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Jeb, in a certain sense, reflects the essence of the game in Heroes as many see it – a game against the map. Perhaps that's why it's so popular. That is, Jeb is for players who enjoy the struggle against the map layout. For example, if you manage to take the central location on a difficult map on day 121, that's impressive.
On XL maps, however, the priority is more on playing against an opponent. This means there are many more opportunities to win purely through skill, even with a bad map layout. If, on Jeb, starting from a certain skill level, the map layout mainly determines the outcome (although, of course, skill greatly influences the outcome up to that level), then on XL maps, even at a good level of play, a small difference in skill noticeably affects both the process of the game and its result.
That is, on XL, the real fun begins around week 3, when the map no longer presents a significant challenge, and the game becomes a direct competition between players. The longer and more intense this competition is, the more skill and experience become apparent. It is visible in the chasing, the capturing of castles and towns, the battles with heroes, in the control vs. rush and rush vs. control strategies, and so on.
But – many players don't like XL precisely because of this. I often see reports like: they fought on week 3, exchanged blows, and agreed to a draw. That is, right when the game is just starting, some players try to end it. Why even play XL then?
And, by the way, of all the XL templates, 8mm6a is the most Jeb-like; it often has a distinct, small central area where players are bound to encounter each other. At the same time, for engaging gameplay, a structure is desirable that allows either player to move into open areas, bypassing zones controlled by the opponent. That is, so that a player with a slightly better starting position cannot trap the opponent in their 2-3 zones.
Among well-played templates, 6lm10a best meets this requirement.
On 8xm12a, there is a center, but it is large and branched enough, so it is quite possible to avoid a more powerful opponent. Plus, the road network is more difficult to read, and therefore, it is more difficult for the active side to detect the opponent.
Nostalgia offers many opportunities to complicate the game, but it has a problem with the balance of roads, and as a result, random factors have a strong influence on the outcome. I recently posted an updated version (in the PL topic) where the roads are well-balanced, but it hasn't been played in tournaments yet.
Similarly, with Spider – the small number of tournament games doesn't allow for an objective assessment of the depth of the gameplay. Plus, there are also issues with the roads; it will need to be tweaked.