GG guys. James, had you not stopped to loot the halfling town, you'd have bagged this. That was just the break - 2 turns - that I needed to cast holy woods in the strategic spot to block you, and DSTR (from now on a verb) some units from the halfling countryside. Snagga and his army would have breezed through anything I had.
Jamesede: Surprisingly, the graphs showed a lot more balanced game until the last 5 turns or so. I don't think there's any need to create additional rules. I think I produced 6 total in the game. They helped for sure, but I still think the imbalance in the game came from the elves successful rush on the darkelves.
On the contrary. That rush crippled me. Lost the hero, locked my army south, converting DE and undead towns - I haven't yet managed to free the fortress in my underground, which you both have long ago. I was saved by the layout of the map - those swamp bridge choke points O_o'
Your observation from the graph nails it: it was a lot closer than you both imagine.
Mimo has 5 pegasi now, were those all built? I'd have had absolutely no counter had those - even fewer - come north earlier. Archons have it really rough without any water unit, perhaps building some djinns would have helped.
So in essence, at the end of the day, a farmer's gambit that worked because of lack of aggression from the opposition. And on DSTRing, it seems that you all disagree... I won't fool myself and believe to be able to convince anyone, we'll see!