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Random map templatesIntroductionEvery random map is generated following a certain template. The template prescribes, how many zones should map be divided into, how these zones should be interconnected, and certain details regarding zones and connections as well, while majority of objects and precise location of zones is selected randomly.This article presents you description and layouts of default HotA templates.NotationZonesGeneralZones are denoted by squares with rounded corners. Square size shows the relative size of the zone with respect to other zones on the template (however, actual size of the zone depends on the variety of factors and may not correspond to the size displayed on the layout).Zone color corresponds to a player whose starting town is located in this zone: this rule is held if only the first colors are selected by players (e.g., red and blue for two players), otherwise zone colors don¡¯t correspond to players¡¯ colors.Zones not occupied by players are colored white (for content-poor zones), silver (for content-rich zones) or gold (for vastly content-rich zones).There is a number located at the bottom right corner of the square, which is this zone¡¯s ID.PC icon located alongside zone number signifies that the player starting in this zone is imperatively AI-controlled.ContentsThere is a number at the top left corner, near the chest icon, which denotes the richness of this zone¡¯s contents. The bigger is this number, the more precious objects this zone will generate (and the heavier will be the guards). This number alone specifies, if the zone will be colored white, silver or gold.Each zone¡¯s contents are characterized by three (or less) content types. Each of these types is described by three numbers: minimum group value, maximum group value and relative frequency of occurrence. From now on each content type will be denoted as (¨C, ).The most frequently used content-wise zones are:
[*]55 ¡ª poor zone, white. Content types: (500¨C3000, 9), (3000¨C6000, 6), (10000¨C15000, 1).
[*]133 ¡ª rich zone, silver. Content types: (3000¨C6000, 9), (10000¨C15000, 6), (15000¨C20000, 1).
[*]242 ¡ª vastly rich zone, gold. Content types: (10000¨C15000, 9), (15000¨C20000, 6), (20000¨C30000, 1).
The asterisk above the richness number signifies that this zone uses custom rules for objects generation.Swords icon(s) at the top right corner denote the guards¡¯ relative power. Absence of swords means that the objects in this zone are not guarded at all. Otherwise, 1, 2 or 3 swords correspond to weak, medium or strong guards respectively.Towns and minesThere can be multiple towns in the zone. Town type (castles ¡ª with Fort; non-fortified, aka villages ¡ª without Fort) and amount is denoted by town icon(s) (castles ¡ª with windows; villages ¡ª without) and number(s) alongside them. Neutral and player-controlled towns are distinguished as well (neutral towns have grey tower tops, while player-controlled towns have tower tops of corresponding color).The amount of every type of mines is located alongside the corresponding resource icon.ConnectionsBasic connection between two zones is denoted by a single black line. The number on it is connection value, which specifies the power of units guarding it. Connection with a Border Guard is crossed by another shorter line in place of the number.Wide connection is denoted by thick grey line. This connection is never guarded, and, if zones connected with it have a common land border, they will be connected for the majority of this border¡¯s width.Thin dashed line denotes fictive connection: the zones will not be actually connected, but despite this fact, the generator will try to place these zones close to each other, if possible.If the connection has an obligatory road, thin white dashed line is added inside the connection line. Note that if several connections with obligatory roads occur between the same pair of zones, only one road will be generated.Imperatively roadless connections are denoted by thick dashed lines.Mirror templatesMirror templates have their underground layer generated as an exact copy of the surface level. On the template layouts surface zones are drawn at the left and the underground ones ¡ª to the right. Each surface zone #x has its underground copy as zone #100+x.Note that the right side of the layout is turned upside-down ¡ª if some zone is found on the top of the surface part, its copy will be at the bottom of underground part.Connections between two mirror layers are marked red.Conditions of existenceSome zones and/or connections on the template may have a yellow outline. It means that this zone or connection may or may not appear during generation, depending on the map settings selected before start (number of players, map size). This way several templates may be configured differently, depending on the number of players or on the map size.Template editorIf you want more detailed view on any of the templates, you may open it using built-in template editor. To do so you need to run Rmg Template Editor.exe in the root directory of HotA, press Open and select HotA_RMGTemplates\rmg.txt.Note that there are multiple view modes, that may be switched using buttons 1¨C5.1 ¡ª standard view, described above.2 ¡ª towns and castles view. In this mode each zone displays all towns and castles total number, maximum allowed number of towns (if more than standard amount may be generated), allowed towns and castles alignment and notification if all the towns and castles in the zone must belong to the same alignment.3 ¡ª treasure view. In this mode each zone displays detailed view of its contents: minimum/maximum value and frequency for up to 3 types of treasures. Asterisk, as in the Standard view, signifies the custom settings or restrictions of certain objects generation.4 ¡ª terrain/placement view. In this mode each zone displays allowed terrain types, as well as placement options, like forced underground/surface level or zone repulsion.5 ¡ª IDs view. In this mode each zone¡¯s ID is displayed in large scale.Double-clicking any zone or connection allows you to edit it. General settings can be viewed in the following tabs: Template pack -> Settings and Template pack -> Settings.Protection from modificationsHost player templates are used to generate map during multiplayer session. Therefore joining players must have means to ensure the template doesn¡¯t contain any unknown modifications.At the beginning of new map generation all players have their templates compared between each other and with the reference template on HotA server. If no message appears after the check is performed, it means that host uses the template that is either to your corresponding template or corresponding reference template. Assuming that joining player has default template, it means that the host has also used the default template for map generation, and the players are free to proceed.Otherwise the user is shown a message describing inconsistency type and possible solutions to this issue.Original template packThis template pack is also known as Default template. It is a template pack that consists of multiple different templates suitable for various map configurations in terms of size and amount of players. Before generation starts, if this pack is used, one template is randomly selected from all the templates corresponding to the selected configuration. Although extensive, this template pack is believed to be not quite optimized for multiplayer sessions.Mirror templatesh3dm1One of the most popular mirror templates. This template follows a simple gameplan: starting zone > secondary town zone > treasure zone. Treasure zones contain rich rewards, but are often small and lack the most valuable treasures, like Relic artifacts. Connection guards are considered difficult on the first week, but starting from the second week they become an easy goal, thus letting players to pass them and get in contact with their opponents. Although, early contact is not guaranteed due to complicated map topology, so players are forced to clear the treasure zones and conduct spell research, as on XL+U maps. This template is considered to be among the most balanced ones.Specifications:
[*]Map size: L+U.
[*]Content types clarification:

[*]58 (player zones and white zones): content types (100¨C3000, 12), (3000¨C6000, 6), (10000¨C15000, 1).
[*]244 (gold zones): content types (6000¨C8999, 9), (10000¨C17000, 9), (17000¨C20000, 3).
[*]Mirror template. Underground is generated exactly similar to surface level. Zone content on the surface and in the underground is also the same.
[*]Zones 1¨C4 and their mirror copies have the native terrain of their corresponding town. Zones 5¨C10 and their mirror copies are generated with random terrain.
[*]Banned heroes: Kyrre, Gunnar, Alamar, Jeddite, Dessa, Luna, Labetha, Grindan, Miriam.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/h3dm1
mt_DiamondThis template is a mirror variant of Diamond template. Each player has 3 easy passages to the treasure zones on their own level and one difficult passage to the treasure zone on opponent¡¯s level. AI zones are located between the treasure zones. Treasure zones content varies from unguarded gold, as well as some other small rewards, to the objects of immense value, like Relic artifacts. Road network is enhanced, compared to Diamond¡¯sSpecifications:
[*]Map size: L+U.
[*]Content types clarification:

[*]58 (player zones and AI zones): content types (100¨C3000, 12), (3000¨C6000, 6), (10000¨C15000, 1).
[*]219 (gold zones): content types (100¨C3000, 9), (9000¨C20000, 9), (20000¨C30000, 3).
[*]Mirror template. Underground is generated exactly similar to surface level. Zone content on the surface and in the underground is also the same.
[*]Zones 1¨C4 and their mirror copies have the native terrain of their corresponding town. Zones 5¨C8 and their mirror copies are generated with random terrain.
[*]Different towns of the same zone are allowed to have different alignments.
[*]Non-coherent road networks are allowed inside all zones.
[*]Banned heroes: Kyrre, Gunnar, Alamar, Jeddite, Dessa, Luna, Labetha, Grindan, Miriam.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/mt_diamond
mt_JebusThis template is a mirror variant of Jebus Cross template. Each player has a big ang rich treasure zone on their native terrain at their disposal. There is also a heavily guarded access to an extra-rich central treasure zone. Central treasure zone consists of two parts ¨C one on each layer ¨C connected by unguarded portals. This treasure zone tends to be even richer than on original Jebus Cross maps.Specifications:
[*]Map size: L+U.
[*]Content types clarification:

[*]103 (player zones): content types (300¨C3000, 14), (5000¨C16000, 6), (12000¨C22000, 1).
[*]610 (gold zones): content types (10000¨C25000, 10), (25000¨C35000, 10), (35000¨C55000, 3).
[*]Mirror template. Underground is generated exactly similar to surface level. Zone content on the surface and in the underground is also the same.
[*]Mirror zones are cross-connected: a portal in an arbitrary zone #X leads to a portal in the copy of another zone #Y (i.e., zone #Y+100), and vice-versa.
[*]Mirror connection monoliths are repulsed from towns, land connection guards and each other.
[*]Zone 1 and its mirror copy have the native terrain of their corresponding town. Zone 2 and its mirror copy is always a sand zone.
[*]Different towns of the same zone are allowed to have different alignments.
[*]Banned heroes: Kyrre, Gunnar, Alamar, Jeddite, Dessa, Luna, Labetha, Grindan, Miriam.
[*]Maximum amount of Taverns, Mineral Springs and Hermit¡¯s Shacks per zone is increased to 3.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/mt_jebus
mt_TeamJebusThis template is a mirror variant of Jebus Cross template for 2v2 team games. Each player has a big ang rich treasure zone on their native terrain at their disposal. There is also a heavily guarded access to an extra-rich central treasure zone. Ally zones lack direct connections, but hiring heroes in allied taverns, as well as using Town Portal spell is still available.Specifications:
[*]Map size: L+U §Ú§Ý§Ú M+U.
[*]Content types clarification:

[*]103 (player zones): content types (300¨C3000, 14), (5000¨C16000, 6), (12000¨C22000, 1).
[*]610 (gold zones): content types (10000¨C25000, 10), (25000¨C35000, 10), (35000¨C55000, 3).
[*]Mirror template. Underground is generated exactly similar to surface level. Zone content on the surface and in the underground is also the same.
[*]Mirror zones are cross-connected: a portal in an arbitrary zone #X leads to a portal in the copy of another zone #Y (i.e., zone #Y+100), and vice-versa.
[*]On M+U size map only 1 pair of mirror connection is allowed, on L+U size map 2 pairs are present.
[*]Mirror connection monoliths are repulsed from towns, land connection guards and each other.
[*]Zone 1¨C2 and their mirror copies have the native terrain of their corresponding town. Zone 3 and its mirror copy is always a sand zone.
[*]Different towns of the same zone are allowed to have different alignments.
[*]Banned heroes: Kyrre, Gunnar, Alamar, Jeddite, Dessa, Luna, Labetha, Grindan, Miriam.
[*]Maximum amount of Taverns, Mineral Springs and Hermit¡¯s Shacks per zone is increased to 3.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/mt_teamjebus
mt_AndromedaThis is a mirror XL+U template, suitable for long and rather contactless games, heavily based on exploration and spell research. Treasure zones are not so rich and cannot contain Relic artifacts. Due to having underground tunnels replaced by fully functional surface layer, this template generates maps effectively bigger than regular XL+U, which is compensated by having obligatory roads for every connection.Specifications:
[*]Map size: XL+U.
[*]Content types clarification:

[*]55 (player zones, AI zones and white zones): content types (500¨C3000, 9), (3000¨C6000, 6), (10000¨C15000, 1).
[*]133 (silver zones): content types (3000¨C6000, 9), (10000¨C15000, 6), (15000¨C20000, 1).
[*]Mirror template. Underground is generated exactly similar to surface level. Zone content on the surface and in the Underworld is also the same.
[*]Player zones and AI zones and have the native terrain of their corresponding town. The rest are generated with random terrain.
[*]All connections have obligatory roads.
[*]Banned heroes: Kyrre, Gunnar, Alamar, Jeddite, Dessa, Luna, Labetha, Grindan, Miriam.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/mt_andromeda
mt_AntaresThis is a mirror template for early contacts and quick expansion. It is topologically close to mt_Andromeda, but the gameplay differs greatly. Treasure zones are small and not so rich, cannot contain Relic artifacts as well.Specifications:
[*]Map size: L+U.
[*]Content types clarification:

[*]55 (player zones, AI zones and white zones): content types (500¨C3000, 9), (3000¨C6000, 6), (10000¨C15000, 1).
[*]133 (silver zones): content types (3000¨C6000, 9), (10000¨C15000, 6), (15000¨C20000, 1).
[*]Mirror template. Underworld is generated exactly similar to surface level. Zone content on the surface and in the Underworld is also the same.
[*]Player zones and AI zones and have the native terrain of their corresponding town. The rest are generated with random terrain.
[*]All connections have obligatory roads.
[*]Banned heroes: Kyrre, Gunnar, Alamar, Jeddite, Dessa, Luna, Labetha, Grindan, Miriam.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/mt_antares
mt_FirewalkThis template is mirror version of Firewalk template and is focused on highly dynamic game. AI and player starting zones contain 3 towns and are very rich, but with some custom rules: 1 dwelling of 7th level and 2 dwellings of 6th level, and Pandora¡¯s boxes with experience, are always present; Dragon Utopias and banks which give creatures in reward are forbidden. The connection to white zone is worth opening soon: there the big piles of gold, banks with gold in reward and a Conflux village can be found. Besides white zone, there are 3 treasure zones present on each layer of template, known as ¡°Creature Bank zone¡±, ¡°Big Sand zone¡± and ¡°Dragon Utopia zone¡±.General specifications:
[*]Map size: XL+U.
[*]Content types clarification:

[*]96 (player and AI zones: 1, 2, 101, 102): content types (300¨C-3000, 10), (5000¨C-16000, 6), (12000¨C-22000, 3).
[*]113 (white zones: 4, 5, 104, 105): content types (300¨C-3000, 5), (3500¨C-3500, 20).
[*]610 (big sand zones: 3, 103): content types (10000¨C-25000, 10), (25000-¨C35000, 10), (35000-¨C55000, 3).
[*]480 (creature bank zones: 6, 106): content types (7900¨C-8100, 20), (7900-¨C8100, 20).
[*]9160 (dragon utopia zones: 7, 107): content types (7900¨C-8100, 20), (45000¨C45000, 100), (45000¨C-45000, 100).
[*]Mirror template. Underground is generated exactly similar to surface level. Zone content on the surface and in the underground is also the same.
[*]Mirror zones are cross-connected: a portal in an arbitrary zone #X leads to a portal in the copy of another zone #Y (i.e., zone #Y+100), and vice-versa.
[*]Starting player (1 and 101) and AI (2 and 102) zones have the native terrain of their corresponding town. Zone 3, 7 and their mirror copies are always sand zones. Zones 4, 5 and their mirror copies are always generated on dirt. Zone 6 and its mirror copy is always a lava zone.
[*]Banned heroes: Kyrre, Gunnar, Alamar, Jeddite, Dessa, Luna, Labetha, Grindan, Miriam.
[*]Villages in zones 4, 5 and their mirror copies are always Confluxes.
[*]Allowed artifacts: Orb of Inhibition and Recanter¡¯s Cloak.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/mt_firewalk
Custom object generation rules:Zones 1, 101 and 2, 102. Player and AI zones.
fold
Banned:
Relic artifacts
Warrior tomb
Spell scroll - level 4 and 5
Dragon Utopia
Pandora¡¯s Box with creatures: any level
Pandora¡¯s Box with spells: any kind
Pandora¡¯s Box with money: any amount
Quest artifacts for Seer¡¯s Hut of any kind
Refugee camp
Creature banks giving creatures in reward: Red Tower, Experimental Shop, Wolf Rider Picket, Griffin Conservatory, Dragon Fly Hive
Allowed with custom value/frequency/limits:
Dwelling of level 7, frequency: 1000, max per zone: 1
Dwelling of level 6, frequency: 1000, max per zone: 2
Pandora¡¯s Box with experience 5000, frequency: 100
Pandora¡¯s Box with experience 10000, frequency: 50
Library of Enlightenment, max per zone: 1
Mercenary Camp, max per zone: 5
Marletto Tower, max per zone: 5
Star Axis, max per zone: 5
Garden of Revelation, max per zone: 5
School of War, max per zone: 5
School of Magic, max per zone: 5
Arena, max per zone: 3
Colloseum of the Magi, max per zone: 3


