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Round table

#3948
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I tested versions 1.0 and 1.2; the other two versions (without central towns) didn't really interest me. Here are the results: - The underground usually (in about 3 out of 4 cases) generates with half or less of its resources filled. - Roads more or less evenly distribute resources between red and blue, but rarely give both 3 roads; more often, it's 1-2. The size of the starting zones and adjacent towns is usually small, so the decision to have 6k guards for the computers seems questionable; I think 3k would be better, otherwise, there will be difficulties with development. - Version 1.0 usually has few one-way roads; out of 10 generations, 8 had only one one-way road, one had 3, and another had many, at least 6. In version 1.2, there are noticeably more one-way roads (I generated it about 6 times, and there were never less than 3 one-way roads), but the number of roads from the starting spawn doesn't increase significantly. - It would be better to tie the landscape of the towns to their type, so that there are fewer sandy areas, as you will have to travel a lot on unpaved roads. - In terms of resource richness, it's about the same as 6LM, but the size of the treasures varies greatly, from huge ones that cover a third of the map to miniature ones with only a couple of objects.
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Награда: Лучшему игроку сезона Осень 2009 за замок Конфлюкс