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I looked at a couple of starting locations; the guard consists of a group of mages, basilisks, liches, gorgons, elves, a horde of hobbits, a group of gremlins, a pack of dreadnoughts, champions, monarchs, and psionicists. What will you break through yourself, and what will you give to your opponent? I'm not even mentioning that for many castles, a group of archers or a horde of thieves is already a problem. Russel_lDHl
Well, you looked at the template, how did it seem to you - is it good, would you play on it?
I have my own requirements for templates - that there is a lower probability of not being able to reach the first town, or at least equal chances for blue and red. Here, wise people value something else - the composition and the number of treasures (even if their accessibility is ignored), isolation on the map from other towns... so my opinion is not relevant. But in general - I really liked it, it's more varied and complex than 8mm6a, more adequate than 6lm. Although I still need to look at the road network further from the starting location. *I checked, and only once did red get a path to a one-way road on the neighboring starting location. But in general, in version 2, roads around the castle with a length of 3-4 days often appear. Although, on the other hand, this means a large starting location. It would also be good to change the name in the second version to avoid confusion.