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Posts from Terra dei Demoni

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In reply to Roger DAltavilla
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#77
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Roger DAltavilla
Check out these treasures, what can we eat there? I ate them in 2-3 days and then went to the opponent.
Well, that's the goal.
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#78
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Then do it like this: treasures without cities, so roads shouldn't lead to them. The recommended size is L+U.
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In reply to Myxomoar
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#79
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Myxomoar
In the original template, the idea was Jebus Cross-like: collected Behemoths, Wyverns, and Angels from native respawns and went into the central treasure zone. If you don't do that, you'll get a result like on Jebus Cross with an exit on 131. But here you can leisurely eat each Griffin Conservatory in a corner of the respawn, since it's more beneficial than rushing at your opponent and getting hit in the face because you didn't eat enough / didn't get enough drops. SMKa though)
IMHO Jebus Cross is better than SM-ka ...

Jebus Cross, for all its shortcomings, has the undeniable advantage of encouraging aggressive, tempo-based play. And as a result — short match durations.

Imagine Jebus Cross where there is no central treasure zone, and ГО leads directly to your opponent. That would be camper crap, not Jebus Cross.

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Roger DAltavilla
Well then like this
Here's the same problem — the template encourages camping. And combined with the ability to demonologize — camping squared.
In reply to Wicc
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#80
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Wicc
The same problem exists here – the map design encourages camping. And combined with the ability to summon demons, it's camping squared.
Shared treasure chests – how can there be camping with that?
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In reply to Roger DAltavilla
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#81
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Roger DAltavilla
Shared treasure chests, so where's the camping?
In skirmishes, the treasure chests are also shared, but skirmishes are a camping strategy in many scenarios. One goes to one treasure chest, another goes to another, they run around there for 2 weeks, and then fight on day 213. No thanks.

And there's no main event accelerator – a central treasure chest that everyone strives for.
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#82
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And finally, the last idea for today: in the Terra dei Demoni template, replace GO=45000 with, say, 6000 and sharply increase the density of valuable objects in the treasure rooms. Then, the high GO won't be an obstacle, and the probability of blocking in the central treasure room will be so high that it will eliminate re-encounters and generally prevent early penetration into the center.
However, several towns need to be added to the center, and the zone itself needs to be made larger...
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#83
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6k is too little, but 25-30k is just right.
Наполеон в Москву тоже на 133 пришёл ;) (с)
In reply to Roger DAltavilla
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#84
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Roger DAltavilla
And here's the last idea for today: in the Terra dei Demoni template, replace the Garrison value of 45000 with, say, 6000, and sharply increase the number of valuable objects in the treasure. Then, the Garrison value won't be an obstacle, and the probability of blocking the central treasure will be so high that it will eliminate re-encounters and, in general, early penetration into the center.
But in the center, you need to create several cities, and make the zone itself larger...
6000 is broken in the 1st week. That's why everyone will rush to explore the treasure, to the detriment of capturing secondary locations and producing demons.

I considered the option with a Garrison value weaker than the standard one (20-30K), and came to the conclusion that it is bad because it is much easier to break, and in most scenarios, it will fall on days 123-125. This is too fast for producing demons; it becomes more profitable to invest in building up the Castle and leveling up the Pope, and to generally ignore the demons.

But with a Garrison value of 45K, it is difficult to break it in the 2nd week, and this gives the necessary time to develop demonology.
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#85
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maybe you could still build a town in Inferno? Let it develop slowly, and besides, the Inferno town is quite weak. That way, you wouldn't have to spend your own money.
In reply to Vatya
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#86
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Vatya
maybe he could still build a town in Inferno? Let it develop slowly, and the Inferno town is quite weak anyway. That way, he wouldn't have to spend his own money.
The central castle is captured, and by turn 112-113, that's the maximum he can build there in that time, right? It might just cause problems.
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#87
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Changes have been made to the template – the ability to play on L+U and XL-U sizes has been added. You can download the latest version of the template in the first post. The tournament will be held, as announced, on the L-U size; other sizes are intended for testing the gameplay. If it turns out that more interesting maps are generated there, then the current size can be changed. The rules regarding objective restarts (generation bugs) and the use of control spells and artifacts (Dimension Door, Fly, wings) have been clarified.
In reply to Wicc
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#88
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The quorum has gathered, so we can begin.

Just a reminder that the template and rules have been slightly changed since the tournament topic was created, so it is recommended to update rmg.txt and reread the rules.

Round 1 draw:

BA/IEHOK - Huanito
FireToSky - Browser
GoD - Yvain
PReDS - u2noob
Maretti - aka.Ward3n
KobRa - Sloth_D
=Stinger= - Diabler
HellLighT - Alexey-omsk
Scorpiona - Wladysha
Iamsamstan - CrazyDuck
Myxomoar - Mar
twaryna - (no opponent yet)

The time for the game is 3 weeks, i.e. until November 28, 2013

Registration for the tournament closes in 2 weeks (November 21, 2013)
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#90
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Sign me up.
275667709
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
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#91
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I'm signing up, no need to suggest Javdeta :D
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