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With your permission, I will not go into detail, since resp is small in size and everything is clear without specific point-by-point instructions on the location of this or that hero/resource.
Yes... so very briefly... in a nutshell.... :D People, learn how to write descriptions properly...
Кто состоянием своим доволен, тому жить весело. (с)Алекса́ндр Васи́льевич Суво́ров
IT TURNS OUT THAT THE HERO'S INITIAL SPEED IS SIGNIFICANTLY AFFECTED BY THE TYPE OF CASTLE HE WAS PURCHASED IN (HIS NATIVE CASTLE, AN ALLIED CASTLE, OR AN ENEMY CASTLE)! This can be clearly seen in the example described below. AmberSoler, if this information is not in the reference guide (I didn't see it, at least), please add it.
Excerpt from the physics of the Heroes world:
Terrain penalty does not apply if: - the hero's army consists entirely of creatures for which this terrain is "native":
Let's consider 3 of the fastest heroes and one cute girl.
Kerr is a Ranger. His native terrain is "grass." His starting army of 1 Centaur gives him a speed of 6 points, which is 1700 movement points (mp). Logistics skill +10% + specialization 5% = 1955 mp!
Dessa is a Combat Mage. Her native terrain is "stone." Her starting army of 1 Goblin gives her a speed of 5 points, which is 1630 mp. Logistics skill +10% + specialization 5% = 1874.5 mp!
Moner is an Elementalist. His native terrain is "grass." His starting army of 1 Small Sprite gives him a speed of 7 points, which is 1936 mp!
Pir is a Demon. His native terrain is "lava." His starting army of 1 Imp gives him a speed of 5 points, which is 1630. Logistics skill +10% = 1793 mp!
Therefore, Kerr should run the farthest! And Dessa and Pir should run the least!
Let's analyze the speed of these three heroes (Pir will be discussed in point 6) based on this tournament. To do this, I will open the map using nwcwhatisthematrix and take a screenshot to show you the path!
Please also note that Moner and Kerr have an advantage over Dessa; they do NOT have a penalty on their NATIVE TERRAIN – GRASS. And according to the Physics of the World, heroes should not have any penalty on grass at all! And they will all run on grass and roads!
So, let's start the race:
Kerr starts – following the proposed route, and makes his last step on the Mercury Mine (turn 5)! Dessa starts – following the proposed route, and makes her last step on the chest (turn 6)! Moner starts – following the proposed route, and has only 1 small last step left after 6 turns!
Does this seem paradoxical to you? Transferring the poor Goblin didn't lead to anything.
From all this, I can only draw one conclusion: THE INITIAL SPEED OF A HERO WILL BE HIGHER IF HE WAS PURCHASED IN HIS NATIVE CASTLE, OR NOT!
I think that the initial speed of the army depends on the army (the default army, i.e., the one that would be if he stood first in the tavern (Centaurs + Gnomes + Elves)) of the hero. And with Gnomes, Kerr naturally moves less. (I think AmberSoler wrote about this somewhere) Moner, by the way, ALWAYS runs the farthest (and on other penalty-free terrains).
I think that the initial speed of an army depends on the army itself (the default army, i.e., the one that would be if it were the first in the tavern – centaurs + dwarves + elves) of the hero. And with dwarves, Kirr naturally moves less. (I think Amber Sun wrote about this somewhere) Moner, by the way, ALWAYS runs further across grass (and other penalty-free terrains).
THE PARADOX IS THAT KIRR HAD 1 CENTAUR WHEN PURCHASED, AND PIR HAD 1 BEAST WITHOUT ANY SPECIALIZATIONS!!!
Please read more carefully;
P.S. I don't think I'll participate in the 2nd stage because I don't have time.
P.S. You can't use bugs! And you know this very well! Why test the organizer?
THE PARADOX LIES IN THE FACT THAT KIRR HAD 1 CENTAUR WHEN HE BOUGHT HIS ARMY, WHILE PIR HAD 1 DEMON WITHOUT ANY SPECIALIZATIONS!!!
Please read more carefully;
Sincerely, VDV_forever
THE PARADOX LIES IN THE FACT THAT ONE CENTAUR IS A PATCHED BUG FROM THE RESTORATION OF ERATHIA (there, when buying the second hero, the army is complete, and therefore there can also be gnomes), BUT THEY PATCHED THE ARMY, BUT NOT THE HERO'S MOVEMENT :D
Kirr is a Ranger. His native land is "grass." The starting army of 1 Centaur provides a speed bonus of 6 points, which is 1700 movement points. The Logistics skill provides a +10% bonus, and the specialization provides a +5% bonus, totaling 1955 movement points!
The calculation is not entirely correct, as the +5% should be added to the 10% bonus from Logistics. As a result, we get not 15%, but only a 10.5% bonus...
Added after 12 minutes Kamikaze;90634
THE PARADOX IS THAT ONE CENTAUR IS A PATCHED BUG FROM ERAFIA (where when you buy a second hero, the army is full, and therefore there can be Gnomes), BUT THEY PATCHED THE ARMY, BUT NOT THE HERO'S MOVEMENT :D
By the way, you are right here. This is most likely how it works. The starting army plays no role because the movement is set in the core by default and is not recalculated... that is, each hero has a strictly fixed amount of movement at the start, regardless of the army or the castle in which he is hired... How he spends this amount is another question. Here, terrain penalties or bonuses come into play (if it's a road)...
E....well, they wrote that with 5 skills - 1630, with 6 skills - 1700, so I think the next one, with 7 skills, will be 1770. I'm not stating it as a fact, just continuing the progression.
Added 2 minutes later In short, the fact is that Moner ALWAYS runs the furthest on the first day. And if you re-hire a hero (after dismissing them), the basic army is calculated as one unit of the first level.