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Hello everyone! :smile13:
I have an idea to hold a tournament using the speed (l+u) template, as it directly reflects a player's skill. To make it clear why I came up with this idea, I will explain everything step by step. First, I will tell you what this template is, and then why I had this idea.
The speed template is a mix of mininostalgia and Jebus, but unlike these templates, speed is not a lottery and is a more or less balanced template. I'll explain.
For example, if you take two players with roughly equal skill and have them play on mininost, then the victory depends on which treasure you go to, because if you get lucky in that one, you'll go to the main, central one, and then straight to the opponent. If you're not lucky in one, you go to the second, and so on, until you're ready. There is also a slight imbalance.
As for Jebus. Jebus is a real lottery, where sometimes you're lucky, and sometimes you're not. Victory depends on how you get to the treasure and what you prevent the opponent from taking. But getting to the treasure depends on how the cards fall at the beginning. I won't justify this, as it takes a lot of thought and time, and those who play it already understand everything. IMHO!!!
Now I will tell you a little about speed. There is some balance here. For example, if you're a little unlucky with your army, there are doubles, you're unlucky with money or money-generating buildings, there are 3 computer zones that are "a little bigger" due to the small number of zones (because the treasure is mainly in the Dungeon), and by getting to them, you can safely take money and resources, and the computer won't reach you.
The tactics in the first week can be different, and you need to build very smart chains to manage to build everything in all the castles and take the computers.
As for the treasures. Each of them, being large, mostly gives out the same things. Let me give an example. About a year ago, I played with the player Igarrok on the portal. In the Facebook game, we had roughly the same parameters, army, and spells. Here, we decided to draw, we didn't post the game, but then I looked at the saves, and he got to the treasure earlier, but then he went to make skeletons to create antimagic on one and a half thousand skeletons in the Facebook game and then cast Armageddon. If he had gone to me right away, he would have caught me off guard. That is, in this template, skill is accurately determined, and how well someone can play at speed. This is essentially the idea.
P.S. I'm waiting for any criticism, don't take what I said about Jebus and mininost too seriously, despite this, we still play them and love them :). Criticism should be expressed clearly for my 14-year-old brain :).
I have an idea to hold a tournament using the speed (l+u) template, as it directly reflects a player's skill. To make it clear why I came up with this idea, I will explain everything step by step. First, I will tell you what this template is, and then why I had this idea.
The speed template is a mix of mininostalgia and Jebus, but unlike these templates, speed is not a lottery and is a more or less balanced template. I'll explain.
For example, if you take two players with roughly equal skill and have them play on mininost, then the victory depends on which treasure you go to, because if you get lucky in that one, you'll go to the main, central one, and then straight to the opponent. If you're not lucky in one, you go to the second, and so on, until you're ready. There is also a slight imbalance.
As for Jebus. Jebus is a real lottery, where sometimes you're lucky, and sometimes you're not. Victory depends on how you get to the treasure and what you prevent the opponent from taking. But getting to the treasure depends on how the cards fall at the beginning. I won't justify this, as it takes a lot of thought and time, and those who play it already understand everything. IMHO!!!
Now I will tell you a little about speed. There is some balance here. For example, if you're a little unlucky with your army, there are doubles, you're unlucky with money or money-generating buildings, there are 3 computer zones that are "a little bigger" due to the small number of zones (because the treasure is mainly in the Dungeon), and by getting to them, you can safely take money and resources, and the computer won't reach you.
The tactics in the first week can be different, and you need to build very smart chains to manage to build everything in all the castles and take the computers.
As for the treasures. Each of them, being large, mostly gives out the same things. Let me give an example. About a year ago, I played with the player Igarrok on the portal. In the Facebook game, we had roughly the same parameters, army, and spells. Here, we decided to draw, we didn't post the game, but then I looked at the saves, and he got to the treasure earlier, but then he went to make skeletons to create antimagic on one and a half thousand skeletons in the Facebook game and then cast Armageddon. If he had gone to me right away, he would have caught me off guard. That is, in this template, skill is accurately determined, and how well someone can play at speed. This is essentially the idea.
P.S. I'm waiting for any criticism, don't take what I said about Jebus and mininost too seriously, despite this, we still play them and love them :). Criticism should be expressed clearly for my 14-year-old brain :).
Пока!