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The actual template editor that comes with Horn of the Abyss is fully translated. This is the full documentation for that editor.
== Introduction ==


At the moment this document is (mostly) google translated. The official translation will eventually be [http://h3hota.com/en/template-format here].
Random maps are not fully random. Behind every random map, there is a template that describes the structure and the main features of the map.


== Introduction ==
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.


Each file created by the template editor is a set of templates. At the beginning of the game, a random template selected from the set of templates is selected, suitable for the player's chosen settings. Quite often a set of templates contains only one template, then when using this set the template is fixed.
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.


In everyday life (including in the interface of the game) often the word "template" is used instead of the phrase "pattern set" (for example, they say "choose a template", whereas you can select only a set of templates, and a particular template from it is selected randomly). This is due to the fact that in most such cases the set of templates contains only one template, and for the player the difference between these concepts is insignificant. In this article, the concepts "set of templates" and "template" will be clearly divided.
'''Disclaimer: water maps'''


Despite the fact that water objects are permissible for generation and in many cases the article describes the operation of options on random maps with water, it should be borne 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 an interesting template for water maps.
Despite 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 set settings ==
== Template pack settings ==


In the settings of the set of templates, in addition to the identification settings of the name and description, those settings that affect the ability to select settings before generating a map when a particular template is not selected are included.
In 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.


=== Name ===
=== Name ===


The name is the identifier of the pattern set, similar to the map name for fixed maps. It is displayed (along with the name of the particular template selected for this map from the set) in the description of the generated map. However, in the future, the name of the template set (unlike the name of the template, which is only needed to show which template from the set was dropped for this map) can be used more widely in the template selection menu. If the template is added to the HoMM 3 HD template selection list, it is recommended that the template set name and the template folder name (which appears in the template set selection list in HD) are the same. If the template set contains only one template, it is recommended that you select the same set name and pattern name.
The 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.


=== Description ===
=== Description ===


The template description performs a role similar to the description of the map. At the moment it is not displayed anywhere in the game, but in the future it can be added.
The 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 cities ===
=== Allowed Town ===


This setting allows you to limit the ability to select a city before generating a map by a specific list of city types. It acts equally on all players.
This 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.


It should be noted that the setting only affects the choice of the city before generating the map. It does not affect the possible type of the city in the event of a random city selection, as well as those cities whose type does not depend on the choice before generation. For these cases, the permissibility of cities is controlled through the appropriate fields in the zone settings. It is recommended to synchronize city bans in this setting with bans in all starting areas of 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.


In the event that all cities are banned, the [[Castle]] will automatically be allowed.
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, [[Castle]] will automatically be allowed.


=== Heroes ===
=== Heroes ===


This setting controls how different characters appear on the map. The prohibition extends to the choice of the hero or his generation as a starting one, his appearance in the Tavern and in the Prisons and other opportunities for the appearance of the hero in the game. By default, the following characters are prohibited:
This setting controls which heroes can:


* Campaign heroes: [[Adrienne]], [[Catherine]], [[Dracon]], [[Gelu]], [[Kilgor]], [[Lord Haart#Lord Haart the Death Knight|Haart Lich]], [[Mutare]], [[Roland]], [[Mutare Drake]], [[Boragus]], [[Xeron]], [[Bidley]] and [[Tark]];
* 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]], [[Kilgor]], [[Lord Haart#Lord Haart the Death Knight|Haart Lich]], [[Mutare]], [[Roland]], [[Mutare Drake]], [[Boragus]], [[Xeron]], [[Bidley]] and [[Tark]];
* [[Galthran]] and [[Sir Mullich]];
* [[Galthran]] and [[Sir Mullich]];
* [[Sylvia]], [[Voy]] and [[Elmore]], if a random map is generated with a water level of "None";
* [[Sylvia]], [[Voy]] and [[Elmore]] if a random map is generated with "Water content: No";
* [[Beatrice]], [[Kinkeria]] and [[Derek]], if a random map is generated with the water level "Normal" or "Islands".
* [[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.


There is an opportunity to prohibit or allow any heroes. The settings specified in the template always take precedence over the default settings (regardless of the water level). But it should be borne in mind that always on the maps with the water of [[Gem]], the Starter spell will be [[Summon Boat]], and on the maps without water - the [[Bless]]. In addition, the choice of the hero before the start of the game is always limited to 16 characters. If the allowed heroes for a given city are larger, then the first 16 will be available for selection, and the rest can only be generated at the random site.
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.


You can prohibit any number of heroes, but if the map is allowed no more than 10 * (number of players) + 48 heroes, then Prisons will not be generated. If less than this number of heroes is allowed, then there can be a situation where you can hire only one hero in the Tavern or you cannot hire anyone at all. If all heroes of a certain class are banned, heroes of other classes will be generated in place of heroes of this class.
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".


== Template Settings ==
== Template Settings ==


The template is randomly selected from the set before generation and determines the structure and basic settings of the map.
A template defines the structure and main features of a random map. One of them is randomly selected from the pack before map generation.


=== Monster / plague weeks ===
=== Special Weeks ===


This setting allows you to enable or disable the weeks and months of monsters (except for the case of the constructed [[Deity of Fire]]) and the months of the plague. By default, they are enabled.
This 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.


=== Exploring Spells ===
=== Spell Research ===


This setting allows you to enable or disable spell research, which allows you to change spells in the mage Guild for a fee. The setting is valid for all the cities in the template. By default, spell research is turned on.
This 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.


=== Arrays of rocks ===
<span id="rock_blocks"></span>


By default, the areas on the surface occupy the entire area of ​​the map. Since not always the set of zones fits correctly into the square of the map, when distributing the remaining cells, some zones (usually close to the border or corner of the map) increase substantially in size regardless of the settings in the template. When you turn on rock arrays around the set of zones, dummy areas filled with obstacles are placed. These zones take away part of the extra map cells, as a result of which the map becomes not completely filled with game zones, but the playing areas become more uniform in size and shape. You can adjust the radius of the rock arrays. The smaller it is (up to a certain limit), the closer the zones-cliffs will be to the game zones and the more they will fit into more zones between the zones, respectively, the more cells they will take back.
=== Rock Blocks ===


For zones in the underground, a similar algorithm always works. If the rock arrays are disabled, the dummy zones have a radius of 4.0. If enabled, the radius is equal to the radius for the surface.
By 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.


In the presence of water, rock massifs are not placed on the surface, their role is played by water zones. The radius of rock massifs on water zones is not affected.
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.


This setting should be used if necessary to achieve the desired size of the zones or their ratio at a fixed size of the map. At the same time, it is necessary to select the correct radius by an experimental method. If you change the structure of the template or the size of the map, the value may need to be recalculated.
For templates with water content, water will be generated instead of obstacles. Water zones are not affected by rock block radius option.


=== Zone rarefaction ===
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.


When the zones are located, the generator first sets them freely, and when they stop placing in some predetermined minimum square, they begin to try to set the zones so that this square has to be expanded as small as possible so that all the zones in it fit. Adjusting the sparseness of the zones allows you to influence the length of the side of the minimum square. By default it is equal to 1.0. The more it is reduced, the more tightly the generator will try to set the zones to each other, and the more uniform their shapes and sizes will be. But at the same time, it reduces its freedom of choice when placed, and the placement becomes less random. With increasing this number, on the contrary, the zones are set more freely, but there is a greater chance of unevenness in their sizes.
<span id="zone_sparseness"></span>


This setting should be used if necessary to achieve the desired size of the zones or their ratio at a fixed size of the map. At the same time, it is necessary to select the correct value by experience. If you change the structure of the template, the size of the map, or the presence of water, the value may need to be recalculated.
=== Zone sparseness ===
 
When 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.


=== Artifacts ===
=== Artifacts ===


This setting controls how different artifacts appear on the map. The prohibition extends to the artifacts on the map (including the goals of the Seers of the Seers), the possibility of an artifact in the objects and the Merchants with artifacts, the possibility of generating an artifact in the form of a start bonus and other possibilities for the appearance of artifacts in the game. Special artifacts (Spellbook, Spell Scrolls, War Machines and the Grail) are not affected by this setting. By default, the following artifacts are prohibited:
This 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 prefabricated artifacts (they can be assembled from component parts, but they cannot be on the map in an already assembled form);
* 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 (artifact)|Armageddon's Blade]] and the [[Horn of the Abyss (artifact)|Horn of the Abyss]];
* [[Vial of Dragon Blood]], [[Armageddon's Blade (artifact)|Armageddon's Blade]] and the [[Horn of the Abyss (artifact)|Horn of the Abyss]];
* [[Recanter's Cloak]] and the [[Orb of Inhibition]];
* [[Recanter's Cloak]] and the [[Orb of Inhibition]];
* [[Sea Captain's Hat]], [[Necklace of Ocean Guidance]] and [[Boots of Levitation]], if a random map is generated with a water level of &quot;None&quot;.
* [[Sea Captain's Hat]], [[Necklace of Ocean Guidance]] and [[Boots of Levitation]], if the random map is generated with "water content: No".


It is possible to prohibit or allow any artifacts. The settings specified in the template always take precedence over the default settings (regardless of the water level). However, it should be noted that the [[Sea Captain's Hat]] is automatically banned at the start of the map, if the spell of Summoning a Ship or Drowning a Ship is prohibited. Also, artifacts that are targets of the Seers of the Seers are automatically disabled on the map and are present only in a single copy.
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, [[Seer's Hut]] Quest Artifacts are automatically disabled on the map and exist only in a single copy.


For the map to work, it must always be allowed at least one artifact, so if you prohibit all artifacts, the [[Blackshard of the Dead Knight]] will automatically be allowed. If all artifacts of a certain class are prohibited, then artifacts of other classes will be generated in place of the artifact of this class (except for the goals of the Seers of Providence, which can always be only artifacts-treasures).
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 [[Seer's Hut]] Quest Artifacts, which can only belong to "treasure artifacts" class).


=== Spells ===
=== Spells ===


This setting controls how different spells appear on the map. The prohibition extends to the appearance of spells in Mage Guilds, Shrines, Pyramids, Spell Scrolls, [[Pandora's Box]], Scholars, in Elemental Tomes and the [[Spellbinder's Hat]]. Special spells (Titan's Lightning Bolt]] and creature abilities: Petrification, Poison, Disease, Paralysis, Death Cloud, Lightning Strike (Thunder Birds), Death Gaze and Acid Breath) are not affected by this setting. By default, the following spells are prohibited:
This setting controls which spells can or cannot appear. Banned spells will not appear in [[Mage Guild]]s, Shrines, [[Pyramid]]s, [[Spell Scroll]]s, [[Pandora's Box]] and [[Scholar]]s, and will not be granted by Tomes of Magic and [[Spellbinder's Hat]]. But they will still be available as hero starting spells. 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 ([[Titan's Lightning Bolt]] and creature abilities: Stone, Poison, Bind, Disease, Paralyze, Aging, Death Cloud, Thunderbolt ([[Thunderbirds]]), 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".


* [[Summon Boat]], [[Scuttle Boat]] and [[Water Walk]] if a random map is generated with a water level of &quot;None&quot;.
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.


It is possible to prohibit or allow any spells. The settings specified in the template always take precedence over the default settings (regardless of the water level). In this case, the prohibition of any of the spells Summon a Ship or Sink a Ship automatically entails the prohibition of the [[Sea Captain's Hat]]. However, it should be noted that the prohibition of spells does not affect the starting spells of the characters. At the same time, on the water maps of [[Gem]], the Starter spell will be [[Summon Boat]], and on the maps without water - [[Bless]].
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:


For the map to work properly, at least one spell of each level should always be allowed on it, so if you disable all spells of a certain level, depending on the level, one of the [[Magic Arrow]], [[Lightning Bolt]], [[Fireball]], [[Chain Lightning]], or [[Implosion]] spells will be automatically enabled.
* Level 1: [[Magic Arrow]]
* Level 2: [[Lightning Bolt]]
* Level 3: [[Fireball]]
* Level 4: [[Chain Lightning]]
* Level 5: [[Implosion]]


If some type of Spell scroll or [[Pandora's Box]] with spells contains forbidden spells, it is automatically disabled as an object.
[[Pandora's Box]] and Spell Scroll types that contain only forbidden spells will be automatically banned.


=== Secondary skills ===
=== Secondary skills ===


This setting adjusts the appearance of various secondary skills on the map. The prohibition extends to the emergence of a skill when raising the level of the hero, in Witch Huts, Universities and Scholars. By default, the following skills are prohibited:
This 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 Hut]]s, [[Universities]] and [[Scholar]]s, but they will still be available as heroes starting skills. By default, the following skills are banned:
 
* [[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.
 
== Zone Settings ==
 
Random 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.


