I tried generating and comparing templates for standard map settings for the fifth game (Medium with a Dungeon).
There are eight templates for these parameters; I have tested the first four so far:
S1-3P2Z7V3
A strange template. It really likes to place one or both starting castles in a dungeon, including castles that shouldn't be there. There are only two castles, and the territory without castles is almost entirely empty/forest-mountain spaces. I looked at the numbers in the name, compared them with the numbers in other names – most likely, this template is designed for smaller maps.
S2-4P2Z7B2
A relatively good template. There are already four castles, and the territories range from four to six. The starting zones are large and feature a large number of single resources and some grouped resources. There are fewer single resources in non-starting zones, but more grouped resources. There are 6 mines (no gold) in the starting zones, and no more mines (but there may be abandoned ones). There aren't many buildings, most of which are mills or leprechaun gardens. There are enough passages between territories, underground passages, and portals, but the guards are small everywhere. The downside is that there are almost no artifacts. It seemed that artifacts are more likely to be generated in the dungeon, but I'm not sure – I haven't generated many.
S3-4P2-4Z4K1M
A good template. Four zones and four castles, few single resources, but many grouped resources with guards, and mines of all seven types. Extremely diverse buildings in large quantities – from small temporary boosts to base development/luck to strong guarded storage, and even dragon utopias. There is an average number of artifacts. There is only one passage between two territories, guarded by high-level creatures, which ensures a calm game focused on development with minimal opportunity for a rush.
S3-5P2-8Z8K2M
This template is similar in content to the previous one, but there are two significant differences. There are now eight zones and eight castles, and the guards between zones are average, mainly creatures of level 4-5. Due to the larger number of zones on the map, there are fewer good things, as each zone contains 6 mines and a couple of creature buildings from the nearest castle. However, the map space is used more rationally. You can add up to 6 AI opponents, in which case you get a very lively and interesting game.
I will generate the remaining templates tomorrow.
Obviously, the numbers after S indicate the possible size, after P the possible number of players, and after Z the maximum number of zones.
I generated the remaining templates.
S3-5P2Z7N2.2
There are two castles and seven zones on the entire map, and 80% of the creatures are guards for mines/passages. The map is empty. This template is unplayable.
S3-5P4Z12B4
According to the numbers, this template is designed for 4 players (you can, of course, play with two), and there are as many as 12 zones. Of these, there are 4 starting zones, the smallest, with a sawmill, quarry, and resources; from each starting zone, there are two exits, one leading to a zone with a castle (there are 4 of them), and the other to a zone without a castle (there are also 4 of them). Additional zones with castles are larger and richer than the starting zones, and the guard on the passage is weak; the zone has a sawmill, stone and gold mines, and the content is average. In zones without castles, there are more guards, and these zones have 4 mines of valuable resources, enough buildings, and many good things. This template seems very interesting and balanced.
S3-6P2-4Z9B3
This template is for 2-4 players, 4 castles, 9 zones. 4 zones are starting, 4 are without castles with various goodies, and one is a central zone. In all generations, the central zone appeared in the dungeon. There are many buildings with guards there, from crypts to utopias, and very many artifacts guarded by creatures of levels 6-7. This template is quite interesting, but unbalanced – all territories on the surface are large and empty, while the zones underground are more compact and richer. Accordingly, if you are born on the surface and the additional zone is also here, your chances of winning are small. Usually, three castles are generated underground and one on top.
S4-6P2-8Z8K2L
This template is for 2-8 players, 8 zones, 8 castles. It consistently generates 4 zones on top and 4 below. Each zone contains a variety of content, from individual and grouped resources to artifacts and storage, and all 7 mines are in each zone. There are slightly more guards everywhere than on other templates (except for passages – there are average guards there). I would set up 6 AI opponents and prefer this template to all the others – it will result in a complex but fun game.
For the tournament, I would choose templates 3, 4, 6, and 8 (in the order they appear in the editor and in my list). There will still be time before the tournament for the fifth game to decide how many and which templates we will use
Наше оружие - неожиданность! Неожиданность и страх, страх и неожиданность - это два наших оружия! Плюс безжалостность - три наших оружия: страх, неожиданность и безжалостность! И ещё фанатичная преданность Папе - четвёртое! Наше оружие включает в себя... наше оружие включает в себя... страх, неожиданность... я сейчас!