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Posts from Heroes of Might and Magic: Olden Era - Random Map Generator Templates (RMG Шаблоны)

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Build a map template

Pick how you want to start.

Customize an existing one

Open a .rmg.json — preview it, re-download or publish it.

Customize a template

Loaded:

Template settings (size, heroes, victory)
Off: the map keeps one fixed orientation every restart, so the preview reliably reflects it. On: the engine re-spins the map by a random rotation each match, so players start in different corners every game. New templates start off; loading a template shows that template's own setting (many official templates ship with it on).

🦸 Heroes & progression

Each player commands a single hero — there is no second hero to fall back on.
📜 Faction laws speed %Learning speed for faction-law skills (100% = normal).
🔭 Astrology speed %Learning speed for astrology skills (100% = normal).

🏆 Victory & end-game

Grace daysDays of grace before losing your start city ends the game.
Hold daysDays you must hold the neutral city to win.
Points to winBattle points needed to win the tournament.
⚠ Experimental: official templates use at most 3 points (5 rounds). Longer tournaments may not work correctly in the current game engine.

✨ Starting bonuses

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Click any zone on the map to edit it.

Edit zone
Zone sizeRelative footprint of this zone on the map. 1 is normal; larger zones get more room for objects, smaller ones are tighter.
Guard strength ×Scales how strong the monster guards inside this zone are. Above 1 makes it tougher to clear; below 1 makes it easier.
Guarded treasureTotal value of treasure placed behind monster guards in this zone. Higher means richer, better-defended rewards.
Free treasureTotal value of treasure left unguarded in this zone — free to grab early.
Resources valueTotal value of resource piles and mines seeded in this zone.
Edit route
Route typeHow the two zones connect: a normal border, a guaranteed direct path, a teleport portal, a proximity link, or a gladiator-arena gate.
Border guard valueStrength of the monster guarding this route. Higher walls the zones off for longer; 0 leaves the route open.
Build a road along this route so heroes move faster between the two zones.
1

How would you name your template?

Give it a name — you can tune everything else after.

Give your template a name to begin.
2

What are you trying to play?

These are player goals, not technical templates.

3

Tune the match feel

Each change updates the preview and the description beside it.

Off: the map keeps one fixed orientation every restart, so the preview reliably reflects it. On: the engine re-spins the map by a random rotation each match, so players start in different corners every game. New templates start off; loading a template shows that template's own setting (many official templates ship with it on).
Advanced options
🦸 Heroes & progression
Each player commands a single hero — there is no second hero to fall back on.
Initial capHeroes each player can control at the very start.
Max capThe highest hero limit a player can reach by owning castles.
Per castleExtra heroes allowed for each castle a player owns.
📜 Faction laws speed %Learning speed for faction-law skills (100% = normal).
🔭 Astrology speed %Learning speed for astrology skills (100% = normal).
🏰 Roads & castles
Castles / player zoneTowns inside each player's home region.
Castles / neutral zoneTowns placed in neutral regions to capture.
Adventure objects %How densely treasures, dwellings and buildings fill the map (100% = standard).
The preview marks roads only on portal links; the engine places the rest of the roads in-game.
Gives each player a nearby expansion outpost — a safe early-game target close to home.
Each player's home-zone castle matches their own faction instead of being random.
Players begin owning every castle in their starting zone, not just the main town.
🌀 Special routes
Center size %Size of the central hub zone vs normal (hub topologies only).
Center castlesTowns placed in the central hub zone.
Forces neutral buffer zones between players so no two start directly adjacent.
Adds extra monolith portals that create shortcuts across the map.
Portal connectionsMost teleport portals that may be added between zones.
🏆 Victory & end-game
A player who loses their starting city is eliminated once the grace days run out.
Grace daysDays of grace before losing your start city ends the game.
A player who loses their starting hero is eliminated.
Win by capturing a neutral city and holding it for the required number of days.
Hold daysDays you must hold the neutral city to win.
Arena preparation start dayDay when preparation for the Gladiator Arena begins.
Preparation daysDays between the start of preparation and the decisive battle.
Points to winBattle points needed to win the tournament.
First battle dayDay the first arena battle takes place.
Days from announcement to battlePreparation time after each announcement; the battle takes place after this many days.
Battle intervalDays between arena battles.
⚠ Experimental: official templates use at most 3 points (5 rounds). Longer tournaments may not work correctly in the current game engine.
⚙ Advanced generation Fine-tune zone sizing, guard variance, and exactly how many neutral zones of each danger tier the map gets.
Player zone size %Size of each player's home zone (100% = standard).
Neutral zone size %Size of neutral zones (100% = standard).
Guard variance %How much guard strength varies randomly around its target.

