Powerspot_Allied&2p_
voice: insatiable

    This one, aims to be fast(nothuge that is), having compact areas but tough too - quite strong guards and few free resources to start with.
    Its a creature galore -3 linked towns, exp diplomacy offered at hut, gift-huts and energy spots, creature black markets, dwellings and other features such as Junk Artifacts Tradepost and lone-heroes guards, which not so lone afterall;) 
    One will have to think twice on how many heroes to build,  cause you ll be needing those army slots badly!.. if you manage creature gathering, from all above sources, nicely.
 5 Versions:
    Allied, which is powerspots natural character(it became 2p later on) offers protection to Town Collision effect , to each game played.
Meaning: 90% of MP games, are set at  random town choice.So, theres a chance that same team may get same town, in random ofcourse.That eventually spoils game quality by giving both armies to one player, and we know that a double army has very few losses  against a normal army (providing that best heroes or best battle player gets the double army).so
what we do is, divide 6 possible alignements in 2 groups:
A: chaos - order  life
B: deth - nature  might
..and, we make team(A-B)1 and team(A-B)2
so, players in same team will have, one of group A towns, and one of group B towns. They dont match this way ,as we notice, and groups are rather balanced.
    Split(2p), turned out to be quite unique because of the grouping thingsee.. same player has 2 different alignements to handle?..no more comments here, only that makes me horny to try.
 All.vs.All(2-3-4p) , no teams, and all alignements and bonuses available to each color.
 Bluesides(2p) , selfexplanatory  sides of map conceived by blue_camel, others are destroyed. Fast paced game.
 Insides(2p) , sides of map conceived by insatiable.

that.
have fun
regards//insatiable
miscaleneous:
Map: Powerspot
Type: MultiPlayer, H4std
Authors: Insatiable / Blue_Camel
Authors  e-mail: wfc56@heroes-encounters.zzn.com  / eaab@hiwaay.net Size: ~66kB
Map size: Medium
Underground: No
Language: English
Version: 1.0

Powerspot_1.3

Corrections:
_Bronze oracle now give Dedwood staff, 8k and 3 endurance potions
_Towngate disabled
_Hotspots and Resource springs, on Split ver, fixed
_Bridges instead of Ferrys, on Insides

Changes:
_Peons on all markets increased(20-40%)
_Reduced chests and guards on each side(few)
_Powerspot gifts, in middle, a bit modified/increased
_Lev4 Shrine instead of Lev3 , on each side
_Magic University instead of Temple, on Bluesides
_+tactic altar, on Bluesides . +random altar, on insides
_Seaman hat next to sextant-boat, on Bluesides(except all.vs.all ver)
_1 learn stone removed from each side
_Expert nobility prison hero added on each side
_Volcano Demolishers hut, in middle, now requires 15k to trigger
_Resource artifact instead of Nomad Blackbow, in middle
_Purchasable majors, in middle, now cost 22k
_Guildmaster Compendium(all lev4 spells book) disabled
_Attack rubin replaced by Spell rubin, 1 on Insides  2 on Bluesides
_Sea Monster hut now accesible by land, on Bluesides
_All Hero Guards, +4 levels each

Powerspot_1.4

Corrections:
_Bug fixed in Slave hut, on Green
_Lev4s creature gifts in markets fixed, on Split ver
_A Treasure  artifact in middle, now blocked to get only by paying (had hole)
_Now both sides cant see town alignement, when scouter-creature hits neutrals on portal guarding glove, on Insides
 
Changes:
_War University now guarded by lev2, on Orange
_Bridge now can be passed with no fight, on Green

Powerspot_1.5

Corrections:
_Volcano Demolishers hut, in middle, now work properly
_Black markets, in middle, now work properly, at Split version
_Purple starting hero, now has no lev1 creatures on him, as should

Powerspot_1.6

Changes: 
_altar of scouting outside every starting town 
_seamanship DISabled
_pwspot seamonster gift, in middle,  now 6 (was 5)
_Junk Art Tradepost changes: mayhem staff added / badge of courage give    +2 speed(was +1)
_lev3 creatures peons, on markets, increased by 15% (on orange, green)

_Split ver(only): 1 major replaced by minor, on each side 
                           middle black market, creatures worth at 24k  
                           middle majors worth at 32k, minors at 22k, treasures at 16k

_All vs All ver: When a player is cpu, gets b00sted (hero bonuses, army, resources)
 [Check starting heroes: army properties / events / timed events]

 Corrections: 
_Insides: A minor forgoten in destructed blueside,at orange, now deleted as should
_Bluesides: A lev2 guard at blue side tradepost, deleted (should be 1 instead of 2 guards)
Powerspot_1.7

Corrections:

_Green Tradepost, now cannot be visited from back side, by sea
_Lava river borders, thickened so cant pass-with no fight- using unload army trick(at middle and  hotspots-minispots)
_Orange side: area of lev2 guarding random resources, north to main town next to road, fixed so no resources can be stolen(you could steal 2 before)
  
Changes: 

_Back in game: mass cancel  towngate  all 4spell book  angel blade  
_Prison lord, now has no attribute bonuses 
_Split - All.vs.All - Allied  versions: Dedwood staff disabled(as random artifact choice)


Powerspot_1.8

_Prison expert nobility hero is now barb class, lev6
_Random guards in passage to middle, raised by ~30%  and +4 exp level to hero
_Random death knight guard in middle passage to opponent: random heroes levels raised by 4 and 6(and +10def+99mana) and creatures by ~20%
_1 defence rubin added per side, on insides
_Death army guarding creature market, venom and ghost stack added, on insides
_Order army guarding creature market, magi and dwarf stack added, on bluesides
_Green tradepost(and purple) now cannot be visited without guards killed
_A monk temple added to each side, on insides
_1 mana potion added per side, on insides
_1 extra random resource pile to orange:p
_middle powerspot gift of 6 sea monster is now Gryphonheart's Plate Mail


maj inside 2007 ver wow : (orange vs vert)

**deplacement de la dwel 3 et de la prison cote vert 
**les autels du centre sont brides en noblesse et reperage inutiles en fin de partie
**ajout dartefs a echanger dans la hutte de quete
**equilibrage et amelioration des high spot et power spot
**reequilibrage des caches au tresor (+ 1 epave et + 1 foret cote vert)


maj blueside 20007 ver base : (bleu vs violet)

**version h4 base, ou les barbares doivent etre jouables
**equilibrage en faveur du barb : + 1 autel de magie,  + 1 hutte de sorciere, livre de niveau 3 fixe (mineur aleatoire pour les autres chateaux)
**le 3e chateau est aligne a ladversaire, le barb est donc assure davoir une guilde de 3 magies M
**une hutte de quete supplementaire ou lon peut acheter des parchemins et rouleaux de magies pour 2500 or (dissip, annul, vitesse de masse, guerison et nuage de guepes)
**les high spot et power spot sont remanies  et plus equilibres



maj allied base 2007

**equilibrage cote bleu et violet en faveur de barbare :
1 autel tactique, une hutte de sorciere en +
livre niv 3 fixe (en +) et les spots donnent un peu plus de creatures barb
**les autels du centre sont passes en aleatoire sauf rep + noblesse
**1 stak du marche central est aligne au chateau de depart
**larc nomade est remplace par larc a corne (spot central)
**quelques artefs retires ou ajoutes dans les huttes centrales 

ajout dune version  allied  wow


maj blueside (aout 2007)

**reliquaire aquatique accessible cote violet
**+ de demeures lev1 et lev2 externes accessibles sans combattre