* [[Navigation]] if a random map is generated with a water level of &quot;None&quot;.
=== Size ===


It is possible to prohibit or resolve any secondary skills. The settings specified in the template always take precedence over the default settings (regardless of the water level). However, it should be noted that the bans do not affect the starting skills of the characters.
Controls the relative size of the zone. The actual size depends on additionnal factors such as:


To work the map on it, at least four secondary skills should always be allowed. If less is allowed, the missing skills are automatically resolved to four from the beginning of the list.
* Map size;
* Number of zones;
* Sizes of other zones;
* [[#zone_sparseness|Zone sparseness]] setting;
* [[#rock_blocks|Rock blocks]] setting. So zone size must be adjusted by trial and error until the right size is obtained. Adjusting [[#zone_sparseness|zone sparseness]] and [[#rock_blocks|rock blocks]] may also help to have better control over zone sizes.


== Zone settings ==
<span id="zone_placement"></span>


The zone is the territorial unit of the template. From the zone settings depends on its size, location, territory and placed objects.
=== Placement ===


=== Accommodation ===
This 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.


The option allows you to specify the zone so that it appears only above ground or only in the underground. By default, both options are valid for the zone (and the player's starting zone with the town of an evil alignment can appear only above ground). When playing without the underground, this option is ignored, and when playing with the underground, forcibly indicates the location of the zone, ignoring any other conditions (including the above condition for the player's starting area).
<span id="allow_non_coherent_roads"></span>


=== Inconsistent roads ===
=== Allow non-Coherent Roads ===


By default, a connected road network is formed in the zone, that is, all roads, cities and shipyards in the zone can be bypassed, without leaving the road and without leaving this zone. Enabling the option &quot;Allow disconnected roads&quot; will allow roads in the zone to be disconnected (in this case, for example, two non-intersecting roads can pass through the zone). In most cases, road zone networks will still be generated by connected networks, but if there are many zones with several cities in the template, disconnected road networks can meet regularly, making the entire network of the template more unpredictable.
By 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.


=== Pushing zones ===
<span id="zone_repulsion"></span>


If the option &quot;Push zones&quot; is enabled, the random map generator will try to place this zone as far as possible (by total distance) from all other zones with the option &quot;Zone pushing&quot; turned on. This setting has a lower priority than the location of the zone according to its connections and the more dense the placement of zones in the square of the map.
=== Zone Repulsion ===


=== Neutral creatures ===
If 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|advanced zone placement]] for more details about how the RMG prioritizes constraints.


When the option &quot;Only neutral creatures&quot; is activated, the outer dwellings, Pandora's Boxes with creatures and artifacts are the targets of the seer quests, rewarding creatures in this zone will contain neutral creatures. If this option is not activated, then the type of city of creatures for these objects is determined by standard: the type of the main city or the type of the area of ​​the zone.
<span id="force_neutral_creatures"></span>


== Communication settings ==
=== Force Neutral Creatures ===


Communication is the passage between zones. It can be laid on the ground (in the ground or underground world), through the underground gates, through monoliths or through the shipyard. The latter case is possible only in the presence of water, it often violates the structure of the map and will not be considered in detail in this article. All links are specified in the template.
This option is labeled as "Dwellings / creature rewards: only neutral" in template editor. When enabled, it sets the zone faction to be neutral:


=== Type of connection ===
* only dwellings of neutral creatures can be generated
* only neutral creatures can be found in [[Pandora's Box]] 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 [[#quest_artifact_for_seers_hut|here]] for more information about quest artifacts mechanism).


* Standard communication has a common security, depending on the value of the connection (if the value is low, security is not available). If the connection is realized in the form of a passage on the ground, then depending on the length of the common boundary between the passage zones there can be several, each with its own guard. If the connection is realized in the form of a monolith, then the monolith is always put alone, and the guard stands on either side of it. The same is true for underground gates.
In case this option is not activated, zone faction is determined by the [[#zone_faction|default rules]] and depends on main town type or terrain type.
* Broad communication never has protection. If a broad connection is laid on the ground and on the surface, then the passage between the zones is wide, practically across the entire boundary. If the zones are placed in the underground or connected by a monolith or underground gates, the link is placed in the same way as the standard one (only there is no guard).
* Communication with the Border Guard instead of guarding is blocked by Border Guards. On the one hand, the Guard uses the Border Guard of the same color, and on the other hand, the other. In the case of passage through the ground, more than two colors of the Guardians of the Border can be used for one connection. The tents of the Keymaster of the corresponding colors are placed unguarded in the related zones, each not in the zone on whose side the tent's color is used (that is, to open the passage, one player needs to visit the Tents of the Keymaster in both zones, different players each of their zone together open pass cannot). The number of Border Guardian colors is limited, and if they are over, the remaining links to the Border Guardians are generated as standard (you can set the value for these links). The Border Guard colors used by the Border Guardians cannot be used to generate the Keymaster's Tents as filling zones. It is not recommended to use this type of connection.
* A fictitious link is not routed in the form of a pass and does not affect the structure of the map. But, like the other types of links, it affects the placement of zones, increasing the chances of such zones connected by such a link to be next to each other, depending on the setting of the recommended location.


=== Location: ===
== Connection Settings ==


The &quot;Recommended Location&quot; setting allows the communication to affect the location of the zones on the map that it connects. It should be noted that in most cases this setting is advisory and the generator does not guarantee that the zones will actually be placed as indicated by their connections (the generator may not be able to put them so). But, given that the generator has zones in the order of increasing numbers, the correct choice of numbering zones can often achieve the desired effect (for example, if the communication zone numbers follow one another, this increases the chance that the location recommendation will be executed).
Connections 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.


* By default, the generator tries to place the zones next to each other or each other to connect them on the ground or the underground gates and avoid adding monoliths.
=== Connection Types ===
* When set up &quot;On the ground&quot; the generator will try to place the zones near and on one level (so that they can be connected by a passage on the ground). This setting takes precedence over the &quot;Default&quot; settings of other links.
* When setting up the &quot;Underground Gates&quot; the generator will try to place the zones under each other (so that they can be connected by the underground gates). This setting takes precedence over the &quot;Default&quot; settings of other links. In the absence of an underground level, this setting is automatically replaced by the &quot;Default&quot; setting.
* When setting up the &quot;Monolith&quot;, the link will not affect the location of the zones and will always connect the zones with a monolith (even when they can be connected by a passage on the ground and underground gates).
* When you configure &quot;Random&quot;, the link will not affect the location of the zones. If possible, the zones will be connected by a passage on the ground or underground gates, if this is not possible, then a monolith.


The more instructions in the template for recommended locations &quot;On the ground&quot; and &quot;Underground gate&quot;, the more difficult it is for the generator to comply with all the recommendations, and it is also more difficult to tightly fit all the zones on the map (as a result, the unevenness of the sizes of zones increases). Arrangements of &quot;Monolith&quot; and &quot;Random&quot;, on the contrary, simplify the generator the implementation of the remaining recommendations and tight placement of zones.
* 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, and if both zones are located on ground level (as opposed to underground), 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.
* <span id="border_guard_connection"></span> 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 [[#keymasters_tent_the_object|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|zone placement]] settings, and compatible [[#connection_placement|connection placement]] settings).
 
<span id="connection_placement"></span>
 
=== Placement ===
 
Placement 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 your requests). However, RMG creates zones one after another, in ascending zone number, so [[#advanced_zone_placement|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.


=== Roads ===
=== Roads ===


In the communication settings, you can configure the location of roads: by default, mandatory or prohibited.
This setting allows to control the generation of roads from one zone to another.
 
Roads options are:


If roads for communication are prohibited, then through this connection the road will not pass. Connections that are generated through water are equated to connections with the forbidden road.
* "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).


If the roads for communication are mandatory, they can be laid only in some cases. If this link belongs to some simple way (a simple path is a path without repeating zones and links) between two different zones with cities for connections only with mandatory roads, then the obligatory road for this connection is guaranteed to be laid. Otherwise, the obligatory road on this connection is treated as the default road. Less formally, that mandatory roads appear, it is necessary that they connect some zones with cities (possibly through intermediate zones without cities).
RMG first 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.


After constructing the required connections, the generator connects the resulting road networks with each other (and with the remaining cities and shipyards) with the usual algorithm, using some of the links with the roads by default.
In case there are several parallel connections between two zones, they are considered one connection with the "maximum" road option ("Yes" &gt; "Random" &gt; "No") from all gathered connections.


Parallel links for roads are considered one link to the highest road traffic from all the combined roads.
For connections that take the form of a one-way monolith, a road will go to their enters.


If the connection is realized by unilateral monoliths, then the road goes to their entrances.
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|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.


By default it is guaranteed that all cities, shipyards and roads in the zone will be connected by a road network passing within this zone. If you enable the option &quot;Allow disconnected roads&quot; for the zone, this condition is no longer mandatory. At the same time, compulsory roads connect the nearest cities or shipyards of zones, the remaining cities and shipyards join the road network with a standard algorithm.
<span id="advanced_zone_placement"></span>


== Placement of zones ==
== Advanced zone placement ==


Managing the location of zones on the map is one of the most difficult tasks when creating a template. According to their initial concept, random maps have not fixed positions and sizes of zones and do not imply their specification in the template. However, in some cases, the correct placement of zones on the map is critical to the playability of the template, so there are a number of tools that allow you to manage the placement of zones and with the proper skill to achieve the desired results.
Controlling 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. This setting always works and allows you to separate the ground and underground zones.
* 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 the zones side by side, linking them with usual or fictitious links to the recommended location &quot;Default&quot;, &quot;By ground&quot; or &quot;Underground gate&quot;. It should be noted that the settings &quot;On the ground&quot; and &quot;Underground gates&quot; have much more weight than &quot;By default&quot;, so the generator will prefer those positions of the zones where they have maximum connections &quot;On the ground&quot; and &quot;Underground gate&quot;. To make connections &quot;On the ground&quot; and &quot;Underground gate&quot; should be deliberately, only so that the generator could accurately fulfill the recommendation. Otherwise, the generation will be potentially unstable: the generator can disrupt more important layout elements for the sake of implementing these recommendations.
* 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.
* The numbering of zones is important. The generator puts the zones in the order of their numbers, each time selecting for the new zone a provision that best implements the recommendations of the zone's links to the zones already located. After placing all the zones, the generator randomly mixes them, however only in cases where it is possible to improve the implementation of the recommendations of the zone links. Thus, in a number of cases, it is possible to model the process of arranging the zones by a generator in a mental way and to assign them such a numbering so that each next zone is placed in a well-known place clearly identified by connections.
* 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.
* The zone allocation is affected by the setting of the &quot;Zone sparse&quot; template. If several variants of setting up a zone that equally well implement the linkage recommendations are acceptable, the position is chosen either randomly (if there are few enough zones) or so that the entire set of allocated zones fit most squarely. The sparseness of the zones affects the time from which the zones will begin to be placed most tightly. With a sufficiently small sparseness, the first two zones will always be placed diagonally from each other (since such a configuration of the two zones best fits into the square).
* Zone locations are affected by [[#zone_sparseness|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).
* Some of the zones can include the option &quot;Pushing zones&quot;, then the generator will try to place these zones as far apart as possible. This option has the lowest priority: when setting the zone, the generator first selects from among all possible positions those that best implement the zone link recommendations. Then from the resulting set of positions are selected those in which the zone is best placed in the above-mentioned square (if it is sufficiently small). And only from the remaining positions is chosen the position with the largest sum of distances to the zones with the option &quot;Pushing zones&quot; turned on.
* Zones can have the [[#zone_repulsion|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|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 the described mechanisms by an example. Let there be no underground and it is required to make one zone central and place several extreme zones around it in a certain (predetermined) order.
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.


The first way to achieve this is to create fictitious links with the center for every extreme zone and link each zone with fictitious links to its neighbors in the circle. However, not with any numbering of zones this will work as expected. For example, let the center have the largest number. In this case, the extreme zones will be placed first, and it is unlikely that their configuration will be exactly the circle inside which the central zone will fit (with a small sparse zone, the configuration will not exactly represent such a circle, the zones will stand tightly together without large gaps ). Therefore, the central zone will be placed on the side. Further mixing can correct the situation (and, for a simpler configuration, really correct), but in this case the placement needs to be set quite hard,
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 - and is actually likely to succeed for simple configurations - but in our case there are too many constraints to fulfill them with the simple shuffling.


Another option: let the center has the smallest number, and the next after it - two not adjacent zones from the circle. After placing the two zones, the third one can get to any place around the center, including near the second zone (with a small sparseness of the zones, it will always be near the second zone). But in this case next to the second and third zone it is already impossible to place two neighbors each. In order to place them, the generator will have to tear off some zones from the center and disrupt the required placement.
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.


You should specify such a numbering: the first zone is the center, the second is the arbitrary one, and the next one is adjacent to one of the already placed marginal ones. In this case, the generator will always place the zone in a known correct place (next to one of its neighbors and with an empty space for another neighbor on the other side) and immediately place the zones correctly.
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.


