- 七龙纪575年，魔法门十 - 传承；
Map control is a concept supported by many features in Heroes 7.
The goal of this mechanic is to provide options and means for the players to plan and execute a high level strategy to take over a map.
These means are often double-edged: they have a price and therefore, imply a risk. By spotting your opponents efforts to use map control features, you can decide to counter them, but that also has a cost.
咽喉要道 - CHOKE POINTS
They are strategic locations of a map, which means that they are very useful roads or passages linking towns and high value areas like resource sites and outposts. Choke points are destructible structures like bridges or teleporters. Destroying is easy and fast. Rebuilding is costly.
By destroying a choke point, you force the opponents to spend resources to rebuild, which is a painful cost. At the same time, you are closing those passages for yourself, too, so it better be part of a greater plan, otherwise you may need to spend those resources yourself to reopen the ways you have closed.
Destroying and rebuilding will also stall you for the rest of the turn, which makes destroyed choke points interesting in defense of your towns.
区域控制 - AREA OF CONTROL
Areas of controls are a bit different than in the previous game. The principle is the same. Towns and forts have an area of control around them. The player who owns the main building of an area of controls gains the benefit of resource sites inside this area.
Also, any wandering hero passing through an enemy area of control and not strong enough to attack its controlling building (town or fort) can raid a mine and steal a few days’ worth of resources.
要塞 - FORTS
They are critical in the high level strategy. Forts in Heroes VII create areas of control like in the previous game, but they can be upgraded to provide permanent defensive troops and structures, making them harder to overcome.
Again, Players might want to invest or not in the upgrade of a fort. A stronger fort has its own troops and can have defense towers, which will forbid any secondary hero with a weak army to simply snatch a whole area of control and its mines.
In the other hand, a strong army will burn the fort to the ground and all investment will be lost. In Heroes VII, forts cannot be captured and converted; they are destroyed, and can then be rebuilt.
While a fort is in ruins, all mines in its area of control are free to be captured by any wandering hero.
前哨 - OUTPOSTS
They are places remote from your towns, that are in strategic positions and that you might want to control, like areas containing resource sites. Generally, they are areas controlled by forts. Forts are very useful on a frontline, because you can send troops from your towns and dwellings there using caravans, to support a hero who has to reinforce fast and cannot afford to travel back to a town.
For this reasons, forts are not only useful to control local mines but also as a key location in reinforcement strategies.
篷车与补给线 - CARAVANS AND REINFORCEMENT LINES
In Heroes VII, you cannot recruit troops from all your kingdom in any town and fort: you need to move them where you want them. This is critical in the high level strategy of a game.
Caravans are simple to use, just select where you want troops when you are buying them, and they will be automatically sent there in a caravan.
Creatures bought in the same area of control are assembled in the controlling building before starting they travel. Once on the road, they are autonomous, but can be interacted with. Their owner can pick-up or exchange troops with them, before they reach their destination (another town or fort) and enemies can attack them. They are then considered as enemy armies without a hero.
This is why other map control features are important: you need to secure your reinforcement lines to avoid enemies to raid your caravans and deprive you of fresh troops on the frontline.
HE WHO CONTROLS THE MAP CONTROLS THE WORLD
To conclude, in Heroes VII, having a clearly established map control strategy will be key to victory. Counter-strategies are also available to disrupt enemies. Unprotected forts and supply lines can be raided to punish heroes who don’t invest in securing their grip on conquered territories.
Welcome, my friends.
Today I will tell you more about one of Ivan’s advisors. While for reasons of my own I chose not to immediately disclose her identity during the first sessions of this Shadow Council, many among you have correctly guessed the name of the Angel sitting at Ivan’s table. She is indeed Murazel, the Guardian Angel of Hammer Fall.
Murazel has lived for millennia – she fought in the Elder Wars alongside the likes of Archangels Michael and Sandalphon, and has acted as witness and judge of many battles and events. Always serious, even dire, talking as is everything in life was of the utmost importance, she is obsessed by the truth and accuracy of the events she relates. Known among her kind for her impartiality and her friendliness to lesser races, she blames her people for the disappearance of the Shantiris, a “collateral damage” of the war against the Faceless. After the Twilight Covenant sealed a truce between the children of Light and Darkness in blood and magic, Murazel was one of the first Angels to leave the sky-born cities of her brethren to go live among the Humans. Still passionate about the Shantiris and their lost civilization, Murazel soon moved to the city of Hammer Fall, which had been erected over ancient Shantiri ruins, far in the East.
Many times, Murazel had to make sure the Shantiris’ powerful secrets did not fall into irresponsible and greedy hands. She always tried not to disturb the balance of power and intervened only as a judge and advisor. That is, until she broke her vow of neutrality and stood up to the armies of Kyla Falcon. Following this incident, Murazel became officially unwelcome not only in the Empire, but also among Angels.
When she was invited by Archangel Sandalphon to join the Conclave of the New Dawn, she knew her reputation of uncompromising honesty would serve to appease the suspicion of the Humans, still wary of Angels since Uriel’s Deception. For the same reasons, not all the members of the Conclave received her arrival warmly. And her sudden disappearance after Sandalphon’s assassination made her look even more suspicious to some.
Engulfed again in a world of lies, treachery and murder, Murazel quickly found herself deeply engaged in the protection of the weak and the restoration of the Holy Empire, as long as it didn`t repeat the mistakes of the past. To achieve that, she needs a worthy man to rule it, and she has selected Ivan as the best-suited candidate. Murazel still has many friends and allies among both Humans and Angels, and has been working to convince the reformist factions within the Church of Light to side with Ivan against Seamus of Stag.