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Posts from Heroes of Might and Magic: Olden Era - Random Map Generator Templates (RMG Шаблоны)

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Build a map template

Pick how you want to start.

Customize an existing one

Open a .rmg.json — preview it, re-download or publish it.

Customize a template

Loaded:

Template settings (size, heroes, victory)
Off: the map keeps one fixed orientation every restart, so the preview reliably reflects it. On: the engine re-spins the map by a random rotation each match, so players start in different corners every game. New templates start off; loading a template shows that template's own setting (many official templates ship with it on).

🦸 Heroes & progression

Each player commands a single hero — there is no second hero to fall back on.
📜 Faction laws speed %Learning speed for faction-law skills (100% = normal).
🔭 Astrology speed %Learning speed for astrology skills (100% = normal).

🏆 Victory & end-game

Grace daysDays of grace before losing your start city ends the game.
Hold daysDays you must hold the neutral city to win.
Points to winBattle points needed to win the tournament.
⚠ Experimental: official templates use at most 3 points (5 rounds). Longer tournaments may not work correctly in the current game engine.

✨ Starting bonuses

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Click any zone on the map to edit it.

Edit zone
Zone sizeRelative footprint of this zone on the map. 1 is normal; larger zones get more room for objects, smaller ones are tighter.
Guard strength ×Scales how strong the monster guards inside this zone are. Above 1 makes it tougher to clear; below 1 makes it easier.
Guarded treasureTotal value of treasure placed behind monster guards in this zone. Higher means richer, better-defended rewards.
Free treasureTotal value of treasure left unguarded in this zone — free to grab early.
Resources valueTotal value of resource piles and mines seeded in this zone.
Edit route
Route typeHow the two zones connect: a normal border, a guaranteed direct path, a teleport portal, a proximity link, or a gladiator-arena gate.
Border guard valueStrength of the monster guarding this route. Higher walls the zones off for longer; 0 leaves the route open.
Build a road along this route so heroes move faster between the two zones.
1

How would you name your template?

Give it a name — you can tune everything else after.

Give your template a name to begin.
2

What are you trying to play?

These are player goals, not technical templates.

3

Tune the match feel

Each change updates the preview and the description beside it.

Off: the map keeps one fixed orientation every restart, so the preview reliably reflects it. On: the engine re-spins the map by a random rotation each match, so players start in different corners every game. New templates start off; loading a template shows that template's own setting (many official templates ship with it on).
Advanced options
🦸 Heroes & progression
Each player commands a single hero — there is no second hero to fall back on.
Initial capHeroes each player can control at the very start.
Max capThe highest hero limit a player can reach by owning castles.
Per castleExtra heroes allowed for each castle a player owns.
📜 Faction laws speed %Learning speed for faction-law skills (100% = normal).
🔭 Astrology speed %Learning speed for astrology skills (100% = normal).
🏰 Roads & castles
Castles / player zoneTowns inside each player's home region.
Castles / neutral zoneTowns placed in neutral regions to capture.
Adventure objects %How densely treasures, dwellings and buildings fill the map (100% = standard).
The preview marks roads only on portal links; the engine places the rest of the roads in-game.
Gives each player a nearby expansion outpost — a safe early-game target close to home.
Each player's home-zone castle matches their own faction instead of being random.
Players begin owning every castle in their starting zone, not just the main town.
🌀 Special routes
Center size %Size of the central hub zone vs normal (hub topologies only).
Center castlesTowns placed in the central hub zone.
Forces neutral buffer zones between players so no two start directly adjacent.
Adds extra monolith portals that create shortcuts across the map.
Portal connectionsMost teleport portals that may be added between zones.
🏆 Victory & end-game
A player who loses their starting city is eliminated once the grace days run out.
Grace daysDays of grace before losing your start city ends the game.
A player who loses their starting hero is eliminated.
Win by capturing a neutral city and holding it for the required number of days.
Hold daysDays you must hold the neutral city to win.
Arena preparation start dayDay when preparation for the Gladiator Arena begins.
Preparation daysDays between the start of preparation and the decisive battle.
Points to winBattle points needed to win the tournament.
First battle dayDay the first arena battle takes place.
Days from announcement to battlePreparation time after each announcement; the battle takes place after this many days.
Battle intervalDays between arena battles.
⚠ Experimental: official templates use at most 3 points (5 rounds). Longer tournaments may not work correctly in the current game engine.
⚙ Advanced generation Fine-tune zone sizing, guard variance, and exactly how many neutral zones of each danger tier the map gets.
Player zone size %Size of each player's home zone (100% = standard).
Neutral zone size %Size of neutral zones (100% = standard).
Guard variance %How much guard strength varies randomly around its target.

Neutral zones by tier (no castle / with castle)

Low — no castleLow-value neutral zones without a castle.
Low — castleLow-value neutral zones that include a castle.
Medium — no castleMedium-value neutral zones without a castle.
Medium — castleMedium-value neutral zones that include a castle.
High — no castleHigh-value neutral zones without a castle.
High — castleHigh-value neutral zones that include a castle.
💎 Starting economy Mines guaranteed next to every player's castle. Classic defaults from the official templates; set a type to 0 to leave it out.
🪵 SawmillsSawmills (wood) placed near each player's start.
⛏ OreOre pits placed near each player's start.
🟡 GoldGold mines placed near each player's start.
💠 RareRare-resource mines (gems, crystals…) near each start.
✨ Starting bonuses Perks every player's starting hero begins with — a spell, extra movement, a stronger first stack, an artifact, or starting resources.
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Name your template to start — the map preview appears here.

Draft restored.

Each change updates the preview and the explanation beside it.

Press Generate preview to see the map layout here.

ℹ Rough preview — the in-game map will look different
This preview is a schematic of your template's structure — which zones exist, how they connect, and where each player spawns. The game builds the real map with its own layout engine, so expect differences:
  • Positions, spacing & shapes — the engine arranges zones with its own layout rules and draws them as organic blobs, so absolute placement and distances differ from the tidy diagram here.
  • Rotation — by default the map sits at one fixed orientation; with the “spin the map each game” option on it rotates by a random amount every match.
  • Spin direction — on rings and chains the order can wind clockwise or counter-clockwise depending on how the game lays the map out, so a player shown on the left here may appear on the right in-game.
  • Long chains — very long lanes may curl or spiral in-game instead of forming the even arc shown here.
  • Roads — only portal links are marked; the engine lays the rest of the roads itself.
What the preview does reflect: the set of zones, their connections, the player count and spawn assignments, and the overall shape (ring, hub, chain, web, maze…). Use it to check the arrangement and relationships — not the exact geometry.
Live preview zones connections seed

Hover the map to inspect zones and routes

How this will play

#132
Random. 1 hero
A random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.8.

How this will play:
  • 8 players on a 240x240 map: balanced space for scouting and conflict.
  • Random: organic and unpredictable, more likely to feel uneven.
  • Neutral stacks are tough; border guards are tough.
  • Resources are at 130% and structures at 200%, so expansion feels rich.
  • Single hero mode focuses the match on one main hero per player.
  • Classic victory: defeat opponents normally.
  • The engine randomizes the map rotation each game (the preview shows one sample).
  • Roads connect zones, so travel between them reads clearly in-game.
  • Player castles share a matched faction.
  • Each player gets a nearby spot to claim early — say a second town or a few mines — a short way from their main town.
  • Each player starts near 3 castles.
  • Each player starts with mines near their castle: 1× sawmill, 1× ore, 1× gold, 3× rare.
  • Each neutral castle zone holds 1 castle to capture.
Attachments 2
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