It is necessary to note one more difficulty with this circular arrangement of zones. To ensure that all zones are placed in a circle around the center and there are no gaps between them, you need to correctly choose the dimensions of the zones. In practice, due to the random factor, it is almost impossible to choose such dimensions, and one should expect that the gap will always be. But with the above allocation method, this means that there will be an unrealized fictitious link between those zones between which the gap will appear. To avoid this, you must first select a pair of zones, between which there will be a gap, and remove a fictitious link between them (or put the recommended location &quot;Random&quot;, if the link is not fictitious and needed by the template structure). This pair of zones will have an increased size when generated, since they will get a part of the cells from this gap. After this, by changing the size of the zones, it is possible to achieve the maximum possible reduction of the gap, so that its cells are given out for the most part to the extreme zones, and not to the center, and it does not affect the appearance of the generated map (but in so doing there was no chance that the extreme zones would not fit around central).
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 extreme zones. Otherwise, you either need to make the center small enough, or the extreme zones will occupy an insufficient part of the center boundary (the above interval will always be large, and its space will move in the main 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 zones around the center, you can use the &quot;Push zones&quot; option. The numbering should be specified as follows: the first zone is the center, the second one is one of the extreme zones, the third is the one that should be opposite to it, then the two remaining ones. All zones except the center should have the option &quot;Push zones&quot;, the &quot;Zone sparse&quot; of the template should be large enough. Links between the extreme zones should be removed or made to their recommended location &quot;Randomly&quot;, with each extreme zone connected by a normal or fictitious link to the center.
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 central 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.


As a result, the random map generator will first put the central and first extreme zones. Further, he places the second extreme zone opposite the first (due to the repulsion of the zones). The third extreme zone he will put in the middle between the first and second, and the fourth in the remaining place.
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 correctly choose the dimensions of the zones and put a small &quot;Zone sparseness&quot; of the template, you can achieve that the extreme zones will be strictly in the corners: the first extreme zone due to the small sparseness will be placed diagonally from the center, the second due to sparseness and repulsion - in the next corner.
If you choose the appropriate zone dimensions and if you use a small enough [[#zone_sparseness|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 security ==
== About objects and guards ==


To effectively control the generation of objects on a map, one must understand the general principles of generating objects. They are described in this section.
To effectively control how objects appear on a map, one must understand the general principles of object generation. They are described in this section.


=== Object parameters ===
=== Object Options ===


==== General information ====
==== General ====


Each object has the following set of parameters:
Each object has the following set of parameters:


* Value defines the protection of the object and the types of filling of the zone in which the object can meet. In essence, it usually determines how valuable this object is to the player.
* 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.
* The frequency determines how often an object is generated relative to other objects of similar value.
* Frequency: determines the probability of an object to be selected over other objects of similar value.
* The maximum number on the map and the maximum number in the zone.
* Maximum number on the map.
* Admissible types of terrain determine what types of terrain the object can appear on. On the types of terrain that are not included in the list of allowed, the object cannot be generated.
* 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 defined 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.


Using the template settings, you can change the value, frequency and maximum number of objects on the map and in the zone (but you cannot change the allowed terrain types). Restrictions on changes are indicated in the form of comments to the list below. Most objects can be generated by default on random maps. Those that are disabled by default are marked separately. They can be resolved by the template settings.
<span id="object_default_settings"></span>


