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by the way, regarding TDD, it could actually be a playable, and perhaps even a popular, template if:
- there was no imbalance in terms of resources, where one player has 7 and the other has none. I agree that resource distribution is often uneven in other templates as well, but here it's taken to some kind of absurd extreme, probably unintentionally. However, because of this, the whole point of the template in terms of demon summoning is completely lost – why bother if you already have a bunch of angels?
- there was a normal entry point to the Treasury (in my opinion, this is the most important thing). In the version I remember, one player always or almost always had a path to the Treasury along the way (i.e., a single guard protecting the Treasury, with a value of 45,000), while the other had to go through a teleport (a guard on one side of the teleport and another on the other side = a value of 90,000).
- this teleport, in addition to the 90,000 value, very often blocked one or even two secondary paths, which wasn't a reason for restarts.
I think I wrote this before, but I don't remember if there was any feedback or not.
But overall, the idea was, in my opinion, not bad. Perhaps if it were made symmetrical, all of the above nuances would be automatically resolved.
Restarts due to blocked secondary paths in the Guardians of the Order (GO) were possible (with the message "2 or more paths are blocked").
Unfortunately, the imbalances mentioned within the scope of the Soda generator cannot be fixed. I plan to create a TDD for HotA in the future, as the generator has more possibilities there.
Nevertheless, even in its current form, TDD is, in my opinion, more balanced and interesting than the other L-U templates