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#1145
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The idea is good, but the template needs to be tweaked: 1) The number and size of zones are chosen incorrectly, which leads to a significant imbalance in zone sizes, and the underground feels empty. 2) The guards are also not chosen very well – there's a strong passage, and then a parallel weak one; what's the point? 3) The diagram is drawn in a way that makes it difficult to understand – the lines overlap, creating an artificial feel. It would be better to draw it more attractively. 4) It's better to replace neutral cities with neutral villages – this will reduce the imbalance in case of a native secondary town. 5) It's desirable to place a village in all intermediate zones – to speed up the process, reduce travel distances, and create support points (including for skirmishes), and also to avoid having areas with no roads (where you only go on XL templates on holidays). 6) The generator often forgets to create unguarded passages. I don't know why. It's best to set the guard to at least 3000 (because it sometimes forgets to create a guard of 2000 as well). I encountered this effect when creating templates for 2x2 games. I'll comment on the rest when I see the TPZ file