This template is a continuation of my experiments with limiting the number of Heroes. The idea here is to make a gradual increase in difficulty. Template rules are used as a means to enforce the limit. And the timer can also be seen as a way to soft cap the number of Heroes you can control effectively. For example on Jebus Cross 8 / 4 / 1 counts as a Blitz timer, so you can imagine that having less than half of that will be much harder to manage with 8 heroes.
Based on Jebus Outcast Unlimited version 3.01.
2 different modes - Tavern Limit [TL] or 3 Hero Limit [3HL].
Tavern Limit [TL]. Players are allowed to get 2 additional Heroes on the first week. After that the maximum number of Heroes they can can control increases by 1 with each week: 111 = 3 / 121 = 4 / 131 = 5 / 141 = 6 (and so on, until 8 maximum). When you've reached the limit but you need another Hero, you must first disband one of those that you already have.
3 Heroes Limit [3HL]. Players can only have 3 Heroes for the whole game. If you are looking for another Hero, you must first disband one of those that you already have.
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Template differences (compared to JOU 3.01):
❖ Tavern is unlocked, Hero hiring is enabled.
❖ Tavern Limit and new timer is added to the ruleset.
❖ Added Skill: Scholar.
❖ Logistics specialists are available.
❖ Additional variants and map sizes are not available in this test version.
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JO [HL] Uses another way to limit the number of Heroes, you start in the Bunker with 2 Prisons, Tavern is locked. Retreating and surrendering on this template is not possible. Based on the original Jebus Outcast 3.01.
Check your HOTA version (must be 1.7.2), if it's not the latest one then go to: HOTA downloads
Place the .h3t file into Heroes 3 > HotA_RMGTemplates directory.
Recommended settings. Competitive timer: 3 / 2 / 0:20.
> Fast roads only (rightmost option), water content - none or islands, monster strength - normal or strong, difficulty - 160%.
> Simultaneous turns 135, tournament rules - enabled, protected saves - enabled.
Restart 1x111. The Red player must be the first to say whether he keeps (+) or restarts (111). The Blue player can end the turn and wait until Red makes his decision. If one or both prisons in the starting bunker are missing - it's a technical restart.
FF242 (Final Fight on month 2 week 4 day 2). Whoever controls the central desert town by the end of this turn - wins the game.
Players are allowed to Retreat and Surrender, to perform Hit'n'Run tactics without any restrictions, as well as flying over a Border Guard.
Players can choose one of these modes: Tavern Limit or 3 Heroes Limit.
Tavern Limit [TL]. Players are allowed to get 2 additional Heroes on the first week. After that the maximum number of Heroes they can can control increases by 1 with each week: 111 = 3 / 121 = 4 / 131 = 5 / 141 = 6 (and so on, up to 8 max). When you've reached the limit but you need another Hero, you must first disband one of those that you already have.
3 Heroes Limit [3HL]. Players can only have 3 Heroes for the whole game. If you are looking for another Hero, you must first disband one of those that you already have.
Complete 1 Hero gaming ruleset is available on this page: Hota Online Rules (1 Hero edition).