The text file – balance.txt – contains 3 templates for different permissible sizes. Depending on the settings chosen by the player when generating a map, the random map generator selects one of these three templates that satisfies those settings. Be careful with the settings; otherwise, you may not get the generation you expect.
Permissible sizes: M, M+U; L; L+U, XL.
To play on a template, copy the template's text file attached to the description into the Data folder (located in the folder where Heroes is installed), rename it to rmg.txt, and restart the game for the changes to take effect.
Balance L template without (!!!) Dungeon
Standard settings: size - L without dungeon, humans - 2, computers - 0, monsters - strong, no water, difficulty - 130% (battleship). This is how most people usually play on WCL, where Balance is the second most popular template.
Template scheme for size L:
Zones 1-2 are starting zones for players. They each contain a village of the same type as the starting city (path to the village – unguarded). The contents of these zones are quite meager (few [density 2] [1000-2100], medium [density 6] [3500-4900], few [density 2] [800-800]). There are three paths from the starting zone to neighboring zones; ideally, all should lead to roads, but in reality, there are usually fewer. Here, there is one wood mine, stone mine, and mercury mine.
Zone 5 is something like a poor treasure hoard (medium [density 5] [5000], few [density 3] [8000-8500], medium [density 5] [8000-9500]), and the path to it is very well guarded (slightly weaker than GO on 2sm4d(3) [30000]). You can usually reach your opponent fastest through this zone. There are no cities here; the landscape is sand, and there is one gold mine.
From zone 5, you can get to zone 10 (guarding is quite strong - 22000). This is the most valuable area, which usually contains many hives (many [density 50] [9500-9900]). Roads usually do not lead here; there are no cities here. The landscape is everything except snow and swamp. There are four gold mines located here.
Zones 6, 7, 8, 9 are located near the starting zone. Their contents: few [density 2] [500-2100], few [density 2] [3500-5000], medium [density 5] [6000-8000]. They contain a village each and three mines (crystals, sulfur, and gems). Guarding here is approximately like secondary guards on 2sm4d(3) (6000 and 6500). Landscape: 7, 9 – determined by the type of city in that zone; 6, 8 – all except sand, snow, swamp, and stone.
The paths to zones 3, 4 are guarded about twice as strongly as those to 6-9 (11000 and 12000). Contents: 3 - few [density 1] [100-800], few [density 2] [5000], medium [density 7] [7000-9000]; 4 - few [density 1] [800], few [density 2] [5000], medium [density 7] [7000-9000]. Landscape: everything except sand and swamp. Cities with forts are located here, either Necropolis or Conflux. There is one mercury mine and one stone or wood mine. Between the zones is a double wide path without guarding; also, there is a double wide path from 4 to 5 without guarding.
In terms of size, zones 1 and 2 are twice as large as all the others.
Object guards are strong everywhere except for the starting zones; in 1 and 2, they are standard.
Relic artifacts do not appear on this template (only if found in tombs); Dragon Utopia does not exist.
Balance L template
Text file with template – balance.txt
Map settings: L-U, humans - 2, computers - 0, no water, strong monsters, difficulty 130%.