Neutral zones by tier (no castle / with castle)

Low — no castleLow-value neutral zones without a castle.
Low — castleLow-value neutral zones that include a castle.
Medium — no castleMedium-value neutral zones without a castle.
Medium — castleMedium-value neutral zones that include a castle.
High — no castleHigh-value neutral zones without a castle.
High — castleHigh-value neutral zones that include a castle.
💎 Starting economy Mines guaranteed next to every player's castle. Classic defaults from the official templates; set a type to 0 to leave it out.
🪵 SawmillsSawmills (wood) placed near each player's start.
⛏ OreOre pits placed near each player's start.
🟡 GoldGold mines placed near each player's start.
💠 RareRare-resource mines (gems, crystals…) near each start.
✨ Starting bonuses Perks every player's starting hero begins with — a spell, extra movement, a stronger first stack, an artifact, or starting resources.
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Name your template to start — the map preview appears here.

Draft restored.

Each change updates the preview and the explanation beside it.

Press Generate preview to see the map layout here.

ℹ Rough preview — the in-game map will look different
This preview is a schematic of your template's structure — which zones exist, how they connect, and where each player spawns. The game builds the real map with its own layout engine, so expect differences:
  • Positions, spacing & shapes — the engine arranges zones with its own layout rules and draws them as organic blobs, so absolute placement and distances differ from the tidy diagram here.
  • Rotation — by default the map sits at one fixed orientation; with the “spin the map each game” option on it rotates by a random amount every match.
  • Spin direction — on rings and chains the order can wind clockwise or counter-clockwise depending on how the game lays the map out, so a player shown on the left here may appear on the right in-game.
  • Long chains — very long lanes may curl or spiral in-game instead of forming the even arc shown here.
  • Roads — only portal links are marked; the engine lays the rest of the roads itself.
What the preview does reflect: the set of zones, their connections, the player count and spawn assignments, and the overall shape (ring, hub, chain, web, maze…). Use it to check the arrangement and relationships — not the exact geometry.
Live preview zones connections seed

Hover the map to inspect zones and routes

How this will play

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Random for Friends
A random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.3.

How it will play:
  • 6 players on a 240x240 map: enough space for exploration and battles.
  • Random: lively and unpredictable – positions may be uneven.
  • Neutral armies are strong; border guards are strong.
  • Resources – 125%, buildings – 100%: development is normal.
  • Each player starts with a hero limit of 4, +1 for each castle, up to 8.
  • Classic victory: defeat all opponents.
  • Players do not have a direct border – they are always separated by neutral zones.
  • Roads connect the zones, so routes between them are clearly visible in the game.
  • Each player starts near 2 castles.
  • Each player starts with mines near the castle: 1× lumber mill, 1× ore pit, 1× gold mine, 3× rare resources.
  • Faction laws upgrade at 125% of the normal speed, and astrology upgrades at 125% of the normal speed.
  • Each neutral zone with a castle contains 1 castle to capture.
  • The strength of the guard varies by approximately ±25%.

Download the attached .rmg.json file and place it in the map_templates folder. The preview image shows the location of the zones.
Attachments 2
2 files attached • Total size: 375.4 KB
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2VSII
Random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.3.

How it will play:
  • 4 players on a 128x128 map, plus 4 neutral cities.
  • Hero limit – from 1, +1 per castle, up to 4.
  • Gladiator arena shifts the match towards regular arena battles.
  • Losing your starting city ends the game after a 7-day delay.
  • Losing your starting hero ends the game – you need to protect him.
  • The engine randomly rotates the map each game.

Download the attached .rmg.json file and place it in the map_templates folder. The preview image shows the location of zones.
Attachments 2
2 files attached • Total size: 300.7 KB
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Map
Random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.3.