Zones 3 and 103. Big sand zones.
fold
Banned:
Dragon Utopia
Creature banks giving creatures in reward: Red Tower, Experimental Shop, Wolf Rider Picket, Griffin Conservatory, Dragon Fly Hive
All creature banks with gold reward: Imp Cache, Mansion, Dwarven Treasury, Naga Bank, Medusa Stores
All dwellings
Gold
Treasure chest
Pandora¡¯s Box with spells from specific levels: 1-5 (Pandora¡¯s Boxes with all spels from certain School are allowed)
Allowed with custom value/frequency/limits:
Library of Enlightenment, max per zone: 5
Prison - hero with 0 xp, max per zone: 6



Zones 4, 104 and 5, 105. White zones, dirt.
fold

Banned:
All objects are banned, except for those which are allowed in the next section
Allowed with custom value/frequency/limits:
Resource piles: wood, ore, sulfure, mercury, crystals, gems, gold, treasure chest, random resource
Naga Bank, value: 3500, frequency: 10000, max per zone: 3
Dwarven Treasure, value: 3500, frequency: 10000, max per zone: 3
Imp Cache, 3500, frequency: 10000, max per zone: 3
Medusa Stores, value: 3500, frequency: 10000, max per zone: 3
Churchyard, max per zone: 3
Crypt, max per zone: 3
Trading Post, value: 500, frequency 10000, max per zone 3
Stables, value: 500, frequency 10000, max per zone 2
Windmill, max per zone 3
Water wheel, max per zone 3
Mystical garden, max per zone 3



Zones 6 and 106. Army bank zones, lava.
fold
Banned:
All objects are banned, except for those which are allowed in the next section
Allowed with custom value/frequency/limits:
Red Tower, value: 8000, frequency: 100, max per zone: 4
Experimental Shop, value: 8000, frequency: 100, max per zone: 4
Griffin Conservatory, value: 8000, frequency: 100, max per zone: 4
Wolf Rider Picket, value: 8000, frequency: 100, max per zone: 6
Dragon Fly Hive, value: 8000, frequency: 100, max per zone: 6


Zones 7 and 107. Dragon utopias zones, sand.
fold
Banned:
All objects are banned, except for those which are allowed in the next section
Allowed with custom value/frequency/limits:
Dragon Utopia, value: 45000, frequency: 10000, max per zone: 8
Resource piles: wood, ore, sulfure, mercury, crystal, gems, random resource


XL+U templates6lm10aThis is one of the most popular XL+U templates. Map layout is heavily branched, and therefore there is no distinct centre. Vast territories are available for players¡¯ exploration, which makes this template quite well-balanced. Both players explore, conduct spell research and usually don¡¯t contact each other, unless one of them does it intentionally. There is some variety in treasure zones: 4 gold zones (which may contain Relic artifacts) being the most valuable, but hard to access, because all connections that lead there are imperatively roadless.Specifications:
[*]Map size: XL+U.
[*]Content types clarification:

[*]55 (player zones, AI zones and white zones): content types (500¨C3000, 9), (3000¨C6000, 6), (10000¨C15000, 1).
[*]133 (silver zones): content types (3000¨C6000, 9), (10000¨C15000, 6), (15000¨C20000, 1).
[*]242 (gold zones): content types (10000¨C15000, 9), (15000¨C20000, 6), (20000¨C30000, 1).
[*]All zones with towns have the native terrain of their corresponding town. Zones without towns are generated with random terrain.
[*]Dragon Utopia frequency is increased to 200. Player and AI zones (1¨C6, 11¨C12) and intermediary zones (21¨C25) may have no more than 1 Dragon Utopia generated. Regular treasure zones (7¨C10, 13¨C16) may have no more than 2 Dragon Utopias generated. Greater treasure zones (17¨C20) have no limit on Dragon Utopia number.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Other differences from SoD version:
[*]Erratic 13¨C13 connection is removed.
[*]Connections 15¨C24 and 16¨C25 have their value changed from 3000 to 6000 (for the sake of symmetry).
[*]Obligatory roads added: 9¨C1¨C21¨C3 and 14¨C6¨C25¨C4 (2 roads per starting zone for red and blue players).
[*]Some connections were set to imperatively roadless: 3¨C23, 4¨C23, 9¨C23, 14¨C23 (shortcuts to the center) and 21¨C22, 24¨C25 (unguarded connections).
[*]Wide connections 21¨C22 and 24¨C25 are imperatively crossing the land borders.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/xlu-templates
8mm6aThis is the most contact XL+U template. Each player¡¯s accessible area contains AI zone and a corner treasure zone. From their area players may enter one of the 2 central treasure zones, where clash is the most probable. The zones are moderately rich, Relic artifacts cannot be found on their own.Specifications:
[*]Map size: XL+U.
[*]Content types clarification:

[*]55 (player zones, AI zones and white zones): content types (500¨C3000, 9), (3000¨C6000, 6), (10000¨C15000, 1).
[*]133 (silver zones): content types (3000¨C6000, 9), (10000¨C15000, 6), (15000¨C20000, 1).
[*]Starting player zones and AI zones have the native terrain of their corresponding town. The rest are generated with random terrain.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Differences from SoD version:
[*]Obligatory roads added: 1¨C19, 6¨C22, square 19¨C12¨C22¨C11¨C19.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/xlu-templates
8xm12aThis is an XL+U template with vast topology and branching road network, where players are considered to explore the territory and research spells. The template has a rich central treasure zone (with Relic artifacts inside) and several poorer treasure zones.Specifications:
[*]Map size: XL+U.
[*]Content types clarification:

[*]55 (player zones, AI zones and white zones): content types (500¨C3000, 9), (3000¨C6000, 6), (10000¨C15000, 1).
[*]133 (silver zones): content types (3000¨C6000, 9), (10000¨C15000, 6), (15000¨C20000, 1).
[*]242 (central gold zone): content types (10000¨C15000, 9), (15000¨C20000, 6), (20000¨C30000, 1).
[*]Zones with towns have the native terrain of their corresponding town. The rest are generated with random terrain.
[*]Dragon Utopia frequency is increased to 210. Player and AI zones (1¨C8) and intermediary zones (21¨C32) may have no more than 1 Dragon Utopia generated. Regular treasure zones (9¨C20) may have no more than 2 Dragon Utopias generated. Greater treasure zone (33) have no limit on Dragon Utopia number.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Other differences from SoD version:
[*]Removed all connections 4¨C15 and 5¨C14.
[*]Connections with treasure zones ((3¨C14, 3¨C11, 4¨C11, 6¨C15, 6¨C18, 5¨C18, 26¨C14, 22¨C11, 27¨C15, 31¨C18, 21¨C9, 23¨C10, 25¨C13, 29¨C17, 24¨C12, 28¨C16, 30¨C19, 32¨C20)) have their value changed from 3000 to 6000.
[*]Obligatory roads added: 12¨C24¨C1¨C21¨C9, 21¨C22¨C3, 22¨C4 and 20¨C32¨C8¨C29¨C17, 32¨C31¨C6, 31¨C5 (2 roads per starting zone for red and blue players).
[*]Some connections were set to imperatively roadless: 11¨C33, 14¨C33, 15¨C33, 18¨C33 (shortcuts to the center zone) and 4¨C27, 5¨C26 (ways to opponent¡¯s computer players).
[*]All mines except gold mines are removed from zone 33.
[*]Crystal and gem mines are added to zones 22 and 33. Mercury and sulfur mines are added to zones 21 and 32.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/xlu-templates
SpiderThis XL+U template is not so rich. The town number here is above usual, connections are poorly guarded. The players are expected to base their gameplan on exploration and spell research. Treasure zones are quite valuable (though they may not contain Relic artifacts), but they are roadless and quite heavily guarded.Specifications:
[*]Map size: XL+U.
[*]Content types clarification:

[*]53 (player zones, AI zones and white zones): content types (100¨C3000, 9), (3000¨C6000, 6), (10000¨C15000, 1).
[*]238 (gold zones): content types (6000¨C8999, 9), (10000¨C16000, 9), (16000¨C20000, 3).
[*]Zones with towns have the native terrain of their corresponding town. The rest are generated with random terrain.
[*]Dragon Utopia frequency in greater treasure zones (17¨C24) is increased to 200.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Other differences from SoD version:
[*]Upper range of zones 1¨C16 content is changed from 6000¨C9999 to 10000¨C15000, lesser range is changed from 0¨C3000 to 100¨C3000.
[*]Value of connections 3¨C9, 3¨C11, 4¨C10, 4¨C12 is changed from 3000 to 9000.
[*]Obligatory roads added: 1¨C9, 1¨C10, 1¨C13, 2¨C11, 2¨C12, 2¨C14 (3 roads per starting zone for red and blue players).
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/xlu-templates
NostalgiaThis is a non-contact XL+U template with a simple layout, exploration and spell research-based gameplan is expected. Every player has access to their own half of the map, halves being connected via rare treasure zones. The treasure zones are valuable, but only the central one may have Relics generated. Though this template is non-contact, the tempo is compensated by obligatory roads in each connection.Specifications:
[*]Map size: XL+U.
[*]Content types clarification:

[*]53 (player zones, AI zones and white zones): content types (100¨C3000, 9), (3000¨C6000, 6), (10000¨C15000, 1).
[*]244 (gold zones): content types (6000¨C8999, 9), (10000¨C17000, 9), (17000¨C20000, 3).
[*]292 (central gold zone): content types (10000¨C15000, 9), (15000¨C20000, 6), (20000¨C30000, 3).
[*]Starting player zones and AI zones have the native terrain of their corresponding town. The rest are generated with random terrain.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Other differences from SoD version:
[*]Lower range of white, player and AI zones content is changed from 0¨C3000 to 100¨C3000.
[*]Value of connections 12¨C16, 13¨C16, 10¨C17, 15¨C17, 11¨C24, 14¨C24 is changed from 6000 to 12500.
[*]All connections have obligatory roads.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/nostalgia
KerberosThis is an XL+U template suitable for three players game (exploration and spell research-based). It consists of a large number of zones. Each player has one AI and a corner treacure zone in their area, from where they can enter the central area, consisting of three regular- ad 3 rich (potential Relics can be found) treasure zones.Specifications:
[*]Map size: XL+U.
[*]Content types clarification:

[*]55 (player zones, AI zones and white zones): content types (500¨C3000, 9), (3000¨C6000, 6), (10000¨C15000, 1).
[*]133 (silver zones): content types (3000¨C6000, 9), (10000¨C15000, 6), (15000¨C20000, 1).
[*]242 (gold zones): content types (10000¨C15000, 9), (15000¨C20000, 6), (20000¨C30000, 1).
[*]Starting player zones and AI zones have the native terrain of their corresponding town. The rest are generated with random terrain.
[*]Different towns of the same zone are forced to have the same alignment.
[*]Banned heroes: Kyrre, Gunnar, Dessa.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/kerberos
Clash of DragonsThis template is played without any rules, like Anarchy. The most valuable treasure zones have neutral dragon dwellings, while the gameplan is based on joining the guards in these zones using Diplomacy.Specifications:
[*]Map size: XL+U.
[*]Content types clarification:

[*]72 (player zones): content types (300¨C1900, 15), (2000¨C5000, 4), (5000¨C9000, 6).
[*]93 (white zones): content types (300¨C1900, 15), (5000¨C12000, 2), (10000¨C20000, 4).
[*]336 (upper gold zones): content types (300¨C1900, 10), (10000¨C15000, 8), (20000¨C25000, 10).
[*]375 (lower gold zones): content types (20000¨C30000, 15).
[*]519 (indermediary gold zones): content types (300¨C1900, 6), (10000¨C15000, 10), (20000¨C25000, 15).
[*]800 (central gold zones, below): content types (80000¨C80000, 10).
[*]1000 (central gold zones, above): content types (80000¨C120000, 10).
[*]Starting player zones (1, 14) have the native terrain of their corresponding town. Neighboring zones 2, 15, as well as central zones 6¨C9 ¡ª grass or subterranean. Indermediary zones 4, 17 ¡ª dirt or subterranean. Upper Zones 3, 16 ¡ª always lava. The rest (5, 18, 10¨C13) ¡ª snow or subterranean.
[*]Different towns of the same zone are allowed to have different alignments.
[*]Towns in zones 5, 18 are always Towers.
[*]Only Rampart, Dungeon and neutral creatures are generated in zones 6¨C13.
[*]Zones 6¨C13 contain only neutral dwellings; Pandora¡¯s Boxes in these zones and Seer Huts requesting artifacts from these zones can have only neutral creatures as rewards.
[*]Guards can be accepted for free. 100% of group is accepted.
[*]Anarchy mode is on: SoD shifted guards bug is un-fixed, certain objects can be accessible using Fly or Dimension Door spell without fighting the guards.
[*]Allowed heroes: Sir Mullich and Galthran; banned heroes: Lord Haart and Ranloo.
[*]Allowed artifacts: Orb of Inhibition and Recanter¡¯s Cloak.
[*]Allowed objects: Sanctuary, Cartographer, original Hill Fort; Banned object: HotA Hill Fort.
[*]Value of Spell Scrolls is reduced: 4th level spells ¡ª from 8000 to 4000, 5th level spells ¡ª from 10000 to 5000, Fly/Dimension Door/Town Portal ¡ª from 20000 to 5000. Maximum amount of these Scrolls is increased from 3/2/1 to 4.
[*]Special weeks are allowed.
[*]Combat round limit is 100.
Other differences from SoD version:
[*]There cannot be more mines in the zone than the number on layout prescribes.
Suggested rules and settings:
[*]Map size: XL+U.
[*]The other rules are the same as Anarchy template rules: https://h3hota.com/en/rules#template-rules/anarchy
FirewalkThis template is focused on highly dynamic game. Player starting zones contain 3 towns and are very rich, but with some custom rules: 1 dwelling of 7th level and 2 dwellings of 6th level, and Pandora¡¯s boxes with experience, are always present; Dragon Utopias and banks which give creatures in reward are forbidden. The connection to white zone is worth opening soon: there the big piles of gold, banks with gold in reward and a Conflux village can be found. Besides white zone, there are 3 treasure zones present on the template: ¡°Creature Bank zone¡±, ¡°Big Sand zone¡± and ¡°Dragon Utopia zone¡±.General specifications:
[*]Map size: XL+U.
[*]Content types clarification:

[*]130 (player and zones: 1, 2): content types (300¨C-3000, 10), (5000¨C-16000, 6), (12000¨C-22000, 3).
[*]78 (white zones: 4, 5, 104, 105): content types (300¨C-3000, 5), (3500¨C-3500, 20).
[*]610 (big sand zones: 3, 103): content types (10000¨C-25000, 10), (25000-¨C35000, 10), (35000-¨C55000, 3).
[*]440 (army zones: 6, 106): content types (7900¨C-8100, 20), (7900-¨C8100, 20).
[*]9160 (dragon utopia zones: 7, 107): content types (7900¨C-8100, 20), (45000¨C45000, 100), (45000¨C-45000, 100).
[*]Zones 4, 5 and 7 are always located on the underground layer on subterranean terrain. The rest are located on surface layer. Starting player zones (1 and 2) have the native terrain of their corresponding town. Zone 3 is generated on sand, and zone 6 is generated on lava.
[*]Monsters disposition is forced to Savage (10) ¡ª they won¡¯t join neither for free, nor for gold.
[*]Villages in zones 4 and 5 are always Confluxes.
[*]Allowed artifacts: Orb of Inhibition and Recanter¡¯s Cloak.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/firewalk
Custom object generation rules:Zones 1 and 2. Player zones.
fold
Banned:
Relic artifacts
Warrior tomb
Spell scroll - level 4 and 5
Dragon Utopia
Pandora¡¯s Box with creatures: any level
Pandora¡¯s Box with spells: any kind
Pandora¡¯s Box with money: any amount
Quest artifacts for Seer¡¯s Hut of any kind
Refugee camp
Creature banks giving creatures in reward: Red Tower, Experimental Shop, Wolf Rider Picket, Griffin Conservatory, Dragon Fly Hive
Ranged creatures¡¯ dwellings (level 1-3): Lizard Den, Archers¡¯s Tower, Homestead, Workshop, Hall of Sins, Pillars of Eyes, Orc Tower, Frigate, Altar of Air, Altar of Water
Allowed with custom value/frequency/limits:
Dwelling of level 7, frequency: 1000, max per zone: 1
Dwelling of level 6, frequency: 1000, max per zone: 2
Dwelling of level 1-5, max per zone: 2
Pandora¡¯s Box with experience 5000, frequency: 100
Pandora¡¯s Box with experience 10000, frequency: 50
Library of Enlightenment, max per zone: 1
Mercenary Camp, max per zone: 5
Marletto Tower, max per zone: 5
Star Axis, max per zone: 5
Garden of Revelation, max per zone: 5
School of War, max per zone: 5
School of Magic, max per zone: 5
Arena, max per zone: 3
Colloseum of the Magi, max per zone: 3