==== Object Types ====
==== Object Types ====
Line 221: Line 285:
** Frequency: 20.
** Frequency: 20.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: 1 (cannot be increased).
** Maximum per zone: 1 (cannot be increased).
** Terrain types: any land.
** Terrain types: any except water.
* [[Arena]]
* [[Arena]]
** Value: 3000.
** Value: 3000.
** Frequency: 50.
** Frequency: 50.
** Maximum on the map: 32 (cannot be increased).
** Maximum on the map: 32 (cannot be increased).
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any land.
** Terrain types: any except water.
* [[Black Market]]
* [[Black Market]]
** Value: 8000.
** Value: 8000.
** Frequency: 20.
** Frequency: 20.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any land.
** Terrain types: any except water.
* [[Buoy]]
* [[Buoy]]
** Value: 100.
** Value: 100.
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Types of terrain: water.
** Terrain types: water.
* [[Campfire]]
* [[Campfire]]
** The value: 2000.
** Value: 2000.
** Frequency: 500.
** Frequency: 500.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any land.
** Terrain types: any except water.
* [[Swan Pond]]
* [[Swan Pond]]
** Value: 100.
** Value: 100.
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: 1 (cannot be increased).
** Maximum per zone: 1 (cannot be increased).
** Types of terrain: dirt, grass, swamp.
** Terrain types: dirt, grass, swamp.
* [[Cover of Darkness]] (prohibited by default)
* [[Cover of Darkness]] (disabled by default)
** Value: 500.
** Value: 500.
** Frequency: 25.
** Frequency: 25.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: 1.
** Maximum per zone: 1.
** Terrain types: any land.
** Terrain types: any except water.
* [[Corpse]]
* [[Corpse]]
** Value: 500.
** Value: 500.
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: 32 (cannot be increased).
** Maximum on the map: 32 (cannot be increased).
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Types of terrain: sand, rough.
** Terrain types: sand, rough.
* [[Marletto Tower]]
* [[Marletto Tower]]
** Value: 1500.
** Value: 1500.
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: 32 (cannot be increased).
** Maximum on the map: 32 (cannot be increased).
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any land.
** Terrain types: any except water.
* [[Eye of the Magi]] (forbidden by default)
* [[Eye of the Magi]] (disabled by default)
** Value: 100.
** Value: 100.
** Frequency: 50.
** Frequency: 50.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: 1.
** Maximum per zone: 1.
** Terrain types: any land.
** Terrain types: any except water.
* [[Mushroom Rings]]
* [[Mushroom Rings]]
** Value: 100.
** Value: 100.
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: 1 (cannot be increased).
** Maximum per zone: 1 (cannot be increased).
** Types of terrain: dirt, grass, swamp, highlands.
** Terrain types: dirt, grass, swamp, highlands.
* [[Shipwreck]]
* [[Flotsam]]
** Value: 500.
** Value: 500.
** Frequency: 1000.
** Frequency: 1000.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Types of terrain: water.
** Terrain types: water.
* [[Fountain of Fortune]]
* [[Fountain of Fortune]]
** Value: 100.
** Value: 100.
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: 1 (cannot be increased).
** Maximum per zone: 1 (cannot be increased).
** Types of terrain: dirt, grass, swamp.
** Terrain types: dirt, grass, swamp.
* [[Fountain of Youth]]
* [[Fountain of Youth]]
** Value: 100.
** Value: 100.
** Frequency: 50.
** Frequency: 50.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: 1 (cannot be increased).
** Maximum per zone: 1 (cannot be increased).
** Types of terrain: dirt, grass, swamp, water.
** Terrain types: dirt, grass, swamp, water.
* [[Garden of Revelation]]
* [[Garden of Revelation]]
** Value: 1500.
** Value: 1500.
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: 32 (cannot be increased).
** Maximum on the map: 32 (cannot be increased).
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Types of terrain: dirt, grass, swamp, subterranean, highlands.
** Terrain types: dirt, grass, swamp, subterranean, highlands.
* [[Hut of the Magi]] (not allowed by default)
* [[Hut of the Magi]] (disabled by default)
** Value: 100.
** Value: 100.
** Frequency: 25.
** Frequency: 25.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: 1.
** Maximum per zone: 1.
** Terrain types: any land.
** Terrain types: any except water.
* [[Idol of Fortune]]
* [[Idol of Fortune]]
** Value: 100.
** Value: 100.
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: 1 (cannot be increased).
** Maximum per zone: 1 (cannot be increased).
** Terrain types: any land.
** Terrain types: any except water.
* [[Lean To]]
* [[Lean To]]
** Value: 500.
** Value: 500.
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: 32 (cannot be increased).
** Maximum on the map: 32 (cannot be increased).
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Types of terrain: snow.
** Terrain types: snow.
* [[Library of Enlightenment]]
* [[Library of Enlightenment]]
** Value: 12,000.
** Value: 12000.
** Frequency: 20.
** Frequency: 20.
** Maximum on the map: 32 (cannot be increased).
** Maximum on the map: 32 (cannot be increased).
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any land.
** Terrain types: any except water.
* [[School of Magic]]
* [[School of Magic]]
** Value: 1000.
** Value: 1000.
** Frequency: 50.
** Frequency: 50.
** Maximum on the map: 32 (cannot be increased).
** Maximum on the map: 32 (cannot be increased).
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any (including water).
** Terrain types: any (including water).
* [[Magic Spring]] (has several entry cells, so it cannot be generated in groups of objects, it is never guarded, regardless of the configured value)
* [[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.
** Value: 500.
** Frequency: 50.
** Frequency: 50.
** Maximum on the map: 32 (cannot be increased).
** Maximum on the map: 32 (cannot be increased).
** Maximum in the zone: 1 (cannot be increased).
** Maximum per zone: 1 (cannot be increased).
** Types of terrain: rough.
** Terrain types: rough.
* [[Magic Well]]
* [[Magic Well]]
** Value: 250.
** Value: 250.
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: 1 (cannot be increased).
** Maximum per zone: 1 (cannot be increased).
** Terrain types: any land.
** Terrain types: any except water.
* [[Mercenary Camp]]
* [[Mercenary Camp]]
** Value: 1500.
** Value: 1500.
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: 32 (cannot be increased).
** Maximum on the map: 32 (cannot be increased).
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any land.
** Terrain types: any except water.
* [[Mermaids]]
* [[Mermaids]]
** Value: 100.
** Value: 100.
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Types of terrain: water.
** Terrain types: water.
* [[Mystical Garden]]
* [[Mystical Garden]]
** Value: 500.
** Value: 500.
** Frequency: 30.
** Frequency: 30.
** Maximum on the map: 32 (cannot be increased).
** Maximum on the map: 32 (cannot be increased).
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Types of terrain: dirt, grass, swamp.
** Terrain types: dirt, grass, swamp.
* [[Oasis]] (it has several input cells, therefore it cannot be generated in groups of objects, it is never guarded, regardless of the value set)
* [[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.
** Value: 100.
** Frequency: 50.
** Frequency: 50.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: 1 (cannot be increased).
** Maximum per zone: 1 (cannot be increased).
** Types of terrain: sand.
** Terrain types: sand.
* [[Obelisk]]
* [[Obelisk]]
** Value: 350.
** Value: 350.
** Frequency:.
** Frequency: 200.
** Maximum on the map: 48 (cannot be increased).
** Maximum on the map: 48 (cannot be increased).
** Maximum in the zone: 1 (cannot be increased).
** Maximum per zone: 1 (cannot be increased).
** Terrain types: any land.
** Terrain types: any except water.
* [[Star Axis]]
* [[Star Axis]]
** Value: 1500.
** Value: 1500.
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: 32 (cannot be increased).
** Maximum on the map: 32 (cannot be increased).
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any land.
** Terrain types: any except water.
* [[Pyramid]]
* [[Pyramid]]
** Value: 5000.
** Value: 5000.
** Frequency: 20.
** Frequency: 20.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Types of terrain: sand.
** Terrain types: sand.
* [[Rally Flag]]
* [[Rally Flag]]
** Value: 100.
** Value: 100.
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: 1 (cannot be increased).
** Maximum per zone: 1 (cannot be increased).
** Terrain types: any land.
** Terrain types: any except water.
* Random treasure artifact
* Random treasure artifact
** The value: 2000.
** Value: 2000.
** Frequency: 150.
** Frequency: 150.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any land.
** Terrain types: any except water.
* Random minor artifact
* Random minor artifact
** Value: 5000.
** Value: 5000.
** Frequency: 150.
** Frequency: 150.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any land.
** Terrain types: any except water.
* Random major artifact
* Random major artifact
** Value: 10000.
** Value: 10000.
** Frequency: 150.
** Frequency: 150.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any land.
** Terrain types: any except water.
* Random relic artifact
* Random relic artifact
** Value: 20000.
** Value: 20000.
** Frequency: 150.
** Frequency: 150.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any land.
** Terrain types: any except water.
* Random resource (at the start of the map, this object is randomly replaced by a specific resource, objects for specific resources also exist, with other generation parameters)
* 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.
** Value: 1500.
** Frequency: 2000.
** Frequency: 2000.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any land.
** Terrain types: any except water.
* [[Refugee Camp]]
* [[Refugee Camp]]
** Value: 5000.
** Value: 5000.
** Frequency: 20.
** Frequency: 20.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any land.
** Terrain types: any except water.
* [[Sanctuary]] (not allowed by default)
* [[Sanctuary]] (disabled by default)
** Value: 100.
** Value: 100.
** Frequency: 50.
** Frequency: 50.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: 1 (cannot be increased).
** Maximum per zone: 1 (cannot be increased).
** Terrain types: any land.
** Terrain types: any except water.
* [[Scholar]]
* [[Scholar]]
** Value: 1500.
** Value: 1500.
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any land.
** Terrain types: any except water.
* [[Sea Chest]]
* [[Sea Chest]]
** Value: 1500.
** Value: 1500.
** Frequency: 500.
** Frequency: 500.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Types of terrain: water.
** Terrain types: water.
* [[Shipwreck Survivor]]
* [[Shipwreck Survivor]]
** Value: 1500.
** Value: 1500.
** Frequency: 50.
** Frequency: 50.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Types of terrain: water.
** Terrain types: water.
* [[Shrine of Magic Incantation]]
* [[Shrine of Magic Incantation]]
** Value: 500.
** Value: 500.
** Frequency: 50.
** Frequency: 50.
** Maximum on the map: 32.
** Maximum on the map: 32.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any (including water).
** Terrain types: any (including water).
* [[Shrine of Magic Gesture]]
* [[Shrine of Magic Gesture]]
** The value: 2000.
** Value: 2000.
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: 32 (cannot be increased).
** Maximum on the map: 32 (cannot be increased).
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any (including water).
** Terrain types: any (including water).
* [[Shrine of Magic Thought]]
* [[Shrine of Magic Thought]]
Line 473: Line 537:
** Frequency: 50.
** Frequency: 50.
** Maximum on the map: 32 (cannot be increased).
** Maximum on the map: 32 (cannot be increased).
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any (including water).
** Terrain types: any (including water).
* [[Shrine of Magic Mystery]]
* [[Shrine of Magic Mystery]]
Line 479: Line 543:
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: 32.
** Maximum on the map: 32.
** Maximum in the zone: 1.
** Maximum per zone: 1.
** Terrain types: any land.
** Terrain types: any except water.
* [[Sirens]]
* [[Mermaids]]
** Value: 100.
** Value: 100.
** Frequency: 20.
** Frequency: 20.
** Maximum on the map: 32 (cannot be increased).
** Maximum on the map: 32 (cannot be increased).
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Types of terrain: water.
** Terrain types: water.
* [[Stables]]
* [[Stables]]
** Value: 200.
** Value: 200.
** Frequency: 40.
** Frequency: 40.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: 1 (cannot be increased).
** Maximum per zone: 1 (cannot be increased).
** Types of terrain: dirt, grass, rough.
** Terrain types: dirt, grass, rough.
* [[Tavern]]
* [[Tavern]]
** Value: 100.
** Value: 100.
** Frequency: 20.
** Frequency: 20.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: 3 (cannot be increased).
** Maximum per zone: 1.
** Terrain types: any (including water).
** Terrain types: any (including water).
* [[Temple]]
* [[Temple]]
Line 503: Line 567:
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: 1 (cannot be increased).
** Maximum per zone: 1 (cannot be increased).
** Terrain types: any land.
** Terrain types: any except water.
* [[Den of Thieves]]
* [[Den of Thieves]]
** Value: 100.
** Value: 100.
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: 1 (cannot be increased).
** Maximum per zone: 1 (cannot be increased).
** Terrain types: any land.
** Terrain types: any except water.
* [[Trading Post]]
* [[Trading Post]]
** Value: 3000.
** Value: 3000.
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: 1 (cannot be increased).
** Maximum per zone: 1 (cannot be increased).
** Types of terrain: dirt, grass, rough, highlands.
** Terrain types: dirt, grass, rough, highlands.
* [[Learning Stone]]
* [[Learning Stone]]
** Value: 1500.
** Value: 1500.
** Frequency:.
** Frequency: 200.
** Maximum on the map: 32 (cannot be increased).
** Maximum on the map: 32 (cannot be increased).
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any land.
** Terrain types: any except water.
* [[Treasure Chest]]
* [[Treasure Chest]]
** Value: 1500.
** Value: 1500.
** Frequency: 1000.
** Frequency: 1000.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any land.
** Terrain types: any except water.
* [[Tree of Knowledge]]
* [[Tree of Knowledge]]
** Value: 2500.
** Value: 2500.
** Frequency: 50.
** Frequency: 50.
** Maximum on the map: 32 (cannot be increased).
** Maximum on the map: 32 (cannot be increased).
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Types of terrain: dirt, grass, snow.
** Terrain types: dirt, grass, snow.
* [[University]]
* [[University]]
** Value: 2500.
** Value: 2500.
** Frequency: 20.
** Frequency: 20.
** Maximum on the map: 32 (cannot be increased).
** Maximum on the map: 32 (cannot be increased).
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any land.
** Terrain types: any except water.
* [[Wagon]]
* [[Wagon]]
** Value: 500.
** Value: 500.
** Frequency: 50.
** Frequency: 50.
** Maximum on the map: 32 (cannot be increased).
** Maximum on the map: 32 (cannot be increased).
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Types of terrain: rough.
** Terrain types: rough.
* [[School of War]]
* [[School of War]]
** Value: 1000.
** Value: 1000.
** Frequency: 50.
** Frequency: 50.
** Maximum on the map: 32 (cannot be increased).
** Maximum on the map: 32 (cannot be increased).
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any land.
** Terrain types: any except water.
* [[Warrior's Tomb]]
* [[Warrior's Tomb]]
** Value: 6000.
** Value: 6000.
** Frequency: 20.
** Frequency: 20.
** Maximum on the map: 32 (cannot be increased).
** Maximum on the map: 32 (cannot be increased).
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any land.
** Terrain types: any except water.
* [[Water Wheel]]
* [[Water Wheel]]
** Value: 750.
** Value: 750.
** Frequency: 30.
** Frequency: 30.
** Maximum on the map: 32 (cannot be increased).
** Maximum on the map: 32 (cannot be increased).
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Types of terrain: dirt, grass, snow, swamp.
** Terrain types: dirt, grass, snow, swamp.
* [[Watering Hole]] (has several entry cells, so it cannot be generated in groups of objects, it is never guarded, regardless of the set value)
* [[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.
** Value: 500.
** Frequency: 50.
** Frequency: 50.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: 1 (cannot be increased).
** Maximum per zone: 1 (cannot be increased).
** Types of terrain: rough.
** Terrain types: rough.
* [[Windmill]]
* [[Windmill]]
** Value: 2500.
** Value: 2500.
** Frequency: 90.
** Frequency: 90.
** Maximum on the map: 32 (cannot be increased).
** Maximum on the map: 32 (cannot be increased).
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any land.
** Terrain types: any except water.
* [[Witch Hut]]
* [[Witch Hut]]
** Value: 1500.
** Value: 1500.
** Frequency: 80.
** Frequency: 80.
** Maximum on the map: 32 (cannot be increased).
** Maximum on the map: 32 (cannot be increased).
** Maximum in the zone: 3 (cannot be increased).
** Maximum per zone: 3 (cannot be increased).
** Terrain types: any land.
** Terrain types: any except water.
* [[Freelancer's Guild]]
* [[Freelancer's Guild]]
** Value: 100.
** Value: 100.
** Frequency: 50.
** Frequency: 50.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: 1 (cannot be increased).
** Maximum per zone: 1 (cannot be increased).
** Terrain types: any land.
** Terrain types: any except water.
* [[Temple of Loyalty]]
* [[Temple of Loyalty]]
** Value: 100.
** Value: 100.
** Frequency: 20.
** Frequency: 20.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: 1.
** Maximum per zone: 1.
** Terrain types: any land.
** Terrain types: any except water.
* [[Skeleton Transformer]]
* [[Skeleton Transformer]]
** Value: 500.
** Value: 500.
** Frequency: 15.
** Frequency: 15.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: 1.
** Maximum per zone: 1.
** Types of terrain: subterranean.
** Terrain types: subterranean.
* [[Colosseum of the Magi]]
* [[Colosseum of the Magi]]
** Value: 3000.
** Value: 3000.
** Frequency: 50.
** Frequency: 50.
** Maximum on the map: 32 (cannot be increased).
** Maximum on the map: 32 (cannot be increased).
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any land.
** Terrain types: any except water.
* [[Watering Place]]
* [[Watering Place]]
** Value: 500.
** Value: 500.
** Frequency: 50.
** Frequency: 50.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: 1.
** Maximum per zone: 1.
** Types of terrain: rough.
** Terrain types: rough.
* [[Mineral Spring]]
* [[Mineral Spring]]
** Value: 500.
** Value: 500.
** Frequency: 50.
** Frequency: 50.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: 1.
** Maximum per zone: 1.
** Types of terrain: highlands.
** Terrain types: highlands.
* [[Hermit's Shack]]
* [[Hermit's Shack]]
** Value: 1500.
** Value: 1500.
** Frequency: 80.
** Frequency: 80.
** Maximum on the map: 32 (cannot be increased).
** Maximum on the map: 32 (cannot be increased).
** Maximum in the zone: 3.
** Maximum per zone: 1.
** Types of terrain: highlands.
** Terrain types: highlands.
* [[Gazebo]]
* [[Gazebo]]
** Value: 1500.
** Value: 1500.
** Frequency: 50.
** Frequency: 50.
** Maximum on the map: 32 (cannot be increased).
** Maximum on the map: 32 (cannot be increased).
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Types of terrain: highlands.
** Terrain types: highlands.
* [[Junkman]]
* [[Junkman]]
** Value: 200.
** Value: 200.
** Frequency: 40.
** Frequency: 40.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: 1.
** Maximum per zone: 1.
** Types of terrain: highlands.
** Terrain types: highlands.
* [[Ancient Lamp]] (not allowed by default)
* [[Ancient Lamp]] (disabled by default)
** Value: 7000.
** Value: 7000.
** Frequency: 10.
** Frequency: 10.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any land.
** Terrain types: any except water.
* [[Sea Barrel]]
* [[Sea Barrel]]
** Value: 500.
** Value: 500.
** Frequency: 400.
** Frequency: 400.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Types of terrain: water.
** Terrain types: water.
* [[Jetsam]]
* [[Jetsam]]
** Value: 500.
** Value: 500.
** Frequency: 600.
** Frequency: 600.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Types of terrain: water.
** Terrain types: water.
* [[Vial of Mana]]
* [[Vial of Mana]]
** Value: 3000.
** Value: 3000.
** Frequency: 50.
** Frequency: 50.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Types of terrain: water.
** Terrain types: water.
* [[Seafaring Academy]]
* [[Seafaring Academy]]
** Value: 8000.
** Value: 8000.
** Frequency: 20.
** Frequency: 20.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: 1.
** Maximum per zone: 1.
** Terrain types: none (the object is temporarily prohibited for generation).
** Terrain types: none (this object is temporarily not available: it will never be generated).
* [[Observatory]]
* [[Observatory]]
** Value: 500.
** Value: 500.
** Frequency: 20.
** Frequency: 20.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: 1.
** Maximum per zone: 1.
** Types of terrain: water.
** Terrain types: water.
* [[Altar of Mana]] (has several entry cells, therefore cannot be generated as part of groups of objects, it is never guarded, regardless of the value set)
* [[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.
** Value: 100.
** Frequency: 20.
** Frequency: 20.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: 1.
** Maximum per zone: 1.
** Types of terrain: water.
** Terrain types: water.
* [[Town Gate]]
* [[Town Gate]]
** Value: 10000.
** Value: 10000.
** Frequency: 20.
** Frequency: 20.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: 1.
** Maximum per zone: 1.
** Terrain types: any land.
** Terrain types: any except water.


'''[[Pandora's Box]]'''.
<span id="pandoras_box"></span> '''[[Pandora's Box]]'''.


* Maximum on the map: 200 (cannot be increased, common for all types).
* Maximum on the map: 200 (common count for all kinds of content, can not be increased).
* Maximum in the zone: unlimited.
* Maximum per zone: unlimited.
* Terrain types: any land.
* Terrain types: any except water.


Pandora's Box with creatures (one object for each type of creature). The number of creatures depends on the level of the creature and its AI Value (roughly the same total AI Value for each creature level). It is generated only in zones with cities corresponding to the type of creature. It is recommended to allow and disable entire levels of creatures, rather than individual creatures in this object.
[[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|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: (AI Value of the creature) * (Number of creatures) * (1 + (number of zones with the city of this creature) / (number of zones with the city)) cannot be changed.
* 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.
* Frequency: 3.


Pandora's Box with experience.
[[Pandora's Box]] with experience.


* 5000 experience
* 5000 experience
** Value: 6000.
** Value: 6000.
** Frequency: 20.
** Frequency: 20.
* 10,000 experience
* 10000 experience
** Value: 12,000.
** Value: 12000.
** Frequency: 20.
** Frequency: 20.
* 15000 experience
* 15000 experience
Line 711: Line 777:
** Value: 24000.
** Value: 24000.
** Frequency: 20.
** Frequency: 20.
* You can also add Pandora's Box with any other amount of experience from 0 to 99999999, but for this object there are no default settings.
* You can also add [[Pandora's Box]] with custom experience amount, from 0 to 99999999, but there are no default settings for such object.


Pandora's Box with gold.
[[Pandora's Box]] with gold.


* 5000 gold
* 5000 gold
** Value: 5000.
** Value: 5000.
** Frequency: 5.
** Frequency: 5.
* 10,000 gold
* 10000 gold
** Value: 10000.
** Value: 10000.
** Frequency: 5.
** Frequency: 5.
* 15000 gold
* 15000 gold
** Value: 15,000.
** Value: 15000.
** Frequency: 5.
** Frequency: 5.
* 20,000 gold
* 20000 gold
** Value: 20000.
** Value: 20000.
** Frequency: 5.
** Frequency: 5.
* You can also add Pandora's Box with any other amount of gold from 0 to 99999, but for this object there are no default settings.
* You can also add [[Pandora's Box]] with custom amount of gold, from 0 to 99999, but there are no default settings for such object.


Pandora's Box with spells.
[[Pandora's Box]] with spells.


* All 1st-level spells
* All 1st level spells
** Value: 5000.
** Value: 5000.
** Frequency: 2.
** Frequency: 2.
* All 2 level spells
* All 2nd level spells
** Value: 7500.
** Value: 7500.
** Frequency: 2.
** Frequency: 2.
* All 3 level spells
* All 3rd level spells
** Value: 10000.
** Value: 10000.
** Frequency: 2.
** Frequency: 2.
* All 4 level spells
* All 4th level spells
** Value: 12500.
** Value: 12500.
** Frequency: 2.
** Frequency: 2.
* All 5 level spells
* All 5th level spells
** Value: 15,000.
** Value: 15000.
** Frequency: 2.
** Frequency: 2.
* All Spells of Air
* All Air spells
** Value: 15,000.
** Value: 15000.
** Frequency: 2.
** Frequency: 2.
* All Water Spells
* All Water spells
** Value: 15,000.
** Value: 15000.
** Frequency: 2.
** Frequency: 2.
* All Fire spells
* All Fire spells
** Value: 15,000.
** Value: 15000.
** Frequency: 2.
** Frequency: 2.
* All Earth spells
* All Earth spells
** Value: 15,000.
** Value: 15000.
** Frequency: 2.
** Frequency: 2.
* All spells
* All spells
** Value: 30000.
** Value: 30000.
** Frequency: 2.
** Frequency: 2.
* You can also add a Pandora's Box with spells that are limited to any range of levels and any set of elements, but there are no default settings for this object.
* You can also add a [[Pandora's Box]] with a custom level range and a custom set of [[magic school]]s, but there are no default settings for such object.


If all spells of some Pandora's Box are banned, it is automatically banned.
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]]''' (prohibited by default). When generating the Keymaster's Tent, a reward is placed on the map in another area behind the Border Guard of the same color. The award is a group of 1.5 * value objects (tent value) generated according to the rules of the zone to which the Keymaster Tent is supplied (regardless of the type of terrain, settings of objects and ranges of the value of the filling of the zone with the reward). The tent of the Key of each color can be only one on the map. There are no restrictions on the amount in the zone, generated on any land. Frequency for all Keymaster Tents 10. Keymaster's tents are of the following values:
<span id="keymasters_tent_the_object"></span> '''[[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 [[Keymaster's Tent]]s are:


* 5000
* 5000
* 7500
* 7500
* 10000
* 10000
* 15,000
* 15000
* 20000
* 20000
* You can also add the Keeper's Tent of any other value, but for such an object there are no default settings.
* You can also use a custom value, but there are no default settings for such object.


It is not recommended to allow this object.
Using this object is not recommended.


'''Cartographer''' (not allowed by default). The maximum number on the map is unlimited. The maximum number in zone 1 (cannot be increased).
'''[[Cartographer]]''' (disabled by default). The maximum amount per map is not limited. The maximum number per zone is 1 (cannot be increased).


* [[Cartographer|Land Cartographer]]
* Ground [[Cartographer]]
** Value: 10000.
** Value: 10000.
** Frequency: 20.
** Frequency: 20.
** Terrain types: any land, except subterranean.
** Terrain types: any except subterranean and water.
* [[Cartographer|Subterranean Cartographer]]
* Underground [[Cartographer]]
** Value: 7500.
** Value: 7500.
** Frequency: 20.
** Frequency: 20.
** Types of terrain: subterranean.
** Terrain types: subterranean.
* [[Cartographer|Ocean Cartographer]]
* Water [[Cartographer]]
** Value: 5000.
** Value: 5000.
** Frequency: 20.
** Frequency: 20.
** Types of terrain: water.
** Terrain types: water.


'''Bank Creatures'''.
'''Creature Banks'''.


* [[Derelict Ship]]
* [[Derelict Ship]]
Line 797: Line 863:
** Frequency: 20.
** Frequency: 20.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Types of terrain: water.
** Terrain types: water.
* [[Dragon Utopia]]
* [[Dragon Utopia]]
** Value: 10000.
** Value: 10000.
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any land.
** Terrain types: any except water.
* [[Crypt]]
* [[Crypt]]
** Value: 1000.
** Value: 1000.
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Types of terrain: dirt, sand, grass, snow, swamp.
** Terrain types: dirt, sand, grass, snow, swamp.
* [[Shipwreck]]
* [[Shipwreck]]
** The value: 2000.
** Value: 2000.
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Types of terrain: water.
** Terrain types: water.
* [[Cyclops Stockpile]]
* [[Cyclops Stockpile]]
** Value: 3000.
** Value: 3000.
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any land.
** Terrain types: any except water.
* [[Dwarven Treasury]]
* [[Dwarven Treasury]]
** The value: 2000.
** Value: 2000.
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any land.
** Terrain types: any except water.
* [[Griffin Conservatory]]
* [[Griffin Conservatory]]
** The value: 2000.
** Value: 2000.
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any land.
** Terrain types: any except water.
* [[Imp Cache]]
* [[Imp Cache]]
** Value: 5000.
** Value: 5000.
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any land.
** Terrain types: any except water.
* [[Medusa Stores]]
* [[Medusa Stores]]
** Value: 1500.
** Value: 1500.
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any land, except subterranean.
** Terrain types: any except subterranean and water.
* [[Naga Bank]]
* [[Naga Bank]]
** Value: 3000.
** Value: 3000.
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any land.
** Terrain types: any except water.
* [[Dragon Fly Hive]]
* [[Dragon Fly Hive]]
** Value: 9000.
** Value: 9000.
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any land.
** Terrain types: any except water.
* [[Beholders' Sanctuary]]
* [[Beholders' Sanctuary]]
** Value: 2500.
** Value: 2500.
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Types of terrain: water.
** Terrain types: any except water.
* [[Temple of the Sea]]
* [[Temple of the Sea]]
** Value: 10000.
** Value: 10000.
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Types of terrain: water.
** Terrain types: water.
* [[Pirate Cavern]] (prohibited by default)
* [[Pirate Cavern]] (disabled by default)
** Value: 3500.
** Value: 3500.
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Types of terrain: rough.
** Terrain types: rough.
* [[Mansion]]
* [[Mansion]]
** Value: 5000.
** Value: 5000.
** Frequency: 50.
** Frequency: 50.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any land.
** Terrain types: any except water.
* [[Spit]] (forbidden by default)
* [[Spit]] (disabled by default)
** Value: 1500.
** Value: 1500.
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Types of terrain: swamp.
** Terrain types: swamp.
* [[Red Tower]]
* [[Red Tower]]
** Value: 4000.
** Value: 4000.
** Frequency: 20.
** Frequency: 20.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: 1.
** Maximum per zone: 1.
** Terrain types: any land.
** Terrain types: any except water.
* [[Black Tower]]
* [[Black Tower]]
** Value: 1500.
** Value: 1500.
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any land.
** Terrain types: any except water.
* [[Ivory Tower]] (prohibited by default)
* [[Ivory Tower]] (disabled by default)
** Value: 7000.
** Value: 7000.
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Types of terrain: sand, snow.
** Terrain types: sand, snow.
* [[Churchyard]]
* [[Churchyard]]
** Value: 1500.
** Value: 1500.
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any land.
** Terrain types: any except water.
* [[Experimental Shop]]
* [[Experimental Shop]]
** Value: 3500.
** Value: 3500.
** Frequency: 80.
** Frequency: 80.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any land.
** Terrain types: any except water.
* [[Wolf Raider Picket]]
* [[Wolf Raider Picket]]
** Value: 9500.
** Value: 9500.
** Frequency: 70.
** Frequency: 70.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Terrain types: any land.
** Terrain types: any except water.
* [[Ruins]]
* [[Ruins]]
** Value: 1000.
** Value: 1000.
** Frequency: 100.
** Frequency: 100.
** Maximum on the map: unlimited.
** Maximum on the map: unlimited.
** Maximum in the zone: unlimited.
** Maximum per zone: unlimited.
** Types of terrain: highlands.
** Terrain types: highlands.


'''Creature Dwellings''' (each dwelling is a separate object). The number on the map and in the zone is unlimited. It is generated on any land. It is generated only in zones with cities corresponding to the type of creature. It is recommended to allow and prohibit entire levels of creatures, rather than individual dwellings.
<span id="creature_dwellings"></span> '''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|zone faction]]. It is recommended to enable or disable entire levels of creatures, rather than individual dwellings.


* Value: (AI Value of the creature) * ((Increment of the creature) * (1 + (number of zones with the city of this creature) / (number of zones with the city)) + (number of zones with the city of this creature) / 2), cannot be changed. For the Manor (the home of the Vampires) and the Shack (the dwelling of the Peasants), the value is tripled.
* 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.
* Frequency: 40.


'''A compound dwelling of creatures''' (Golem Factory and Element Pairing). The number on the map and in the zone is unlimited. It is generated on any land. Generated only in zones with cities corresponding to the type of creature (at least one of the creatures of the dwelling).
'''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|zone faction]] as (at least one of the) creatures.


* Value: (sum for all creatures of the dwelling ((AI Value of the creature) * ((Creature of the creature) * (1 + (number of zones with the city of this creature) / (number of zones with the city)) + (number of zones with the city of this creature) 2))) / 2, cannot be changed.
* Value: half-sum of the values of the dwelling creatures, each calculated same as [[#creature_dwellings|regular dwellings]]. It cannot be changed.
* Frequency: 20.
* Frequency: 20.


'''Hill Forts'''. The number on the map is unlimited, the maximum in zone 1 (cannot be increased, the total restriction on both types).
'''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|Old Hill Fort]] for level 1-7 with reduced cost of improving creatures 1-4 level (prohibited by default)
* [[Hill Fort|Old Hill Fort]] for 1-7 level creatures, with reduced cost for 1-4 level creatures (this object is disabled by default)
** Value: 7000.
** Value: 7000.
** Frequency: 20.
** Frequency: 20.
** Types of terrain: dirt, grass, snow.
** Terrain types: dirt, grass, snow.
* [[New Hill Fort]] for Level 1-5 with a double creature enhancement cost
* [[New Hill Fort]] for 1-5 level creatures, with double cost
** Value: 7000.
** Value: 7000.
** Frequency: 20.
** Frequency: 20.
** Terrain types: any land.
** Terrain types: any except water.


'''An object that opens a circle of a map with a radius of 20 cells'''. The value is 750, the frequency is 100. The number on the map is unlimited. Maximum in the zone: 1 (cannot be increased).
'''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]]
* [[Redwood Observatory]]
** Terrain types: any land, except subterranean.
** Terrain types: any except subterranean and water.
* [[Pillar of Fire]]
* [[Pillar of Fire]]
** Types of terrain: subterranean.
** Terrain types: subterranean.
* [[Observation Tower]]
* [[Observation Tower]]
** Types of terrain: water.
** Terrain types: water.


'''[[Prison]]'''. The number on the map is limited in such a way that there are at least 10 * (number of players) left for the free heroes + 48. The number in the zone is unlimited. It is generated on any land.
'''[[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 level 1 (0 experience)
* Hero of level 1 (0 experience)
** Value: 2500.
** Value: 2500.
** Frequency: 30.
** Frequency: 30.
* Hero 5 level (5000 experience)
* Hero of level 5 (5000 experience)
** Value: 5000.
** Value: 5000.
** Frequency: 30.
** Frequency: 30.
* Hero 10 level (15000 experience)
* Hero of level 10 (15000 experience)
** Value: 10000.
** Value: 10000.
** Frequency: 30.
** Frequency: 30.
* Hero level 20 (90,000 experience)
* Hero of level 20 (90000 experience)
** Value: 20000.
** Value: 20000.
** Frequency: 30.
** Frequency: 30.
Line 979: Line 1,048:
** Value: 30000.
** Value: 30000.
** Frequency: 30.
** Frequency: 30.
* You can also add a Prison with a hero with any other experience (0-99999999), but there is no default setting for this object.
* You can also add a [[Prison]] with a hero with any other amount of experience (0-99999999), but for this object there are no default settings.