How it will play:
  • 4 players on a 240x240 map: plenty of room for exploration before major battles.
  • Network / Crossroads: players share several routes through common neutral nodes.
  • Neutral armies are fierce; border guards are fierce.
  • Resources – 300%, buildings – 150%: development is abundant.
  • Each player starts with a hero limit of 2, +1 for each Castle, up to 5.
  • Classic victory condition: defeat all opponents.
  • The engine randomly rotates the map every game (one variation is shown in the preview).
  • Roads are disabled – zones are connected without drawn paths.
  • All player cities belong to one Faction.
  • Each player receives an area near their starting city for early capture – for example, a second city or several mines.
  • Each player starts next to 2 Castles.
  • Each player starts with mines near the Castle: 3× lumber mill, 3× ore pit, 6× gold mine, 6× rare resource.
  • Each neutral zone with a Castle contains 1 Castle to be captured.

Download the attached .rmg.json file and place it in the map_templates folder. The preview image shows the location of the zones.
Attachments 2
2 files attached • Total size: 347.6 KB
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War
Random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.3.

How it will play:
  • 6 players on a 240x240 map: enough space for exploration and battles.
  • Network / Crossroads: players share several routes through common neutral nodes.
  • Neutral armies are strong; border guards are strong.
  • Resources – 124%, buildings – 115%: development is normal.
  • Each player starts with a hero limit of 4, +1 for each castle, up to 8.
  • Classic victory: defeat all opponents.
  • Roads connect zones, so the routes between them are well-defined in the game.
  • Each player receives an area near their starting city that can be captured early – for example, a second city or several mines.
  • Each player starts with mines near their castle: 1× lumber mill, 1× ore pit, 1× gold mine, 3× rare resources.
  • Each neutral zone with a castle contains 1 castle to capture.

Download the attached .rmg.json file and place it in the map_templates folder. The preview image shows the location of the zones.
Attachments 2
2 files attached • Total size: 377.7 KB
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1hero 8pl ver1
Random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.3.

How it will play:
  • 8 players on a 240×240 map: enough space for exploration and battles.
  • Jebus Cross / Spider: rich, heavily guarded central zone that everyone fights over.
  • Neutral armies are strong; border guards are fierce.
  • Resources – 200%, buildings – 200%: development is abundant.
  • Single hero mode: each player controls exactly one hero throughout the match.
  • Classic victory: defeat all opponents.
  • There is 1 castle in the central zone, which is fought over.
  • The engine randomly rotates the map in each game (the preview shows one option).
  • Roads are disabled – zones are connected without drawn paths.
  • Each player receives an area near their starting city to be captured early – for example, a second city or several mines.
  • Each player starts next to 2 castles.
  • Each player starts with mines near the castle: 1x lumber mill, 1x ore pit, 1x gold mine, 3x rare resources.
  • Each neutral zone with a castle contains 2 castles to capture.
  • Losing your starting hero ends the game – he must be protected.

Download the attached .rmg.json file and place it in the map_templates folder. The preview image shows the location of the zones.
Attachments 2
2 files attached • Total size: 422.3 KB
Auto-translated
2VSII
Random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.3.

How it will play:
  • 4 players on a 112x112 map: quick contact and less space for development.
  • Corridors: a clear front line with defined directions and less chaos.
  • Neutral armies – normal; border guards – strong.
  • Resources – 100%, buildings – 100%: development is normal.
  • Each player starts with a hero limit of 1, +1 for each Castle, up to 3.
  • The Gladiator Arena shifts the match towards regular arena battles.
  • The engine randomly rotates the map every game (one variation is shown in the preview).
  • Roads connect zones, so routes between them are clearly visible in-game.
  • Each player starts with mines near their Castle: 1× lumber mill, 1× ore pit, 1× gold mine, 3× rare resources.
  • Faction laws level up at 150% and astrology at 100% of the normal rate.
  • Each neutral zone with a Castle contains 1 Castle to capture.
  • Guard strength varies by approximately ±10%.

Download the attached .rmg.json file and place it in the map_templates folder. The preview image shows the location of the zones.
Attachments 2
2 files attached • Total size: 292.0 KB
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Suggestions and questions regarding the "Decisive Battle" mode.
1 - Is it possible to add a setting for "Days until the decisive battle"?
2 - For some reason, the map ends with a victory after just one battle, even though there are 4 players participating. Can you make the battles in a tournament format where each player fights every other player, and the player with the most victories wins? Or can this mode be adapted somehow so that two players can play against the AI, and all armies fight in the decisive battle (including player vs. player)?
3 - Thank you for the generator! We enjoyed playing through one of the templates.
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1hero 8pl ver1
Random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.4.

