Jebus Cross
From Heroes of Might and Magic III
Jump to navigationJump to searchOne of the most popular templates overall, due to its simple layout and fast pace. Every player starts on a big, poorly guarded and rich zone with the native terrain. From the starting zone them may enter the extra-rich central zone. To do so, they must defeat strong passage guards. Once got into the central zone, the player starts to accumulate power rapidly, that's why it's crucial to get there as soon as possible (even on the first week). This template is not considered well-balanced, because the outcome depends greatly on the starting zones contents.
Specifications[edit | edit source]
- Map size: XL-U or L-U.
- Content types clarification:
- 103 (player zones): content types (300–3000, 14), (5000–16000, 6), (12000–22000, 1).
- 610 (central gold zone): content types (10000–25000, 10), (25000–35000, 10), (35000–55000, 3).
- Zones 2–5 have the native terrain of their corresponding town. Zone 1 is always sand.
- Different towns of the same zone are allowed to have different alignments.
- Zones 2–5 are set up symmetrically around the central zone 1.
- Banned hero:
- Allowed hero:
- Maximum amount of Taverns, Mineral Springs and Hermit's Shacks per zone is increased to 3.
- Ancient Lamps are enabled in zones 1–4.
- Special weeks are disabled.
- Combat round limit is 100.
- Other differences from SoD version:
- There cannot be more mines in the zone than the number on layout prescribes.
- All town and guard alignments are allowed.
- Suggested rules and settings: