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Total of 4 zones in a ring, allies are in opposite zones. The road network is not closed into a ring; there is a break somewhere. Usually, either a road between one pair of players is missing, or the break occurs at one player's respawn — the road leaves their village, goes around the entire map, and returns to their castle.
Zone contents [0-3000]*12 + [3000-6000]*9 + [6000-9999]*6, meaning there are no "drowns" or relics; magic is built manually.
Mines — 3 wood, stone, and gold each, 1 of other resources each.
Monsters are weak everywhere.
There are 2 native villages at the respawn, and they are colored from the start (!). This is to speed up scouting and to see generation bugs immediately.
ГО - 25000, you cannot run through for free; you must fight.
Objective restarts:
1) No road leads out of any settlement. 2) ГО blocks a settlement such that the hero bought there cannot collect/visit anything. 3) Roads from the castle only lead to ГО, no roads at the respawn from the castle to villages.
Restarts 1) and 2) are taken immediately after map generation. Restart 3) is taken on the day of discovery, but no later than 113.
A MiniBoomBox template is also included:
The scheme is the same, but size M-U, only 4 mines per zone (2 wood+2 stone), and ГО - 12500
Both templates are in the attached rmg.txt; they do not interfere with each other as they are in different size categories.
To be honest, I don't even know how to strategize here?:confused: :confused: One person gets a couple of cons and their ally does too, while others have nothing at the resps — and that's it, instant гг??? Plus you're playing SoD — some quickly set up control and strike magic while others get garbage summons in both Mage Guilds for example))))) I think it's not a very successful template