Zone 3. Big sand zone.
fold
Banned:
Dragon Utopia
Creature banks giving creatures in reward: Red Tower, Experimental Shop, Wolf Rider Picket, Griffin Conservatory, Dragon Fly Hive
All creature banks with gold reward: Imp Cache, Mansion, Dwarven Treasury, Naga Bank, Medusa Stores
All dwellings
Gold
Treasure chest
Pandora¡¯s Box with spells from specific levels: 1-5 (Pandora¡¯s Boxes with all spels from certain School are allowed)
Allowed with custom value/frequency/limits:
Library of Enlightenment, max per zone: 5
Prison - hero with 0 xp, max per zone: 6



Zones 4 and 5. White zones, dirt.
fold

Banned:
All objects are banned, except for those which are allowed in the next section
Allowed with custom value/frequency/limits:
Resource piles: wood, ore, sulfure, mercury, crystals, gems, gold, treasure chest, random resource
Naga Bank, value: 3500, frequency: 10000, max per zone: 8
Dwarven Treasure, value: 3500, frequency: 10000, max per zone: 8
Imp Cache, 3500, frequency: 10000, max per zone: 8
Medusa Stores, value: 3500, frequency: 10000, max per zone: 8
Churchyard, max per zone: 5
Crypt, max per zone: 5



Zone 6. Army zone, lava.
fold
Banned:
All objects are banned, except for those which are allowed in the next section
Allowed with custom value/frequency/limits:
Red Tower, value: 8000, frequency: 100, max per zone: 4
Experimental Shop, value: 8000, frequency: 100, max per zone: 4
Griffin Conservatory, value: 8000, frequency: 100, max per zone: 4
Wolf Rider Picket, value: 8000, frequency: 100, max per zone: 6
Dragon Fly Hive, value: 8000, frequency: 100, max per zone: 6


Zone 7. Dragon utopias zone, sand.
fold
Banned:
All objects are banned, except for those which are allowed in the next section
Allowed with custom value/frequency/limits:
Dragon Utopia, value: 45000, frequency: 10000, max per zone: 8
Resource piles: wood, ore, sulfure, mercury, crystal, gems, random resource


XL-U templatesJebus CrossOne of the most popular templates overall, due to its simple layout and fast pace. Every player starts on a big, poorly guarded and rich zone with the native terrain. From the starting zone them may enter the extra-rich central zone. To do so, they must defeat strong passage guards. Once got into the central zone, the player starts to accumulate power rapidly, that¡¯s why it¡¯s crucial to get there as soon as possible (even on the first week). This template is not considered well-balanced, because the outcome depends greatly on the starting zones contents.Specifications:
[*]Map size: XL-U or L-U.
[*]Content types clarification:

[*]103 (player zones): content types (300¨C3000, 14), (5000¨C16000, 6), (12000¨C22000, 1).
[*]610 (central gold zone): content types (10000¨C25000, 10), (25000¨C35000, 10), (35000¨C55000, 3).
[*]Zones 2¨C5 have the native terrain of their corresponding town. Zone 1 is always sand.
[*]Different towns of the same zone are allowed to have different alignments.
[*]Zones 2¨C5 are set up symmetrically around the central zone 1.
[*]Banned hero: Ranloo. Allowed hero: Galthran.
[*]Maximum amount of Taverns, Mineral Springs and Hermit¡¯s Shacks per zone is increased to 3.
[*]Ancient Lamps are enabled in zones 1¨C4.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Other differences from SoD version:
[*]There cannot be more mines in the zone than the number on layout prescribes.
[*]All town and guard alignments are allowed.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/jebus-cross
L+U templates2sm4d(3)Once popular, this template is now replaced by the others. The treasure zones on it may have valuable objects (like Relics), but connections leading there are imperatively roadless. The template allows a high variation of gameplay, the early contact in adjacent zones is as possible as exploration game or opponent zone rush. Even though the AI players are depicted on the layout, usually they are disabled, and their towns are rendered neutral.Specifications:
[*]Map size: L+U.
[*]Content types clarification:

[*]55 (player zones and AI zones): content types (500¨C3000, 9), (3000¨C6000, 6), (10000¨C15000, 1).
[*]242 (gold zones): content types (10000¨C15000, 9), (15000¨C20000, 6), (20000¨C30000, 1).
[*]All zones with towns have the native terrain of their corresponding town. The rest are generated with random terrain.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Differences from SoD version:
[*]There cannot be more mines and towns in the zone than the number on layout prescribes.
[*]Fixed road network: connections 1¨C2, 1¨C6, 1¨C8, 2¨C4, 2¨C7 have obligatory roads, the rest are imperatively roadless.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/2sm4d3
Mini-NostalgiaOn this template players never make an early contact between themselves, but since the first days they fight their corresponding AI. 3 lightly guarded passages lead from AI zones to rich, but usually small treasure zones with a chance of getting a Relic. Player zones are connected via even richer treasure zone, connections heavily guarded.Specifications:
[*]Map size: L+U.
[*]Content types clarification:

[*]61 (player zones and AI zones): content types (100¨C3000, 14), (3000¨C6000, 6), (10000¨C15000, 1).
[*]242 (gold zones): content types (10000¨C15000, 9), (15000¨C20000, 6), (20000¨C30000, 1).
[*]Starting player zones and AI zones have the native terrain of their corresponding town. The rest are generated with random terrain.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Differences from SoD version:
[*]Lower content value range is changed from 0¨C3000 to 100¨C3000.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/mini-nostalgia
DiamondThis is a rich and variative template. Every player has 4 lightly guarded passages to treasure zones, and players¡¯ treasure zones are separated by AI zones. Treasure zones may have unguarded small treasures, like piles of gold, but also th§å most valuable rewards, like Relics. The template has a lot of villages on it, and the road network alows quite a lot of variation in gameplay, from early contact to suspended endgame.Specifications:
[*]Map size: L+U.
[*]Content types clarification:

[*]68 (player zones): content types (100¨C3000, 12), (3000¨C6000, 6), (6000¨C8999, 3).
[*]58 (AI zones): content types (100¨C3000, 12), (3000¨C6000, 6), (10000¨C15000, 1).
[*]219 (gold zones): content types (100¨C3000, 9), (9000¨C20000, 9), (20000¨C30000, 3).
[*]Starting player zones and AI zones have the native terrain of their corresponding town. The rest are generated with random terrain.
[*]Different towns of the same zone are allowed to have different alignments.
[*]Non-coherent road networks are allowed inside all zones.
[*]Dragon Utopia frequency is increased to 200. Player and AI zones (1¨C8) may have no more than 1 Dragon Utopia generated. Greater treasure zones (9¨C16) have no limit on Dragon Utopia number.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Other differences from SoD version:
[*]Lower content value range is changed from 0¨C3000 to 100¨C3000.
[*]Obligatory roads added: 1¨C9, 1¨C10, 1¨C11, 1¨C15 and 2¨C12, 2¨C13, 2¨C14, 2¨C16 (4 roads per starting zone for red and blue players).
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/diamond
BoomerangThe template consisting of a large number of zones with default contents and several rich central treasure zones (Relic generation is possible).Specifications:
[*]Map size: L+U.
[*]Content types clarification:

[*]55 (player zones, AI zones and white zones): content types (500¨C3000, 9), (3000¨C6000, 6), (10000¨C15000, 1).
[*]242 (gold zones): content types (10000¨C15000, 9), (15000¨C20000, 6), (20000¨C30000, 1).
[*]Starting player zones and AI zones have the native terrain of their corresponding town. The rest are generated with random terrain.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/boomerang
ApocalypseQuite poor treasure-wise template, where the players start in underground level, and the surface consists of two large sand zones, separated by AI zones. In-zone guards are enhanced. There are no treasure zones whatsoever, but all zones have higher frequency of valuable objects. The template shows 3 sand zones per player, but, as they are connected with wide connections, 6 zones effectively turn into 2.Specifications:
[*]Map size: L+U.
[*]Content types clarification:

[*]76 (player zones, AI zones and white zones): content types (100¨C3000, 9), (3000¨C6000, 6), (9000¨C15000, 3).
[*]Starting player zones and AI zones are always located on the underground layer and have subterranean terrain. The rest are on the surface and have sand terrain.
[*]Players and AI cannot select Necropolis as starting alignment. All neutral tows are Necropoles.
[*]All Necropolis heroes are banned.
[*]Banned artifacts: Amulet of the Undertaker, Vampire¡¯s Cowl, Dead Man¡¯s Boots.
[*]Banned objects: Dragon Utopia and Skeleton Transformer.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/apocalypse
AnarchyThis template¡¯s gameplay is based on the gameplay elements that are usually banned (mechanically or verbally): Cloak of the Undead King, joining guards by Diplomacy, Cartographer, poorly guarded spell scrolls, abusing misplaced guards. One template of 12 is randomly selected each generation, and the player has to guess each time.General specifications:
[*]Map size: L+U.
[*]Starting player zones have the native terrain of their corresponding town. The rest are generated with random terrain.
[*]Guards can be accepted for free. 100% of group is accepted.
[*]Anarchy mode is on: SoD shifted guards bug is un-fixed, certain objects can be accessible using Fly or Dimension Door spell without fighting the guards.
[*]Allowed heroes: Sir Mullich and Galthran; banned heroes: Lord Haart and Ranloo.
[*]Allowed artifacts: Orb of Inhibition and Recanter¡¯s Cloak.
[*]Allowed objects: Sanctuary, Cartographer, original Hill Fort; Banned object: HotA Hill Fort.
[*]Value of Spell Scrolls is reduced: 4th level spells ¡ª from 8000 to 4000, 5th level spells ¡ª from 10000 to 5000, Fly/Dimension Door/Town Portal ¡ª from 20000 to 5000. Maximum amount of these Scrolls is increased from 3/2/1 to 4.
[*]Special weeks are allowed.
[*]Combat round limit is 100.
Differences from SoD version:
[*]Lower content value range is changed from 0¨C3000 to 100¨C3000 on all templates of the pack.
[*]Connection 10¨C12 on the 6th template has the value changed from 12500 to 6000 (for the sake of symmetry).
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/anarchy
Particular templates layouts and specifications:
fold
AnarchyN1
Specifications:
[*]Content types clarification:

[*]53 (player zones): content types (100¨C3000, 12), (3000¨C6000, 6), (6000¨C8999, 1).
[*]58 (white zones): content types (100¨C3000, 12), (3000¨C12000, 6), (10000¨C15000, 1).
[*]244 (gold zones): content types (6000¨C8999, 9), (10000¨C17000, 9), (17000¨C20000, 3).
[*]316 (central gold zone): content types (10000¨C17000, 9), (17000¨C22000, 6), (22000¨C30000, 3).

AnarchyN2Specifications:
[*]Content types clarification:

[*]53 (player zones): content types (100¨C3000, 12), (3000¨C6000, 6), (6000¨C8999, 1).
[*]58 (white zones): content types (100¨C3000, 12), (3000¨C12000, 6), (10000¨C15000, 1).
[*]244 (gold zones): content types (6000¨C8999, 9), (10000¨C17000, 9), (17000¨C20000, 3).

AnarchyN3Specifications:
[*]Content types clarification:

[*]53 (player zones): content types (100¨C3000, 12), (3000¨C6000, 6), (6000¨C8999, 1).
[*]58 (white zones): content types (100¨C3000, 12), (3000¨C12000, 6), (10000¨C15000, 1).
[*]244 (gold zones): content types (6000¨C8999, 9), (10000¨C17000, 9), (17000¨C20000, 3).

AnarchyN4Specifications:
[*]Different towns of the same zone are allowed to have different alignments.
[*]Content types clarification:

[*]53 (player zones): content types (100¨C3000, 12), (3000¨C6000, 6), (6000¨C8999, 1).
[*]58 (white zones): content types (100¨C3000, 12), (3000¨C12000, 6), (10000¨C15000, 1).
[*]120 (silver zones): content types (9000¨C11000, 12).
[*]444 (gold zones): content types (10000¨C17000, 9), (15000¨C30000, 9), (30000¨C50000, 3).

AnarchyN5Specifications:
[*]Different towns of the same zone are allowed to have different alignments, unless they are player zones. Otherwise all the towns in the zone must have the same alignment.
[*]Content types clarification:

[*]119 (player zones): content types (100¨C3000, 12), (3000¨C6000, 9), (9000¨C11000, 6).
[*]58 (white zones): content types (100¨C3000, 12), (3000¨C12000, 6), (10000¨C15000, 1).
[*]183 (silver zones): content types (5000¨C8000, 9), (8000¨C11000, 9), (11000¨C15000, 3).
[*]352 (gold zones): content types (9000¨C15000, 9), (15000¨C22000, 9), (22000¨C30000, 3).

AnarchyN6Specifications:
[*]Content types clarification:

[*]53 (player zones): content types (100¨C3000, 12), (3000¨C6000, 6), (6000¨C8999, 1).
[*]58 (white zones): content types (100¨C3000, 12), (3000¨C12000, 6), (10000¨C15000, 1).
[*]375 (gold zones): content types (10000¨C17000, 9), (17000¨C22000, 9), (22000¨C30000, 3).

AnarchyN7Specifications:
[*]Different towns of the same zone are allowed to have different alignments, unless they are player zones. Otherwise all the towns in the zone must have the same alignment.
[*]Content types clarification:

[*]98 (player zones): content types (100¨C3000, 12), (5000¨C16000, 6), (12000¨C22000, 1).
[*]135 (silver zones): content types (5000¨C8000, 6), (8000¨C11000, 6), (11000¨C15000, 3).
[*]562 (gold zones): content types (10000¨C25000, 9), (25000¨C35000, 9), (35000¨C55000, 3).

AnarchyN8Specifications:
[*]Different towns of the same zone are allowed to have different alignments, unless they are player zones. Otherwise all the towns in the zone must have the same alignment.
[*]Content types clarification:

[*]98 (player zones): content types (100¨C3000, 12), (5000¨C16000, 6), (12000¨C22000, 1).
[*]135 (silver zones): content types (5000¨C8000, 6), (8000¨C11000, 6), (11000¨C15000, 3).
[*]562 (gold zones): content types (10000¨C25000, 9), (25000¨C35000, 9), (35000¨C55000, 3).

AnarchyN9Specifications:
[*]Content types clarification:

[*]53 (player zones): content types (100¨C3000, 12), (3000¨C6000, 6), (6000¨C8999, 1).
[*]58 (white zones): content types (100¨C3000, 12), (3000¨C12000, 6), (10000¨C15000, 1).
[*]244 (gold zones): content types (6000¨C8999, 9), (10000¨C17000, 9), (17000¨C20000, 3).

AnarchyN10Specifications:
[*]All the towns in the zone must have the same alignment.
[*]Content types clarification:

[*]68 (player zones): content types (100¨C3000, 12), (3000¨C6000, 6), (6000¨C8999, 3).
[*]244 (central gold zones): content types (6000¨C8999, 9), (10000¨C17000, 9), (17000¨C20000, 3).
[*]375 (border gold zones): content types (10000¨C17000, 9), (17000¨C22000, 9), (22000¨C30000, 3).

