), market, and all units up to dragons with the well; if no gargoyles, then just market and all units including dragons with the well.
First day of the second week: From this point, I will describe the general game development, as you now need to think and analyze depending on the moves of the opponent and AI.
On the first day everything is more or less clear; a green dragon is passed along the chain (you're unlikely to have enough money for more on the first day, since you also need to buy a hero to pass the dragon through the long chain to the main hero). The blue AI is captured, and in its castle, the main hero buys a book.
The next day a little green dragon is passed to retake the village from the AI and the mines to the right of the AI's castle. Heroes from the first week partially run to the AI's castle to study second-level magic (it's always built there), while some collect money and resources near the AI.
And here, as for where the main hero should go next—there are several options:
First (the worst)—to buy up an army and run at the opponent. It is the worst because:
1) You definitely won't be able to reach him by the end of the week (since, naturally, you'll be running unaccelerated with a full army).
2) You don't know if he also built dragons or not; if so, running to him is pointless, as he will then attack you at the start of the third week with full growth and not with green dragons, but red or black ones.
3) You don't know what guard the opponent's teleport has; if it's weak, even without building dragons on the first week, by retaking artifacts, gold, and resources behind the teleport, the opponent will be twice as powerful as you in terms of stats by the time you reach him. Considering that after building dragons he can immediately turn them black (while you only have greens, even if more, but with much lower stats for the main hero), you'll likely just lose the battle, and you'll have neither money nor skills since you spent all second week simply jumping toward the opponent's castle.
The second and third options depend on what teleport guard you have on your respawn:
If it is weak, then you pass one little green dragon to another power hero (knight or barbarian) or an upgraded dr hero—and send him through the passage on the right along the water (where the blue AI's mines and village are) toward the red and orange AI to capture them (or just for scouting, killing the opponent's starting army and scouts, and collecting resources); the main hero rides to the teleport; in the home castle, green dragons are turned into red ones and passed to him (together with shooters so that they take hits instead of dragons), and the main hero clears the teleport and captures the dragon city and artifacts there.
If your guard is strong, then you buy up all green dragons and "papa" himself runs to the AI with 4 green dragons, but doesn't get distracted by the red one, running straight to the orange AI; having reached the teleport, he checks the guard; if weak—he clears it and captures the dragon city at the end of the second week. If strong—he first captures the orange AI, buys up its growth (since you won't be able to pass your own), and then clears the strong teleport guard with it (you can clear any, as the main hero will already be leveled up by fighting monsters along the way and visiting stat boosters). Then you have two ways to merge the army with new growth from your dragon castle and teleport the main hero back to the home castle to clear your own teleport:
1) Send a hero (or even two or three, for speed, depending on the situation) by boat (after building a shipyard), preferably a sorceress, to the orange AI's artifact zone; there at the teleport this hero can sail close to the shore (but cannot land) and the main hero can pass troops to her, then crash into monsters or AI and immediately buy back in the home castle and run to his own teleport.
2) Attack the AI with the whole army and immediately surrender (of course, this only makes sense if there's enough money), but this method is much faster and more mobile; in the absence of a town portal, this is its paid replacement (if you have the feather artifact, it's even better as it reduces surrender cost 10 times); then "papa" can immediately buy back in the village near the teleport (which you should capture with hydras-minotaurs by building a castle there) and immediately rush to the teleport for artifacts and the dragon city without wasting days waiting for troops.
Then all that's left is to go and hunt down the opponent (not forgetting to plug teleports with some hero so the opponent cannot take growth in dragon cities or gold mines and other resources there).
P.S. Regarding the choice of phoenixes (sorcs)—of course, this choice exists, but I think it's not the best for the following reasons:
1) Since there are dragon cities on the map, the main combat stack is dragons, and it will be much stronger if you add more dragons to it rather than having separate dragons and separate phoenixes.
2) All AI have magic built and powerful mages running around—and while capturing an AI on the second week with one green dragon is quite realistic by killing its whole army, this is unlikely to happen with a phoenix (even two), as the AI will kill the phoenixes (sorcs) with magic.
3) Phoenixes can be killed by hit-and-run wizards of the opponent who also level up strongly on this map; if they attack the main hero one by one, whose army has phoenixes and other units with single gargoyles, then although phoenixes have more speed, you can't kill all the gargoyles, and after casting magic and killing a phoenix, the wizards will buy back to repeat it on the next turn.
4) And phoenixes themselves are much weaker than dragons, plus magic works on them (and in the final battle—barbarians as main heroes often have very high magic power thanks to artifacts and boosters; while against a warlock magic is useless (against the main strike stack of dragons), only with magic can you take out the most dangerous enemy monsters against phoenixes).
