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Started with 30 wolves. The respawn point is decent; only orcs, ogres, and imps spawn from ambush points, plus 2 goblins, but they are far on the periphery; the scouts didn't bring the goblins back to their base.
Wicc
The army consists of 25 bears, 50 sprites, 36 griffin cyclops, and a few other units.
Judging by the finish, the respawn point isn't that bad after all. I made the adjustments according to your requests, but IMO even 2 is too many.
Started with 30 wolves. The respawn point is decent; only orcs, ogres, and imps spawn from ambush points, plus 2 goblins, but they are far on the periphery. The scouts didn't manage to bring the goblins back to their base.
Wicc
The army consists of 25 bears, 50 sprites, 36 greater cyclops, and a few other units.
Judging by the finish, the respawn point isn't that bad after all. 25 bears on day 3 is pretty good for Jebus. I made the adjustments as requested, but IMO even 2 is too many.
It was a fun game. I've never had a respawn like this: tons of external dwellings and a Dragon Utopia near the castle. <b}Among the external dwellings were: 1 Devils, 3 Efreets, 2 Orodrims, 1 Demons, 1 Gogs, 8 Imps!!! Of course, I couldn't take them all in week 1 ;) On 111, I beat 37 Royal Griffins for a Pandora's box with 10000 experience; it's a shame they gave me mostly junk... and the log wasn't given until the end of the game :( On 112, I find a +1 health ring in a warrior's grave. For Inferno, this is simply a gift! On 113, I build Orodrims and on that same day immediately take the external dwellings for Orodrims, Efreets, and Devils! On 115, I took the max-dwarf mine, so money appeared! Hero level 13 On 116, I capture another pit dwelling On 117, I finally put Devils in the Stronghold!
I played the first week normally, but then I started messing up. Instead of breaking through, I spent 2 days walking to the castle—just wasted time!
On 121, my army consists of: 5 devils, 10 sultans, 21 Pit Lords + small fry On 123, I visit upgrade shrines, which turned out to be numerous on the respawn, and get a Red Dragon sword. Converted imps into demons. On 124, I enter the Dragon Utopia—it turns out it's a three-dragon one. No problems arose. I really felt sorry for the 5 sultans, who, to my surprise, the dragons started killing first :( Not a single dragon bit any of the 21 Pit Lords once, to my surprise; probably the specialty decides ;) The Dragon Utopia gives a Titan's Gladius, a water book, and hat №5 :) Not much, I thought, and plodded toward the next Dragon Utopia, which was on my respawn.... That was the biggest mistake in the whole game. I should have flown to the center immediately, as Wic did; I think we met around 126, maybe I could have slightly hindered Tyraxor's mega-raid. But "if" and "but"... Maybe if I had guessed, I would have played stronger... On 127, I finally reached the Dragon Utopia—it turned out to be a two-dragon one; they gave me holy sandals and a medal of vulnerability :mad: Angry, I break through to the main area. On 131, I take a respite and run to the center. Army: 9 Archdevils, 30 Pit Lords, about 60 demons... sultans are somehow very few :( On 132, I fight ГО, forgetting to use Dimension Door, and in the end, I fall 1 cell short of the Dragon Utopia... I think he's going to attack now... He attacked! The ratio of armies and stats is simply indecent to describe :D
We finished playing at 5:21 my time... This is just horror :D But it was very interesting! Thanks for the game and the master class ;)
Today, I played in the club against a strong opponent, Jebus, on XL without a dungeon. The game ended on day 127. It's really an overpowered template; he got so cocky that on week 2, he sent a weak hero to take the Utopia, giving him artifacts and a bunch of angels. The game lasts a very long time during the first game week, but starting from the second week, the neutral creatures don't pose any danger, and the battles go quickly.
Stronghold is incredibly strong, and Castle is also very good. I can't agree with the statement that Rampart is weak. This castle has a strong growth rate, even without dragons, and is enhanced by numerous dwellings. It's also quite easy to get Kir'th. And Shakti, with his troglodytes, can set up a lot of ambushes. As others have mentioned, Fortress is also strong, so you can play with any castle, but it will still be difficult to beat the barbarians because of the bears, which are easily upgraded to gray bears, and the humans, because of the angels (although it's harder to upgrade them when there are about fifteen of them, so you either don't upgrade them or spend time collecting coins from the spawn point). One super-powerful stack will allow you to quickly break the Utopia, and in the final battle, it will help you win the game. In my opinion, it's better not to let your opponent get these two cities when creating the map.
Overall, the guys in the club agreed that the template is excellent. Even those who aren't playing in the tournament should download it and check it out, test themselves – for example, by making sure you can break through the block in the center on week 2.
I can't agree with the statement that Rampart is weak; this castle has strong growth, even without dragons, and is further enhanced by numerous dwellings.
Firstly, I wrote the following:
I played on Jebus in TE and recommend playing on this version.
