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Experts, please provide a detailed explanation of all the unique features of the HD mod for the 2x2 game. (Manual selection of alliances, nuances of exchanging troops between players, etc.)
New here? I'm Roha — want a quick tour?
- it is allowed to enter the ally's zone without breaking through the Gate of Order.
Watched the video, it's interesting! Started reading the rules carefully.- it is allowed to enter the ally's zone without breaking the Gate of Oblivion.
The Tournament starts on 02.01.13
WT settings.
Time 1000+400
Artifacts and spells:
Banned artifacts: Water artifacts, Orb of Inhibition, Cloak of the Undead King, Badge of Courage
Banned magic: Water magic, Visions, Air and Earth Views.
WT options:
experience - off
tax - off
bank - off
ability to leave an artifact - off
anticheat - on
chess clock - on
timer stops in combat - off
money transfer - off
Mage Guild rebuilding - on
empty battlefield - off
no speed stack - off
disable morale - off
class ban - on
gold instead of scrolls - on
fastest roads
1. What is the deadline for applications?
2. Is the mod installed the same way as in SoD? Just copy and paste?
3. Water artifacts – are these for water movement, like the Captain's Hat or ???
4. For example, the Red Ball is clear, I'm for banning it in SoD too, but what about the Cloak of Displacement??? Make it a relic to make it harder to get, but it should stay in the game, IMHO.
5. The rest of the artifacts are clear, but I don't understand what the Badge of Courage did wrong.
6. Who came up with the "brilliant" idea to ban all water magic and why? So, as I understand it, the Ring of Cold is banned, you can't cast Ice Bolt. But then you should also ban Conflux, since some elementals (I don't remember which ones at the moment) can only be obtained from water.
The ban on Vision and Viewing (along with all the other restrictions combined) doesn't turn the WT version into a different game, but into a narrow strategic template on the same map, familiar to a certain group of people. Am I right?
7. Transfer of money - no, does that mean I can't transfer resources to my ally? Why? What's the point of alliances then?
8. What does a ban on classes mean?
....
IMHO, of all the bans, I agree with the Cloak of the Undead King, and I'm all for banning the Red Ball in all versions.
Give the Cloak of Displacement a chance!!!!!
I really want to join the tournament, but since registering means I initially commit to following the rules, I'll decide on the time first, then see what I want and don't want.
I watched the video, interesting! Started reading the rules carefully.
So, through the bugged passage, I can get to the enemy without breaking through to the center at all?

Umm... I didn't really want to spam the chat... but I'll still suggest setting the game limit to 1000+500 (the request was 1000+400). It just doesn't work otherwise... Anyway, here are the arguments: - We all know each other. - This won't significantly increase the game time. - But it will qualitatively improve the result. - In the last game, on day 116, there was a double Guardian Order: 100 zealots, 70 cyclops, then 2 guards at once, 9 chaos hydras, and 100 medusa queens. After that, a rush to the center. You can try as much as you want, but you won't have enough time, and you'll just be vulnerable to attack. I generally approve of the limit, but still... Please consider it. I think it's a good idea!
Well, our team has been formed, namely WariatorHW + KostyaN. We are officially announcing this! Good luck to everyone!

As someone who has played approximately 20 games on Jebb in the 600+300 format, both in tournaments and practice games, I would like to note that it is advisable to accumulate some time during the first week to allow for a more effective push for the Gate of the Worlds (GOTW), otherwise you might indeed lose a day for no reason.
An alternative option is to not rush the GOTW, but rather to attack it towards the end of the turn, so that the timer that ends after the battle does not interfere with development.
A strategic nuance is that it often makes sense to play turns 116-117 purely symbolically, not trying to gather everything that the army of the first week gathers, but instead saving the timer, setting up chains, so that on turn 121 you can quickly complete everything. This will result in reaching the center one day later, but it will be much more stable and with a larger time buffer. In particular, the lost day is often compensated for by the ability to move after pushing for the GOTW.
I think that all of this is also applicable to 1000+400.
Yur, please read the rules and review the reports from the previous tournament. The map is large, and the monsters are weak – 121 is often a late-game number here.