Although, of course, there are pluses:
1) Higher movement speed for the main hero than a warlock on gargoyles.
2) Cheaper building of phoenixes than dragons, and accordingly, a greater chance to buy them all at once.
3) The ability to trick the opponent using the so-called power method (main phoenix squad + 1 phoenix). When the main squad moves—hit one of the enemy monsters; when the single phoenix moves—buy back. But this only makes sense against a warlock if the opponent's main hero moves with the whole army, not just dragons. (Since by this time the opponent's main hero will have very high defense, and it's quite possible that even a full squad of phoenixes won't kill a single dragon (when playing against Preds, my 7 dragons didn't kill a single one in his army when I hit his dragons (his hero had huge stats))).
P.S.S. As for clearing the passage only at the start of the second week (judging by the next entry in Captain's strategy description: "The week ends with the boss standing near the exit from respawn")—this is weak play, as it gives the opponent a full two to three days, which is critical if playing against a strong opponent. The passage should be cleared by the 5th day of the first week at the latest when playing yellow; and it's entirely possible to manage to retake and eat everything on your respawn using clever chains (I have shown and explained in detail how to do this above).
STRONG PLAY BY A GOOD PLAYER CONSISTS IN USING SECOND AND THIRD HEROES TO DO EVERYTHING FASTER THAN THE OPPONENT AND NOT GIVE THEM THE DAY OR TWO NECESSARY TO GAIN AN ADVANTAGE OVER YOU.
P.S.S.S. Discussion regarding what I wrote is welcome... (but everything must be clearly argued, not just "this is all nonsense, knights rule this map, period").
Yellow color
On this map, usually both players play as warlock (since there are 2 dragon cities), one player is green and the other is yellow. Each color has its own advantages: green has significantly more money, a nearby and unguarded gold mine, an additional village (the second one) on their respawn, and extra ore and wood mines, as well as faster passage to the red and orange AI, and to the second dragon city; for yellow, the main advantage is usually having enough sulfur to frequently build dragons on the first week without any resource or money exchange (and for this color it's almost always possible, even in bad layouts). Another advantage of yellow is that there is a teleport on their territory (respawn) where, besides artifacts, there is also a dragon city; green also has a teleport leading to artifacts on their respawn, but no dragon city there.
Therefore, the main task for the first week is to manage to build dragons during the first week.
First day of the game: The warlock (wizard) (hero #1) who comes with you at the start—send him down with one gargoyle (everyone understands that heroes should run with a single unit of the fastest possible creature—then their move on the next day will be much faster), and he collects all chests up to the water (he should be able to collect all chests except for a pile of ore; for this, we take chests and the gold pile only horizontally, not diagonally). The wizard (hero #2) who comes from the Tavern—send him immediately to the sulfur mine visible above; he clears it (mine guards are weak everywhere except for precious gems), and does not run further. Next, buy another hero (#3) (purchase priority: barbarian, as this hero type is best suited for the main role, considering that fighting the opponent will mostly be done with dragons without magic and the artifact zones and dragon cities—treasure—are snow, desert, and lava, so the pathfinder specialty is desperately needed), then a native hero (warlock), then a knight (if no barbarian came, he takes the main role), then a mage (since there is an external dwelling of hobbits not far from the castle, and boars can be distributed to heroes instead of gargoyles—as many shooters might be standing there (if they are shooters, we fly in with gargoyles immediately and block them (do not attack), while archers shoot them down)), then a sorceress (for bless magic and butterflies, which also have an external dwelling near the castle)). Send the purchased hero down and to the right (with one gargoyle—taking the army) so that he takes another chest and captures the ore mine. Next, buy another hero (#4)—he runs up and as far left as possible, then buy another hero (#5)—give him the army from the last three heroes, send him up to the sulfur mine; he reaches the wizard hero and gives him the slow troops (usually the turn ends here; if not, he runs one more cell straight up), while the wizard captures the sulfur mine with the slow troops passed to him by the last hero.
Second day of the game: Hero #2, who took the sulfur mine, gives the troops to hero #5; the latter clears the sawmill guard and returns the army to hero #2, (then hero #5 runs back to the sawmill, takes chests and resources there, and captures the mine), hero #2 gives the army to hero #4—he rides out and retakes the gem mine at the bottom on the other side of the castle (if the mine is guarded by strong stompers (nomads, pikeners), it's better not to give centaurs, but rather unnecessary archers that came with a hero (from barbarian or knight); if there are none, then single centaurs) and, having taken the mine, runs to the very bottom, clears the guard, and takes 3 piles of resources; hero #1 takes the pile of ore and rushes up; hero #3 takes the ore mine, visits the +1000 exp hut, and turns back.
