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Round 2: GL (Stronghold, Keagan + Garuna) lost to alex_nv (Haven, Dugald + Shack'Karath). 2-3-6, Sun.
In the starting area, there were two level 2 and level 3 dwellings, and a hut with an attack bonus. The path to the treasure was guarded by devils, and on the other side, Death Knights were supported by two Vampire Lords. I decided to focus on Storm and Dark magic against the Orc. I quickly captured a mine, and my last base was intended to be a defensive one, but after the ...th level, it wasn't developed further – I took Education at level 26 (and kept the initial skills until the final stage). With a 1-1-3 build, I broke through to the adjacent (grass) area, and with a 1-1-5 build, I reached the resource area (Orcish). Shack'Karath was in the dungeon, and I thought he would be perfect for the resource area. Shack'Karath was one level short of level 9 in the first week and one level short of level 18 in the third week, so that was a loss of 2 precious artifacts (disappointing). Also, I didn't get a Ballista for a long time, so it didn't develop as quickly as I wanted, but later it gained momentum and by the end of the game, it was level 20 with a combined attack and knowledge of 37, so the machine gun fired quite effectively, as Garuna and other enemy creatures found out :) At the end of the second week, Dugald, having easily surpassed 100 gold golems in the adjacent area, jumped headfirst into the portal and... ran into 100 blue elven archers. With about 80 archers and about 40 swordsmen, I managed to break through, but the losses were terrible (only about 25 swordsmen remained). I asked my opponent for a load, and he gave it to me, which I greatly appreciate. In short, the path to my gold mine was blocked. I turned around and decided to break through to my opponent's gold mine from the resource area in the third week (there were 100 raiders with short spears and many green wyverns at the entrance). I broke through with a 1-4-2 build (waiting for growth) and scouted the exit with a rogue, and it turned out to be about 20+20 rogues and 20+20 griffins. In short, another setback, although I already had 5 angels, 40 monks, and 150 archers + regeneration. There was only one path left – to the treasure area, which I had planned from the beginning. After entering the city for resurrection, I broke through with a 1-4-6 build. The treasure area was poor – no undead, no temples, no mentor. Although the artifacts were decent: a ring for archers, the Robe of Sar-Iss, the Boots of the Dragon, a quiver, and dwarven armor (I didn't take it because of the horde of upgraded elders). In the shop, there was an orcish sword and a cloak -2 defense, -2 luck (I didn't buy it because I didn't need it). I wandered around for the fifth week and reached the far exit to the mini-treasure area at the beginning of the sixth week. At this time, the simultaneous turn ended, and Keagan emerged from the near portal, who, without delving deeper, went back to his treasure area, launching a couple of rogues. Shack'Karath was not far from them at this time and didn't provide much information. After launching a rogue into his treasure area, I thought Shack'Karath would go to my gold mine, buying mummies, because I didn't have enough money to upgrade a bunch of meat. But Garuna and Krag didn't let him go far. After killing the rogue, who managed to scout the mentor, they invaded my treasure area and began to capture the gold mines. Shack'Karath had to turn back and, attacking from the darkness on Garuna, who had 18 green wyverns, send her to the tavern (a little money appeared). Then Shack'Karath rushed after Krag. At this time, Dugald, having collected artifacts for sale and not only (a ring +10% initiative) and having wandered around the upgrade areas, predictably saw Keagan in the mini-treasure area, who was doing the same, sending my rogue to the tavern. Using the fog and passing through the oasis, Dugald reached Keagan. Final battle (armies): Dugald, level 26 (20-22-21-110 mana), 80 archers, 60 monks, 3 adepts, 45 latons, and 7 angels; Keagan, level 27 (stats slightly lower - 90 mana), ~750 trappers, 145 combat centaurs, 34 daughters of earth, ~40 leaders, and 6 bloodthirsty cyclops. They fought to the last drop of mana, but resurrection, mass acceleration, and control turned out to be stronger than the fury of the horde, fear, war cry, and slowing down the daughters (although the latter caused a lot of trouble). In the castle, there were still 80 monks and the rest of the army that were not used. Thanks for the game!