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And what if I fight after you, and don't lose my army, but only take minor losses? This shouldn't be a factor that determines anything. The "value" of a guard can be tied to something, or special, unpleasant blocks like enchanters (although Tyraxor with his dogs can easily defeat them). Moreover, the value should always be based on the upper number in the range. I've encountered bugged guards where there were more neutral creatures than there should have been according to the value. And entering a battle just to check and potentially restart is a sad story.
The downside of this approach is that even if a block is powerful, but we can break through it with minimal losses, there's a chance to take a restart. But there's nothing we can do about it. Another downside is that sometimes a block won't fit the described criteria.
The percentage of the map area that is cut off, which should ideally be accessible, should also play a role. Moreover, not just territorially, but taking into account the value of the contents of the area. I think it would be right to introduce a new variable for the zone, something like the number of valuable items per square meter; I'll call it Arthur later in the text. We can use the value from the template text file, or come up with something else. Let's say in the first week, access to 3 zones was planned, but the block cut off exactly 2 of them, and you have a respawn point and 1 zone.
(Arthur of the respawn)*(Size of the respawn)+(Arthur of zone 1)*(Size of zone 1)+(Arthur of zone 2)*(Size of zone 2)+(Arthur of zone 3)*(Size of zone 3) = 100%
(Arthur of zone 2)*(Size of zone 2)+(Arthur of zone 3)*(Size of zone 3) = x percent, which we need to find.
To calculate the percentage of the cut-off zone, we need to do it like in school: [(Arthur of zone 2)*(Size of zone 2)+(Arthur of zone 3)*(Size of zone 3)]/[(Arthur of the respawn)*(Size of the respawn)+(Arthur of zone 1)*(Size of zone 1)+(Arthur of zone 2)*(Size of zone 2)+(Arthur of zone 3)*(Size of zone 3)]*100%
The problem is that it's tedious to calculate manually.
Added after 29 minutes
And another problem is that I'm going to sleep, and I'm writing this down while the idea is still fresh; it's RAW. Ideally, a mechanism like this should be built into the generator so that it immediately rejects such generations.
Added after 8 minutes
The question is not what mechanism will actually be used, but how much effort will be spent on verifying the fact of the block by the person, given the options proposed by the forum. Therefore, only those who will be directly involved in judging the saves should choose the mechanism. What time sacrifices are you willing to make for the well-being of the players? Will the margin of error in your judgments be acceptable for comfortable gameplay? Not just one game, but all the games that will have to be reviewed. After all, it is impossible to cover all injustices and situations. Remember, you are the real heroes who keep the game alive.