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Since HotA allows specifying mandatory roads in a template, it makes sense to optimize road networks on standard templates.
1) Nostalgia (already done)

Mandatory are the roads to native companions and the road through GO:
1-3-2
1-4-10
1-5-11
1-6-12
2-7-15
2-8-13
2-9-14
Roads to treasure villages are now randomly distributed.
Discussable – you can make continuous passages through intermediate treasures (16, 17, 24) so that you can reach your opponent not only through GO.
2) 8mm6a

I suggest making a ring of roads in the center: 11-22-12-19 and adding direct paths to the center: 1-19 and 2-22
3) 2sm4d(3)

I suggest adding a road through GO: 1-2 and two roads to secondary locations: 1-4, 1-6, 2-7, 2-8
4) 6lm10a

It needs to be done so that there are always 2 roads, and the road to the crossroads (21 and 25) does not turn into the only road to the corner village (7 and 16 respectively). How exactly – discussable.
5) 8xm12a

There must definitely be 2 roads - to both corner treasure zones, and from them to the center. And then there are possible options. For example, make a large ring around the perimeter of the map through the pink and blue companions, and let the central zones connect as they do. Discussable.
6) 8xm8a

I haven't played this template even once, so I have no ideas.
7) Spider

The main problem here is the layouts with a single road (most often it happens with blue), so it seems necessary to extend the roads to all 3 nearest villages, and probably to native companions (orange and purple for red, pink and blue for blue). This will also reduce the risk of restarting due to an encounter.
8) Diamond

I think nothing needs to be changed; the road network fully corresponds to the idea of the template.
9) All sorts of balances



I practically haven’t played them, so I don’t have any ideas either. The mandatory road to the village in HotA is already defined; let me know what else is needed.
10) Panic

I haven't played this template even once, so I have no ideas.
11) Anarchy
It seems that it does not need such tuning, but if there are wishes for individual layers, I will do it.
1) Nostalgia (already done)
Mandatory are the roads to native companions and the road through GO:
1-3-2
1-4-10
1-5-11
1-6-12
2-7-15
2-8-13
2-9-14
Roads to treasure villages are now randomly distributed.
Discussable – you can make continuous passages through intermediate treasures (16, 17, 24) so that you can reach your opponent not only through GO.
2) 8mm6a
I suggest making a ring of roads in the center: 11-22-12-19 and adding direct paths to the center: 1-19 and 2-22
3) 2sm4d(3)
I suggest adding a road through GO: 1-2 and two roads to secondary locations: 1-4, 1-6, 2-7, 2-8
4) 6lm10a
It needs to be done so that there are always 2 roads, and the road to the crossroads (21 and 25) does not turn into the only road to the corner village (7 and 16 respectively). How exactly – discussable.
5) 8xm12a
There must definitely be 2 roads - to both corner treasure zones, and from them to the center. And then there are possible options. For example, make a large ring around the perimeter of the map through the pink and blue companions, and let the central zones connect as they do. Discussable.
6) 8xm8a
I haven't played this template even once, so I have no ideas.
7) Spider
The main problem here is the layouts with a single road (most often it happens with blue), so it seems necessary to extend the roads to all 3 nearest villages, and probably to native companions (orange and purple for red, pink and blue for blue). This will also reduce the risk of restarting due to an encounter.
8) Diamond

I think nothing needs to be changed; the road network fully corresponds to the idea of the template.
9) All sorts of balances
I practically haven’t played them, so I don’t have any ideas either. The mandatory road to the village in HotA is already defined; let me know what else is needed.
10) Panic
I haven't played this template even once, so I have no ideas.
11) Anarchy
It seems that it does not need such tuning, but if there are wishes for individual layers, I will do it.
