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#30
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Armageddets

That's why I create several template variations with connections at once. Everyone chooses the option they consider the best. You can't impose your point of view on others. I don't see the point in placing 2-4 portals in each zone, except for the central treasure rooms (a bunch of portals to the same zones, additional blocks due to their protection, other road junctions, less space for objects, etc.), and crossing connections, for example, on one of the 8x8 maps, can significantly prolong the game due to the increased distance to the opponent in terms of the number of zones, and it turns into a different template. I am in favor of speeding up the gameplay, but if mirroring significantly changes the template scheme, I'd rather call the template by a different name than keep calling it the same. The 8x8 map mirrors perfectly, and crossing connections are not as significant there, especially on similar symmetrical templates with the same number of zones to the opponent and AI.

Not every template structure is suitable for mirroring, so it's not about the names. In the case of the 8x6 map, the structure is preserved when connections are crossed, but it changes with a direct connection. It's no coincidence that I chose it for mirroring. In general, it is enough that each half of the template structure also has symmetry; then, you can mirror it without directly connecting the mirrored zones. And, of course, there should be an even number of zones.
If you don't understand why direct connections between mirrored zones are bad, then I'm sorry, but I can't help you.

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