3. Regarding the 8mm/6lm mix template, no one knows anything yet. :smile43:
Although there are currently no objections to the fact that 8mm6a is not very good. I know that people have played with this mix and someone has an idea about it.
We're talking specifically about replacing 8mm6a with, let's say, a more strategic template based on its ideas (ideologically close to 6lm10a), but the task is to structure the information in such a way that it is easy to understand.
As a result
I achieved what I wanted; moreover: I obtained equal initial generations in terms of roads for red and blue! Which became a plus for me, even more pleasant than the absence of one-way roads.
I am writing these observations after reviewing approximately 120 generations: 50 test runs on the first version of the template, 40 test runs on the second version of the template, 10 ranked online games on the first version, and 20 online games on the second (latest) version of the template.
The template has been played with the following people: Zoog, Gee, Jaris, Medium_HP, Ihromant (not yet finished), Gunar, Benis, Chemist_HP.
Minus: sometimes there may be generations with long roads in zones, but this applied to the first version of the template. I will add that due to the fairly good (fast) pace of the template and not particularly close roads to the opponent, you can play quite comfortably even with fast roads.
Perhaps someone will be able to supplement or express their opinion about this template. Or maybe no one is interested in it, and you can just play with one-way road exits with 2.5k trading for color :)