'''[[Resource]]'''. There are no restrictions on the number on the map or in the zone. It is generated on any land.
'''Resource'''. The amount on map and per zone is not limited. It can be generated on any terrain except water.


* Wood
* Wood
Line 987: Line 1,056:
** Frequency: 300.
** Frequency: 300.
* Mercury
* Mercury
** The value: 2000.
** Value: 2000.
** Frequency: 300.
** Frequency: 300.
* Ore
* Ore
Line 993: Line 1,062:
** Frequency: 300.
** Frequency: 300.
* Sulfur
* Sulfur
** The value: 2000.
** Value: 2000.
** Frequency: 300.
** Frequency: 300.
* Crystal
* Crystal
** The value: 2000.
** Value: 2000.
** Frequency: 300.
** Frequency: 300.
* Gems
* Gems
** The value: 2000.
** Value: 2000.
** Frequency: 300.
** Frequency: 300.
* Gold
* Gold
Line 1,005: Line 1,074:
** Frequency: 300.
** Frequency: 300.


There is also a random resource object with its own generation parameters, which is replaced at the start of the map randomly by one of the specific resources.
There is also a Random Resource object, with its own settings, which is replaced by a specific resource at the start of the game.


'''Seer's Hut Quest Artifact'''. This object is a random artifact of level 1 (artifact-treasure), which is not part of the prefabricated artifact and exists on the map in a single copy. When this object is generated, an unguarded Seer's Hut in another zone is also placed on the map, the purpose of which is this artifact. This object is divided into varieties depending on the reward given by the Seer's Shield for the artifact.
<span id="quest_artifact_for_seers_hut"></span> '''[[Seer's Hut]] Quest Artifact'''. 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 on the map: unlimited.
* Maximum in the zone: unlimited.
* Maximum per zone: unlimited.
* Terrain types: any land.
* Terrain types: any except water.


The Seer's Hut gives creatures (one object for each type of creature). The number of creatures depends on the level of the creature and its AI Value (roughly the same total AI Value for each creature level). It is generated only in zones with cities corresponding to the type of creature. It is recommended to allow and disable entire levels of creatures, rather than individual creatures in this object.
[[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 Hut]]s with creature reward can only be generated in zones where [[#zone_faction|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: (2 * (AI Value Creatures) * (Number of creatures) * (1 + (number of zones with the city of this creature) / (number of zones with the city)) - 4000) / 3, cannot be changed.
* 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.
* Frequency: 3.


The Seer's Hut gives experience.
[[Seer's Hut]] with experience reward.


* 5000 experience
* 5000 experience
** The value: 2000.
** Value: 2000.
** Frequency: 10.
** Frequency: 10.
* 10,000 experience
* 10000 experience
** Value: 5333.
** Value: 5333.
** Frequency: 10.
** Frequency: 10.
* 15000 experience
* 15000 experience
** Value: 8,666.
** Value: 8666.
** Frequency: 10.
** Frequency: 10.
* 20000 experience
* 20000 experience
** Value: 12,000.
** Value: 12000.
** Frequency: 10.
** Frequency: 10.
* You can also add an artifact to the Seer's Lodge with any other experience from 0 to 99999999, but there is no default setting for this object.
* You can also add an object with custom experience reward (from 0 to 99999999), but there are no default settings for such object.


The Seer's Hut gives gold.
[[Seer's Hut]] with gold reward.


* 5000 gold
* 5000 gold
** The value: 2000.
** Value: 2000.
** Frequency: 10.
** Frequency: 10.
* 10,000 gold
* 10000 gold
** Value: 5333.
** Value: 5333.
** Frequency: 10.
** Frequency: 10.
* 15000 gold
* 15000 gold
** Value: 8,666.
** Value: 8666.
** Frequency: 10.
** Frequency: 10.
* 20,000 gold
* 20000 gold
** Value: 12,000.
** Value: 12000.
** Frequency: 10.
** Frequency: 10.
* You can also add an artifact to the Seer's Shack with any other amount of gold from 0 to 99999, but for this object there are no default settings.
* You can also add an object with custom gold reward (from 0 to 99999), but there are no default settings for such object.


'''A scroll with a spell'''. There is no limit to the number on the map. It is generated on any land.
'''Spell Scroll'''. The amount on the map / per zone is not limited. It can be generated on any terrain except water.


* 1st level spell
* Level 1 spell
** Value: 500.
** Value: 500.
** Frequency: 30.
** Frequency: 30.
** Maximum in the zone: 6.
** Maximum per zone: 6.
* Level 2 Spell
* Level 2 spell
** The value: 2000.
** Value: 2000.
** Frequency: 30.
** Frequency: 30.
** Maximum in the zone: 5.
** Maximum per zone: 5.
* Spell 3 levels
* Level 3 spell
** Value: 3000.
** Value: 3000.
** Frequency: 30.
** Frequency: 30.
** Maximum in the zone: 4.
** Maximum per zone: 4.
* Spell 4 levels (except [[Town Portal]] and [[Water Walk]])
* Level 4 spell (except [[Town Portal]] and [[Water Walk]])
** Value: 8000.
** Value: 8000.
** Frequency: 30.
** Frequency: 30.
** Maximum in the zone: 3.
** Maximum per zone: 3.
* Spell 5 level (except for Dimension Door and Fly)
* Level 5 spell (except for the [[Dimension Door]] and [[Fly]])
** Value: 10000.
** Value: 10000.
** Frequency: 30.
** Frequency: 30.
** Maximum in the zone: 2.
** Maximum per zone: 2.
* Scroll of [[Town Portal]], [[Water Walk]], [[Dimension Door]] or [[Fly]]
* Spell Scroll with [[Town Portal]], [[Water Walk]], [[Dimension Door]], or [[Fly]]
** Value: 17500.
** Value: 20000.
** Frequency: 30.
** Frequency: 30.
** Maximum in the zone: 1.
** Maximum per zone: 1.


If all spells allowed for some type of scroll are prohibited, it is automatically disabled.
If all spells of one of these categories are disabled, the spell scroll for this category is automatically disabled.


'''The object selling combat vehicles'''. The number on the map is unlimited, the maximum in zone 1 (cannot be increased, the total restriction on both types). It is generated on any land.
'''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]]
* [[War Machine Factory]]
Line 1,088: Line 1,159:
** Frequency: 25.
** Frequency: 25.


'''[[Warehouse]]s'''. The number on the map is not limited. It is generated on any land.
'''[[Warehouse]]s'''. The amount on the map is not limited. It can be generated on any terrain except water.


* Wood
* Wood
** Value: 2250.
** Value: 2250.
** Frequency: 30.
** Frequency: 30.
** Maximum in the zone: 1.
** Maximum per zone: 1.
* Mercury
* Mercury
** Value: 2500.
** Value: 2500.
** Frequency: 25.
** Frequency: 25.
** Maximum in the zone: 1.
** Maximum per zone: 1.
* Ore
* Ore
** Value: 2250.
** Value: 2250.
** Frequency: 30.
** Frequency: 30.
** Maximum in the zone: 1.
** Maximum per zone: 1.
* Sulfur
* Sulfur
** Value: 2500.
** Value: 2500.
** Frequency: 25.
** Frequency: 25.
** Maximum in the zone: 1.
** Maximum per zone: 1.
* Crystal
* Crystal
** Value: 2500.
** Value: 2500.
** Frequency: 25.
** Frequency: 25.
** Maximum in the zone: 1.
** Maximum per zone: 1.
* Gems
* Gems
** Value: 2500.
** Value: 2500.
** Frequency: 25.
** Frequency: 25.
** Maximum in the zone: 1.
** Maximum per zone: 1.
* Gold
* Gold
** Value: 6000.
** Value: 6000.
** Frequency: 15.
** Frequency: 15.
** Maximum in the zone: 1.
** Maximum per zone: 1.


'''[[Mine]]s'''. The mines are not included in the standard filling of the zone and are configured separately. But each mine has a value that defines its protection in a manner similar to ordinary filling objects. Near to each mine there can be 1-3 corresponding resources to it, they are not protected.
<span id="mines"></span> '''[[Mine]]s'''. 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 1-3 resources of its own type. These resources are not guarded.


* Sawmill
* Sawmill
Line 1,136: Line 1,207:
** Value: 7000.
** Value: 7000.


==== Creature objects ====
==== Creature Rewards ====
 
'''The principle of selecting the number of creatures for Pandora's Box and Seer's Shack'''


The total AI Value is selected depending on the level of the creature.
'''Creature count in [[Pandora's Box]] and [[Seer's Hut]]'''


Level: General AI Value
The total AI Value of the awarded creature stack depends on creature level:


* 1: 5000
* Level 1: 5000
* 2: 7000
* Level 2: 7000
* 3: 9000
* Level 3: 9000
* 4: 12,000
* Level 4: 12000
* 5: 16,000
* Level 5: 16000
* 6: 21000
* Level 6: 21000
* 7: 27,000
* Level 7: 27000


The preliminary number of creatures is (total AI Value) / (AI Value of the creature). The division is performed rounded down, but the result is always at least 1.
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.


Further rounding occurs, depending on the preliminary number of creatures (we think that if 2 numbers are the same, then more is chosen)
Then, creature count is rounded using the following rules:


* 1-5: without rounding.
* 1-5: no extra rounding.
* 6-12: rounded to the nearest even number.
* 6-12: rounded up to the even number.
* 13-50: rounded to the nearest number, dividing by 5.
* 13-50: rounded to the nearest multiple of 5.
* more than 50: rounded to the nearest number, divisible by 10.
* More than 50: rounded to the nearest multiple of 10 (multiples of 5 are rounded to the larger nearest multiple of 10).


The rounded value is the final number of creatures in the Pandora's Box or Seer's Shack.
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.


If the number of creatures has turned out to be more than 150, then when calculating the value of this Pandora's Box or the artifact for the Seer's Hut, the resulting number is used, but in reality 150 creatures will be placed there.
'''<span id="zone_faction"></span>Zone faction - conditions for the generation of dwellings and [[Pandora's Box]] and Quest Artifacts for the [[Seer's Hut]] with creatures'''


'''The principle of counting the number of zones with cities to determine the value of external dwellings and Pandora Boxes and artifacts for the Seers of the Providence with creatures'''
Each zone has a town faction that determines:


An area with a city is considered to be a zone in which there is at least one city. Zones with the city of the creature are counted among zones with cities and are determined by the main city of the zone (and not by the fact that the outer dwellings of the zone belong). In the case of neutral creatures, the zones with the creature city are always 0.
* Which [[#creature_dwellings|dwelling objects]] can be hosted.
* Which kind of creature can be found in [[#pandoras_box|[[Pandora's Box]]]].
* Which kind of creature reward can be obtained from [[#quest_artifact_for_seers_hut|Quest artifacts]] generated in this zone (the reward is located in another zone).


'''Conditions for the generation of external dwellings and Pandora Boxes and artifacts for the Seers of the Providence with creatures'''
Zone faction is determined as follows:


If the option &quot;Neutral creatures&quot; is activated in the zone, then the outer dwellings, Pandora's boxes with creatures and artifacts, are the targets of the Quest of the Providence hijens, rewarding creatures in this zone will contain neutral creatures (all other creatures will be banned for this zone). If this option is not activated, then the type of city of creatures for the specified objects is defined as follows (in any case, each zone in the specified objects can have only one type of city):
* 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]].
* If [[#force_neutral_creatures|force neutral creatures]] is checked in zone settings, zone faction is always neutral, regardless the above criteria.


* If there are cities in the zone, then the creatures correspond to the main city of the zone;
Note that the value calculation of dwellings, [[Pandora's Box]] with creatures and [[Seer's Hut]] Quest Artifacts 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.
* If there are no cities in the zone, but there are permitted cities, then the type of creatures is selected randomly from the permitted cities;
* If there are no cities in the zone and all cities are banned, then with the probability of 25% the creatures of the zone will be neutral, otherwise the type of the city is chosen randomly from a set of options depending on the type of terrain:
** Dirt: Castle, Rampart, Necropolis.
** Sand: Stronghold, Cove.
** Grass: Castle, Rampart.
** Snow: Tower.
** Swamp: Fortress, Necropolis, Cove.
** Rough: Stronghold.
** Subterranean: Inferno, Necropolis, Dungeon.
** Lava: Inferno.
** Highlands: Conflux.