Third day of the game: Hero #5 gives troops to hero #2—he clears the +1000 exp hut and enters it; then hero #1 takes the army from him and also enters the +1000 exp (all heroes passing by who haven't been in the +1000 exp must enter here); hero #2 runs up diagonally to the mill with one gargoyle; hero #1 clears the mercury mine guard, then clears the hobbit external dwelling guard and takes the hobbits from the dwelling; the other two heroes run toward the +1000 exp hut above.
Fourth day of the game: Hero #1 gives the army to hero #2—he clears the medusa external dwelling guard, captures the gold mine, and runs to the dwarf external dwelling (I usually don't take the village, with rare exceptions when there is a lot of money and a second market is needed, but having a lot of money on this side is extremely rare; also the village is heavily guarded and you can lose part of your troops there, which we need for clearing the passage guard); hero #1 runs to the mill, positioning himself so that hero #2, after taking the dwarf dwelling and collecting resources, manages to pass the army to hero #1; hero #4 (usually this should be the future main hero, as strong units are needed to clear the heavy guard of the gem mine)—runs to the AI passage guard (any guard can be cleared except ghosts (even mages and crazy druids are blocked by gargoyles, while hobbits (up to 50 of them) and centaurs shoot them down)); hero #5 runs to the chests and resources guard near the crystal mine on the left, and hero #3 collects chests and resources near the mercury mine and captures the mine itself.
Fifth day of the game: Hero #2 passes the army to hero #1, who in turn passes it to hero #5—hero #5 clears only the chests and resources guards at the crystal mine and the crystal mine guard itself, then passes the army to hero #4—the future main hero; he clears the first passage guard, collects chests along the way, and stands before the second passage guard with one gargoyle. Hero #5 takes the army from him and follows him; heroes #2 and #1 also follow; hero #3 runs to the crystal mine to collect the chests and resources whose guards were just cleared, and captures the crystal mine.
Sixth day of the game: Hero #4 clears the second passage and enters the AI territory, running up and to the left (toward the wood mine); hero #4 must not be accelerated at this moment under any circumstances, as the blue AI will likely attack him on its turn; heroes #1, 2, 5 follow the main hero but at a distance, since this is AI territory and it likes to attack heroes without an army; they collect resources (if any are left uncollected by the AI).
Seventh day of the game: Hero #4, after defeating the AI that attacked him, clears the sawmill resource guard and runs to the blue AI's castle; one of heroes #1, 2, 5 runs right to capture the sulfur mine; another hero runs toward the sawmill to collect chests and resources whose guards were cleared by the main hero; one hero runs slightly back to create a chain from the castle for passing the dragon... Hero #3, having collected resources and money at the crystal mine, runs to the +1000 exp booth so that next week a hero from the home castle can reach him and give him a dragon to pass further along the chain.
Buildings on the first week—if gargoyles were built, then build one of the buildings that bring money (either cellar or statue), market, and all units up to dragons with the well; if no gargoyles, then just market and all units including dragons with the well.
First day of the second week: From this point, I will describe the general game development, as you now need to think and analyze depending on the moves of the opponent and AI.
On the first day everything is more or less clear; a green dragon is passed along the chain (you're unlikely to have enough money for more on the first day, since you also need to buy a hero to pass the dragon through the long chain to the main hero). The blue AI is captured, and in its castle, the main hero buys a book.
The next day a little green dragon is passed to retake the village from the AI and the mines to the right of the AI's castle. Heroes from the first week partially run to the AI's castle to study second-level magic (it's always built there), while some collect money and resources near the AI.
And here, as for where the main hero should go next—there are several options:
First (the worst)—to buy up an army and run at the opponent. It is the worst because:
1) You definitely won't be able to reach him by the end of the week (since, naturally, you'll be running unaccelerated with a full army).
2) You don't know if he also built dragons or not; if so, running to him is pointless, as he will then attack you at the start of the third week with full growth and not with green dragons, but red or black ones.
3) You don't know what guard the opponent's teleport has; if it's weak, even without building dragons on the first week, by retaking artifacts, gold, and resources behind the teleport, the opponent will be twice as powerful as you in terms of stats by the time you reach him. Considering that after building dragons he can immediately turn them black (while you only have greens, even if more, but with much lower stats for the main hero), you'll likely just lose the battle, and you'll have neither money nor skills since you spent all second week simply jumping toward the opponent's castle.