AnarchyN11Specifications:
[*]Every player has 3 starting towns in different zones.
[*]Different towns of the same zone are allowed to have different alignments.
[*]Content types clarification:

[*]53 (player zones): content types (100¨C3000, 12), (3000¨C6000, 6), (6000¨C8999, 1).
[*]58 (white zones): content types (100¨C3000, 12), (3000¨C12000, 6), (10000¨C15000, 1).
[*]244 (corner gold zones): content types (6000¨C8999, 9), (10000¨C17000, 9), (17000¨C20000, 3).
[*]442 (central gold zones): content types (10000¨C22000, 9), (22000¨C35000, 6), (35000¨C50000, 3).

AnarchyN12Specifications:
[*]Each player starts with 3 towns generated in different zones.
[*]Content types clarification:

[*]53 (player zones): content types (100¨C3000, 12), (3000¨C6000, 6), (6000¨C8999, 1).
[*]58 (white zones): content types (100¨C3000, 12), (3000¨C12000, 6), (10000¨C15000, 1).
[*]244 (gold zones): content types (6000¨C8999, 9), (10000¨C17000, 9), (17000¨C20000, 3).
[*]528 (central gold zone): content types (10000¨C22000, 9), (22000¨C35000, 9), (35000¨C50000, 3).



Black¡¯n¡¯BlueThis template makes use of non-standard objects. Each player has access to the snow zones with Ancient Lamps, Pandora Boxes with Stone Golems and Dragon Utopias; as well as Subterranean zones with Pandora Boxes waving Skeletons and (seldom) Vampire Lords inside. Player areas are connected via large and rich treasure zone with Ancient Lamps, Creature Pandora Boxes, Dragon Utopias and Faerie Dragon Dwellings.General specifications:
[*]Map size: L+U.
[*]Content types clarification:

[*]47 (player zones): content types (500¨C3000, 7), (3000¨C6000, 6), (6000¨C10000, 1).
[*]139 (lower silver zones): content types (250¨C3000, 4), (3000¨C12000, 6), (15000¨C20000, 5).
[*]199 (upper silver zones): content types (3000¨C8000, 8), (6000¨C10000, 10), (8000¨C17000, 6).
[*]550 (central gold zone): content types (5000¨C10000, 12), (10000¨C15000, 8), (15000¨C45000, 12).
[*]Zones 8¨C11 are always generated in the underground and always have subterranean terrain. The rest are always on the surface. Starting player zones (1¨C2) have the native terrain of their corresponding town. Zones 3¨C5, 7 are always snow zones. central zone 1 is always a sand zone.
[*]Zone 3¨C5, 7 towns are always Towers. Zone 8¨C11 towns are always Necropoles. Central zone 1 towns are always Confluxes.
[*]Banned heroes: Adele, Ryland and Cyra.
[*]Banned secondary skill: Diplomacy.
[*]Banned spells: Fly, Dimension Door and Town Portal.
[*]Banned artifacts: Angel Wings, Spellbinder¡¯s Hat, Diplomacy set (Statesman¡¯s Medal, Diplomat¡¯s Ring, Ambassador¡¯s Sash), Armor of the Damned (by banning Skull Helmet), Ironfist of the Ogre (by banning Tunic of the Cyclops King), Cloak of the Undead King (by banning Dead Man¡¯s Boots).
[*]Special weeks are allowed.
[*]Combat round limit is 100.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/blacknblue
Custom object generation rules:
As a general rule: all objects are banned. Allowed objects are set separately for each zone.Note: list of object generation settings may seem overcomplicated on the first glance, but in practice it¡¯s quite easy to understand. The settings are separated into 3 categories:
1. Allowed with default settings. This means that these objects are generated in certain zone similarly to any generic template. Neither object nor guard settings are changed.
2. Allowed with custom limits. These objects have almost the same settings as by default, but the maximum amount of them is limited. E.g., Churchyard with maximum of 1 will have the same settings as on generic template, but there cannot be more than 1 Churchyard in this zone.
3. Allowed with custom frequency and/or value. In case the value is changed, this may affect the power of the monsters guarding this object ¡ª this is the most notable kind of change that can be applied to object generation settings, especially for more skilled players, who had already got used to default values. Frequency change may affect the number of objects of this type in a given zone, but, unlike changing the limits, this change is not so strict.Zone 1. Central treasure zone, sand.
fold
Allowed with default settings:
All resource piles, Treasure Chest and Campfire
Random artifact of any level
All objects increasing primary skill(s) for free (Mercenary Camp, Marletto Tower, Star Axis, Garden of Revelation, Library of Enlightenment, Arena, Colosseum of the Magi)
Level 2 and 4 shrines
Pandora¡¯s Box with 10000 XP or 10000 gold
Cyclops Stockpile
Naga Bank
Black Market
Learning Stone
Witch Hut
Redwood Observatory
Allowed with custom limits:
Maximum per zone ¡ª 2: Prison ¡ª 15000 XP hero, Scholar
Maximum per zone ¡ª 4: Prison ¡ª 5000 XP hero, Pandora¡¯s Box with 15000 exp, School of MagicAllowed with custom value/frequency/limits:
Ancient Lamp, value: 5000, frequency: 200
Pandora¡¯s Box with level 4 creatures, frequency: 40, maximum per zone: 5
Pandora¡¯s Box with level 5 creatures, frequency: 60, maximum per zone: 5
Pandora¡¯s Box with level 6 creatures, frequency: 40, maximum per zone: 4
Ivory Tower, value: 8000, frequency: 200, maximum per zone: 6
Dragon Utopia, frequency: 300
Eye of the Magi, value: 2500
Magic Forest (Faerie Dragon dwelling), frequency: 120


Zones 2 and 6. Starting zones for red and blue players.
fold
Allowed with default settings:
All resource piles, Treasure Chest and Campfire
Random non-Relic artifact
Allowed with custom limits:
Maximum per zone ¡ª 1: Churchyard, Naga Bank, Dwarven Treasury, Trading Post, Redwood Observatory, Rally Flag, Tree of Knowledge, School of Magic, Arena, Fountain of Youth, Water Wheel, Windmill, Pandora¡¯s Box with 5000 gold or 5000 exp, Level 3 Spell Scroll, Level 3 Dwelling, Level 2 Shrine
Maximum per zone ¡ª 2: Medusa Stores, Scholar, Witch Hut, Level 1 Spell Scroll, Level 2 Dwelling, Level 1 Shrine
Maximum per zone ¡ª 3: (Mercenary Camp, Marletto Tower, Star Axis, Garden of Revelation, Crypt, Black Tower, Gazebo, Wagon, Level 1 Dwelling
Maximum per zone ¡ª 4: Level 1 Spell Scroll


Zones 3, 4, 5 and 7. Medium treasure zones, snow.
fold
Allowed with default settings:
All resource piles and Treasure Chest
Random Treasure atrifact
Level 1 and 2 Shrines
Naga Bank
Medusa Stores
Allowed with custom limits:
Maximum per zone ¡ª 1: Warehouses of rare resources (Mercury, Sulfur, Crystals, Gems), Arena, School of Magic, Tavern, Rally Flag, Tree of Knowledge, Water Wheel, Redwood Observatory, Dwarven Treasury, Windmill, Witch Hut
Maximum per zone ¡ª 2: Cyclops Stockpile, Prison ¡ª 0 XP hero, Scholar, Parapet (Stone Gargoyle dwelling)
Maximum per zone ¡ª 3: Mercenary Camp, Marletto Tower, Star Axis, Garden of Revelation, Black Tower, Learning Stone, Magic Well
Maximum per zone ¡ª 4: Workshop (Gremlin dwelling), random Major artifact
Maximum per zone ¡ª 5: Level 1 Spell Scroll
Maximum per zone ¡ª 6: Crypt
Maximum per zone ¡ª 8: CampfireAllowed with custom value/frequency/limits:
Ancient Lamp, value: 5000, frequency: 320
Pandora¡¯s Box with creatures: Stone Golems, frequency: 200, maximum per zone: 2
Dragon Utopia, frequency: 200, maximum per zone: 3
Ivory Tower, value: 8000, frequency: 200, maximum per zone: 4
Random Minor artifact, maximum per zone: 6


Zones 8, 9, 10 and 11. Lesser treasure zones, underground.
fold
Allowed with default settings:
All resource piles and Treasure Chest
Level 1, 2 and 3 Spell Scrolls
Random Treasure artifact
Allowed with custom limits:
Maximum per zone ¡ª 1: Warehouses of rare resources (Mercury, Sulfur, Crystals, Gems), Rally Flag, Skeleton Transformer, Pillar of Fire, Arena, Tavern, School of Magic
Maximum per zone ¡ª 2: Warehouses of Wood and Ore, Prison ¡ª 0 XP hero, Level 3 Shrine, Witch Hut, Scholar
Maximum per zone ¡ª 3: Mercenary Camp, Marletto Tower, Star Axis, Garden of Revelation, Pandora¡¯s Box with creatures: Vampire Lords, Level 2 Shrine, Black Tower, Naga Bank, Churchyard, Magic Well, Cursed Temple (Skeleton dwelling)
Maximum per zone ¡ª 4: Tomb of Souls (Wight dwelling), Level 1 Shrine, Dwarven Treasury, Learning StoneAllowed with custom value/frequency/limits:
Pandora¡¯s Box with creatures: Skeletons, frequency: 200, maximum per zone: 4
Imp Cache, value: 3000, frequency: 200, maximum per zone: 5
Refugee Camp, value: 3000, frequency: 200, maximum per zone: 4


M200 templates2sm2c(2)M-size template designed to use with 200% difficulty. The starting conditions are poor, and the possibilities are either rush directly to opponent¡¯s zone (in case the guards are suitable), or explore the roadless treasure zone. The games are usually quick, and the outcome depends on spells found.Specifications:
[*]Map size: M-U.
[*]Content types clarification:

[*]42 (player zones): content types (800¨C800, 9), (1000¨C2100, 4), (3500¨C4900, 7).
[*]92 (white zones): content types (800¨C2100, 5), (4000¨C5000, 6), (6000¨C8000, 9).
[*]121 (silver zones): content types (350¨C2000, 9), (8000¨C9150, 10), (1000¨C40000, 1).
[*]Starting player zones (1¨C2) have the native terrain of their corresponding town. Neighboring zones (3, 6) are generated with random terrain. Treasure zones (4¨C5) are always dirt zones.
[*]Players cannot select Necropolis or Conflux as their starting alignment.
[*]Banned heroes: Solmyr, Aislinn, Deemer, Luna, Jeremy.
[*]Banned spells: Fly, Dimension Door and Town Portal. Banned artifact: Angel Wings.
[*]Banned objects: Obelisk, Trading Post.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/m200-templates
Skirmish(M)M-size template designed to use with 200% difficulty. Poor player areas are connected by 3 rather valuable treasure zones. The pairs of zones usually have multiple connections, some of which have roads. The games are usually quick, and the outcome depends on spells found.Specifications:
[*]Map size: M-U.
[*]Content types clarification:

[*]26 (player zones): content types (330¨C1000, 3), (1000¨C2000, 7), (3300¨C3500, 4).
[*]56 (white zones): content types (330¨C1500, 5), (1500¨C2000, 2), (5000¨C7000, 8).
[*]114 (silver zones): content types (350¨C2000, 3), (8000¨C9150, 10), (1000¨C40000, 1).
[*]Starting player zones (1¨C2) have the native terrain of their corresponding town. The rest (3¨C7) have their terrain randomly selected from the list: dirt, grass, lava, highlands.
[*]Players cannot select Necropolis or Conflux as their starting alignment. The towns in neighboring zones (3¨C4) are always Necropoles.
[*]Banned heroes: Solmyr, Aislinn, Deemer, Luna, Jeremy.
[*]Banned spells: Fly, Dimension Door and Town Portal. Banned artifact: Angel Wings.
[*]Banned objects: Obelisk, Trading Post.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/m200-templates
Nine-day WonderM-size template designed to use with 200% difficulty. Special object generation settings improve the ballance, compared to other M-size templates. The players are able to enter the grass zone with poor treasures and the dirt zone with Dragon Fly Hives and Wolf Raider Pickets that have weaker-then-default guards; passage to both zones is lightly guarded. From these zones they may access the lava treasure zone with normally guarded Pickets and other valuable objects. One may also rush to the opponent¡¯s zone via the dirt zone.General specifications:
[*]Map size: M-U.
[*]Content types clarification:

[*]35 (player zones): content types (300¨C2000, 10), (2000¨C5000, 5), (5000¨C9000, 1).
[*]47 (lower white zones): content types (100¨C3000, 10), (3000¨C6000, 7).
[*]96 (upper white zones): content types (500¨C6000, 9), (6000¨C10000, 7), (10000¨C12000, 1).
[*]135 (central silver zone): content types (2000¨C6000, 11), (6000¨C15000, 7), (15000¨C20000, 1).
[*]Starting player zones (1, 4) have the native terrain of their corresponding town. Neighboring zones 3 and 7 are always dirt zones. Neighboring zones 5¨C6 are always grass zones. Treasure zone 2 is always a lava zone.
[*]Banned heroes: Solmyr, Aislinn, Deemer, Luna, Ciele, Jeremy.
[*]Banned secondary skills: Pathfinfing, Diplomacy, Eagle Eye.
[*]Banned spells: Fly, Dimension Door and Town Portal. Banned artifact: Angel Wings.
[*]Banned artifacts: Resistance set (Garniture of Interference, Surcoat of Counterpoise, Boots of Polarity), Eagle Eye set (Bird of Perception, Stoic Watchman, Emblem of Cognizance), Legion set (Legs of Legion, Loins of Legion, Torso of Legion, Hands of Legion, Head of Legion), Wayfarer¡¯s Boots, Cloak of the Undead King (by banning Amulet of Undertaker).
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/m200-templates
Custom object generation rules:Note: object bans and permissions apply in the order of appearance on the list. I.e., some global bans may be overridden by further permissions (e.g., banning all dwellings, then allowing 1 level dwellings will cause only level 1 dwellings to generate). This principle applies both on general template settings and on specifications for each zone.General template rules:
fold
Banned:
Quest artifact for Seer Hut of any kind (therefore Seer Hut itself)
Obelisk
Trading Post
Experimental Shop
Tree of Knowledge
Freelancer¡¯s Guild
Lean To
Temple of Loyalty
Allowed with custom map limits:
Maximum per map ¡ª 4: Cyclops StockpileAllowed with custom zone limits:
Maximum per zone ¡ª 1: Shrines of all levels, School of War, Prisons ¡ª 0, 5000 and 15000 XP heroes.Allowed with custom value/frequency/limits:
Imp Cache, value: 750, frequency: 30, maximum per zone: 2
University, value: 1500, frequency: 10, maximum per zone: 1
Warehouse of Gold, value: 2000, frequency: 30
Warehouses of Wood and Ore, value: 1000, maximum per zone: 1
Warehouses of rare resources (Mercury, Sulfur, Crystals, Gems), value: 1500, maximum per zone: 1



Zones 1 and 4. Starting zones of red and blue players.
fold
Banned:
Any dwellings
Churchyard
Level 4 Shrine
Naga Bank
Mansion
Allowed with custom value/frequency/limits:
Random Treasure artifact, value: 1500, frequency: 500, maximum per zone: 2
Level 1 Dwelling, frequency: 1000, maximum per zone: 1
Black Tower, frequency: 250, maximum per zone: 2
Treasure Chest, value: 1000
Altar of Sacrifice, frequency: 200
Griffin Conservatory, maximum per zone: 2



Zones 6 and 5. Neighboring zones, grass.
fold
Banned:
Mystical Garden
Allowed with custom value/frequency/limits:
Churchyard, frequency: 200
Crypt, frequency: 300



Zones 7 and 3. Neighboring zones, dirt.
fold
Banned:
Naga Bank
Mansion
Town Gate
Allowed with custom value/frequency/limits:
Dragon Fly Hive, value: 6000, frequency: 300, maximum per zone: 3
Black Market, value: 6000, frequency: 40
Wolf Raider Picket, value: 6500


Zone 2. Central treasure zone, lava.
fold
Banned:
Any dwellings
Allowed with custom value/frequency/limits:
Town Gate, value: 5000, frequency: 10000, maximum per zone: 1
Griffin Conservatory, frequency: 300, maximum per zone: 3
Wolf Raider Picket, frequency: 300, maximum per zone: 3
Random Major artifact, value: 5000, maximum per zone: 3
Dragon Utopia, maximum per zone: 2