=== Filling zone ===
<span id="treasure_generation"></span>


The generator places the filling of the zone in the form of groups of objects, each of which refers to a certain type of filling. In the zone settings, you can specify three types of filling. For each type, the minimum value, maximum value and frequency are indicated. The frequency determines the number of groups of objects suitable for the type of filling the value in the zone (in fact, the frequency is the density of groups of objects of this type, the actual number of groups depends also on the area of ​​the zone on the map).
=== Treasure Generation ===


The group is generated as follows. The generator selects a random number the '''total value''' between the minimum and maximum value of the type of zone filling. A random object is generated from the '''total value / 4''' to the '''total value''' (taking into account object bans and their frequencies: the probability of generating each permissible object is proportional to its frequency). Its value is written into the variable '''used value'''.
Zone 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 proportional to the frequency, but it also depends on zone size).


Further, it is checked: if the '''total value is the value used&gt; = 1500''' or the '''used value &lt;total value / 2''', then the following object is generated with value from '''0.25 * (total value is used value)''' to '''1.25 * (total value is used value)'''. Its value is added to the '''value used'''. This step is repeated until the condition is no longer satisfied or the object is within the specified range of values ​​and, given other constraints, it cannot be generated.
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 proportional to its frequency.


The value of a group of objects is the sum of the values ​​of all objects included in it.
Then, as long as the value sum '''group_value''' of already generated objects meets one of the conditions '''total_value - group_value &lt; 1500''' or '''group_value &lt; 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 repeated 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.


=== Generation of protection ===
=== Objects and Connections Guards ===


The protection of objects is calculated as follows. Calculates the '''index of the force of protection''' = the '''strength of the monsters of the zone''' + the '''adjusted strength of the monsters'''.
Objects and connections protection is calculated as follows.


'''the strength of the zone monsters is''' adjusted in the zone settings in the template: '''Weak''' = '''-1''', '''Medium''' = '''0''', '''Strong''' = '''1'''.
A protection index is calculated as '''protection_index = monsters_strength_zone + monsters_strength_map''', where:


'''the tuned strength of the monsters''' is selected before generating the map: '''Weak''' = '''2''', '''Normal''' = '''3''', '''Strong''' = '''4'''.
* '''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'''.


Thus, the '''index of the security force''' can vary in the range of '''1''' to '''5''', while for further calculations it does not matter which of the terms it was derived from.
The '''protection_index''' varies from '''1''' to '''5''', and fully determines monsters strength, regardless the terms it derives from.


The monster is always generated by the total AI Value. The total AI Value of the protection of the object consists of 2 parts: the '''total AI Value''' = (the '''value of the object''' is the '''minimum value of 1''' ) * the '''coefficient of 1''' + (the '''value of the object''' is the '''minimum value of 2''' ) * the '''coefficient of 2'''.
The monster stack is generated based on a total AI value, calculated as follows: '''total_AI_Value''' = ( '''object_value''' - '''minimal_value_1''')* '''coefficient_1''' + ( '''object_value''' - '''minimal_value_2''')* '''coefficient_2'''


'''the value of the object''' is the value of the protected object, a group of objects or a passage (in the latter case, the value is directly spelled out in the communication settings).
'''object_value''' is the value of the protected object, group of objects, or connection.


'''the minimum value of 1''', the '''coefficient of 1''', the '''minimum value of 2''' and the '''coefficient of 2 are''' determined by the value of the '''index of the force of protection''' :
Minimal values and coefficients depends on the '''protection_index''':


'''index of security force''' : '''minimum value of 1'''
'''minimal_value_1'''


* 1: 2500
* 1: 2500
Line 1,218: Line 1,299:
* 3: 1000
* 3: 1000
* 4: 500
* 4: 500
* 50
* 5: 0


'''index of security force''' : '''coefficient 1'''
'''coefficient_1'''


* 1: 0.5
* 1: 0.5
Line 1,228: Line 1,309:
* 5: 1.5
* 5: 1.5


'''index of security force''' : '''minimum value of 2'''
'''minimal_value_2'''


* 1: 7500
* 1: 7500
Line 1,236: Line 1,317:
* 5: 5000
* 5: 5000


'''index of security force''' : '''coefficient 2'''
'''coefficient_2'''


* 1: 0.5
* 1: 0.5
Line 1,244: Line 1,325:
* 5: 1.5
* 5: 1.5


If some '''minimum value is''' greater than the '''value of the object''', then its term is removed from the sum.
'''object_value''' - '''minimal_value''' is nulled if negative.
 
To guard passages, only the '''adjusted strength of the monsters is''' used as the value of '''the guard strength index'''.''''''


If the '''total AI Value''' turns out to be &lt;2000, then protection will not be placed. Otherwise, select a random type of monster and its average amount equal to the '''total AI Value''' / '''AI Value of the monster'''. If the average number of monsters is less than ((the '''minimum of the monster on the map''' + the '''maximum of the monster on the map''' ) / 2 rounded down) or greater than or equal to 100, then such a monster cannot fall out. The minimum and maximum on the map are set for each monster (you can see, for example, in the map editor).
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 determining the type of monster, the number of monsters is selected as follows:
After the type of monster is selected, the actual monsters count is set as follows:


* '''average''' = '''total AI Value''' / '''AI Value of the monster''' with rounding to the nearest side (if equally close, then up).
* 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 the '''average number is''' &lt;4, then the number of monsters = the '''average number'''.
* If '''Average_count''' &lt; 4, then the actual number of monsters is '''Average_count'''.
* Otherwise, the number of monsters = '''average number''' + '''random number 1''' - '''random number 2'''. A random number is generated in the range from 0 to an '''average number of''' / 4 (rounded down), both numbers are generated according to the same rules, but separately. Thus, real protection can be from 75% to 125% of the average, but the closer the number of monsters to the average, the more likely it is.
* 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.
Example 1.


* The adjusted strength of monsters - Strong, the strength of monsters in the zone - Strong. The Hive of Poisonous Zmiev is generated (value 9000).
* Global monsters strength: Strong, Monsters strength in zone: Strong, Object: [[Serpent Fly Hive]] (value 9000).
* '''index of security force''' = 1 + 4 = 5.
* '''protection_index''' = 1 + 4 = 5.
* 9000&gt; 0, 9000&gt; 5000.
* 9000 &gt; '''minimal_value_1''' (0), 9000 &gt; '''minimal_value_2''' (5000).
* The total AI Value = (9000 - 0) * 1.5 + (9000 - 5000) * 1.5 = 19500&gt; 2000.
* '''total_AI_Value''' = (9000 - 0)*1.5 + (9000 - 5000)*1.5 = 19500.
* 19500 is, for example, 26 Fanatics (AI Value of each is 750).
* 19500 &gt; 2000, so monsters are generated. For example, 26 [[Zealot]]s (single creature AI Value: 750).


Example 2.
Example 2.


* The adjusted strength of monsters - Weak, the strength of monsters in the zone - Weak. The Hive of Poisonous Zmiev is generated (value 9000).
* Global monsters strength: Weak, Monsters strength in zone: Weak, Object: [[Serpent Fly Hive]] (value 9000).
* '''index of security force''' = -1 + 2 = 1.
* '''protection_index''' = -1 + 2 = 1.
* 9000&gt; 2500, 9000&gt; 7500.
* 9000 &gt; '''minimal_value_1''' (2500), 9000 &gt; '''minimal_value_2''' (7500).
* The total AI Value = (9000 - 2500) * 0.5 + (9000 - 7500) * 0.5 = 4000&gt; 2000.
* '''total_AI_Value''' = (9000 - 2500)*0.5 + (9000 - 7500)*0.5 = 4000.
* 4000 is, for example, 26 Harpies (the AI ​​Value of each is 154).
* 4000 &gt; 2000, so monsters are generated. For example, 26 [[Harpies]] (single creature AI Value: 154).


Example 3.
Example 3.


* The adjusted strength of monsters is Normal, the strength of monsters in the zone is Medium. The Gold Mine is generated (value 7000).
* Global monsters strength: Normal, Monsters strength in zone: Average. Object: Gold mine (value 7000).
* '''index of security forces''' = 0 + 3 = 3.
* '''protection_index''' = 0 + 3 = 3.
* 7000&gt; 1000, 7000 &lt;7500.
* 7000 &gt; '''minimal_value_1''' (1000), 7000 &lt; '''minimal_value_2''' (7500).
* The total AI Value = (7000 - 1000) * 1 = 6000&gt; 2000.
* '''total_AI_Value''' = (7000 - 1000)*1 = 6000.
* 6000 is, for example, 24 Spirits (the AI ​​Value of each is 252).
* 6000 &gt; 2000, so monsters are generated. For example, 24 [[Wight]]s (single creature AI Value: 252).


Example 4.
Example 4.


* The adjusted strength of monsters - Weak, the strength of monsters in the zone - Weak. Prison with a 5th level hero is generated (5000 value).
* Global monsters strength: Weak, Monsters strength in zone: Weak. Object: [[Prison]] with a level 5 hero (value 5000).
* '''index of security force''' = -1 + 2 = 1.
* '''protection_index''' = -1 + 2 = 1.
* 5000&gt; 2500, 5000 &lt;7500.
* 5000 &gt; '''minimal_value_1''' (2500), 5000 &lt; '''minimal_value_2''' (7500).
* The total AI Value = (5000 - 2500) * 0.5 = 1250 &lt;2000.
* '''total_AI_Value''' = (5000 - 2500)*0.5 = 1250.
* Protection is not generated.
* 1250 &lt; 2000, so no protection is generated.


Example 5
Example 5


* The adjusted strength of monsters is Strong. A passage protection of 6000 is generated.
* Global monsters strength: Strong. Connection with a value of 6000.
* '''index of security force''' = 4.
* '''protection_index''' = 4.
* 6000&gt; 500, 6000&gt; 5000.
* 6000 &gt; '''minimal_value_1''' (500), 6000 &gt; '''minimal_value_2''' (5000).
* The total AI Value = (6000 - 500) * 1.5 + (6000 - 5000) * 1 = 9250&gt; 2000.
* '''total_AI_Value''' = (6000 - 500)*1.5 + (6000 - 5000)*1 = 9250.
* 9250 is, for example, 56 Stone Gargoyles (AI Value of each equals 165).
* 9250 &gt; 2000, so monsters are generated. For example, 56 [[Stone Gargoyle]]s (single creature AI Value: 165).
 
== Object Settings ==
 
=== General ===


== Setting up objects ==
The list of allowed objects can be customized, as well as object generation parameters. Object customization can be set at template level - settings will apply to the whole map - and/or at zone level. It takes the form of an ordered list of rules.


=== General information ===
RMG has an initial, 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:


Template settings allow you to allow and deny objects, as well as control the parameters of their generation. Setting of objects is present in the template settings and the settings of each zone. It looks like an ordered set of rules.
* "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.


Initially, there is a list of objects available for generating by default with their parameters. Each rule can remove from this list an object or group of objects, add an object or change the parameters of the object. The rules are applied in the order in which they are listed, in some cases this order is important (for example, if you want to disallow all objects and then allow a particular set, then the ban must be the very first rule, because otherwise, if it works, it will delete what it says, that added the previous rules).
Rules defined at template level apply before rules defined at zone level. It means that zone-specific rules always override general rules.


First, the rules from the template settings apply to the list of objects. At the time of generating objects in each zone, the rules from the zone settings apply to the resulting list of objects.
Rules of type "Disable" can target a single object, but also groups of objects of the same kind (for example, all [[Pandora's Box]], all Creature Banks, etc). You can also disable all objects at once.


Rules can be of two types: &quot;Deny&quot; and &quot;Allow / Edit&quot;. The ban excludes the forbidden object from the list of objects to generate the filling of the zone, completely prohibiting its appearance. In addition to individual objects, you can prohibit groups of varieties: you can disable all objects at once (clear the list of objects to generate content), disable all creature banks, all Pandora Boxes and other groups of varieties of objects.
However, only objects that follow the [[#treasure_generation|regular generation process]] can be disabled. Object rules cannot be used to disable:


It should be noted that the ban applies only to objects that are placed on the map in a standard way of generating zone filling. It is impossible to prohibit objects that are set up according to other rules: cities, mines (and resources near them - although other resources cannot be forbidden), unguarded Keymaster Tents for connections (passages between zones) with Border Guardians (but you can prohibit Protected Tents of Keymaster with a reward for the Guardian Borders in another zone). These objects are managed using other zone and link settings. In addition, it is impossible to prohibit the Seer's Shack or the Keymaster Tent award for the Guardian of the Border in the zone, but if you prohibit the Keymaster Tents or artifacts for the Seers' Hits on the entire template, these objects will not appear anywhere.
* Towns/castles;
* Mines and [[#mines|the few resources that come with]] - those will not be affected even if the resource type is disabled;
* Unprotected [[Keymaster's Tent]]s [[#border_guard_connection|dedicated to zone connections]] - but [[Keymaster's Tent]]s [[#keymasters_tent_the_object|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 [[#quest_artifact_for_seers_hut|Seer's Huts]] and groups of objects that may appear due to the presence of [[#keymasters_tent_the_object|[[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).