How it will play:
  • 8 players on a 240x240 map: enough space for exploration and battles.
  • Jebus Cross / Spider: rich, heavily guarded central zone that everyone fights over.
  • Neutral armies are strong; border guards are fierce.
  • Resources – 120%, buildings – 115%: development is normal.
  • Single hero mode: each player controls exactly one hero throughout the match.
  • Classic victory: defeat all opponents.
  • Roads connect zones, so routes between them are easily visible in-game.
  • Each player receives an area near their starting city to capture early on – for example, a second city or several mines.
  • Each player starts next to 2 castles.
  • Each player starts with mines near the castle: 2× lumber mill, 2× ore pit, 2× gold mine, 3× rare resource.
  • Each neutral zone with a castle contains 1 castle to be captured.
  • Losing your starting hero ends the game – he must be protected.

Download the attached .rmg.json file and place it in the map_templates folder. The preview image shows the location of the zones.
Attachments 2
2 files attached • Total size: 542.4 KB
In reply to Lepsion
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Lepsion
Suggestions and questions regarding the “Decisive Battle” mode.
1 - Is it possible to add a setting for “Days until the decisive battle”?
2 - For some reason, the map ends with a victory after just one battle, even though there are 4 players participating. Can you make the battles in a tournament format where everyone plays against each other, and whoever has the most victories wins? Or can this mode be adapted somehow so that two players can play against the AI, and in the decisive battle, all armies fight (including player vs. player)?
3 - Thank you for the generator! We enjoyed playing one of the templates.

1) In the new version of the editor, I have expanded the settings for the Tournament and Gladiator Arena modes, plus the description will show the rounds for the Tournament mode and the day of the Decisive Battle for the Gladiator Arena.

2) After loading the template, the engine automatically determines the participants, the battle format, and the match completion condition.
There are no fields in the JSON for configuring pairs, alliances, "everyone plays everyone," or an explicit list of participants for the decisive battle on the arena; or at least, I couldn't find them.
  "gladiatorArena": true,
"gladiatorArenaRegistrationStartWork": false,
"gladiatorArenaRegistrationStartFight": true,
"gladiatorArenaDaysDelayStart": 14,
"gladiatorArenaCountDay": 7,
"championSelectRule": "StartHero"

All official templates with the Gladiator Arena enabled, which were used as a sample for the editor, were designed for two players.
The behavior of the arena with four or more players is not confirmed by official examples. The editor allows you to change the available parameters of the template, but we can no longer change how the game interprets it.

In reply to HwKeeper
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HwKeeper

1) In the new version of the editor, I expanded the settings for Tournament mode and Gladiator Arena, plus the description will now show rounds for Tournament mode and the day of the decisive battle for the Gladiator Arena.

2) After loading a template, the engine automatically determines the participants, the combat format, and the condition for ending the match. There are no fields in the JSON to configure pairs, alliances, “everyone against everyone,” or an explicit list of participants for the decisive battle on the arena, or at least I didn’t find them.
  "gladiatorArena": true,
"gladiatorArenaRegistrationStartWork": false,
"gladiatorArenaRegistrationStartFight": true,
"gladiatorArenaDaysDelayStart": 14,
"gladiatorArenaCountDay": 7,
"championSelectRule": "StartHero"

All official templates with the Gladiator Arena enabled, which were used as examples for the editor, were designed for two players. The behavior of the arena with four or more players is not confirmed by official examples; the editor allows you to change the available parameters of the template, but we can no longer change how the game interprets it.

Yes, we are still waiting for an update with alliances. I was just wondering if there might be some setting...
Thank you for the update! Now we will think about different options.
Auto-translated
2VSII
Random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.6.

How it will play:
  • 3 players on a 112x112 map: fast contact and less space for development.
  • Network / Crossroads: players share several routes through common neutral nodes.
  • Neutral armies – normal; border guard – strong.
  • Resources – 100%, buildings – 100%: development – normal.
  • Each player starts with a hero limit of 1, +1 for each Castle, up to 3.
  • The Gladiator Arena shifts the match towards regular arena battles.
  • The engine randomly rotates the map every game (one variation is shown in the preview).
  • Roads connect zones, so routes between them are easily readable in-game.
  • Each player starts with mines near their Castle: 1× lumber mill, 1× ore pit, 1× gold mine, 3× rare resources.
  • Faction laws level up at 125% and astrology at 150% of the normal speed.
  • Each neutral zone with a Castle contains 1 Castle to capture.
  • Gladiator Arena: preparation begins on day 35. The decisive battle is on day 42. Champion selection rule: starting hero.
  • Guard strength varies by approximately ±10%.