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Ä£°å½éÉÜ(¿´²»¶®µÄ¿ÉÒÔ¿´ÏÂһ¥µÄ»ú·­ÖÐÎÄ)IntroductionRandom maps are not fully random. Behind every random map, there is a template that describes the structure and the main features of the map.Horn of the Abyss expansion offers both:
[*]An editor to create custom templates;
[*]An extension to the original template format, allowing for deeper customization of random maps;
[*]Various bugfixes of the original random map generator (RMG).
Templates are packed in text files called ¡°template packs¡±. A pack can contain one or more templates. To create a random map, the random map generator takes a template pack as input. When you press ¡°Begin¡± to start a game, RMG randomly picks from the pack a template that matches the game settings (map size, number of players, etc). Then the random map is generated based on this particular template.RMG template editor only creates template packs. But most of the time, for custom templates, a pack contains only a single template. So the notions of template pack and template are often mixed (including in game interface), and ¡°template packs¡± are simply called ¡°templates¡±. In this article, both concepts will be clearly separated.Disclaimer: water mapsDespite the fact that water objects are supported by RMG, and despite the fact this article frequently describes how certain options work with water maps, it should be kept in mind that the mechanism of water generation on random maps is imperfect and usually creates non-playable maps. At the moment, it is hardly possible to create a worth-playing template for water maps.Template pack settingsIn addition to template pack name and description, this section contains some settings that may restrict the choice of starting options that is performed by player before the template is chosen from template pack.NameThe name is the identifier of the templates pack, just like non-random maps have their own name. It is displayed in the description of the generated map, along with the name of the particular template selected for this map. However, in the future, the name of the template pack may be used more extensively in the template selection menu (unlike the name of the template, which is only needed to show which template was selected from the pack). If the template pack is added to the HoMM 3 HD selection list, it is recommended that the template pack name matches the template folder name. Currently, only the template folder name is displayed in the selection list in HD. If the template pack contains only one template, it is recommended that both the template and the pack have the same name.DescriptionThe template description is intended to play the same role as the map description does for non random maps. If it is non-empty, it is displayed in game on the place of the map description.Allowed TownsThis setting allows you to restrict the towns that can be selected at the start of the game, before generating the map. It applies equally to all players.Note that it only restricts the starting towns that can be selected. All towns can still appear on the map, and all towns remain available as starting towns if the player selects ¡°Random¡±. To completely ban a town from the template pack, you need to ban it from all zones of all templates of the pack.It is recommended to synchronize the list of banned towns of the pack with the list of banned towns of every starting zone of every template.If all towns are banned, the Castle will automatically be allowed.HeroesThis setting controls which heroes can:
[*]Be selected (randomly or not) at the start of the game;
[*]Appear in taverns or prisons.
By default, the following are banned:
[*]Campaign Heroes: Adrienne, Catherine, Dracon, Gelu, Kilgore, Haart Lich, Mutare, Roland, Mutare Drake, Boragus, Xeron, Bidley and Tark;
[*]Galthran and Sir Mullich;
[*]Thorgrim;
[*]Sylvia, Voy and Elmore if a random map is generated with ¡°Water content: No¡±;
[*]Beatrice, Kinkeria and Derek if a random map is generated ¡°Water content: Normal¡± or ¡°Water content: Islands¡±.
Any hero can be allowed or banned. Template pack settings always take precedence over default settings (regardless what the ¡°water content¡± is). However, the choice of the starting hero will always be limited to a list of 16. If the heroes count is higher for a town, only the first 16 will be available for manual selection. The others will still available through random selection, though.You can ban any number of heroes, but if the total heroes count is not greater than 10 * (number of players) + 48 heroes, no Prisons will be generated. And if the total count is smaller, there may be a situation where you can hire only one hero from the Tavern, or where you just cannot hire any. If all heroes of a certain class are banned, heroes from other classes will be generated instead.If the hero Gem is allowed, her starting spell will be either ¡°Summon Boat¡±, if water content is ¡°Normal¡± or ¡°Islands¡±, or ¡°Bless¡±, if water content is ¡°No¡±.In case Interference secondary skill is disabled and Resistance secondary skill is enabled all heroes with starting Interference (except ones with Interference speciality) will have Interference replaced by Resistance.Max Battle RoundsIf the option is turned on, any battle involving a player and lasting more rounds than the limit setup will be forcibly terminated. The attacking player will be invited to retreat, surrender, or end with quick combat. The availability of retreat and surrender depends on whether they were available in the first place (except Shackles of War are now ignored). Quick combat is only available in a battle against AI. During finishing with the quick combat a hero of the human player does not cast spells. By default, there is no battle round limit.Template SettingsA template defines the structure and main features of a random map. One of them is randomly selected from the pack before map generation.Special WeeksThis setting allows you to enable or disable the weeks and months of monsters (except when Deity of Fire is constructed), as well as the months of the plague. By default, special weeks are enabled.Spell ResearchThis setting allows you to enable or disable spell research, which allows you to change spells in the Guild of Mages for a cost. It applies equally to all towns and players. By default, spell research is turned on.
Rock BlocksBy default, zones will always stretch to cover the entire non-underground area of the map. RMG proceeds in two steps. First, zones are laid out without forcing all the space to be occupied. At this stage, zones tend to have regular, circular shapes, and do not cover the whole map: there are usually unoccupied cells next to the border and at the corners of the map. In a second step, all unoccupied cells are claimed by the nearby zones. As a result, these zones may expand significantly, regardless their size setting. When ¡°rock blocks radius¡± option is enabled, some of the unoccupied cells are filled with obstacles, so they do not contribute to extend the playable area of the nearby zones. It results in zones that are more uniform in size and shape. The ¡°rock block radius¡± setting controls the relative radius of the playable zone. Default value is 1.0. The smaller the value, the more cells are filled with obstacles, resulting in smaller playable zones, but with more regular shape. However, if the value is too small, the option will be automatically disabled.For underground zones, a similar algorithm is always enabled, with a radius of 4.0. This value will be overwritten by ¡°rock blocks radius¡± value, if enabled.For templates with water content, water will be generated instead of obstacles. Water zones are not affected by rock block radius option.Rock block radius can be tuned, by trial and error, to adjust zone sizes and/or zone size ratios. Note that a radius value will only be suitable for a given map size and a given template structure. If you change these, you may have to manually adjust the radius again.
Zone sparsenessWhen creating zones, RMG sets a reference square, and tries to ensure, as much as possible, that all zone shapes individually fit into it. Zone sparseness option allows to adjust the size of this reference square by a scaling factor. Default value is 1.0. If value is less than 1.0, zones will be constrained to individually fit into a smaller reference square, so they will tend to be more even and more circular and proportionally sized, but there will be less diversity in shapes and less randomness in placement. If value is more than 1.0, zone shapes will be less constrained, so there will be more randomness in shapes and placement, but zones will tend to be less circular and to have irregular sizes.Zones sparseness can be tuned, by trial and error, to adjust zone sizes and/or zone size ratios. Note that effect depends on template structure, map size, and water content. So if you change those, you may have to manually adjust zone sparseness again.AnarchyThis option reconfigures the object groups in such way that some objects may be reachable without fighting the monsters: the free cells around the objects are added, allowing take objects with Fly; and the fix of the misplaced object guard bug is turned off.ArtifactsThis setting controls which artifacts can, or cannot, appear during the game. Banned artifact will not appear on the map, nor in any situation, including: as random artifact on map, as starting artifact, in map objects and Artifact Merchants, and as quest artifact for Seer¡¯s Hut. Special artifacts (Spellbook, Spell Scrolls, War Machines and Grail) are not affected by this setting. By default, the following artifacts are prohibited:
[*]All assembled artifacts (they can be assembled from component parts, but they can not be found on the map already assembled);
[*]Vial of Dragon Blood, Armageddon¡¯s Blade and Horn of the Abyss;
[*]Recanter¡¯s Cloak and Orb of Inhibition;
[*]Garniture of Interference, Surcoat of Counterpoise, and Boots of Polarity;
[*]Sea Captain¡¯s Hat, Necklace of ocean guidance, Boots of Levitation, if the random map is generated with ¡°water content: No¡±.
Any artifact can be allowed or banned. Template settings always take precedence over default settings (regardless the water level). However, it should be noted that if spell ¡°Summon Boat¡± or ¡°Scuttle Boat¡± is banned, then the Captain¡¯s Hat is automatically banned. Also, quest artifacts for Seer¡¯s Huts are automatically disabled on the map and exist only in a single copy.At least one artifact must be allowed. If all artifacts are banned, the Blackshard of the Dead Knight will automatically be allowed. If all artifacts of a certain class are banned, then artifacts of other classes will be generated instead (except for quest artifacts for Seer¡¯s Huts, which can only belong to ¡°treasure artifacts¡± class).SpellsThis setting controls which spells can or cannot appear. Banned spells will not appear in Mage Guilds, Shrines, Pyramids, Spell Scrolls, Pandora¡¯s Boxes and Scholars, and will not be granted by Tomes of magic school and Spellbinder¡¯s Hat. But they will still be available as heroes starting spell. In particular, note that if the hero ¡°Gem¡± is allowed, her starting spell will always be ¡°Summon Boat¡± if water content setting is ¡°Normal¡± or ¡°Islands¡±, and ¡°Bless¡± otherwise. Special spells (Titans Lightning Bolt and creature abilities: Stone, Poison, Bind, Disease, Paralyze, Aging, Death Cloud, Thunderbolt (Thunder Birds), Dispel Good, Death Stare and Acid Breath) are not affected by this setting. By default, the following spells are disabled:
[*]Summon Boat, Scuttle Boat and Water Walk if a random card is generated with water content: ¡°No¡±.
Any spell can be allowed or banned. Template settings always take precedence over default settings (regardless the water level). If Summon Boat or Scuttle Boat are banned, the Sea Captain¡¯s Hat it automatically banned.At least least one spell of each level should always be allowed. If you ban all spells of a level, one of those will automatically be enabled:
[*]Level 1: Magic Arrow;
[*]Level 2: Lightning;
[*]Level 3: Fireball;
[*]Level 4: Chain Lightning;
[*]Level 5: Implosion.
Pandora¡¯s Box and Spell Scroll types that contain only forbidden spells will be automatically banned.Secondary skillsThis setting controls which secondary skills can be learned. Banned skills will not appear when a hero levels up, nor anywhere else on the map, including Witch Huts, Universities and Scholars, but they will still be available as heroes starting skills. By default, the following skills are banned:
[*]Resistance;
[*]Navigation if a random map is generated with a water level of ¡°No¡±.
Any secondary skill can be allowed or banned. Template settings always take precedence over default settings (regardless the water level).At least four secondary skills should always be allowed. If less than four skills are allowed, the missing ones will automatically be taken from the beginning of the list.In case Interference secondary skill is disabled and Resistance secondary skill is enabled all heroes with starting Interference (except ones with Interference speciality) will have Interference replaced by Resistance.Zone SettingsRandom maps are made of interconnected zones. Each zone is a self-coherent piece of land, containing a single terrain type. Zone settings control zone size, location, terrain, objects content, and much more.SizeControls the relative size of the zone. The actual size depends on additionnal factors such as:
[*]Map size;
[*]Nubmer of zones;
[*]Sizes of other zones;
[*]Zone sparseness setting;
[*]Rock blocks setting.
So zone size must be adjusted by trial and error until the right size is obtained. Adjusting zone sparseness and rock blocks may also help to have better control over zone sizes.

PlacementThis option allows you to specify on which level of the map (ground or underground) the zone must be generated. By default, zones can be generated on any level, except player¡¯s starting zones, that can be generated only on ground level for non-evil factions. When playing without underground, placement option is ignored. If placement is set to ¡°ground only¡± or ¡°underground only¡±, it takes precedence over default behavior, forcing zone to belong to the specified level.
Allow non-Coherent RoadsBy default, all the roads passing through a zone are connected: all road tails, towns and shipyards can be accessed without leaving the road and without leaving the zone. Enabling the option ¡°Allow non-coherent roads¡± will allow disconnected roads to coexist in the same zone. In most cases, all roads of the zone will still be connected, but if there are many zones with several towns in the template, zones with disconnected roads may appear frequently, making the entire road network of the template more unpredictable.
Zone RepulsionIf Zone Repulsion is enabled, RMG will try to place this zone as far as possible (by summary travel distance) from all other zones where ¡°Zone Repulsion¡± is also turned on. Note that zone location depends on many other factors, including connections with other zones. Of all these factors, Zone Repulsion is the one with the lowest priority. So if zone location is already very constrained, this option may have no tangible effect. See advanced zone placement for more details about how the RMG prioritizes constraints.Town Type Hint
[*]The option allows setting up zone town type selection. Town type can be set to coincide the type of another town (in the same or different zone), or to be distinct from it.
[*]Player towns of a single zone are set up together (they will have the same type). Neutral town types are set up separately.
[*]One can set up complex constraints on town type selection by using this option for several zones. When the map is generated, RMG selects a town type set that satisfies all conditions (if possible).
[*]Option limits:
[*]If the fields ¡°town density / castle density¡± are used, any extra town/castle created beyond ¡°minimum towns / minimum castles¡± may not have the right type.
[*]If the zone is so small that not all towns/castles planned by ¡°minimum towns / minimum castles¡± can be created, the missing towns will still put constraints on other towns, even though they are not created.
[*]In some rare cases, the algorithm used for town type solving may not be able to succeed within a reasonable timeframe, even though a valid town type distribution exists. This may happen if the number of valid town type distributions is very low and the total number of town type distributions is very high.

[*]If anything goes wrong (that is, if not all constraints are met), one will always get a warning when the random map is generated. It is also possible to check for errors using template editor.

Force Neutral CreaturesThis option is labeled as ¡°Dwellings / creature rewards: only neutral¡± in template editor.
When enabled, it sets the zone faction to be neutral:
[*]only dwellings of neutral creatures can be generated
[*]only neutral creatures can be found in Pandora¡¯s Boxes that contain creatures
[*]if the prize for a Quest Artifact generated in this zone is creatures, they can only be neutral (note that the Seer¡¯s Hut for this artifact will be located in another zone, see here for more information about quest artifacts mechanism).
In case this option is not activated, zone faction is determined by the default rules and depends on main town type or terrain type.Monster settingsStrength
[*]¡°None¡± setting means that treasures of this zone will be unguarded.
[*]In other cases a presence and size of guard of each object group is defined by common rules and depends on the monster strength selected.
[*]Presence and size of zone connections¡¯ guards are not affected by this setting.
Disposition
[*]Each monster on the map has a score, between 0 and 10, which quantifies how likely the monsters are to join player¡¯s army, 0 being ¡°always join¡± and 10 being ¡°never join¡±.
[*]The setting ¡°Compliant¡± points that monsters always join hero army. The setting ¡°Savage¡± points that monsters never join hero army.
[*]The settings ¡°Friendly (1¨C7)¡±, ¡°Aggressive (1¨C10)¡±, and ¡°Hostile (4¨C10)¡± define a score range: for each monster, a random number will be drawn within the range (potentially not the same for each monster).
[*]Custom settings define the score directly (score is the same for all monsters).
[*]This option affects all monsters on zone cells, including zone connection guards.
Joining Percent
[*]Sets the fraction of monsters that will join hero army in case of acceptance. The remaining monsters disappear. If the monsters join for money, player will have to pay the cost of full group anyway.
[*]This option affects all monsters on zone cells, including zone connection guards.
Join only for money
[*]If the option is turned on, the monsters in zone will join hero army only for money. Otherwise they may join for free.
[*]This option affects all monsters on zone cells, including zone connection guards.
Monster factions
[*]The option sets the available factions of monsters in zone. The faction can be linked to zone town type.
[*]This option affects all monsters on zone cells, including zone connection guards.
Connection SettingsConnections are ways to move from one zone to another. It includes direct land contact between zones, but also contact through underground gates or monoliths. On maps with water, it also includes contact through shipyards. However, this last type of connection often violates the structure of the map and will not be considered in detail in this article.
The only possible connections between zones are the ones described in the template.Connection Types
[*]Standard connections are typically guarded by monsters, whose strength depends on connection value. If the value is too low, monsters may not be generated. If the connection takes the form of a direct land contact between zones, there may be, depending on the length of the common boundary, several contact points, each of them being guarded by its own monster stack. If the connection takes the form of a monolith, there always will be a single monolith guarded from both sides. Idem for underground gates.
[*]Wide connections are never guarded. If the connection takes the form of a direct land contact, then the passage between zones is wide, practically covering the entire common boundary. In any other case, the connection is similar to a standard connection without monsters.
[*]Connections with Border Guard are blocked by two successive Border Guard objects, with different colors (instead of normal monsters guard). Both zones will have the Keymaster¡¯s Tent (without monster protection) that unlocks the Border Guard of the opposite side. So in order to pass through, one must first visit the Keymaster¡¯s Tent on the other side (as well as the local one). In the case of a direct land connection, more than two colors of Border Guard can be used. The number of Border Guard colors is limited. If there are no colors left, the remaining border guard connections will be generated as standard connections (you can set the value for these links). Note that each Border Guard color can only be dedicated to a single purpose, which is either guarding a connection or guarding Keymaster Tent treasure (see here). In case there are not enough Border Guard colors available to fulfill the template needs, Border Guards dedicated to connections will take precedence over the ones dedicated to treasure. Using Border Guard connections is not recommended.
[*]Fictive connections, unlike regular connections, will not materialize into some way of traveling from one zone to another. However, like other connections, they will affect the placement of zones, increasing the chances for connected zones to be close to each other (given that they have adequate zone placement settings, and compatible connection placement settings).

