Connection ErrorBad RequestThis page went staleSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
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.