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Round table

#3949
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Basically, I made it, although not exactly as I intended. It's based on the Hybrid_1.0 template, and it's definitely not a Spider map (unless Wicc insists, of course). - The starting zones and computer zones have the same contents and guards as in 6lm10a (with the possibility of Utopias appearing, etc.). - The nearby zones with villages have the same contents and guards, but instead of wood and ore mines, there are two valuable resource mines: 9 and 12 - crystals, 13 and 14 - mercury, 10 and 11 - sulfur. - Zones 15, 16, 23, and 24 are treasure zones with villages, filled like the corresponding zones in 6lm10a. Zones 15 and 16 have two gem mines each, and zones 23 and 24 have one gold mine each. The monsters are medium-strength. - Zones 17-22 are super-treasure zones, slightly poorer than in 6lm10a (without relic artifacts on the ground). The monsters are strong. - The paths from the treasure zones with villages are 6000, in the super-treasure zones 12500, and the rest are 3000. I generated it, and it seems to be working as expected, i.e., the roads are good, and I didn't see any one-way paths in the first 5 generations. The overall richness is roughly on par with 6lm10a. I think the gameplay will be similar to the 6lm10a variant, where wide paths can become impassable due to inconveniently placed one-way paths.
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Награда: Лучшему игроку сезона Осень 2009 за замок Конфлюкс