PlacementPlacement setting affects the location of the connected zones. Note that in most cases, this setting only acts as a hint: there is no guarantee that zones will actually meet the requested placement (RMG may not always be able to fulfill you requests). However, RMG creates zones one after another, in ascending zone number, so choosing adequate zone ID is often an efficient way to achieve the desired placement. For example, connected zones that have successive numbers are more likely to follow the placement request.Placement options are:
[*]Free: This is the default setting. RMG tries to place connected zones either next to each other with direct land contact, or one on top of the other with underground gate contact. Monoliths are avoided as much as possible.
[*]Ground: RMG will try to place zones on the same level, next to each other so they can have direct land connection. If a zone has both ¡°Ground¡± and ¡°Free¡± connections, ¡°Ground¡± setting takes precedence for zone placement.
[*]Underground: RMG will try to place connected zones one under the other so that they can be connected by an Underground Gate. If a zone has both ¡°Underground¡± and ¡°Free¡± connections, ¡°Underground¡± setting takes precedence for zone placement. If the map has no underground level, this setting is automatically replaced by ¡°Free¡±.
[*]Monolith: connection will not affect zone placement, and zones will always be connected via a monolith (even if they are close enough to be connected by direct land connection or Underground Gate).
[*]Random: connection will not affect zones placement. If zones end up being close enough, they will be connected by direct land contact or underground gates. Otherwise, they will be connected via a monolith.
The more links with ¡°Ground¡± or ¡°Underground¡± option, the more difficult it will be for RMG to comply with all the placement hints, and the more difficult it will be to lay out zones tightly (as a result, zone sizes will fluctuate more). ¡°Monolith¡± and ¡°Random¡± options, on the contrary, simplify RMG¡¯s task, favoring the respect of other placement constraints, and allowing tight zone placement.RoadsThis setting allows to control the generation of roads from one zone to another.Roads options are:
[*]¡°Random¡± (default): the roads a generated under the default mechanism. The possibility of their presence depends on the template structure and includes a random element.
[*]¡°Yes¡± (obligatory road): if the connection is part of a simple path (without zone and connection reoccurrence) between two zones with towns, and all the connections along this path have their road option set to ¡°Yes¡±, then a road will always go through this path. Otherwise this setting works like ¡°Random¡±. Less formal, obligatory roads must always connect zones with towns (possibly through intermediate zones without towns), otherwise they are ignored.
[*]¡°No¡±: no roads will pass through this connection. This option is automatically turned on for connections through water (from shipyard to shipyard).
RMG firs creates obligatory roads. Then it connects resulting road networks with each other and with remaining towns and shipyards with the default algorithm (one that connects towns in the original game) using some of the connections with ¡°Random¡± road setting.In case there are several parallel connections between two zones, they are considered one connection with the ¡°maximum¡± road option (¡°Yes¡± > ¡°Random¡± > ¡°No¡±) from all gathered connections.For connections that take the form of a one-way monolith, a road will go to their enters.By default, all the roads passing through a single zone are connected: all road tails, towns and shipyards can be accessed without leaving the road and without leaving the zone. If the option allow non-coherent roads in zone settings is turned on this rule can be not fulfilled. In this case obligatory roads connect the closest towns or shipyards of the zones, and all other towns and shipyards are connected to the road network with the default algorithm.Portal RepulsionWhen this option is enabled and if the connection materializes as a monolyth, the monolyth will be placed as far as possible from towns, ground connection guards, underground gates and other monoltyhs.
Advanced zone placementControlling zones placement is one of the most difficult tasks when creating a template. By nature, zones are randomly laid out, based on template structure, and template format does not offer direct control over zone placement. However, several tricks can be used to control zone placement better, improving the playability of the map:
[*]For any zone, you can specify whether it should be generated on the ground or underground. Unlike other placement options, this one always works. It is thus an efficient way to separate zones.
[*]You can ask the generator to place zones side by side by using standard or fictive connections together with placement hints ¡°Default¡±, ¡°Ground¡± or ¡°Underground Gate¡±. Note that zone placement will be much more strongly affected by placement hints ¡°Ground¡± and ¡°Underground gate¡± than ¡°Default¡±. Connections with placement hint ¡°Ground¡± or ¡°Underground gate¡± put strong placement constraints on the RMG, and should be used carefully: it should be always possible for RMG to fulfill these hints. Otherwise RMG may sacrifice other important layout constraints in order to meet those, which could lead to unreliable map generation.
[*]Zone numbering is important. RMG creates zones one after another, in ascending zone number order. Each zone is placed as best as possible considering its relationship with zones already in place. After laying down all zones, RMG randomly mixes them, but only if it helps to implement connection settings better. Thus, in a number of cases, it is possible to mentally picture zone layout process, and choose zone numbers so that each zone ends up in a well-known position, clearly identified by the connections.
[*]Zone locations are affected by zone sparseness setting. If RMG finds several layouts that equally fulfill connection settings, the final layout is chosen either randomly (if there are few enough zones), or in such way that the largest zone dimension (height or width) is minimal. ¡°Zone sparseness¡± setting affects the point from which zones will begin to be packed more tightly. If zone sparseness is small enough, the first two zones will always be placed diagonally from each other (since such configuration best fits into a square).
[*]Zones can have the zone repulsion option. The RMG will try to place them as far as possible from each other. This option has the lowest priority: when laying a the zone, the generator first selects, among all possible locations, the ones that implement connection settings best. Then, it selects, among these locations, the ones where the zone best fits into the reference square controlled by zone sparseness. Then only comes zone repulsion: the final location is the one that, among the remaining locations, has the largest sum of (travel) distances to other zones that also have zone repulsion turned on.
Let us illustrate some of these mechanisms by an example. Let us assume that we want to create a map without underground, where a central zone is surrounded by peripheral zones laid out in a predetermined order.A first obvious way to achieve this is to create fictive connections between the central zone and peripheral zones, and between adjacent peripheral zones. However, this will not work as expected unless proper zone numbering is set. For example, if the central zone has the largest number, then peripheral zones will be laid out first, and map configuration will unlikely be exactly a central zone surrounded by a ring of peripheral zones. With a small ¡°zone sparseness¡± settings, zones will be packed tightly together without large gaps, so the central zone will not fit in the middle: it will be put on the side. During zone shuffling process, RMG may manage to fix the layout ¡ª and is actually likely to succeed for simple configurations ¡ª but in our case there are too many constraints to fulfill them with the simple shuffling.So the right approach is to give central zone the smallest number. But the numbering of other zone matters, too. Lets us assume that the next two zones (by numbers) are peripheral zones that are not adjacent in the connection circle. After laying out the first two zones (the center and one peripheral zone), the third one can be placed anywhere around the center, including near the second zone. In fact, with a small zone sparseness setting, third zone will always be next to the second zone. In such case, it becomes impossible for zone 2 and 3 to have two neighbors each, so RMG will have to tear off some zones from the center, which will disrupt zones layout.In order to avoid that, peripheral zones must be numbered so that adjacent zones have consecutive numbers. This way, RMG will always place peripheral zones correctly in its first attempt. Every peripheral zone will have a common boundary with the previous one, as well as free boundary available to welcome the next zone.There is one more difficulty with such circular zone layout: to ensure that all zones are placed in a circle around the center and there are no gaps between them, you need to choose appropriate zone dimensions. In practice, due to the random factor, it is almost impossible to avoid a gap between zones. Thus, with the numbering approach described above, one of the fictive connections will not be implemented properly. To avoid this, you must first select a pair of adjacent peripheral zones and remove their fictive connection (or put the recommended location to ¡°Random¡±, if the connection is not fictive). It will result in a gap between these two zones, and both will have an increased size, because they will spread over some of the cells of this gap. From this point, zone sizes can be adjusted in order to make the gap as small as possible, in such way that most cells from the gap are distributed to peripheral zones and not the center, without affecting the appearance of the map. But enough gap should be kept to eliminate the chance that peripheral zones will not fit around the central zone.This method works if there are at least 6 peripheral zones. If there are less, you have to make the central zone small enough, otherwise is will take the most of the cells of the gap between the peripheral zones.If you want to solve a similar problem for 4 peripheral zones around a central zone, you can use the option ¡°Zone Repulsion¡±. Zone numbering should then be as follows: the first zone is the centeral one, the second one is any of the peripheral zones, and the third one is on the opposite side of the second one. All zones except the center must use the option ¡°Zone Repulsion¡±. ¡°Zone Sparseness¡± of the template must be large enough. Links between peripheral zones must either be removed or set to ¡°Random¡± placement. Each peripheral zone must be connected to the center by a normal or fictive connection.With such zone numbering, RMG will first lay down the central zone and the first peripheral zone. Then, the second peripheral zone will be placed on the opposite side (due to zone repulsion option). The third peripheral zone will be put in between the first and second, and the fourth in the remaining spot.If you choose the appropriate zone dimensions and if you use a small enough Zone Sparseness, you can force peripheral zones to be located in the corners: the first peripheral zone will be placed diagonally from the center due to the small Zone Sparseness, and the second peripheral zone will be put in the adjacent corner, due to both Zone Sparseness and Zone Repulsion settings.About objects and guardsTo effectively control how objects appear on a map, one must understand the general principles of object generation. They are described in this section.Object OptionsGeneralEach object has the following set of parameters:
[*]Value: it defines both the protection of the object and the treasure range required for a zone to be able to host the object. In essence, it usually represents how valuable the object is to the player.
[*]Frequency: determines the probability of an object to be selected over other objects of similar value.
[*]Maximum number on the map.
[*]Maximum number in the zone.
[*]Allowed terrain types: determines what type of terrain the object can appear on.
Object settings can be defined either at template level (whole map) or at zone level (zone only). Rules defined at zone level prevail over rules definied at template level.Value and frequency can be customized for most objects. Maximum number per zone/map can be customized, but some objects have hard-coded count limitations that cannot be exceeded. Allowed terrains cannot be customized. Object-specific restrictions are listed below. Some objects are disabled by default: they will never appear on the map unless you explicitly enable them.The default object settings are listed below.
Object TypesOrdinary objects.
[*]Altar of Sacrifice
[*]Value: 100.
[*]Frequency: 20.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1 (cannot be increased).
[*]Terrain types: any except water.

[*]Arena
[*]Value: 3000.
[*]Frequency: 50.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Black Market
[*]Value: 8000.
[*]Frequency: 20.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Buoy
[*]Value: 100.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: water.

[*]Campfire
[*]Value: 2000.
[*]Frequency: 500.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Swan Pond
[*]Value: 100.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1 (cannot be increased).
[*]Terrain types: dirt, grass, swamp.

[*]Veil of Darkness (disabled by default)
[*]Value: 500.
[*]Frequency: 25.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1.
[*]Terrain types: any except water.

[*]Corpse
[*]Value: 500.
[*]Frequency: 100.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: sand, rough.

[*]Marletto Tower
[*]Value: 1500.
[*]Frequency: 100.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Eye of the Magi (disabled by default)
[*]Value: 100.
[*]Frequency: 50.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1.
[*]Terrain types: any except water.

[*]Faerie Ring
[*]Value: 100.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1 (cannot be increased).
[*]Terrain types: dirt, grass, swamp, highlands.

[*]Flotsam
[*]Value: 500.
[*]Frequency: 1000.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: water.

[*]Fountain of Fortune
[*]Value: 100.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1 (cannot be increased).
[*]Terrain types: dirt, grass, swamp.

[*]Fountain of Youth
[*]Value: 100.
[*]Frequency: 50.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1 (cannot be increased).
[*]Terrain types: dirt, grass, swamp, water.

[*]Garden of Revelation
[*]Value: 1500.
[*]Frequency: 100.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: dirt, grass, swamp, subterranean, highlands.

[*]Hut of the Magi (disabled by default)
[*]Value: 100.
[*]Frequency: 25.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1.
[*]Terrain types: any except water.

[*]Idol of Fortune
[*]Value: 100.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1 (cannot be increased).
[*]Terrain types: any except water.

[*]Lean To
[*]Value: 500.
[*]Frequency: 100.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: snow.

[*]Library of the Enlightenment
[*]Value: 12,000.
[*]Frequency: 20.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]School of Magic
[*]Value: 1000.
[*]Frequency: 50.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: any (including water).

[*]Magic Spring (this object has several trigger cells, so it is never guarded even if value is increased, and it can not be part of an object group)
[*]Value: 500.
[*]Frequency: 50.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: 1 (cannot be increased).
[*]Terrain types: rough.

[*]Magic Well
[*]Value: 250.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1 (cannot be increased).
[*]Terrain types: any except water.

[*]Mercenary Camp
[*]Value: 1500.
[*]Frequency: 100.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Mermaids
[*]Value: 100.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: water.

[*]Mystical Garden
[*]Value: 500.
[*]Frequency: 30.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: dirt, grass, swamp.

[*]Oasis (this object has several trigger cells, so it is never guarded even if value is increased, and it can not be part of an object group)
[*]Value: 100.
[*]Frequency: 50.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1 (cannot be increased).
[*]Terrain types: sand.

[*]Obelisk
[*]Value: 350.
[*]Frequency: 200.
[*]Maximum on the map: 48 (cannot be increased).
[*]Maximum per zone: 1 (cannot be increased).
[*]Terrain types: any except water.

[*]Star Axis
[*]Value: 1500.
[*]Frequency: 100.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Pyramid
[*]Value: 5000.
[*]Frequency: 20.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: sand.

[*]Rally Flag
[*]Value: 100.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1 (cannot be increased).
[*]Terrain types: any except water.

[*]Random treasure artifact
[*]Value: 2000.
[*]Frequency: 150.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Random minor artifact
[*]Value: 5000.
[*]Frequency: 150.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Random major artifact
[*]Value: 10,000.
[*]Frequency: 150.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Random relic artifact
[*]Value: 20,000.
[*]Frequency: 150.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Random resource (at the start of the game, this object is randomly replaced by any specific resource, among wood, ore, mercury, crystal, sulfur, gem and gold. Objects for specific resources also exist, with other generation parameters)
[*]Value: 1500.
[*]Frequency: 2000.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Refugee Camp
[*]Value: 5000.
[*]Frequency: 20.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Sanctuary (disabled by default)
[*]Value: 100.
[*]Frequency: 50.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1 (cannot be increased).
[*]Terrain types: any except water.

[*]Scholar
[*]Value: 1500.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Sea Chest
[*]Value: 1500.
[*]Frequency: 500.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: water.

[*]Shipwreck Survivor
[*]Value: 1500.
[*]Frequency: 50.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: water.

[*]Shrine of Magic Incantation
[*]Value: 500.
[*]Frequency: 50.
[*]Maximum on the map: 32.
[*]Maximum per zone: unlimited.
[*]Terrain types: any (including water).

[*]Shrine of Magic Gesture
[*]Value: 2000.
[*]Frequency: 100.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: any (including water).

[*]Shrine of Magic Thought
[*]Value: 3000.
[*]Frequency: 50.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: any (including water).