The second and third options depend on what teleport guard you have on your respawn:
If it is weak, then you pass one little green dragon to another power hero (knight or barbarian) or an upgraded dr hero—and send him through the passage on the right along the water (where the blue AI's mines and village are) toward the red and orange AI to capture them (or just for scouting, killing the opponent's starting army and scouts, and collecting resources); the main hero rides to the teleport; in the home castle, green dragons are turned into red ones and passed to him (together with shooters so that they take hits instead of dragons), and the main hero clears the teleport and captures the dragon city and artifacts there.
If your guard is strong, then you buy up all green dragons and "papa" himself runs to the AI with 4 green dragons, but doesn't get distracted by the red one, running straight to the orange AI; having reached the teleport, he checks the guard; if weak—he clears it and captures the dragon city at the end of the second week. If strong—he first captures the orange AI, buys up its growth (since you won't be able to pass your own), and then clears the strong teleport guard with it (you can clear any, as the main hero will already be leveled up by fighting monsters along the way and visiting stat boosters). Then you have two ways to merge the army with new growth from your dragon castle and teleport the main hero back to the home castle to clear your own teleport:
1) Send a hero (or even two or three, for speed, depending on the situation) by boat (after building a shipyard), preferably a sorceress, to the orange AI's artifact zone; there at the teleport this hero can sail close to the shore (but cannot land) and the main hero can pass troops to her, then crash into monsters or AI and immediately buy back in the home castle and run to his own teleport.
2) Attack the AI with the whole army and immediately surrender (of course, this only makes sense if there's enough money), but this method is much faster and more mobile; in the absence of a town portal, this is its paid replacement (if you have the feather artifact, it's even better as it reduces surrender cost 10 times); then "papa" can immediately buy back in the village near the teleport (which you should capture with hydras-minotaurs by building a castle there) and immediately rush to the teleport for artifacts and the dragon city without wasting days waiting for troops.
Then all that's left is to go and hunt down the opponent (not forgetting to plug teleports with some hero so the opponent cannot take growth in dragon cities or gold mines and other resources there).
P.S. Regarding the choice of phoenixes (sorcs)—of course, this choice exists, but I think it's not the best for the following reasons:
1) Since there are dragon cities on the map, the main combat stack is dragons, and it will be much stronger if you add more dragons to it rather than having separate dragons and separate phoenixes.
2) All AI have magic built and powerful mages running around—and while capturing an AI on the second week with one green dragon is quite realistic by killing its whole army, this is unlikely to happen with a phoenix (even two), as the AI will kill the phoenixes (sorcs) with magic.
3) Phoenixes can be killed by hit-and-run wizards of the opponent who also level up strongly on this map; if they attack the main hero one by one, whose army has phoenixes and other units with single gargoyles, then although phoenixes have more speed, you can't kill all the gargoyles, and after casting magic and killing a phoenix, the wizards will buy back to repeat it on the next turn.
4) And phoenixes themselves are much weaker than dragons, plus magic works on them (and in the final battle—barbarians as main heroes often have very high magic power thanks to artifacts and boosters; while against a warlock magic is useless (against the main strike stack of dragons), only with magic can you take out the most dangerous enemy monsters against phoenixes).
Although, of course, there are pluses:
1) Higher movement speed for the main hero than a warlock on gargoyles.
2) Cheaper building of phoenixes than dragons, and accordingly, a greater chance to buy them all at once.
3) The ability to trick the opponent using the so-called power method (main phoenix squad + 1 phoenix). When the main squad moves—hit one of the enemy monsters; when the single phoenix moves—buy back. But this only makes sense against a warlock if the opponent's main hero moves with the whole army, not just dragons. (Since by this time the opponent's main hero will have very high defense, and it's quite possible that even a full squad of phoenixes won't kill a single dragon (when playing against Preds, my 7 dragons didn't kill a single one in his army when I hit his dragons (his hero had huge stats))).
P.S.S. As for clearing the passage only at the start of the second week (judging by the next entry in Captain's strategy description: "The week ends with the boss standing near the exit from respawn")—this is weak play, as it gives the opponent a full two to three days, which is critical if playing against a strong opponent. The passage should be cleared by the 5th day of the first week at the latest when playing yellow; and it's entirely possible to manage to retake and eat everything on your respawn using clever chains (I have shown and explained in detail how to do this above).
STRONG PLAY BY A GOOD PLAYER CONSISTS IN USING SECOND AND THIRD HEROES TO DO EVERYTHING FASTER THAN THE OPPONENT AND NOT GIVE THEM THE DAY OR TWO NECESSARY TO GAIN AN ADVANTAGE OVER YOU.
P.S.S.S. Discussion regarding what I wrote is welcome... (but everything must be clearly argued, not just "this is all nonsense, knights rule this map, period").