2ewgeniy
If your rules do not specify the templates - I want to see a description of all those that can be generated.
1) 7SB0c - direct transition between locations is lightly guarded, almost guaranteed encounter on the 1st week either on it or in the General secondary area.
2) Meeting in Muzgob - transition to the enemy location via an intermediate location; the road leads to them almost always, you can't miss it, the only path to other zones is through guards the size of ГО
An encounter on the 1st or at most early 2nd week is almost guaranteed, as there is nowhere else to go but toward the opponent.
3) NewComers - each gets 2 towns, there is no connection between them, only DD/Fly.
There is one zone between the main towns; there is nowhere to go except toward the opponent
4) Dragons - just glitch upon glitch, very many zones and very few connections, zones are built in a chain, guards between locations are almost nowhere
often locks you into a stone bag
5) Worlds at War - passage to the opponent through 2 zones, but since there is nowhere else to go, an encounter in one of the General zones is almost certain. That is, once again, most of the map remains unexplored. Some zones are protected by colored barriers, the tents for which can be very far away ....
6) Dwarven Tunnels - just lol, a village at the start
7) Ready or Not - guaranteed encounter in the center, nowhere else to go.
8) Ring - a very tricky self-adjusting template depending on the number of players; in the 2-player version it has only 3 zones.
Moreover, transitions between them are not guarded, so even the Chaos own complained about fast contact despite playing on an 8-player generation.
9) 8MM0b - direct transition between locations is lightly guarded, almost guaranteed encounter on the 1st week either on it or in the center.
10-11) 2sm2f, 2sm2f(2) - a direct path to the opponent, you can't miss it because there is nowhere else to go
12) 4sm3i - if there is a road to the opponent, it's not hard to find them by orienting via guards. But you could also ride off toward some neutral Castle, since there are options. The whole map is used, but the layout is linear, therefore the dependence on generation is huge.
Conditionally playable.
13-15) 2sm4d, 2sm4d(2), 2sm4d(3) - ordinary sm's
16-19) 6LM10, 8MM6, 8XM8, 8XM12 - templates for XL+U; on L without Dungeon they generate a patchwork quilt of many tiny zones, barely 2 mines fit onto the starting respawns, some zones form stone bags because the generator lacks teleports to connect everything, rocks separating zones take up the lion's share of usable space on the map, the probability of a total block is huge.


