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I made a template - a slightly modified 8mm6a - based on roads, and based on content - 6lm10a, with an adapted zone size (as it seemed to me, with this zone size, the results are less crooked). As a result, almost always the player's starting location is either 1 road + one roadless zone (often - portal/elevator). Sometimes - just two roads. This applies to both blue and red players.
One-way zones are practically absent, and if present, they have an insignificant impact on the road network and development.
There was never a single instance of a single road leading to an entry/exit portal.
Various generation cases occur, but there was definitely no road advantage for either the red or blue player.
IMHO, a fairly viable template for XL+U.
Welcome, try this mix.
Upd.
I changed the scheme to avoid confusion about the template. Attention: mines in zones 15,19,22,26 are not marked (see upd. 01.04.2018).
(Zone contents as per 6lm10: central zones and corner villages - treasure zones; zones with an exclamation mark - super-treasure zones).
upd. 01.10.2017 This template has been added to the standard set and is available to all players using the HD mod.
upd. 01.04.2018 Due to the small number of resource mines on the map, by analogy with 6lm10a, I added all types of valuable resource mines (gems, diamonds, mercury, sulfur) to the nearest adjacent zones to the players' starting zones. I.e., in zones 15,19,22,26 - now 4 valuable mines each.
upd. 08.01.2019 The scheme now reflects the actual mine layout.
I played this template with the following people: Zoog, Gee, Jaris, Medium_HP, Ihromant, Gunar, ProtosArchon.
Template:rmg.txt place in \_HD3_Data\Templates\6LM-8MM mix
Template scheme
One-way zones are practically absent, and if present, they have an insignificant impact on the road network and development.
There was never a single instance of a single road leading to an entry/exit portal.
Various generation cases occur, but there was definitely no road advantage for either the red or blue player.
IMHO, a fairly viable template for XL+U.
Welcome, try this mix.
Upd.
I changed the scheme to avoid confusion about the template. Attention: mines in zones 15,19,22,26 are not marked (see upd. 01.04.2018).
(Zone contents as per 6lm10: central zones and corner villages - treasure zones; zones with an exclamation mark - super-treasure zones).
upd. 01.10.2017 This template has been added to the standard set and is available to all players using the HD mod.
upd. 01.04.2018 Due to the small number of resource mines on the map, by analogy with 6lm10a, I added all types of valuable resource mines (gems, diamonds, mercury, sulfur) to the nearest adjacent zones to the players' starting zones. I.e., in zones 15,19,22,26 - now 4 valuable mines each.
upd. 08.01.2019 The scheme now reflects the actual mine layout.
I played this template with the following people: Zoog, Gee, Jaris, Medium_HP, Ihromant, Gunar, ProtosArchon.
Template:rmg.txt place in \_HD3_Data\Templates\6LM-8MM mix
Template scheme

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All distances are minimal, at 4. The topology is also, in my opinion, acceptable.