[*]Shrine of Magic Mystery
[*]Value: 7000.
[*]Frequency: 100.
[*]Maximum on the map: 32.
[*]Maximum per zone: 1.
[*]Terrain types: any except water.

[*]Mermaids
[*]Value: 100.
[*]Frequency: 20.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: water.

[*]Stables
[*]Value: 200.
[*]Frequency: 40.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1 (cannot be increased).
[*]Terrain types: dirt, grass, rough.

[*]Tavern
[*]Value: 100.
[*]Frequency: 20.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1.
[*]Terrain types: any (including water).

[*]Temple
[*]Value: 100.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1 (cannot be increased).
[*]Terrain types: any except water.

[*]Den of Thieves
[*]Value: 100.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1 (cannot be increased).
[*]Terrain types: any except water.

[*]Trading Post
[*]Value: 3000.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1 (cannot be increased).
[*]Terrain types: dirt, grass, snow, rough, highlands.

[*]Learning Stone
[*]Value: 1500.
[*]Frequency: 200.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Treasure Chest
[*]Value: 1500.
[*]Frequency: 1000.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Tree of Knowledge
[*]Value: 2500.
[*]Frequency: 50.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: dirt, grass, snow.

[*]University
[*]Value: 2500.
[*]Frequency: 20.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Wagon
[*]Value: 500.
[*]Frequency: 50.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: rough.

[*]School of War
[*]Value: 1000.
[*]Frequency: 50.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Warrior¡¯s Tomb
[*]Value: 6000.
[*]Frequency: 20.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Water Wheel
[*]Value: 750.
[*]Frequency: 30.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: dirt, grass, snow, swamp.

[*]Watering Hole (this object has several trigger cells, so it is never guarded even if value is increased, and it can not be part of an object group)
[*]Value: 500.
[*]Frequency: 50.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1 (cannot be increased).
[*]Terrain types: rough.

[*]Windmill
[*]Value: 2500.
[*]Frequency: 90.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Witch Hut
[*]Value: 1500.
[*]Frequency: 80.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: 3 (cannot be increased).
[*]Terrain types: any except water.

[*]Freelancer¡¯s Guild
[*]Value: 100.
[*]Frequency: 50.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1 (cannot be increased).
[*]Terrain types: any except water.

[*]Temple of Loyalty
[*]Value: 100.
[*]Frequency: 20.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1.
[*]Terrain types: any except water.

[*]Skeleton Transformer
[*]Value: 500.
[*]Frequency: 15.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1.
[*]Terrain types: subterranean.

[*]Colosseum of the Magi
[*]Value: 3000.
[*]Frequency: 50.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Watering Place
[*]Value: 500.
[*]Frequency: 50.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1.
[*]Terrain types: rough.

[*]Mineral Spring
[*]Value: 500.
[*]Frequency: 50.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1.
[*]Terrain types: highlands.

[*]Hermit¡¯s Shack
[*]Value: 1500.
[*]Frequency: 80.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: 1.
[*]Terrain types: highlands.

[*]Gazebo
[*]Value: 1500.
[*]Frequency: 50.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: highlands.

[*]Junkman
[*]Value: 200.
[*]Frequency: 40.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1.
[*]Terrain types: highlands.

[*]Derrick
[*]Value: 750.
[*]Frequency: 30.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: wasteland.

[*]Warlock¡¯s Lab
[*]Value: 10000.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1.
[*]Terrain types: snow, wasteland.

[*]Prospector
[*]Value: 500.
[*]Frequency: 30.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: wasteland.

[*]Trailblazer
[*]Value: 200.
[*]Frequency: 40.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1.
[*]Terrain types: wasteland.

[*]Ancient Lamp (disabled by default)
[*]Value: 7000.
[*]Frequency: 10.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: sand, snow.

[*]Sea Barrel
[*]Value: 500.
[*]Frequency: 400.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: water.

[*]Jetsam
[*]Value: 500.
[*]Frequency: 600.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: water.

[*]Vial of Mana
[*]Value: 3000.
[*]Frequency: 50.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: water.

[*]Seafaring Academy
[*]Value: 8000.
[*]Frequency: 20.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1.
[*]Terrain types: none (this object is temporarily not available: it will never be generated).

[*]Observatory
[*]Value: 500.
[*]Frequency: 20.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1.
[*]Terrain types: water.

[*]Altar of Mana (this object has several trigger cells, so it is never guarded even if value is increased, and it can not be part of an object group)
[*]Value: 100.
[*]Frequency: 20.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1.
[*]Terrain types: water.

[*]Town Gate
[*]Value: 10,000.
[*]Frequency: 20.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1.
[*]Terrain types: any except water.

[*]Grave (this object has no trigger cells, so it is never guarded even if value is increased, and it can not be part of an object group)
[*]Value: 500.
[*]Frequency: 30.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: wasteland.


Pandora¡¯s Box.
[*]Maximum on the map: 200 (common count for all kinds of content, can not be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.
Pandora¡¯s Box with creatures.
There is one kind of Pandora¡¯s Box object per creature type. The amount of creatures inside the box depends on the creature level and the creature AI Value. It is adjusted in such way that the stack of creatures has roughly the same total AI Value that depends on the creature level. Pandora¡¯s Box with creatures can only be generated in zones where zone faction is the same as creatures¡¯ faction. It is recommended to enable/disable entire levels of creatures, rather than individual creatures for this object.
[*]Value cannot be changed, calculated as: (AI Value of the creature)*(Number of creatures)*(1 + n/N), where:
[*]N is the number of zones with at least one town or castle;
[*]n is the number of zones with the main town faction the same as dwelling¡¯s faction.

[*]Frequency: 3.
Pandora¡¯s Box with experience.
[*]5,000 experience
[*]Value: 6000.
[*]Frequency: 20.

[*]10,000 experience
[*]Value: 12,000.
[*]Frequency: 20.

[*]15,000 experience
[*]Value: 18,000.
[*]Frequency: 20.

[*]20,000 experience
[*]Value: 24,000.
[*]Frequency: 20.

[*]You can also add Pandora¡¯s Box with custom experience amount, from 0 to 99,999,999, but there are no default settings for such object.
Pandora¡¯s Box with gold.
[*]5,000 gold
[*]Value: 5000.
[*]Frequency: 5.

[*]10,000 gold
[*]Value: 10000.
[*]Frequency: 5.

[*]15,000 gold
[*]Value: 15,000.
[*]Frequency: 5.

[*]20,000 gold
[*]Value: 20000.
[*]Frequency: 5.

[*]You can also add Pandora¡¯s Box with custom amount of gold, from 0 to 99,999, but there are no default settings for such object.
Pandora¡¯s box with spells.
[*]All 1st level spells
[*]Value: 5,000.
[*]Frequency: 2.

[*]All 2nd level spells
[*]Value: 7,500.
[*]Frequency: 2.

[*]All 3rd level spells
[*]Value: 10,000.
[*]Frequency: 2.

[*]All 4th level spells
[*]Value: 12,500.
[*]Frequency: 2.

[*]All 5th level spells
[*]Value: 15,000.
[*]Frequency: 2.

[*]All Air spells
[*]Value: 15,000.
[*]Frequency: 2.

[*]All Water spells
[*]Value: 15,000.
[*]Frequency: 2.

[*]All Fire spells
[*]Value: 15,000.
[*]Frequency: 2.

[*]All Earth spells
[*]Value: 15,000.
[*]Frequency: 2.

[*]All spells
[*]Value: 30,000.
[*]Frequency: 2.

[*]You can also add a Pandora¡¯s Box with a custom level range and a custom set of magic schools, but there are no default settings for such object.
If all spells of some Pandora¡¯s Box are banned at template level, then that Pandora¡¯s Box is automatically banned too.
Keymaster¡¯s Tent (disabled by default). When generating a Keymaster¡¯s Tent in a zone, a reward is created in another zone, behind a Border Guard that matches the color of the tent. The reward is a group of objects, with a value equal to 1.5 times the value of the Keymaster¡¯s Tent itself. Objects are generated according to the rules of the zone where the Keymaster¡¯s Tent is, without consideration for the terrain type, object rules, and treasure value ranges of the zone that hosts the objects. There can be only one tent of each color per map. There are no restrictions on the amount of tents per zone. Tents can be generated on any terrain except water. The frequency is 10 (all colors together). Default values of Kaymaster¡¯s Tents are:
[*]5000
[*]7500
[*]10000
[*]15000
[*]20000
[*]You can also use a custom value, but there are no default settings for such object.
Using this object is not recommended.Cartographer (disabled by default). The maximum amount per map is not limited. The maximum number per zone is 1 (cannot be increased).
[*]Ground Cartographer
[*]Value: 10000.
[*]Frequency: 20.
[*]Terrain types: any except subterranean and water.

[*]Underground Cartographer
[*]Value: 7500.
[*]Frequency: 20.
[*]Terrain types: subterranean.

[*]Water Cartographer
[*]Value: 5000.
[*]Frequency: 20.
[*]Terrain types: water.

Creature Banks.
[*]Derelict Ship
[*]Value: 4000.
[*]Frequency: 20.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: water.

[*]Dragon Utopia
[*]Value: 10000.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Crypt
[*]Value: 1000.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: dirt, sand, grass, snow, swamp.

[*]Shipwreck
[*]Value: 2000.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: water.

[*]Cyclops Stockpile
[*]Value: 3000.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Dwarven Treasury
[*]Value: 2000.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Griffin Conservatory
[*]Value: 2000.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Imp Cache
[*]Value: 5000.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Medusa Stores
[*]Value: 1500.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except subterranean and water.

[*]Naga-Bank
[*]Value: 3000.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Dragon Fly Hive
[*]Value: 9000.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Beholders¡¯ Sanctuary
[*]Value: 2500.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Temple of the Sea
[*]Value: 10000.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: water.

[*]Pirate Cavern (disabled by default)
[*]Value: 3500.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: rough.

[*]Mansion
[*]Value: 5000.
[*]Frequency: 50.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Spit (disabled by default)
[*]Value: 1500.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: swamp.

[*]Red Tower
[*]Value: 4000.
[*]Frequency: 20.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1.
[*]Terrain types: any except water.

[*]Black Tower
[*]Value: 1500.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Ivory Tower (disabled by default)
[*]Value: 7000.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: sand, snow.

[*]Churchyard
[*]Value: 1500.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Experimental Shop
[*]Value: 3500.
[*]Frequency: 80.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Wolf Raider Picket
[*]Value: 9500.
[*]Frequency: 70.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Ruins
[*]Value: 1000.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: highlands.


Creature Dwellings (each dwelling is a separate object). The amount per map and per zone is not limited. Dwellings can be generated on any type of terrain (except water), but each zone can only host dwellings from a single faction, in accordance with its zone faction. It is recommended to enable or disable entire levels of creatures, rather than individual dwellings.
[*]Value cannot be changed, calculated as: (AI Value of the creature)*((Creature growth)*(1 + n/N) + n/2), where:
[*]N is the number of zones with at least one town or castle;
[*]n is the number of zones with the main town faction the same as dwelling¡¯s faction;
[*]total value is tripled for the Estate (Vampires¡¯ dwelling) and the Hovel (Peasants¡¯ dwelling).

[*]Frequency: 40.
Some creatures have several dwelling types with different images. Maximum amount per map and per zone is common for all dwellings of the creature and the density set up for creature dwellings is divided to the amount of this creature dwelling types. Thus different dwellings of one creature are counted as single object type.Composite Creature Dwellings (Golem Factory and Elemental Conflux). The amount per map and per zone is not limited. Can be generated on any land except water. Can be generated only in zones that have the same zone faction as (at least one of the) creatures.
[*]Value: half-sum of the values of the dwelling creatures, each calculated same as regular dwellings. It cannot be changed.
[*]Frequency: 20.
Hill Fort. The maximal map count is not limited, the maximum count per zone is 1 and cannot be increased (there can be only one version of Hill Fort per zone).
[*]Hill Fort for 1¨C7 level creatures, with reduced cost for 1¨C4 level creatures (this object is disabled by default)
[*]Value: 7000.
[*]Frequency: 20.
[*]Terrain types: dirt, grass, snow.

[*]Fort on Hill for 1¨C5 level creatures, with double cost
[*]Value: 7000.
[*]Frequency: 20.
[*]Terrain types: any except water.

Observation towers. Value is 750. Frequency is 100. The amount on the map is not limited. Maximum per zone is 1 (cannot be increased).
[*]Redwood Observatory
[*]Terrain types: any except subterranean and water.

[*]Pillar of Fire
[*]Terrain types: subterranean.

[*]Observation Tower
[*]Terrain types: water.

Prison. The amount per map is limited in such way that remaining free heroes count is at least 10*(number of players) + 48. The amount per zone is not limited. It can be generated on any terrain except water.
[*]Hero of level 1 (0 experience)
[*]Value: 2,500.
[*]Frequency: 30.

[*]Hero of level 5 (5000 experience)
[*]Value: 5,000.
[*]Frequency: 30.

[*]Hero of level 10 (15000 experience)
[*]Value: 10,000.
[*]Frequency: 30.

[*]Hero of level 20 (90000 experience)
[*]Value: 20,000.
[*]Frequency: 30.

[*]Hero level 30 (500000 experience)
[*]Value: 30,000.
[*]Frequency: 30.

[*]You can also add a Prison with a hero with any other amount of experience (0¨C99,999,999), but for this object there are no default settings.
Resource. The amount on map and per zone is not limited. It can be generated on any terrain except water.
[*]Wood
[*]Value: 1400.
[*]Frequency: 300.

[*]Mercury
[*]Value: 2000.
[*]Frequency: 300.

[*]Ore
[*]Value: 1400.
[*]Frequency: 300.

[*]Sulfur
[*]Value: 2000.
[*]Frequency: 300.

[*]Crystal
[*]Value: 2000.
[*]Frequency: 300.

[*]Gems
[*]Value: 2000.
[*]Frequency: 300.

[*]Gold
[*]Value: 750.
[*]Frequency: 300.

There is also a Random Resource object, with its own settings, which is replaced by a specific resource at the start of the game.
Quest Artifact for a Seer¡¯s Hut. This object is a random artifact of level 1 (treasure artifact), which is not part of any compound artifact. This artifact is unique on the map. When this object is generated, an unguarded Seer¡¯s Hut is created in another zone on the map, looking for the artifact. This object is divided in several categories depending on the reward given by the Seer¡¯s Hut.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.
Seer¡¯s hut with creature reward (one object for each type of creature).
The amount of creatures depends on the creature level and the creature AI Value. It is adjusted in such way that the stack of creatures has roughly the same total AI Value that depends on the creature level. Seer¡¯s Huts with creature reward can only be generated in zones where zone faction is the same as creature faction. It is recommended to enable/disable entire levels of creatures, rather than individual creatures for this object.
[*]Value cannot be changed, calculated as: (2*(AI Value Creatures)*(Number of creatures)*(1 + n/N) - 4000) / 3, where:
[*]N is the number of zones with at least one town or castle;
[*]n is the number of zones with the main town faction the same as dwelling¡¯s faction.

[*]Frequency: 3.
Seer¡¯s hut with experience reward.
[*]5,000 experience
[*]Value: 2000.
[*]Frequency: 10.

[*]10,000 experience
[*]Value: 5333.
[*]Frequency: 10.

[*]15,000 experience
[*]Value: 8666.
[*]Frequency: 10.

[*]20,000 experience
[*]Value: 12000.
[*]Frequency: 10.

[*]You can also add an object with custom experience reward (from 0 to 99,999,999), but there are no default settings for such object.
Seer¡¯s hut with gold reward.
[*]5,000 gold
[*]Value: 2000.
[*]Frequency: 10.

[*]10,000 gold
[*]Value: 5333.
[*]Frequency: 10.

[*]15,000 gold
[*]Value: 8666.
[*]Frequency: 10.

[*]20,000 gold
[*]Value: 12000.
[*]Frequency: 10.

[*]You can also add an object with custom gold reward (from 0 to 99,999), but there are no default settings for such object.
Spell Scroll. The amount on the map / per zone is not limited. It can be generated on any terrain except water.
[*]Level 1 spell
[*]Value: 500.
[*]Frequency: 30.
[*]Maximum per zone: 6.