The rule &quot;Allow / Edit&quot; requires indicating the value of the object, its frequency, the maximum number on the map and in the zone (in the zone settings - without the maximum number on the map). If this object already exists in the list, then its parameters will be changed to the specified ones. Otherwise, the object will be added to the list with the specified parameters.
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.


You cannot specify some parameters by specifying them &quot;by default&quot;. These parameters will not be changed when the rule is applied. If a new object with &quot;default&quot; parameters is added, then the values ​​of these parameters are taken from the corresponding object from the list of objects for the entire map (with the applied rules of the template objects). If the object is absent and in the list of map objects, its default parameters are taken as default parameters (indicated in the previous subsection). Thus, by setting all parameters to the &quot;default&quot; value, you can simply allow the object to be generated.
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 [[#object_default_settings|here]]). Thus, by setting all parameters to "default", you can simply allow the object to be generated in a standard way.


Outside dwellings, Pandora's boxes with creatures and artifacts for the Seers of Seers with creatures can be forbidden, allowed and reigned not only individually (for each creature), but also entire levels (specified frequency, maximum number on the map and the maximum number in the zone will be applied to each suitable object independently). It is recommended to use this particular mechanism, because anyway in each zone these objects can have creatures from only one predetermined type of city.
Dwellings, [[Pandora's Box]] with creature reward, and [[Seer's Hut]] Quest Artifacts 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 [[#zone_faction|a single faction]].


=== Restrictions ===
=== Restrictions ===


Adding an object to the list of objects to generate the content does not guarantee that this object will actually appear on the map. The following are some of the limitations that should be considered when managing objects.
Adding 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 cannot be generated on all types of terrain (in the previous subsection, the allowed types of terrain of objects are indicated). It is not possible to change the types of terrain on which the object is generated, but it is possible to set the zone to a particular type of terrain, if an appropriate object appears in it.
* Many objects can only be generated on specific terrain types (see [[#object_default_settings|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 number on the map and in the zone, which cannot be increased.
* Many objects have restrictions on the maximal count on the map and per zone. These cannot be changed.
* As indicated in the previous subsection, objects are always selected within a range of value. At the same time, the &quot;Minimum&quot; and &quot;Maximum&quot; values ​​in the zone filling settings are the range limits from which the maximum value of the permissible object for generation is randomly selected. The minimum of its value is a quarter of the maximum (objects of even lower value can appear only as part of groups of objects). Thus, the chances of generating a value object that is exactly equal to the &quot;maximum&quot; range are very small (except when the &quot;Minimum&quot; coincides with the &quot;Maximum&quot;, since otherwise this &quot;Maximum&quot; from the entire range should accidentally fall out). In addition, if the minimum value in all ranges is not less than 500,
* As stated in [[#treasure_generation|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 [[#treasure_generation|before]].
* When determining the list of objects in the zone, care should be taken to ensure that for any value of any of the specified filling ranges, there is a permitted object without limits on the quantity from a value of 1/4 of this value to this value itself. Otherwise, the generator will not be able to deliver any objects when such a value falls out, and after several attempts it will decide that the zone is already full and will stop placing objects in it. To avoid this situation, it is recommended to always allow a sufficient number of objects of different values, as well as to avoid too wide ranges (like 100-30000), instead using several shorter ranges that correctly correspond to the values ​​of the allowed objects.
* 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 between 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 100-30000), 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 advisable to ensure that in each zone a sufficient number of 1-cell objects (such as Resources, Artifacts, Pandora's Box, Dragon Fly Hive with a single entry cage and without impenetrable cells) are allowed in different zones according to the values ​​indicated in zone ranges. Often happens that due to the resulting arrangement of obstacles in the zone, the generator cannot accommodate large objects, and if there are few unicellular objects available in the zone, generation can be interrupted and empty areas will remain.
* It is recommended to ensure that in each zone, there is a sufficient number of one-cell objects - that is, with a single trigger cell and without obstacle cells (for example, Resources, Artifacts, [[Pandora's Box]], [[Serpent Fly Hive]] 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, Pandora's Boxes with creatures and artifacts for the Seers of the Seers with creatures, the indication of value is impossible (it is calculated by a special algorithm and takes into account the number of zones with different cities). But you can adjust the range of filling zones for their values.
* For external dwellings, for [[Pandora's Box]] with creatures, and for [[Seer's Hut]] Quest Artifacts 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.
* Outer dwellings, Pandora's boxes with creatures and artifacts for Hijin Seers with creatures are generated only in zones of their type of city (more details are described in the previous subsection). But it is possible for any zone to specify that in it these objects are generated with neutral beings.
* External dwellings, [[Pandora's Box]] with creatures and [[Seer's Hut]] Quest Artifacts with creatures can be generated only in zones where [[#zone_faction|zone faction]] is the same as creature faction. But it is possible to [[#force_neutral_creatures|force zone faction to be neutral]].
* Sometimes an object can rarely be generated because of a small frequency. Changing the frequency of the object can increase the chances of its appearance.
* Sometimes an object is rarely generated due to its low frequency. Increasing object frequency increases the probability of generation.

Revision as of 06:48, 3 April 2018

Horn of the Abyss Only available when the unofficial expansion, Horn of the Abyss, is installed.

Introduction

Random 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 maps

Despite 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 settings

In 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.

Name

The 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.

Description

The 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 Town

This 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, Castle will automatically be allowed.

Heroes

This 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:

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".

Template Settings

A template defines the structure and main features of a random map. One of them is randomly selected from the pack before map generation.

Special Weeks

This 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 Research

This 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 Blocks

By 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 sparseness

When 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.

Artifacts

This 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:

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, Seer's Hut Quest Artifacts 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 Seer's Hut Quest Artifacts, which can only belong to "treasure artifacts" class).

Spells

This setting controls which spells can or cannot appear. Banned spells will not appear in Mage Guilds, Shrines, Pyramids, Spell Scrolls, Pandora's Box and Scholars, and will not be granted by Tomes of Magic and Spellbinder's Hat. But they will still be available as hero starting spells. 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 (Titan's Lightning Bolt and creature abilities: Stone, Poison, Bind, Disease, Paralyze, Aging, Death Cloud, Thunderbolt (Thunderbirds), Dispel Good, Death Stare and Acid Breath) are not affected by this setting. By default, the following spells are disabled:

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:

Pandora's Box and Spell Scroll types that contain only forbidden spells will be automatically banned.

Secondary skills

This 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:

  • 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.

Zone Settings

Random 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.

Size

Controls the relative size of the zone. The actual size depends on additionnal factors such as:

  • Map size;
  • Number 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.

Placement

This 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 Roads

By 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 Repulsion

If 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.

Force Neutral Creatures

This 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 Box 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.

Connection Settings

Connections 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, and if both zones are located on ground level (as opposed to underground), 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).

Placement

Placement 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 your 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.

Roads

This 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 first 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.

Advanced zone placement

Controlling 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 - and is actually likely to succeed for simple configurations - 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 central 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 guards

To effectively control how objects appear on a map, one must understand the general principles of object generation. They are described in this section.

Object Options

General

Each 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 defined 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 Types

Ordinary 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.
  • Cover 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.
  • Mushroom Rings
    • 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 Enlightenment
    • Value: 12000.
    • 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: 10000.
    • Frequency: 150.
    • Maximum on the map: unlimited.
    • Maximum per zone: unlimited.
    • Terrain types: any except water.
  • Random relic artifact
    • Value: 20000.
    • 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, 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.
  • Ancient Lamp (disabled by default)
    • Value: 7000.
    • Frequency: 10.
    • Maximum on the map: unlimited.
    • Maximum per zone: unlimited.
    • Terrain types: any except water.
  • 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: 10000.
    • Frequency: 20.
    • Maximum on the map: unlimited.
    • Maximum per zone: 1.
    • Terrain types: any except water.

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.

  • 5000 experience
    • Value: 6000.
    • Frequency: 20.
  • 10000 experience
    • Value: 12000.
    • Frequency: 20.
  • 15000 experience
    • Value: 18000.
    • Frequency: 20.
  • 20000 experience
    • Value: 24000.
    • Frequency: 20.
  • You can also add Pandora's Box with custom experience amount, from 0 to 99999999, but there are no default settings for such object.

Pandora's Box with gold.

  • 5000 gold
    • Value: 5000.
    • Frequency: 5.
  • 10000 gold
    • Value: 10000.
    • Frequency: 5.
  • 15000 gold
    • Value: 15000.
    • Frequency: 5.
  • 20000 gold
    • Value: 20000.
    • Frequency: 5.
  • You can also add Pandora's Box with custom amount of gold, from 0 to 99999, but there are no default settings for such object.

Pandora's Box with spells.

  • All 1st level spells
    • Value: 5000.
    • Frequency: 2.
  • All 2nd level spells
    • Value: 7500.
    • Frequency: 2.
  • All 3rd level spells
    • Value: 10000.
    • Frequency: 2.
  • All 4th level spells
    • Value: 12500.
    • Frequency: 2.
  • All 5th level spells
    • Value: 15000.
    • Frequency: 2.
  • All Air spells
    • Value: 15000.
    • Frequency: 2.
  • All Water spells
    • Value: 15000.
    • Frequency: 2.
  • All Fire spells
    • Value: 15000.
    • Frequency: 2.
  • All Earth spells
    • Value: 15000.
    • Frequency: 2.
  • All spells
    • Value: 30000.
    • 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 Keymaster'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.

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).

  • Old Hill Fort for 1-7 level creatures, with reduced cost for 1-4 level creatures (this object is disabled by default)
    • Value: 7000.
    • Frequency: 20.
    • Terrain types: dirt, grass, snow.
  • New Hill Fort for 1-5 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).

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: 2500.
    • Frequency: 30.
  • Hero of level 5 (5000 experience)
    • Value: 5000.
    • Frequency: 30.
  • Hero of level 10 (15000 experience)
    • Value: 10000.
    • Frequency: 30.
  • Hero of level 20 (90000 experience)
    • Value: 20000.
    • Frequency: 30.
  • Hero level 30 (500000 experience)
    • Value: 30000.
    • Frequency: 30.
  • You can also add a Prison with a hero with any other amount of experience (0-99999999), 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.

Seer's Hut Quest Artifact. 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.

  • 5000 experience
    • Value: 2000.
    • Frequency: 10.
  • 10000 experience
    • Value: 5333.
    • Frequency: 10.
  • 15000 experience
    • Value: 8666.
    • Frequency: 10.
  • 20000 experience
    • Value: 12000.
    • Frequency: 10.
  • You can also add an object with custom experience reward (from 0 to 99999999), but there are no default settings for such object.

Seer's Hut with gold reward.

  • 5000 gold
    • Value: 2000.
    • Frequency: 10.
  • 10000 gold
    • Value: 5333.
    • Frequency: 10.
  • 15000 gold
    • Value: 8666.
    • Frequency: 10.
  • 20000 gold
    • Value: 12000.
    • Frequency: 10.
  • You can also add an object with custom gold reward (from 0 to 99999), 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.

Warehouses. 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 1-3 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 Rewards

Creature count in Pandora's Box and Seer's Hut

The total AI Value of the awarded creature stack depends on creature level:

  • Level 1: 5000
  • Level 2: 7000
  • Level 3: 9000
  • Level 4: 12000
  • Level 5: 16000
  • Level 6: 21000
  • Level 7: 27000

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:

  • 1-5: no extra rounding.
  • 6-12: rounded up to the even number.
  • 13-50: 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 - conditions for the generation of dwellings and Pandora's Box and Quest Artifacts for the Seer's Hut with creatures

Each zone has a town faction that determines:

  • Which dwelling objects can be hosted.
  • Which kind of creature can be found in [[#pandoras_box|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:

Note that the value calculation of dwellings, Pandora's Box with creatures and Seer's Hut Quest Artifacts 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 Generation

Zone 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 proportional 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 proportional 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 repeated 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.

Objects and Connections Guards

Objects 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)* coefficient_1 + ( object_value - minimal_value_2)* coefficient_2

object_value is the value of the protected object, group of objects, or connection.

Minimal values and coefficients 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 Wights (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 Settings

General

The list of allowed objects can be customized, as well as object generation parameters. Object customization can be set at template level - settings will apply to the whole map - and/or at zone level. It takes the form of an ordered list of rules.

RMG has an initial, 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 example, all Pandora's Box, 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:

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 Box with creature reward, and Seer's Hut Quest Artifacts 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.

Restrictions

Adding 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 between 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 100-30000), 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 - that is, with a single trigger cell and without obstacle cells (for example, Resources, Artifacts, Pandora's Box, Serpent Fly Hive 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 Box with creatures, and for Seer's Hut Quest Artifacts 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 Box with creatures and Seer's Hut Quest Artifacts 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.