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Accepted by opponent on 2/13/2014 2:02 PM
Tried and tried, but still couldn't do it =(
gg,
thanks for the game.

I took 1 rest and went for it.
Arlak in the mine picks defense over attack. On day 1 I only see an external dwelling of spearmen and knights, a Hive, a Dragon Utopia, and that's it. On 112 behind the griffins there's an external angel dwelling behind the griffins, not bad.
113 - there's another Hive behind the eyes, a red orb is visible in the treasure zone just in case.
114 - got Logistics, there's an external monk dwelling, I split up and head home.
115 - a scout finds a Griffin Conservatory, we don't check it yet; another scout finds 2 chests deep in the spawn behind 20+ black bulls and 50+ griffins, revealing a second Dragon Utopia. Arlak is at the angel dwelling, and a horse dwelling also opens up there.
116 - a chest behind unicorns is opened, an Ogre Shield behind similarly upgraded ones; the monks from the external dwelling are taken, bracers are revealed; an angel and 2 horses from external dwellings are taken. Here I make a mistake with the monk buyback and don't have enough to build stables and horses on 117. Well then, we'll manage without construction.
117 - scouting view: 2nd Schism — Wizards, forget them, but there's another Griffin Conservatory nearby; Arlak has Earth Magic, but the tastiest thing was lying in the grave that Turis visited — gave Sword of Justice!:smile13:
121 - Hive on 6 nagas, 2 naga dwellings planned.
122 - we take them; Arlak gets Tactics and advances Earth, splits up, spends the night in the castle with built stables.
123 - Hive on 4 nagas, stands near a chest.
124 - in the chest: 25 griffins, in the 2nd Pandora's Box another 25 griffins — a decent meal for the Dragon Utopia arrived just in time.
125 - chest on 5 Centaurs; stats are already excellent without the Dragon Utopia: 17 17 9 8, Expert Earth and Defense, Attack advanced.
126 - upgraded angels and with 5 archangels the Tier 3 is easily taken; gives Helm +6 all and a red orb.
127 - mini Dragon Utopia gives Boots of Speed, Necklace +1, and Golden Bow. I stop half a step from the Schism; Turis takes the max Griffin Conservatory.
131 - another Griffin Conservatory 3, and with 13 archangels, 18 monks under the bow, 23 crusaders, 10 horses, 14 nagas, 50 griffins, and a red orb — 25 24 16 16 — we calmly exit to the center.
132 - I take the castle in the center, see Galtran running inside with power, but his stats are 2 times smaller. I can't reach him. I decide to kill the horselords and then meet him when he comes out of the sands near my 2nd exit to the center, which happens on 137.
Thanks for the game
We started for a very long time.. all generations had blocks.. and when there were no restarts left, there were again strong blocks on the roads, the opponent gave a humanitarian restart, for which I thank him. then there were long roads, standard development. Angels in the Citadel.. Pandora's Boxes gave all the Air and all the Earth Magic.. on 124 in the center I met the opponent, but drove him away. however, because of mana, I began to recapture a town that was blocked by 18 Arch Devils.. Earth Magic was not upgraded, there was no Mass Slow. Out of my 8 Angels, 3 remained. Then I captured the center, with control I mined him entirely. The opponent was leveling up at home in the meantime.. then he came out, and Müllich caught him with the Bracers. Thanks for the game
The game turned out to be exhausting - 6 days to the 1st node of the template, 8 to another, and the distances between other cities-villages were unreal for chains; growth was lucky, arriving 5 days at a time over 2 weeks. I got lucky with skills - armorer and earth, 12 -- griffin conservatory-3, a couple of mini-hives; for the next 2 weeks I just desperately wanted to go back for the drowned one - but from Kyari it was about 2 weeks of chains, control wasn't given in the 1st Mage Guild, and for the 2nd there weren't enough resources (sold everything when upgrading angels at the opponent's place, plus lost 2 days guarding the castle, where control was relatively early). A week before the end of the game, one of the expeditions to Tibet found a Town Portal scroll; thoughts of a draw vanished immediately, I quickly gathered everything and caught the opponent's (scout) in a treasure zone that I had also wanted to go to for 3 weeks - it was hard to find the entrance in the snow, and the distances were wild.
I don't know if this would happen with 1-sided players? At least by 113-114 it would have been clear what to expect. But here the only entrance to a key treasure zone was about 7 days through the swamp (and that's even without penalties, if any). Luckily, the entrance to the second one was discovered only 2 days away (Kyari lvl 24 with stables and boots)
Thanks for the persistence)
14.02.2014 Maretti (Red, Fortress, Tazar, Tazar) def darkello (Blue, Castle, Valeska, Valeska) 8mm6a 124
Had heavy problems with tan when opponent suicided in a full hive. Thanks.
On turn 112, Tazar arrived. There are 3-4 outposts, and he hid some horses behind 5-9 Phantom Dragons. Slow roads, 1 secondary town. On turn 1, horses in the citadel. On turn 2, I take a secondary town. I retreat back to my outpost. His heroes check another outpost (1) and take it. With a weaker hero, Terek, and a specific tactic, I defeat 6 Phantom Dragons, minus an Angel – all spears, tough guys. Since it's already turn 126, I decide to go for the outpost on turn 131. On turn 131, Tazar attacks the outpost (3). I run on foot to the treasure. I clear the treasure, maxing out Earth magic. On turn 142, I take a Utopia (3) – Kraken and Leviathan. On turn 4, another treasure where I saw a Utopia and a Charybdis. On turn 217, Tazar's Fortress beats Kir's Castle in terms of combat stats and power. Kir has 36 spell power, Tazar has 24, but with bonuses to Earth and Air. Victory.
Thank you for the game!
Accepted by opponent on 2/15/2014 9:49 AM
The opponent rage-quit, took a break, and then rage-quit again a couple of days later.
Thanks for the game!