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What I would change in Vold's rules (I likely won't be able to respond to discussions, as there will be internet troubles now):
1) If you fought for the wings - then use them however you want, without building a level 5 guild
I honestly don't understand where it came from that a level 5 guild is required when obtaining the wings. It would be much more logical to force the construction of a 5th tower upon receiving magic from pandoras. Let me explain why—all fifth-level magic from pandoras can easily be obtained on the second week, as the guards of such pandoras are twice as weak as the guards of the wings (the Value is different) and a pandora with all fifth magic can be guarded by a small lot of villains (that's how it was for me), which is easily broken through by a second-week army for any Castle without mass slow; whereas my wings were guarded by a pack of archangels—and generally, this artifact is mostly found in utopias... And if a player, losing a huge amount of troops, managed to fight for these wings, then after that he should be able to use them normally, as you don't just get them (like scrolls, for example, which can be taken on the first day of the game) or pandoras with all 4th or 5th levels—which are twice as easy to take (in terms of guard strength, since the Value is half), and moreover, besides flight, they also give DD (albeit for mana) (although I believe that upon receiving magic from pandoras you also shouldn't have to build the guild, since when taking pandoras you still need to upgrade wisdom, and rarely does anyone take it immediately on the second week)
As for scrolls—I completely agree, only the restriction needs to be even stricter; besides the built guild, introduce a rule that they cannot be used before the 4th week (otherwise, someone finds flight on the first day of the game and immediately starts building the guild in the secondary town (since we already know guaranteed control awaits us, so you can avoid building troops altogether and put all resources into the guild), gets a bit lucky with resources—and we have flight at the beginning of the second week; after that, we fly around almost without an army and take artifacts and pandoras with magic and troops for free, which normally could only be taken on the third-fifth week, and then on the 7th day we fly over ГО and take the empty castle of a stunned opponent—is that fair???
2) Prohibit specialists in this magic from using 4th level magic against an opponent (against the computer in battle—allowed) without building the corresponding level of magic in the Castle's guild
I was also very surprised when I discovered that such a prohibition doesn't exist, unlike on other resources. It simply turns out that such a hero is stocked with mana and goes ahead to hit-and-run the opponent (and you can even run him around for +1 to strength and knowledge, and give artifacts for strength and knowledge). In the end, you can boldly go kill the opponent on the first or second week when armies are still small, and magic specialists simply wipe out half of the opponent's army due to the 50 percent bonus and buy their way out (and then it can be repeated again), and in the end, the main hero with the army is left only to finish off the scraps that remained after the 4th level specialist, and that's it... And meanwhile, if the other player didn't get lucky with a 4th magic (combat) specialist, they have to build the 4th tower to be equally cunning—how unequal is this compared to someone who can hit-and-run with 4th magic for free (and even reinforced by 50 percent, that's another problem). Simply put, if a 4th magic specialist arrived, it's already a bonus; crush neutrals with this magic, which in a normal battle would have cost many troops (a chain of archers, for example), until you reach enough experience to be just short of level 3 (but using this magic immediately against a human—that is too much, of course)
3) I believe that visiting the refugee camp and buying troops there should be allowed
I think so because: 1) The refugee camp is quite strongly guarded—and if you broke through on the first week, then get the reward 2) In the refugee camp on the first week, they give spearmen 95% of the time—and on the second week even a level 7 unit doesn't decide things anymore 3) Level 7 units appear there extremely rarely. And even if a level 7 unit appeared there on the first week, what's so own-cheating about that??? If you immediately rush to the opponent, it will be a reset upon meeting, and on the second week the opponent with a castle and bought growth will fend off two level 7 units along with the rest of the army if you attack (all other parameters and magic being equal). And why is it allowed to take minimal "cans" (for some castles they are taken without problem on the first day, for many—on the 3-4th day of the game) and receive a strongest level 7 (angel) for FREE or take level 7 dwellings (which are sometimes much easier to fight for than the refugee camp), moreover there you already know for sure that you will buy a level 7, whereas in the refugee camp—only with very great luck (and even then, 95% (even more, since 5 percent remains for all units from - to 7) — you won't get a level 7 on the first week, and on the second, even if a level 7 comes to you (which is also not a very high probability)—it will give you almost no advantage anymore, as the opponent might already have two level 7 units from an external dwelling by the second week (and if there's a Summoning Portal—then 4 :eek: ), or generally—the opponent may have already gathered a bunch of angels on the second week from small cans. Therefore, I see no sense in prohibiting buying units from the mercenary camp and cutting the game even further...
4) I believe that Necromancers should be prohibited from upgrading vampires, building the magic amplifier, and choosing a starting hero (the hero should be random)
Let me explain why.... I recently played with Invisible as a Necromancer against Rampart, heroes were random (not Galtran) + on the second week banned ones arrived who couldn't be leveled—and yet, I still managed to accumulate in total on the second week (excluding those I stupidly lost at the Naga bank)—more than 600 skeletons!!!!! (and this is while there is a report on Vold with Bay describing how a person with 300+ skeletons already took Dragon Utopia on the second week, and didn't even take angels there, like—no need!!!!!) And if upgrading vampires is also allowed, and choosing a starting hero—then Necromancers become simply an unkillable castle that will be boring to play for or against (if the player playing as Necro plays more or less normally, and if the one playing against the Necro didn't get a mega-super layout (level 7 dwellings in a row and a sea of cans...)
Simply put, upgraded vampires are a mega unit; with them alone at the beginning of the second week you can break a level 4 can!!! (for which castle without mega luck would you even do that???), and moreover break it without losses, receiving a bunch of skeletons besides angels. Not to mention that with upgraded vampires many guards of pandoras, artifacts, and the Naga bank are easily broken as early as the second week, and this is while Necros also have a powerful (the strongest, on par with upgraded Nagas) 6th level, very powerful 5th—and a sea of skeletons—why give him such a mega cheat as upgraded vampires????
Regarding the ban on choosing a hero—again, this was done to bring the Necro even slightly closer to ordinary castles; it's already super powerful (I showed using the game with Invisible), and if at the start you have not a random hero with 20-30 skeletons, but Galtran with 100 bones from the start + from the hero and castle, plus speed +1—then it's a disaster; from the first day of the game, the Necro's breakthrough power is no less than Shakter's, only in this case skeletons are not lost like troglodytes, but immediately begin to accumulate, and by the end of the first week there can be hundreds... But otherwise, for the first three days a Necro usually loses skeletons until he builds liches—then skeletons start going into the plus (if, of course, you're lucky and Galtran with full stacks comes as a random starting hero). But then, with random heroes at the start—you can waive the banned ones (since for a Necro it is extremely important to level all necro-heroes (to have more skeletons), and if some of the necro-heroes can only be leveled to the third level—then this strongly hinders the Necro's game...
Simply put, with banned necro-heroes you can do this: Specialists in necromancy are allowed to level, but cannot advance necromancy above advanced level (since they already appear with advanced—the necromancy skill cannot be leveled further), a hero with the specialty of raising dead can be leveled as much as you want and used against the computer in battle, but against a human raising the dead can only be used UPON THE APPEARANCE OF SUCH A SPELL IN THE BUILT GUILD (and not just building the guild to a certain level, like with ordinary 4th level magic specialists who cannot be leveled), similarly for the specialist with meteor shower—can be leveled, but the shower against an opponent can only be used upon receiving such a spell in the guild...
Regarding the necromancy amplifier—here it's not straightforward; it could be allowed, or it could stay banned (although on other resources the amplifier is prohibited....)