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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 )))
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 )))