What about the AI behavior, battles, and so on?
That's a valid question. The main goal of this idea would be to determine the minimum possible theoretical limit on the map (a theoretical boundary). Regarding battles, it's quite simple: we mark on the map the number of neutral units (e.g., archers {25}) needed to break through. It's not difficult to calculate how to defeat almost any group of neutral units because we know the number of units that hired heroes have (we can take the average, for example, for a Necromancer: 3 gargoyles, 7 centaurs). The same applies to resources, chests, etc., which, thanks to you, can be viewed without actually playing the game (we mark their quantity on the map). :smile20:
I was just thinking... we could organize a tournament based on theory using a real, generated save file (let's say, not too large in terms of game days and the number of monsters)!
I used to make such maps. They turned out to be whole A4 posters that were hung on the wall :)
It was very convenient to think...
In my opinion, it's a waste of time; without the AI, you still won't be able to figure it out; there are many nuances.
In most cases, the AI's actions are predictable, and the primary task is to quickly reach its castle. The AI heroes themselves usually don't pose much of a challenge. Killing them after capturing the castle adds only +0 to +2 days, so do the math. :smile01:
Sincerely, VDV_forever