Thank you very much to everyone who responded 🤗
I managed to test the Gameplay with just one hero. The result showed that it's still too hardcore and tedious... based on the updated data, for our specific case and requirements, I came up with the following method for creating a location:
1) In the client, a map is generated with the desired parameters and a pre-known template, in a closed mode (the "Hide minimap" checkbox is checked), and a name is assigned (something like "Show no fear").
2) The regular editor is opened, and on the toolbar, the ObjectFilter button is used to remove everything except "Structures" - accordingly, only buildings remain visible - towns, dwellings, treasures, etc.
3) Following the advice of more experienced comrades, in each of the existing towns, the taverns are removed. This is not difficult: the round town is selected manually with the mouse, opened with the spacebar, and in the Buildings section, click on "Tavern" and uncheck "Enable") - no more drunkenness, all heroes get horses!
4) In order not to condemn the brave wandering knights (who will later appear in the castles) to lonely and dreary exploits, you need to select Prison on the Tool Panel and place one prison near each town - or move the existing prisons closer. And the Den of Thieves (the thieves' guild on the map) should be moved further away/protected by phoenixes/removed.
Thus:
- The map is "one-time" - as it should be
- I will have to spoil for myself the types of terrain on the map while editing the towns (I tried to enable the Show Grid and Wireframe grids, but the colors immediately show where the snow, lava, and forest are), but the rest will remain a mystery and shrouded in the fog of war
- Each player will have two random heroes at their disposal: one from the castle, and the second from the prison, and the heroes' identities will also remain a secret until the first meeting of the rivals
P.S. And it also turns out to avoid interfering with the system and replacing scripts and scenarios.