The problem with Utopia is that it really gives you a lot in comparision to other banks. So having it or not in a zone may secure a victory for a player.
Another problem is that dragons inside surround you are fast and so tough to kill without losses. Here comes another part of balance . Some towns get it really easy to win utopia in 2 or 3 week without losses and some towns just cannot do it.
For example with fortress you can go into Utopia and finish it up with just 3-5 hydras and 6 lizardsman (optional cure spell helps but is not needed). Not every town in h3 has such trick that makes it easy or possible to win Utopia in 2 or 3 week of game. Important to note here is that most multiplayer games end in 3 week of play.
So another question is who uses random generator ? Well it is mostly used in multiplayer. Singlepalyers prefer campaign and good solo scenerios. So random generator is mostly used in multiplayer and maybe by some mapmapkers to ease up map making process. So IMHO VCMI should target random map generator ar mainly a multiplaye feature as it mostly used there.
Why is it used in multplayer while there are many good ‘fixed’ maps for mp ? Well, because it’s the only way to be close to what original heroes is . On fixed maps you must know the map and most likely you will know it in a way that all your game is already planned before you start playing to the point that you know when what object on map you will visit. That is why random maps are used so much multiplayer because it gives a new unknown map to both players.
So what MP needs is balanced maps and a way to make sure that none of players can view generated map in the map editor to cheat. While we may argue on objects and stuff I see no one told here anything about the most easiest way to make random maps balance which is to mirror zones of players. That way both players get the same amount of utopias dwelllings etc.
Mirrored random map templates was added to Heroes 3 World Tournament . IMHO mirrored random maps would be nice to have in VCMI. The pattern could be:
-Fully mirrored all players have the same mirrored zones
- Partially mirrored - zones closest to players are mirrored, but some zones in the middle between them are not and are considered passage zones (zones through which you can pass to other player land)
In practice fully mirrored maps would be the most balanced ones. Also it is a pattern of most fan made multiplayer maps.