Secondly, numerous dwellings enhance all castles, not just Rampart. Kirr is good, but the logistics bonus for Kirr isn't that noticeable in the first week, and in the second week, a pass fight is more likely needed than a +5% bonus to Kirr's level! This template favors castles that can easily reach level 7 with the castle itself in the first week, along with numerous dwellings, and their fast upgrade, followed by a FAST transition to treasure. It's harder to get gold for Rampart than for Arches, because they can be built at most on day 122, and a day's delay can cost you the game. Getting to the center 1-2 days earlier than your opponent is half the battle!!! The situation is somewhat different for the dungeon, because the summoning portal + troglodytes = very good. I agree about the Barbarians, because the bears with dwellings are simply beasts.
If playing TE, all towns are playable (because external dwellings are easy to take). I wouldn't even dare call any weak. It comes down to playing with or without experience. If yes, then I wouldn't call Rampart weak. Kyrre's Logistics makes a difference in experience gain. Without experience, I agree Rampart is not great. As for the claim that neutrals on week 2 are cannon fodder — I disagree. Sometimes you go into the center and can't break the block with anyone. Something like a horde of Titans )), or an army of Cyclops Kings. The template is very imbalanced imo. Some get ГО top-tier non-immunes, while others get Golds that are much harder to break. (or maybe a pile of ГО that you have to beat all at once (I had four at once!!!, killed them on 1-2-7 just because of Shakti and two Dungeon with an external KD)
Yesterday we had an interesting practice on Jebus Cross — I had 1-1-6 with 29 Wyvern Monarchs, bought 2 dwellings, 2 in external dwellings. And the wood was 4+12+12. On Jebus Cross, it's important to have wood at spawn. Imo more important than external dwellings.
РП (Реальное папство!) *Автосейвы не беру и не даю.
Hello everyone! Please sign me up for Jebus.) 463605094 SoD, TE
A few words about the template. I haven't played it on TE, but in SoD, the strongest castles, in my opinion, are Castle and Dungeon. I mainly played as Dungeon; I like it because it offers more development options compared to Castle.
Феликс
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SoD 3.2 4.0
Остановите землю- я сойду…
Wicc
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I have a suggestion for changes to the template.
Firstly, make the starting towns native to the player. This will provide at least some semblance of an economy. Options will appear – either build a lot of lower-tier units or invest in higher-tier ones. You'll have to consider the layout of the map to see what is more profitable. Currently, the economy is simple – we collect money for free and build a 7th-level dwelling with a citadel/castle. It's boring. At the same time, this will improve the balance between factions – building a 7th-level dwelling will no longer be so essential.
Secondly, make the center zone the territory of the brown player. Of course, it will be a computer-controlled player. The idea is that if it matches the color of one of the players, the map should be restarted. Because having a native center is a huge bonus... in the above-mentioned game with Dirty, thanks to the native center, by the 3rd week, I had not 10 Behemoths, but 25 (!). And not 6 Cyclops, but 36. And more lower-tier units because I built several dwellings in the central stronghold.
Thirdly, make the passage to the center multiple. The idea is to reduce the pressure on the Grand Order. Some will get Hydras/Pit Lords/Dryads, while others will get Titans. With multiple passages, the choice of who to attack will increase. The downside (or maybe a plus) is that there may be 2-3 roads leading to the center, making the road network more complex.
First, make the villages on the respawn native. This would at least provide some semblance of an economy. Options would appear - whether to build a bunch of lower-tier troops or invest in higher-tier ones. You'd have to look at the layout of the resource caches to see what's more profitable. Right now, the economy is simple - we collect free money and build a 7th dwelling with a Citadel/Castle. It's boring. At the same time, it would increase balance among factions - building a 7th dwelling wouldn't be as mandatory.
I think it's not worth it. Having non-native villages actually creates options. Let me explain. I recently played Jebus Cross Dungeon against Castle... Things were going really badly, and Lorelei and a stack of Troglodytes were given, but I turned it around only because on day 3 I captured a Barbarian village, built Behemoths on day 5, etc. Or, playing against the same Castle, on day 2 I took a Castle town as a secondary and built Angels there, and upgraded them on day 2. In short, this is where I see the diversity, and native villages, I think, would only slow the game down.
Wicc
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Rather, it will speed things up. If you're going to rush, rush hard. More troops mean a faster Game Over. And a non-native 7th dwelling is practically irrelevant; it has no hiding spots, and it's usually impossible to place it next to a Castle within the turn limit. The example with the Bigs is an isolated case. Now, these dwellings are only useful because they provide a path. And maybe to buy a book for your dad. Sometimes you can gather a few single units/resource gatherers. In principle, you can ignore them altogether. They only add variety in very rare cases.
Dreamcatcher
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Let's just play the tournament on the standard Jebus map. And let the experiments be separate.