Download the attached .rmg.json file and place it in the map_templates folder. The preview image shows the location of the zones.
Attachments 2
2 files attached • Total size: 261.3 KB
Auto-translated
1hero 8pl ver3
Random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.6.

How it will play out:
  • 8 players on a 240x240 map: enough space for exploration and battles.
  • Jebus Cross / Spider: a rich, heavily guarded central zone that everyone fights over.
  • Neutral armies are normal; border guards are fierce.
  • Resources – 150%, buildings – 100%: development is abundant.
  • Single hero mode: each player controls exactly one hero throughout the match.
  • Classic victory: defeat all opponents.
  • There is 1 castle in the central zone, which is the focus of competition.
  • Roads connect zones, so routes between them are easily visible in the game.
  • Each player receives an area near their starting city to capture early on – for example, a second city or several mines.
  • Each player starts next to 2 castles.
  • Each player starts with mines near the castle: 2× lumber mill, 2× ore pit, 2× gold mine, 4× rare resources.
  • Each neutral zone with a castle contains 1 castle to be captured.
  • Losing your starting hero ends the game – it’s important to protect him.

Download the attached .rmg.json file and place it in the map_templates folder. The preview image shows the location of the zones.
Attachments 2
2 files attached • Total size: 484.6 KB
Auto-translated
Skirmish
Random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.6.

How it will play out:
  • 8 players on a 128x128 map: quick contact and less space for development.
  • Jebus Cross / Spider: rich, heavily guarded central zone that everyone fights over.
  • Neutral armies – standard; border guards – fierce.
  • Resources – 100%, buildings – 20%: limited development.
  • Each player starts with a hero limit of 2, +1 for each castle, up to 10.
  • Classic victory: defeat all opponents.
  • Roads connect zones, so routes between them are easily visible in the game.
  • Each player starts with mines near their castle: 1× lumber mill, 1× ore pit, 1× rare resource mine.
  • Each neutral zone with a castle contains 1 castle to capture.

Download the attached .rmg.json file and place it in the map_templates folder. The preview image shows the location of the zones.
Attachments 2
2 files attached • Total size: 434.1 KB
Auto-translated
SKirmishM
Random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.6.

How it will play:
  • 6 players on a 128x128 map: quick contact and less space for development.
  • Random: lively and unpredictable – positions may be uneven.
  • Neutral armies – normal; border guards – fierce.
  • Resources – 100%, buildings – 20%: limited development.
  • Each player starts with a hero limit of 2, +1 for each Castle, up to 8.
  • Classic victory: defeat all opponents.
  • Players do not have a direct border – they are always separated by neutral zones.
  • Roads connect the zones, so routes between them are clearly visible in the game.
  • Each player starts with mines near their Castle: 1× lumber mill, 1× mine.
  • Each neutral zone with a Castle contains 1 Castle to capture.

Download the attached .rmg.json file and place it in the map_templates folder. The preview image shows the location of the zones.
Attachments 2
2 files attached • Total size: 414.5 KB
Auto-translated
1hero 8pl ver4
Random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.6.

How it will play:
  • 8 players on a 240x240 map: enough space for exploration and battles.
  • Labyrinth / Nostalgia: branching ridge with side passages – lots of exploration.
  • Neutral armies are strong; border guards are fierce.
  • Resources – 200%, buildings – 115%: rich development opportunities.
  • Single hero mode: each player controls exactly one hero throughout the match.
  • Classic victory: defeat all opponents.
  • Up to 8 additional portals open unexpected short paths between distant zones.
  • Roads connect zones, so routes between them are easily readable in-game.
  • Each player receives an area near their starting city that can be captured early – for example, a second city or several mines.
  • Each player starts next to 2 castles.
  • Each player starts with mines near the castle: 4× lumber mill, 4× ore pit, 4× gold mine, 6× rare resources.
  • Faction laws level up at 125% of the normal speed, and astrology levels up at 125% of the normal speed.
  • Each neutral zone with a castle contains 1 castle to capture.
  • The strength of the guard varies by approximately ±10%.

Download the attached .rmg.json file and place it in the map_templates folder. The preview image shows the location of the zones.
Attachments 2
2 files attached • Total size: 521.1 KB

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