
Each of these types is described by three numbers: minimum group value, maximum group value and relative frequency of occurrence. This number alone specifies, if the zone will be colored white, silver or gold.Įach zone’s contents are characterized by three (or less) content types. The bigger is this number, the more precious objects this zone will generate (and the heavier will be the guards). There is a number at the top left corner, near the chest icon, which denotes the richness of this zone’s contents. PC icon located alongside zone number signifies that the player starting in this zone is imperatively AI-controlled. There is a number located at the bottom right corner of the square, which is this zone’s ID. Zones not occupied by players are colored white (for content-poor zones), silver (for content-rich zones) or gold (for vastly content-rich zones). Zone color corresponds to a player whose starting town is located in this zone: this rule is held if only the first colors are selected by players (e.g., red and blue for two players), otherwise zone colors don’t correspond to players’ colors. Square size shows the relative size of the zone with respect to other zones on the template (however, actual size of the zone depends on the variety of factors and may not correspond to the size displayed on the layout). Zones are denoted by squares with rounded corners. This article presents you description and layouts of default HotA templates. The template prescribes, how many zones should map be divided into, how these zones should be interconnected, and certain details regarding zones and connections as well, while majority of objects and precise location of zones is selected randomly.

Every random map is generated following a certain template.
