Mod
The mod can be found by searching for "Zetnus HyperRandom" in the in-game mod browser.
Mod page: https://www.ageofempires.com/mods/details/829/
Filename: ZN@HyperRandom
Only the main map will be used, NOT any of the variants.
Map Information
Layout
Updates
Last updated: 03.01.2022
There may be further updates throughout the course of the tournament
The mod can be found by searching for "Zetnus HyperRandom" in the in-game mod browser.
Mod page: https://www.ageofempires.com/mods/details/829/
Filename: ZN@HyperRandom
Only the main map will be used, NOT any of the variants.
Map Information
Layout
- Map layouts are generated randomly. Everything ranging from Arabia to Islands to Gold Rush to Michi is possible in terms of layout. Layouts may not always be perfectly balanced or symmetrical.
- 10% - water map without connecting shallows
- 1% - michi without pre-cut passage
- 10% - nomad start
- 10% - walled start
- 0 - 3 town centers (1 is the most likely)
- 3 or more villagers (3 is the most likely)
- 0 - 3 units to scout with (1 is the most likely)
- Randomly chosen from a wide variety of units (normal scout is the most likely)
- Very strong units have been disabled compared to previous versions of the map (so no hero trebuchets or cobra cars to start with)
- Possibility of extra buildings
- Possibility of a starting boat on water maps
- If you randomly begin with a king or wonder, losing these will NOT result in defeat.
- All players will receive the same starting units and buildings
- The amount of starting resources and scattered map resources are random
- Resources per mine/tree/bush/animal are random as well. (For example, player boars might only have 237 food each)
- The center or corners may hold a large amount of one type of resource
- Gaia units are present on some generations, usually guarding relics or neutral markets. These gaia units cannot be captured and will instead attack player units.
Updates
Last updated: 03.01.2022
There may be further updates throughout the course of the tournament
v4.0
-gaia armies now generate at a much lower frequency
-rebalanced scouts again - 1v1 and TG reduced scout pool unless there are starting walls
-enabled all scouts again for FFA
-reduced the frequency of TC towers
v3.9
-reduced the probability of a feitoria start
-horses should no longer be trapped in forests
-fixed stats on wild animals after the recent update
-added another failsafe to improve ship spawns
-added a 1% chance to double the relic rush relics
v3.8
-chokepoints made wider on average, especially in 1v1
-removed dire wolves again because they are too buggy
-on 1v1 chokepoint map styles, resources should now be balanced per player
-fixed an issue where less than 3 relics were spawning
-added new terrain masking for the mangrove swamp
-fixed an issue where players could start too close to the center and get immediately wolf-rushed by gaia
-added a 2% chance for water to have no fish at all
-players are more likely to get a trade cart scout if there is a neutral market
-enabled hero scouts again, but only if players start with stone walls or even stronger walls
-rebalanced the scout probabilities
v3.7
-fixed some missing strings for beta units
-reduced the chance of starting with a monk
-increased the total relic count when players start with a "monk with relic" unit
-boarding boats and monk boats can now no longer be converted
-reduced maximum food in super fat berry bushes by 100
-feitoria starts will now also have a least 1 house to begin with
v3.6
-activated a 1% chance to get a monument in RM (with trainable units once captured)
-added the option of Socotra-style starts, at a low chance
-fixed an issue where fishing ships wouldn't spawn when the dock was on shallows. However, they may now sometimes spawn far away from the dock.
-fixed an issue where trees had negative wood
-villagers in nomad will now avoid spawning very close to the map edges
-greatly reduced the occurrences of brown water masking, because it looks to similar to land terrains
-fixed an issue in empire wars where a player's gold could spawn in the enemy town
-fixed an issue with one of the gaia armies
-resources and animals will no longer spawn on tiny bits of land in the middle of the ocean
v3.5
-re-balanced resource randomness to make very large amounts of resources less likely
-fixed a bug that prevented triple scout spawns
-fixed an issue that was causing central lands to spawn 100% of the time, where it should only be 50%
-fixed some cases where things set to a chance of 0% could still occur (ex. tiny player islands)
-minimum relic count increased from 1 to 2
-removed the gaia units guarding neutral markets in the corners
-kings in regicide now have hero glow and regeneration
-in KoTH, players will be able to train special units from the monument
-central islands and lakes will be a bit larger on tiny maps
-added more failsafes to make sure starting units and resources spawn properly
-slightly reduced the chance of island and michi layouts
-added a 1% chance to start with an empire wars style base in random map
-increased the chance of non-scout scouts
-a lot of minor bugfixes
-gaia armies now generate at a much lower frequency
-rebalanced scouts again - 1v1 and TG reduced scout pool unless there are starting walls
-enabled all scouts again for FFA
-reduced the frequency of TC towers
v3.9
-reduced the probability of a feitoria start
-horses should no longer be trapped in forests
-fixed stats on wild animals after the recent update
-added another failsafe to improve ship spawns
-added a 1% chance to double the relic rush relics
v3.8
-chokepoints made wider on average, especially in 1v1
-removed dire wolves again because they are too buggy
-on 1v1 chokepoint map styles, resources should now be balanced per player
-fixed an issue where less than 3 relics were spawning
-added new terrain masking for the mangrove swamp
-fixed an issue where players could start too close to the center and get immediately wolf-rushed by gaia
-added a 2% chance for water to have no fish at all
-players are more likely to get a trade cart scout if there is a neutral market
-enabled hero scouts again, but only if players start with stone walls or even stronger walls
-rebalanced the scout probabilities
v3.7
-fixed some missing strings for beta units
-reduced the chance of starting with a monk
-increased the total relic count when players start with a "monk with relic" unit
-boarding boats and monk boats can now no longer be converted
-reduced maximum food in super fat berry bushes by 100
-feitoria starts will now also have a least 1 house to begin with
v3.6
-activated a 1% chance to get a monument in RM (with trainable units once captured)
-added the option of Socotra-style starts, at a low chance
-fixed an issue where fishing ships wouldn't spawn when the dock was on shallows. However, they may now sometimes spawn far away from the dock.
-fixed an issue where trees had negative wood
-villagers in nomad will now avoid spawning very close to the map edges
-greatly reduced the occurrences of brown water masking, because it looks to similar to land terrains
-fixed an issue in empire wars where a player's gold could spawn in the enemy town
-fixed an issue with one of the gaia armies
-resources and animals will no longer spawn on tiny bits of land in the middle of the ocean
v3.5
-re-balanced resource randomness to make very large amounts of resources less likely
-fixed a bug that prevented triple scout spawns
-fixed an issue that was causing central lands to spawn 100% of the time, where it should only be 50%
-fixed some cases where things set to a chance of 0% could still occur (ex. tiny player islands)
-minimum relic count increased from 1 to 2
-removed the gaia units guarding neutral markets in the corners
-kings in regicide now have hero glow and regeneration
-in KoTH, players will be able to train special units from the monument
-central islands and lakes will be a bit larger on tiny maps
-added more failsafes to make sure starting units and resources spawn properly
-slightly reduced the chance of island and michi layouts
-added a 1% chance to start with an empire wars style base in random map
-increased the chance of non-scout scouts
-a lot of minor bugfixes
Last edited: