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Author |
File Description |
Sir_Vet |
Posted on 11/04/12 @ 03:20 PM
File Details |
Climate: |
Central |
Difficulty: |
Normal |
Population goal: |
4500 |
Culture goal: |
70 |
Prosperity goal: |
50 |
Peace goal: |
40 |
Favor goal: |
90 |
Minimap:
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Ardnan
Since you completed your last assignment you have had a bit of time off, now Caeser wants you to build him a new city. It will be built in the central provences, a higher level of culture will be expected, but your prosperity will not be, the lack of certain buildings will see to that, because of the local Barbarians your peace rating will be low, but to be favorable Caeser will want you to send tributes regularly.
Your first goals should be food trade and war, as in most cities Caeser will ask for goods as you build, so you can expect a request for pottery soon, you will have to wait to find out what the other requests will be. As you rush to get a start on this new city be sure to get your defenses setup before the Barbarians come for a visit, there is no warning and they can knock down a wall and get into your city making a real pain to keep the peace rating up.
The area you will build this new city on is in the central provences, more than enough room for food across from the growing you will find enough clay and over the entire map there is marble, iron and wood, with 2 land traders and 2 sea traders your economy should be fairly strong, the invaders will come from the N and S.
You will need 4500 people, with a time limit of 24 years the last 4 years are free of war or requests, culture at 70, prosperity a low 50, peace 40 and Caeser expects favor of 90. The only rating I had trouble with is the peace rating, I started at 60 and got to 44 then changed the rating to 44, and could still only get up to 42, so I set it at 40 for you, I did all of my testing on Hard.
This is not meant to be a hard map but enough going on to give a good game, playing on normal difficulty would be easy I think. I never tried to play with long roads or blocks, my way is to build a main road at each end then connecting roads 6 spaces apart with housing and their needs on each road plus additional roads and houses for most of the farming and manufacturing areas. It's a hard way to build but that's how I play the game.
I hope you enjoy my map.
Sir_Vet |
Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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Eswen |
Posted on 11/08/12 @ 10:50 AM
Playability: 4
It's a good scenario, but could have been better ... There is little replayability value for this map due to the buildings disallowed by the designer. Not a lot of options, but still the map is well laid out and works as expected. One could build at a leisurely pace. Even though there is a time limit, it's about twice the time needed for the scenario to be completed by players of average skill. I don't know how the map plays out with a housing block design, but I imagine it'd be a bit harder, because of the somewhat limited space at some places.
Balance: 2
The map is rated as normal, and it indeed is a bit below the normal difficulty. The otherwise good impression was somewhat tarnished by the way emperor treats you as his personal potter, miner, weaponsmith, farmer and so on. The increasing request amounts are getting annoyingly distracting in the later parts of the game, and the sheer amount of them is, if not appreciated, at least impressive. There are random events in place, which in the worst of times just boil down to rebuilding a clay pit. Because of the richness of the empire state (Valentia) used for the map I fear the storms random event is just useless. If designer would like, it's possible to vary the map a bit more by reducing the number of trade partners or removing a local recourse for example.
On the good side the scenario provides ample opportunity to fight and although your opponents are generally weak(ish), the designer made a good point balancing this by providing only the ability to use less proficient soldiers. Here logistics is trivial, because of the map size, but there could be found a number of cramped spaces where the player would be forced to cleverly navigate around rocks or trees.
Creativity: 3
There are some nice aspects of the map with good ideas, which I don't feel are entirely new, but still they are not someone else's either. The scenario plays mostly like a sandbox game, but that is not necessarily a bad thing.
Map Design: 5
The map design is superb. Carefully placed rocks plateaus and forests shape a realistically looking and well thought terrain. The concentration of yellow grass to the north, even if not innovative or balancing the map, should be noted as a good complement to the other elements of the relief.
Story/Instructions: 2
There is no real story, but the designer provided good instructions, even though with a few factual errors and typos. [Edited on 11/08/12 @ 10:50 AM]
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HGDL v0.8.2 |
Rating |
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3.2 | Breakdown |
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Playability | 4.0 | Balance | 2.0 | Creativity | 3.0 | Map Design | 5.0 | Story/Instructions | 2.0 |
Statistics |
Downloads: | 366 |
Favorites: [] | 0 |
Size: | 49.25 KB |
Added: | 11/04/12 |
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