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Jebus Water
Both players start on islands. You need to capture the Town Hall to gain access to the shipyard and then sail to the island in the center.
When generating the map, you need to set the number of water tiles and islands.
It is advisable to play with the rules that prevent summoning or building boats and leaving your island until the Town Hall for the shipyard has been captured.
1. Size XL-XH. If you generate XH, the starting zones will be similar to those on a regular Jebus map (as there is a lot of water around). If you generate a smaller size, the spawn area will be smaller than on a regular Jebus map. Also, if you generate a smaller size, the generator will automatically create a Dungeon, but it will be empty and impossible to access. I think it is better to play on XH.
2. There are 5 towns in the center, like on Jebus King. This is done to reduce the chance that one of the players will sail to the center and not find a way. Unfortunately, sometimes such maps are generated where it is difficult for one player to find a way to the center.
3. If you generate XH, the center will be larger than usual, approximately like on Jebus King, and possibly even larger.
4. There are many water utopias in the water. Instead of dragons, there are hydras and sea serpents, and the contents are similar to a regular utopia but slightly smaller (1 relic, only 2 at maximum, and 10 to 30 thousand gold). It is more difficult to build chains to them, plus teleport and dimension door do not work in the water, so it is not very convenient to take them in chains. Also, there may be taverns, objects to replenish mana, resource piles, and resource banks in the water.
5. There are no neighboring spawn areas (not occupied by players).
6. In the early versions, I sometimes had one of the players generate a passage to the center by land, not by water. After all the fixes, this no longer happens in approximately 20-30 generations. But if such a map is generated, the player who sees such a passage should take a technical restart.
7. Otherwise, everything is the same as on a regular Jebus Cross.
I think it turned out to be original, although there may be balance issues. Sometimes, maps are generated where one player can reach the center 1 or even 2 days faster.
When reaching the center, it is important to either see what is in the center from the spawn (sometimes it can be seen with a scout or reconnaissance) or cast an expert map view spell, or gather more wood, build boats and caravels (preferably with navigation), put them on boats, and sail forward to decide where to send the main army. Unlike a regular Jebus map, you need to find not only where the town is, but also where the road is.