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Creating a random map generator for Heroes of Might and Magic II.

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AlexSpl;206030
Is there a well-developed road network, or not? In other words, do all cities need to be connected to each other by roads? Do roads need to lead to all nearby mines, or just to the lumber mill and the mine? And also, is symmetry good or bad? :) Symmetrical maps are easier to create.
I think roads are necessary, at least as a guide, so you don't get completely lost on the map while searching for enemies. They can connect castles, villages, teleporters, etc. The main thing is that there shouldn't be just one road on the map, leading simply from one castle to another. A network of roads is needed. I'm in favor of symmetrical maps! Not perfect symmetry, of course, but in moderation. The starting area should definitely contain at least 2 mines in easy access: stone and wood. It would be good if each of them had a small pile of the corresponding resource. And all the other mines should be in the nearby area, perhaps near a native village or a neutral city. I also think that, to add a bit of randomness, the map should have more hidden troop locations, dragon utopias, so that you can collect decent neutral armies, like in the random maps of Heroes 3 (Vivienne, Angels). In our case, these could be large clusters of medusa lairs, thief camps, dwarves, nomads, and even genie lamps(!), which would be a real highlight of the randomness of Heroes 2. If possible, it would be nice to add about five interesting objects. To add extra interest to the game. Objects similar to those in Heroes 3, giving high-level magic, some kind of Pandora's boxes, dragon utopias with artifacts and money, etc. These goodies should mainly be generated in separate zones - treasure areas. Where good objects, high-level artifacts, etc., are gathered, with strong guards that are not found in ordinary, starting areas. Ask away, I'm always happy to share my thoughts.
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