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Couldn't we fix 2sm4d(3) by clearly assigning each player their own town and one secondary town (each different) along the path to the Guardian Order?
Well, basically, as Vik suggested?
New here? I'm Roha — want a quick tour?
Are there any news about the mirrored Jebus Cross? Maybe a release date...

It's ready. We're waiting for the release of the new version of HotA.
For size G? )))
TLDR
I suggest that those interested express their opinion on the need and level of increasing the number of Dragon Utopias in HotA on 6lm10a (and on other templates), as well as on the need and ways to combat too early encounters with the opponent through an unguarded passage.
I also suggest trying the 6lm10a game with an increased number of Dragon Utopias:
To add it, you need to create a folder 6lm10a (Utopia 200) in the HotA_RMGTemplates folder.
In addition to increasing the number of Utopias, this also fixes a bug with an extra mandatory road at the orange computer in its treasure zone.
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Quite often, you can hear complaints about 6lm10a in HotA, that too few Dragon Utopias are generated on this template.
I calculated the number of Dragon Utopias on 6lm10a in SoD and in HotA, as well as in HotA with an increased frequency of Dragon Utopias from 100 to 200 (in all cases, I took the average for 100 generations) and obtained the following figures:
In SoD, 6lm10a generates an average of 15.1 Dragon Utopias.
In HotA 1.5.3, 6lm10a generates an average of 9.39 Dragon Utopias.
In HotA, 6lm10a with an increased frequency from 100 to 200 generates an average of 15.92 Dragon Utopias.
It should be noted that the spread is quite large, and individual generations may have significant deviations in one direction or another from the average value. For example, in the last option (HotA with an increased number of Dragon Utopias), in 1 out of 100 generations there was 1 Utopia, in 1 out of 100 — 2 Utopias, and in another 1 — 4 Utopias, in 2 — 6, in 1 — 7. In the remaining 94 generations, the number of Utopias was at least 10; the maximum (in 1 generation) was 26 Utopias.
Here is the tested 6lm10a template with an increased number of Dragon Utopias:
To add it, you need to create a folder 6lm10a (Utopia 200) in the HotA_RMGTemplates folder.
In addition to increasing the number of Utopias, this also fixes a bug with an extra mandatory road at the orange computer in its treasure zone.
Thus, everyone can try increasing the number of Dragon Utopias on 6lm10a in the game.
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In addition to this, I periodically hear complaints about the HotA 6lm10a that it sometimes has too early encounters. Since in the current version of the template, roads through unguarded passages are completely excluded, and the road through the center is possible only through the longest option (through the treasure zones of the orange and purple), this is most likely not related to the road network, but to the absence of one-way monoliths.
I also collected statistics on the generation of one-way monoliths on 6lm10a in SoD. Below are the probabilities of generating one-way monoliths on some connections for 105 generations:
13–13 (bugged connection, removed in HotA) — 55.2%
13–14 (connection of adjacent treasure zones of blue and orange) — 31.4%
14–23 (connection of the center and a treasure zone adjacent to the blue) — 27.6%
14–25 (connection of adjacent blue zones) — 16.2%
21–22 (unguarded passage between adjacent red and purple) — 58.1%
24–25 (unguarded passage between adjacent blue and orange) — 59.0%
The remaining connections have an insignificant probability of a one-way monolith appearing.
It is striking that the generation of each of the two unguarded passages in more than half of the generations goes through a one-way monolith. Therefore, it is likely that these connections (ending in one-way monoliths in SoD) provide early encounters in HotA.
Solving this problem is not as easy as the problem with Utopias. But something can be done: you can remove these passages altogether or make them guarded (for this, as for Utopias, you don't even need an update to HotA). You can make them generate through one-way monoliths. In addition, you can make it so that in the case of generation in the form of monoliths or underground gates, these passages are placed as far as possible from other monoliths and passage guards in the zones (as is done for mirror monoliths on mt_Jebus and mt_TeamJebus). The last 2 options require separate implementation, i.e., at least a release of a new version of HotA (provided that these features are already implemented in it).
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I suggest that everyone interested express their opinion on these issues — is it necessary to increase the number of Dragon Utopias on 6lm10a (and perhaps on other templates as well), and by how much? Is it necessary to change the unguarded passages on 6lm10a, and if so, in what way?


TLDR
Additionally, it could be implemented so that when generated as monoliths or underground gates, these passages are placed as far as possible from other monoliths and passage guards in the zones.
Complaints about early encounters likely stem from the "default" version of the template, which is currently used in HotA. In version 6lm10a(j), the problem is solved by the absence of roads in free passages, and in my opinion, this is quite sufficient. Early encounters in this case are only possible if a portal is generated near a road, but this happens within the acceptable range.
it's necessary to set Dragon Utopia limits per zone so there aren't too many, but the frequency can be increased; that way, it seems the Dragon Utopias will be more evenly distributed
I agree with Saneok regarding the Dragon Utopias. Increasing the frequency of Dragon Utopias should be done alongside zone restrictions, as generating 2+ Dragon Utopias in corner/central treasures also looks too OP