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You are 100% wrong here. You've probably encountered situations where you have no control over the map, while your opponent has two Air books and a stronghold. And you physically can't gain control. This problem is somewhat solved in WoTA. You've also probably encountered one-way portals; it's unpleasant to run into a non-functional exit, right?)) This problem is perfectly solved in WoTA. The fact that all four schools of magic are in demand in WoTA is also bad, right? Now, please answer what your words, which I quoted above, have to do with this?
Of course, I've encountered both a lack of control and one-way portals. Moreover, I believe that if anything from WoTA is to be taken into SoD HD+ (and it's precisely these two "versions of the game" that should be compared), it's the removal of one-way portals and the restructuring of the guild. It's clear that this isn't pleasant, but it's not fatal. One-way portals are rarely encountered in 8mm6a now, and there's 8mm6b, where they can't exist at all. In 6lm and 8xm12, it's a problem, I agree. But there are other templates. Oh, sorry, "daddies" should only play HL+U, and everything else is worthless and for losers.
Furthermore, everything that is presented as advantages of the WoTA version, and even more so, "speeding up the game" - the starting army, experience, tax, morale, etc. - is all bland stuff. It was invented precisely by "daddies" who got tired of losing "according to the script." As for balancing the schools of magic, it's complete nonsense. In WoTA, Air is almost completely useless. Yes, the dominance of Earth as a school has been removed. But in general, the idea that all four schools are in demand is a beautiful fairy tale. As are most of the "advantages" of "daddy's" WoTA.
And now, my words about "the strongest should win in any situation" do not lose any of their relevance ;)