[*]Level 2 spell
[*]Value: 2000.
[*]Frequency: 30.
[*]Maximum per zone: 5.

[*]Level 3 spell
[*]Value: 3000.
[*]Frequency: 30.
[*]Maximum per zone: 4.

[*]Level 4 spell (except Town Portal and Water Walk)
[*]Value: 8000.
[*]Frequency: 30.
[*]Maximum per zone: 3.

[*]Level 5 spell (except for the Dimension Door and Fly)
[*]Value: 10000.
[*]Frequency: 30.
[*]Maximum per zone: 2.

[*]Spell Scroll with Town Portal, Water Walk, Dimension Door, or Fly
[*]Value: 20000.
[*]Frequency: 30.
[*]Maximum per zone: 1.

If all spells of one of these categories are disabled, the spell scroll for this category is automatically disabled.War Machine shops. The amount on the map is unlimited, the maximum per zone is 1 (there can be only one type of machine shop per zone). It can be generated on any terrain except water.
[*]War Machine Factory
[*]Value: 1500.
[*]Frequency: 50.

[*]Cannon Yard
[*]Value: 3000.
[*]Frequency: 25.

Warehouse. The amount on the map is not limited. It can be generated on any terrain except water.
[*]Wood
[*]Value: 2250.
[*]Frequency: 30.
[*]Maximum per zone: 1.

[*]Mercury
[*]Value: 2500.
[*]Frequency: 25.
[*]Maximum per zone: 1.

[*]Ore
[*]Value: 2250.
[*]Frequency: 30.
[*]Maximum per zone: 1.

[*]Sulfur
[*]Value: 2500.
[*]Frequency: 25.
[*]Maximum per zone: 1.

[*]Crystal
[*]Value: 2500.
[*]Frequency: 25.
[*]Maximum per zone: 1.

[*]Gems
[*]Value: 2500.
[*]Frequency: 25.
[*]Maximum per zone: 1.

[*]Gold
[*]Value: 6000.
[*]Frequency: 15.
[*]Maximum per zone: 1.


Mines. Mines are not part of the standard object settings system, and are configured separately. But each mine has a value that defines its protection, like for regular objects. Each mine can be surrounded by 1¨C3 resources of its own type. These resources are not guarded.
[*]Sawmill
[*]Value: 1500.

[*]Alchemist¡¯s Lab
[*]Value: 3500.

[*]Ore Pit
[*]Value: 1500.

[*]Sulfur Dune
[*]Value: 3500.

[*]Crystal Cavern
[*]Value: 3500.

[*]Gem Pond
[*]Value: 3500.

[*]Gold Mine
[*]Value: 7000.

Creature RewardsCreature count in Pandora¡¯s Box and Seer¡¯s HutThe total AI Value of the awarded creature stack depends on creature level:
[*]Level 1: 5,000
[*]Level 2: 7,000
[*]Level 3: 9,000
[*]Level 4: 12,000
[*]Level 5: 16,000
[*]Level 6: 21,000
[*]Level 7: 27,000
First, a preliminary creature count is calculated as (total AI Value) / (single creature AI Value). Result is rounded down, but is always at least 1.Then, creature count is rounded using the following rules:
[*]1¨C5: no extra rounding.
[*]6¨C12: rounded up to the even number.
[*]13¨C50: rounded to the nearest multiple of 5.
[*]More than 50: rounded to the nearest multiple of 10 (multiples of 5 are rounded to the larger nearest multiple of 10).
If this count exceeds 150, the actual creature count will be reduced to 150, but the value of Pandora¡¯s Box will still be calculated based on the raw count.Zone faction ¡ª conditions for the generation of dwellings and Pandora¡¯s Boxes and Quest Artifacts for the Seer¡¯s Hut with creaturesEach zone has a town faction that determines:
[*]Which dwelling objects can be hosted.
[*]Which kind of creature can be found in Pandora¡¯s Box.
[*]Which kind of creature reward can be obtained from Quest artifacts generated in this zone (the reward is located in another zone).
Zone faction is determined as follows:
[*]If zone has towns/castles: faction is the same as the main town/castle (one that is located in zone center);
[*]If zone has no towns/castles, but some town types are allowed in zone settings: faction is chosen randomly among allowed town types;
[*]If zone has no towns/castles and there are no allowed town types:
[*]Zone faction has a 25% chance of being neutral;
[*]Zone faction has a 75% chance of being randomly chosen based on terrain:
[*]Dirt: Castle, Rampart, Necropolis.
[*]Sand: Stronghold, Cove.
[*]Snow: Tower.
[*]Grass: Castle, Rampart, Necropolis.
[*]Swamp: Fortress, Necropolis, Cove.
[*]Rough: Stronghold.
[*]Subterranean: Inferno, Necropolis, Dungeon.
[*]Lava: Inferno.
[*]Highlands: Conflux.
[*]Wasteland: Stronghold.


[*]If force neutral creatures is checked in zone settings, zone faction is always neutral, regardless the above criteria.
Note that the value calculation of dwellings, Pandora¡¯s Boxes with creatures and quest artifacts for Seers¡¯ Huts with creatures counts only zones with towns and the types of the main towns of the zones. Zone faction does not influence value, although it is usually the same as zone main town type.
Treasure GenerationZone treasures are generated as groups of objects. All objects of a group are adjacent, and share the same protection (if any). Each group falls into one of the three treasure categories that you can specify in zone settings. Each category is defined by a value range and a frequency. Value range control the value of the object group (defined as the sum of individual object values), and frequency controls the amount of object groups that will be generated (the amount of object groups is proportionnal to the frequency, but it also depends on zone size).Each group is generated as follows. A random number total_value is generated within the value range of the group¡¯s treasure category. Then, an object with a value between total_value / 4 and total_value is randomly selected among valid objects for this zone. The probability for an object to be selected is proportionnal to its frequency.Then, as long as the value sum group_value of already generated objects meets one of the conditions total_value - group_value < 1500 or group_value < total_value / 2, another object with a value between 0.25*(total_value) and 1.25*(total_value - group_value) is randomly selected and added to the group. This process is reapeated until none of the 2 conditions are met, or no valid object can be found within the requested value range. Object groups can be made of a single object.
Object and Connection GuardsObjects and connections protection is calculated as follows.A protection index is calculated as protection_index = monsters_strength_zone + monsters_strength_map, where:
[*]monsters_strength_zone is 0 for connections, and depends on the ¡°monsters strength¡± option of zone settings for objects:
[*]if weak, -1;
[*]if average, 0;
[*]if strong, 1;

[*]monsters_strength_map depends on the monsters strength set in game menu, before starting the game:
[*]if weak, 2;
[*]if normal, 3;
[*]if strong, 4.

The protection_index varies from 1 to 5, and fully determines monsters strength, regardless the terms it derives from.The monster stack is generated based on a total AI value, calculated as follows: total_Ai_Value = (object_value - minimal_value_1)*coefficent_1 + (object_value - minimal_value_2)*coefficent_2object_value is the value of the protected object, group of objects, or connection.Minimal values and coefficents depends on the protection_index:minimal_value_1
[*]1: 2500
[*]2: 1500
[*]3: 1000
[*]4: 500
[*]5: 0
coefficient_1
[*]1: 0.5
[*]2: 0.75
[*]3: 1
[*]4: 1.5
[*]5: 1.5
minimal_value_2
[*]1: 7500
[*]2: 7500
[*]3: 7500
[*]4: 5000
[*]5: 5000
coefficient_2
[*]1: 0.5
[*]2: 0.75
[*]3: 1
[*]4: 1
[*]5: 1.5
object_value - minimal_value is nulled if negative.If total_Ai_Value is less than 2000, then no guard is generated. Otherwise, a random type of monster is selected, and an average monsters count is calculated as total_Ai_Value / monster_AI_value. If the average number of monsters is less than ((minimal_random_monster_count + maximal_random_monster_count) / 2 rounded down) or greater than or equal to 100, then the monster type is invalid and another one is chosen. The minimum and maximum random monsters counts are monster-specific. They can be retrieved, for example, in map editor, by right clicking a monster in the monster selection panel.After the type of monster is selected, the actual monsters count is set as follows:
[*]an Average_count is calculated as total_Ai_Value / monster_AI_value, rounded to the nearest whole number (rounded up if equally close to upper and lower whole numbers).
[*]If Average_count < 4, then the actual number of monsters is Average_count.
[*]Otherwise, the number of monsters is Average_count + random_number_1 - random_number_2. Both random numbers are generated within the range from 0 to Average_count / 4 (rounded down). Thus, the actual monster count can be from 75% to 125% of the average, with a higher probability of being close to the average.
Example 1.
[*]Global monsters strength: Strong, Monsters strength in zone: Strong, Object: Serpent Fly Hive (value 9000).
[*]protection_index = 1 + 4 = 5.
[*]9000 > minimal_value_1 (0), 9000 > minimal_value_2 (5000).
[*]total_Ai_Value = (9000 - 0)*1.5 + (9000 - 5000)*1.5 = 19500.
[*]19500 > 2000, so monsters are generated. For example, 26 Zealots (single creature AI Value: 750).
Example 2.
[*]Global monsters strength: Weak, Monsters strength in zone: Weak, Object: Serpent Fly Hive (value 9000).
[*]protection_index = -1 + 2 = 1.
[*]9000 > minimal_value_1 (2500), 9000 > minimal_value_2 (7500).
[*]total_Ai_Value = (9000 - 2500)*0.5 + (9000 - 7500)*0.5 = 4000.
[*]4000 > 2000, so monsters are generated. For example, 26 Harpies (single creature AI Value: 154).
Example 3.
[*]Global monsters strength: Normal, Monsters strength in zone: Average. Object: Gold mine (value 7000).
[*]protection_index = 0 + 3 = 3.
[*]7000 > minimal_value_1 (1000), 7000 < minimal_value_2 (7500).
[*]total_Ai_Value = (7000 - 1000)*1 = 6000.
[*]6000 > 2000, so monsters are generated. For example, 24 Wight (single creature AI Value: 252).
Example 4.
[*]Global monsters strength: Weak, Monsters strength in zone: Weak. Object: Prison with a level 5 hero (value 5000).
[*]protection_index = -1 + 2 = 1.
[*]5000 > minimal_value_1 (2500), 5000 < minimal_value_2 (7500).
[*]total_Ai_Value = (5000 - 2500)*0.5 = 1250.
[*]1250 < 2000, so no protection is generated.
Example 5
[*]Global monsters strength: Strong. Connection with a value of 6000.
[*]protection_index = 4.
[*]6000 > minimal_value_1 (500), 6000 > minimal_value_2 (5000).
[*]total_Ai_Value = (6000 - 500)*1.5 + (6000 - 5000)*1 = 9250.
[*]9250 > 2000, so monsters are generated. For example, 56 Stone Gargoyles (single creature AI Value: 165).
Object SettingsGeneralThe list of allowed objects can be customized, as well as object generation parameters. Object customization can be set at template level ¡ª settings will apply to the whole map ¡ª and/or at zone level. It takes the form of an ordered list of rules.RMG has an intitial, default list of available objects, along with default parameters for objects. You can add custom rules to amend this list or/and these parameters. There are two types of rules you can add:
[*]¡°Disable¡± rules: remove an object (or a group of objects) from the list;
[*]¡°Enable / Edit¡± rules: add an object to the list and/or change the parameters for this object.
Rules are applied in the order they are listed, each rule taking precedence over the previous ones. In some cases, rules order matters. For example, if you want to disable all objects except a few, you need to first add a ¡°disable everything¡± rule, and then add rules to re-allow specific objects. Whereas if the ¡°disable everything¡± rule is at the end of the list, all objects will be disabled regardless what the previous rules are.
Rules defined at template level apply before rules defined at zone level. It means that zone-specific rules always override general rules.Rules of type ¡°Disable¡± can target a single object, but also groups of objects of the same kind (for exmple, all Pandora¡¯s Boxes, all Creature Banks, etc). You can also disable all objects at once.However, only objects that follow the regular generation process can be disabled. Object rules cannot be used to disable:
[*]Towns/castles;
[*]Mines and the few resources that come with ¡ª those will not be affected even if the resource type is disabled;
[*]Unprotected Keymaster¡¯s Tents dedicated to zone connections ¡ª but Keymaster¡¯s Tents dedicated to protect valuable objects can be disabled.
These objects are managed using other zone and connection settings.
In addition, via zone settings it is not possible to preclude Seers¡¯ Huts and groups of objects that may appear due to the presence of Keymaster¡¯s Tent located in another zone (unless, of course, by disabling Seer¡¯s Hut quest artifacts or Keymaster¡¯s Tent for the entire template).
Rules of type ¡°Allow / Edit¡± require to set object parameters: value, frequency, maximum count on the map and per zone (maximum count on the map can only be set at template level, and not at zone level). If the object is already part of the allowed objects list, then its parameters will be overridden by the custom ones. Otherwise, the object will be added to the list with the custom parameters.Parameters can be left unchanged by setting them to ¡°default¡±. A parameter set to ¡°default¡± will not be changed when the rule is applied. If the new object is added, ¡°defaulted¡± parameters will have the values from the template settings (the list of objects that is created by adjusting only template level rules to default list). If there is no such object in this list, ¡°defaulted¡± parameters will have the default, hard-coded value (see here). Thus, by setting all parameters to ¡°default¡±, you can simply allow the object to be generated in a standard way.Dwellings, Pandora¡¯s Boxes with creature reward, and Quest Artifacts for Seer¡¯s hut with creature reward can be disabled, enabled, or customized individually (for each creature type), but also by entire level. If so, parameters defined for an entire creature level will be individually applied to each object, for each creature. It is recommended to use this mechanism instead of customizing individual objects, because each zone can only host objects with creatures from a single faction.RestrictionsAdding an object to the list of allowed objects does not guarantee that it will actually appear on the map / in the zone. Here are some of the limitations that should be considered when managing objects:
[*]Many objects can only be generated on specific terrain types (see this section). This cannot be changed. However, it is possible to select appropriate terrain types in zone settings, in order to guarantee that a specific object can be hosted in a specific zone.
[*]Many objects have restrictions on the maximal count on the map and per zone. These cannot be changed.
[*]As stated in this previous section, objects are always selected within a range of values. If an object has a value that exceeds all three treasure ranges of a zone, then the object cannot be selected when filling the zone. And even if object value exactly matches the maximum of the treasure range, the chances for the object to be selected for this range are very small, unless both minimum and maximum values of the treasure range are the same. If an object has a value lower than one quarter of the lowest treasure maximum, then the object cannot be generated as ¡°first choice¡±, but only as a complement for an object group. If the minimum value of all ranges is greater than 500, then objects of value 100 are almost never generated, because they cannot be selected as ¡°first choice¡±, and can hardly be selected as a complement for an object group, due to the generation rules described before.
[*]When setting the list of objects in a zone, one must ensure that for any value in any treasure range, there is at least one object that fits beetween 25% and 100% of this value, and is not limited in number. Otherwise, RMG may not be able to create any object for a given random value, and after several failed attempts, zone filling will stop, even if more objects could eventually have been generated with other random values. To avoid such situation, it is recommended to always enable a sufficient number of objects of different values. It is also recommended to avoid very wide treasure ranges (like 100¨C30000), because it increases the chances of randomly picking a value that is not suitable for any object. Instead, try to use several shorter ranges that match the values of allowed objects.
[*]It is recommended to ensure that in each zone, there is a sufficient number of one-cell objects ¡ª that is, with a single trigger cell and without obstacle cells (for example, Resources, Artifacts, Pandora¡¯s Boxes, Serpent Fly Hive) ¡ª that are allowed and fit into treasure ranges. Otherwise, due to the amount of obstacles in the zone, RMG cannot place large objects properly, and may interrupt object generation, leaving some areas empty.
[*]For external Dwellings, for Pandora¡¯s Boxes with creatures, and for Quest Artifacts for Seer¡¯s Huts with creatures, value cannot be customized. It is calculated based on the number of zones with towns/castles of different factions. But you can adjust the treasure ranges of zones so they include required values.
[*]External Dwellings, Pandora¡¯s Boxes with creatures and Quest Artifacts for Seer¡¯s Huts with creatures can be generated only in zones where zone faction is the same as creature faction. But it is possible to force zone faction to be neutral.
[*]Sometimes an object is rarely generated due to its low frequency. Increasing object frequency increases the probability of generation.

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