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And also, during wars for secondary resources, Blue will always have an income, while Red will have nothing.
New here? I'm Roha — want a quick tour?
This is something new; if you played Funky, then it's your business... or were these Tournaments? Give an example of such a thing, but not Anarchy, of course.
You don't understand that with control, red will gather his growth and attack you. And if you were approximately equal at 127, then at 131 you will lose.
Besides, there are cases when a FB (Fortress Battle) occurs, and armies are lost on both sides; then blue has no chance at all if the main city of blue is within range.
You list so many advantages of blue, and that's right, you need to list everything first to make a decision...
But here's an argument and a question for you to ponder: Why, when playing as the Cherkess, does the player who chooses the color much more often pick red?
In my opinion, it's because they believe that being red is more advantageous. And if that's the case, then there's no need to make red even stronger.
I'll add my two cents: in most situations, the player who goes first wins, although not with the same probability as in chess. :)
It would be great if someone collected statistical data on games.
It would be great if someone could compile some statistical data on the games.
Red is chosen 1) out of tradition - it is believed to give better starting positions...(hmm, I was ahead of you))
in my opinion, the ban on red rushes is more of a tradition, stemming from the fact that natural growth always mattered the most + a desire for a more peaceful gameplay (hence the rest after an encounter, which is now, in my opinion, used in a perverted way, deviating from its original purpose) and it's not really relevant anymore.
Pit compiled the data. No influence of color on the outcome of the game was detected.
Blue's goal is to prevent such a situation — to fight on turn 127 and drive away the invader. If this battle is won, then it's possible to buy off the attack with growth, as he still won't reach the town. And if it's lost, then blue played worse and rightfully loses the game.
What matters is not the loss of the army, but the loss of the hero — if red's main hero ends up in the tavern, then he won't be able to red-rush blue's town purely based on movement points.
The main argument against red-rush is not that red is weak, but that the impact of red-rush on the game outcome is noticeably less than the hemorrhaging it creates. Because the main red-rushes happen on scout heroes, which are killed with and without growth, or on empty castles. That's why ideas were often voiced to amend the rules along the lines of "if it doesn't affect the outcome of the battle". But due to the difficulty of determining whether it affects it or not, each time we decided to keep the simpler version "it's not allowed, period".
It's hard to believe that color affects the quality of the spawn. Isn't that overkill?
It's like going to a casino in a red shirt and the chip lands properly :). If I put on a blue one, the suit won't go my way.
But perhaps I don't know enough.
Confirm how realistic the info in Post 764 is.