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Vistri, but that's a different question, a personal one. It would take a long time to explain exactly what, and I don't think you'd be interested.
New here? I'm Roha — want a quick tour?
I tried generating and comparing templates for standard map settings for the fifth game (Medium with a Dungeon).
There are eight templates for these parameters; I have tested the first four so far:
S1-3P2Z7V3
A strange template. It really likes to place one or both starting castles in a dungeon, including castles that shouldn't be there. There are only two castles, and the territory without castles is almost entirely empty/forest-mountain spaces. I looked at the numbers in the name, compared them with the numbers in other names – most likely, this template is designed for smaller maps.
S2-4P2Z7B2
A relatively good template. There are already four castles, and the territories range from four to six. The starting zones are large and feature a large number of single resources and some grouped resources. There are fewer single resources in non-starting zones, but more grouped resources. There are 6 mines (no gold) in the starting zones, and no more mines (but there may be abandoned ones). There aren't many buildings, most of which are mills or leprechaun gardens. There are enough passages between territories, underground passages, and portals, but the guards are small everywhere. The downside is that there are almost no artifacts. It seemed that artifacts are more likely to be generated in the dungeon, but I'm not sure – I haven't generated many.
S3-4P2-4Z4K1M
A good template. Four zones and four castles, few single resources, but many grouped resources with guards, and mines of all seven types. Extremely diverse buildings in large quantities – from small temporary boosts to base development/luck to strong guarded storage, and even dragon utopias. There is an average number of artifacts. There is only one passage between two territories, guarded by high-level creatures, which ensures a calm game focused on development with minimal opportunity for a rush.
S3-5P2-8Z8K2M
This template is similar in content to the previous one, but there are two significant differences. There are now eight zones and eight castles, and the guards between zones are average, mainly creatures of level 4-5. Due to the larger number of zones on the map, there are fewer good things, as each zone contains 6 mines and a couple of creature buildings from the nearest castle. However, the map space is used more rationally. You can add up to 6 AI opponents, in which case you get a very lively and interesting game.
I will generate the remaining templates tomorrow.
Obviously, the numbers after S indicate the possible size, after P the possible number of players, and after Z the maximum number of zones.