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Why?
Do you think no one has ever opened a map to check for restart wars?
Can we not worry about it? I doubt it.
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I'm already thinking that the most correct thing would be to cancel the red rush.
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Why?
Do you think no one has ever opened a map to check for restart wars?
Can we not worry about it? I doubt it.
I'm already thinking that the most correct thing would be to cancel the red rush.
Why cancel it? It can still be left for skirmishes, for which it was originally designed, and perhaps for mini-maps, but even then, only the restriction on attacking the starting town should remain, as that was the original reason for its introduction. Trying to apply it to other map templates is absurd.
I'm already thinking that the most sensible thing to do would be to cancel the red rush.
Red is already ahead by a day, and if red-rush is allowed, it will be ahead in troop growth for the entire week.
Your statement is completely incorrect, as, on the contrary, on all maps, there is a situation where red can make a rush and win, and blue will not be able to counter it.
I believe the rules should state that passwords at the end of the game must be provided upon the player's request; if no request is made after the game, then the file can be deleted. There should be no bureaucracy involving requests to organizers and judges for passwords; everyone should have access to the passwords.
Red rush is definitely an advantage for red, no matter what anyone says about blue's "privileges." Simple buying and attacking - is unfair without the possibility for blue to do the same.
I agree.
Let's count the advantages of blue. The fact that blue allows you to replenish mana after passing the turn in the Castle, while red can be captured in the city without mana. And not only on the first day of the week, but every day. Red rush is just resting. In addition, blue has an advantage on restarts, and the advantage of the first pick on the Black map. Isn't that enough to compensate for some red rush, which still needs to be executed? Oh yes. Blue also has an awesome bonus, for example, to take the red Castle on the seventh day and deprive it of its growth, while red doesn't have such an opportunity, because it can return the Castle during that week. In short, blue has many "privileges," and the later the game progresses, the stronger the advantage of blue becomes.
You're hilarious, you even made me laugh with the phrase that blue deprives red of its bonus! )))))) Now I understand why you're in favor of red-rush, and I deeply regret that people like you make rules and laws in life.
Countering the red-rush is extremely simple - don't leave a 127 (1x7) army in the opponent's reach. And if he is determined to take a key city, meet him at 127 and fight in the field.
That is, with skillful play from blue (which, apparently, Dima Surmay and R55Max are not familiar with), the red-rush can only work as a finishing factor. For example, if blue was unable to win the battle at 127.
1. Red deprives Blue of resource gain, and not the other way around.
2. Red can buy out the entire army on the first day, and this can be the key to victory if he decides to launch a Fast Build on that day.
1. Red is one day ahead, and if the game ends on Red's turn, it means he could potentially have done more to achieve victory.
2. Red can double his mana on the first day of the week, while Blue has a much lower chance of doing this on the 7th day of the week, again, if Red decides to launch a Fast Build on his turn on the first day.
I should also note that XL+U templates have been used with red rush for many years, and there have been no complaints so far.
1. It will be the opposite if blue stays in the Castle on day 7, but this is not as significant as red staying on day 1.
2. Can this become a guarantee of victory on which week, and on which templates? How profitable is it to, for example, abandon clearing the third mine to rush and take the resource increase?