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Posts from HeroesWT only!! New L-U size template.

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In reply to Avern
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Interesting template)) based on the description, of course, I haven't generated it yet, but I believe the words about fairly stable distributions )) I'll definitely generate it and report back )) it seems to me, though, that for XL-U and meeting in the center at the start of the second week, it won't be a very good game for players — a slight failure in troops or distribution and the meeting will be a disaster, and keeping up the pace isn't convenient since there's no rear... that's how it seems to me...

Edit! Generated it, the template is good, sometimes only in the crossroads can you get confused in my opinion, and a meeting on 2 is already unlikely, a lot of drain and so on, therefore players will often go into it, and less often seek contact... IMO, the claimed clash with intrigue for choosing a more aggressive/more strategic playstyle won't happen, I think.

And of course, I completely didn't understand how this template was named "hotdog" but in the RMG the name shows up as "safari"....

Now about my own little lambs ))

I made my own little template, and made it generate approximately the right zone sizes, adjusted the internal factors for zone slicing, specifically mines... I put all mines on respawns, and left only gold mines in treasure zones, the center remained with everything except wood and ore. As a result, the RMG consistently cuts scraps for respawns (mines stretch them out) and patches for treasure zones (respawns squeeze them), due to the selected numbers, zones have few mountain ranges and often have a couple of passages, and dead ends on the respawns themselves are quite rare (usually a dead end leading to a mine).

For the game, I think this is even a plus — heroes easily take these mines, opening up large spaces for level 1-2 magic for those same heroes.

I decided to still insert villages into the passing treasure zones, and you know, I was impressed by the effect, because it's extra roads, additional speed in expansion and division, some troops, again magic, and a strategically not very fortified point — no fort, and resources which are constantly spent on building everything else prevent clicking the fort.

In short, I raised magic, plenty of buildings, 2 Mage Guilds set up at once, some troops, space and passages too, heroes will fight diligently, there will be original positional fighting!! and of course the pace for the main hero will be very high.

Due to VLK777's remarks, and relying on the high speed of the game and, as a consequence, possible failures in troops, I decided to weaken the guards — from 6 and 10 thousand to 5 and 8 respectively.

I adjusted the contents, decided not to cut the Griffin Conservatories and Hives too much after all, and increased their number slightly on the map (the normal number of Conservatories for a respawn is 1), the number of Hives in a treasure zone is from 2 to 5 depending on the size of the treasure zone, 5 usually occurs in the center,

Also decided to raise the range of the best treasure zone contents to 10000-20000, with a low density. So there are good Pandora's Boxes and more utopias (from 2 to 4 per map) and artifacts and prisons with cool heroes.

In short, welcome to test it, I think you'll like it )) speed and pace at a high level )))
In reply to pHOMM
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all the info is now here broken link

Welcome! The template is now even worse in terms of speed than it was before.
In reply to Avern
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Avern
How about this template for a blitz game?
Hot Dog

Recommended size: XL - U
On the starting respawns, there is a native secondary town, meaning you can start playing almost immediately with a double build. The loot on the starting respawns is as shown in the image.

Loot in the middle zones 3-4-5:
Pandora's Boxes with 5000 experience/gold, or all level 2 spells, or creatures of levels 1-3 (80 skeletons, 50 wolves, 20 elves)
Stashes of levels 3-7 (with levels 5-7 being more common)
and also Hives and, less frequently, canned goods
given the starting conditions, you should try to take them in the first week.

The upper and lower zones 6-8-10 and 7-9-11 have the same loot as the treasures on the map.

The template itself looks like a single road with 8 intersections between opponents, with guards from respawn to respawn at 6000 (as on the map).
It yields loot quite balanced, and the idea is that players are constantly faced with a choice: attack the opponent now or wait a bit longer.
The encounters in the center are approximately: 115-123.

The .rmg and .tpz files are in one archive:

I've done some tweaking. The template is great, very promising, IMHO. But I would add mines: there should be 2 wood and ore mines on the starting respawn, or at least in all the middle zones, because otherwise it turns into some kind of terrible panic without wood, and it wouldn't hurt to add a nice little thing - a gold mine in each zone, because a double build is a money-eating thing:rolleyes: ...
Ибу ибуди - хуйдао муди - Шаг за шагом можно достигнуть цели (китайская мудрость)

Кто к нам с пером придёт, тот от пера и погибнет!:smile51:
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I'll polish up the Hot Dog template tonight; any modernization suggestions are welcome.

I added a sawmill and a quarry, plus extra free resources on starting respawns, as well as gold mines on all middle zones. Same scheme as — test it to your health.
Hint: if at a fork you see one road leading to a teleport, that's 100% to the opponent, not to a treasure zone.
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