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Technical discussion: templates, screenshots, links...

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Anarchy template schemes.

1)

Zones are populated approximately as follows: 1, 2, 4-9, 13, 15 – similar to starting zones for Castle; 10-12, 14 – slightly worse than Castle treasure zones; 3 – slightly better than Castle treasure zone.
The base size of all zones is the same.
Monsters everywhere (!) are medium, i.e., guards in treasure zones are significantly weaker than standard Castle guards.
The landscape is tied to the city type only in zones 1 and 2; in others, it can be any.

2)

A small variation, differing by the absence of a central best zone (3) and more heavily guarded passages to treasure zones (12500). It also has several additional connections.
The contents of the zones remain unchanged. Monsters are also medium everywhere.
The landscape is tied to the city type only in zones 1 and 2; in others, it can be any.

3)

Another variation. All treasure zones 8, 9, 10, 12, 15, and 16 have identical content, again slightly worse than Castle treasure zones.
Monsters are medium everywhere.
The landscape is tied to the city type only in zones 1 and 2; in others, it can be any.

4)

Various mines appear here, making it easier to orient yourself on the map.
Central treasure zones 3 and 12 are slightly poorer than the center on Jebus Cross. They contain 3 villages each. The monsters here are strong; in all other zones, they are medium.
The contents of the zones surrounding the starting areas are approximately like those in the starting areas for Castle. Small treasure zones 13-20 are densely packed with objects worth 9000-11000.
Zones 3 and 12 have a base size of 40, 1 and 2 – 30, 13-20 – 5, the rest – 20.
The landscape is tied to the city type only in zones 1 and 2; in others, it can be any.

5)

In the starting zones, guards are weak. There are 2 villages of the same type as the chosen city. The content is approximately like that in the starting zones for Castle. There is one mine of each type and 3 wood and ore resources. That is, this is a somewhat impoverished version of Jebus Cross in terms of high-value objects.
Monsters are strong in zones 9-11. The content in them is slightly better than in Castle treasure zones. There are two neutral villages located here.
The remaining zones have content practically identical to the starting zones for Castle; monsters in them are medium.
The base size of the starting zones is 30, zones 5-13 – 20, the rest – 5.
The landscape is tied to the city type only in zones 1 and 2; in others, it can be any.

6)

All treasure zones 3, 5, 9, 10, 11, 14, 15 are identical, slightly richer than Castle treasure zone. Monsters in them are strong; in other zones, they are medium.
Zones 4, 6, 8, 7, 12, 13 correspond in content to the starting zones for Castle. Starting zones are approximately the same.
The base size of all zones is the same, except for zone 11, which is half the size of the others.
The landscape is tied to the city type only in zones 1 and 2; in others, it can be any.
The passage between zones 10 and 12, presumably by mistake, is made more heavily guarded, violating symmetry.

7)

A template similar to Jebus Cross.
The contents of the starting zones are practically identical to those of the starting zones on Jebus Cross; monsters are also weak, but there are always 2 native villages.
Zones with villages near the starting area are poor treasure zones; there's no easy loot (11000-15000*3, 8000-11000*6, 5000-8000*6). Monsters are medium.
In the center, there are three super treasure zones with content identical to that of Jebus Cross. There are strong monsters here and 3 cities with forts.
Passages between zones 3-4 and 4-5 are double.
The base size of the starting zones is 60, central – 40, side ones – 14.
The landscape is tied to the city type only in zones 1 and 2; in others, it can be any.

8)

The scheme and content of all zones are identical to the previous one.
The only difference is that instead of native villages in the starting zones, there are native cities with forts.

9)

Starting zones are populated approximately like those on Castle; neighboring zones are practically identical to those on Castle. Monsters are medium.
Treasure zones 9-14 are slightly worse than those on Castle; monsters are medium.
Treasure zones 15-17 are slightly better than those on Castle; monsters are strong.
All zones have the same base size.
The landscape is tied to the city type only in zones 1 and 2; in others, it can be any.

10)

Starting zones are populated approximately like those on Castle. There are medium monsters and two native villages.
Central zones are slightly poorer than Castle treasure zones, and monsters in them are strong.
Side zones are filled better than Castle treasure zones, and monsters in them are weak. That is, valuable objects lie almost for free (!). However, there are no cities in these zones, which means there are no roads, so moving around may be difficult.
In terms of base size, starting zones are twice as large as all other zones.
The landscape is tied to the city type only in zones 1 and 2; in others, it can be any.
All passages with a value of 3000 are double.

11)

Starting zones are populated approximately like those on Castle; they contain one random village each; 7 and 8 – practically identical to Castle. Monsters are medium.
9-14 zones are slightly worse than Castle treasure zones; monsters are medium.
Central zones 15 and 16 are equivalent to the center of Jebus Cross.
The base size of all zones is the same.
The landscape is tied to the city type only in the starting zones for players; in others, it can be any.
The passage between zones 15 and 16 is double.

12)

Starting zones are populated approximately like those on Castle; 7-12 – practically identical to Castle.
13-18 – impoverished Castle treasure zones.
19 – treasure zone like that on Jebus Cross; there are strong monsters here; in other zones, they are medium.

In total, there are 12 schemes.

How to distinguish which scheme was generated by the generator?
The main criteria are the number of castles, the strength of guards at exits from the respawn or adjacent zones (I hope everyone can tell the difference between 3000, 6000, 12500, and 45000), the strength of monsters in the starting or neighboring zones (again, I hope you can tell the difference between weak, medium, and strong monsters), mines.
Recommendations (follow strictly in the order written; if the template cannot be determined according to the first point, proceed to the second; if it cannot be determined according to the second, proceed to the third, etc.):
a) See how many cities were given. If 3, then you have scheme 11 or 12. In this case, go to any exit from any starting respawn. If the guard is 3000, then you are playing scheme 12 and wait for contact with your opponent in the first few days; if 6000, then scheme 11.
b) Look at the strength of monsters on the starting respawn. If they are weak, then you have templates 5, 7, 8. Go to some exit from the respawn. If the guard is 12500, then you are playing scheme 5. If you see ГО or 6000, then schemes 7 or 8. Schemes 7 and 8 can be distinguished by the cities located on the respawn. If these are villages, then it's scheme seven; if there are cities with forts, then it's scheme 8. However, there is not much point in distinguishing them because the presence of forts in native cities is the only difference between 8 and 7.
c) Look at mines in the starting zone. If you see a mine other than wood or stone, then you are playing scheme 10.
d) See if there is a ГО on the respawn. If there is, then you are playing schemes 1, 3, or 6. Scheme six is easy to distinguish by the strength of guards at passages leading from the respawn; they are 6000; in schemes 1 and 3, they are 3000. Scheme three can be distinguished by the presence of two ГО guarding passages into different zones. Or you can go to one of the secondary areas. If you can see passages to 2-3 other zones from it, then it's scheme three.
e) Schemes 2, 4, 9 remain. Leave the respawn. If you see a ГО, then you are playing scheme four. If there is no ГО, but there is a passage with 12500, then you have scheme two. In scheme nine, only passages with 6000 lead from neighboring zones. You can also immediately distinguish scheme four by the presence of a non-wood/ore mine in any of the zones adjacent to the starting area.