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Author |
File Description |
LordAlesito |
Posted on 12/18/20 @ 09:58 PM
File Details |
Climate: |
Northern |
Difficulty: |
Normal |
Population goal: |
20000 |
Culture goal: |
90 |
Prosperity goal: |
90 |
Peace goal: |
90 |
Favor goal: |
90 |
Minimap:
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Governor, is time for you to know the next great step of Roman Empire. Is still a secret, but our next intentions is to conquer Britain.
Only a few knows this, so keep it like that. I order to increase our military force and resources to prepare the invasion.
As you well know, war is expensive, so we need to get all possible resources from our own land. For this reason, I request to my scouts look rich places over the Empire, that can fit large cities, capables of get high numbers of resources, specially Weapons, Food and Money.
Governor, your next mission have this conditions, so I need you to get as much as you can. The land I'm sending you is next to a large and beautiful lake, with big areas of farmland and excelent deposit of iron. However, this land has been the house of three tribes of natives for hundreds of years. This tribes are always fighting between each others, but never make problems for us, so we let them be... until now.
Governor, you have to pacify them, because they probalby do not like your presence so suddenly, and make them understand they are inside Roman Domain, so they have to live under my Rule once for all.
Another thing is, your city is almost in the middle of our great Empire, that means, barbarians need to pass over many other Roman Cities if they want to attack yours, so you don't have to worry about walls and city's defences.
I expect to full fill all my requests, Governor, Britania is waiting for us to be conquered. |
Author | Reviews ( All | Comments Only | Reviews Only ) |
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Zipods |
Posted on 12/27/20 @ 06:22 AM
Playability: 5
(Insert Playability analysis here)
Balance: 3
(Insert Balance analysis here)
Creativity: 4
(Insert Creativity analysis here)
Map Design: 4
(Insert Map Design analysis here)
Story/Instructions: 4
(Insert Story/Instructions analysis here)
Additional Comments:
In general, liked this map, and the most I liked the feeling in the end that this could be done in MANY MANY different ways and much better than I did. The replayability is great, so the best mark fits it. Was really pleasure to play it with respect to city layout, development and the endless doubts during planning phase in "what if style". Thanks a lot to the author for providing wide range of concepts for replaying this city! I also liked the "lake size" as is balances the narrow gaps and land available for building. I posted my attempt in the "Completed cities" section.
Now, what I did not like:
1) Trade changes for export goods make no sense - always decreasing/increasing/decreasing.... but basically it does not matter as you have natives in the area and only trading with them boost up your economy very much and early. Also the prices for export goods increases too much. Especially for weapons which are already 180 per unit, prices are going even higher to 220 haha! :). It was few years in a row when I made like 15 000 net profit, I never saw this before on any other map, that was really funny to feel myself as Weapon Barron. Better to decrease trade capacity and prices for export goods (to get down to 100 per unit or less) and to increase trade capacity and prices for import goods (to get up to 200 and more for ready goods and 100 and more for raw materials). That would make more challenge and necessity to balance your finances especially on the late stages of the city when you need to pay wages to large bunch of plebes. Also, with respect to pleb wages fluctuations, I also do not see any sense in "decreasing wages". "Increasing wages" is good to make some additional challenge, but no more.
2) Invasions are weak but from the other hand looks very natural as the barbarians attack points are near the native villages, so it looks like, despite our efforts, natives are really not happy of our presence haha! That's pretty interesting idea to see the peaceful and armed natives at the same place all the time! :) Also, the final one-year-three-sided invasions bearing in mind that there is no walls was not so easy to deal, I even lost some part of the city. However, better to put something like that not only in the end, but also in the middle or even at the start of the city.
3) (!!!) Precious oil/olives problem. Better to just increase import capacity of oil/olives than to play around unnecessary increase/decrease of export goods. The lack of oil is the main bottleneck of this map which is developed under the concept of "HUGE city building". There is the real contradiction between the general map idea and lack of oil. It was pretty annoying for me, that's why I put "3" in balance. That would make much more sense in terms of HUGE city building concept to increase olives to 40 and oil at least to 25, so to provide the possibility to build only GI+LP luxury 20,000 city. Imagine if the trade is super ideal (which is big question due to map layout) you only can provide max 166 houses with 40 oil. That means that the most effective ratio then will be 52 LP + 114 GI (166 houses, 19,976 pop) + 1 house of any type. I asses 52 LP+114 GI is not viable composition especially with 90 culture requirement. So I was sad at the very beginning knowing that in the end I could only dream of building the magnificent city with luxury conditions for everyone :(
4) Requests of Emperor are too big and concentrated in short periods with large pauses in between. 500 weapons or 450 wheat? I really want to see that LINE OF 15-16 WAREHOUSES (consuming 100+ workers), 20+ factories, 10+ raw material facilities (300+ workers) that one would build to satisfy the Emperor having the alternative to **** him off and sending some gifts later on. Actually such big request destroys the desire to test if it is possible to win without gifts and 36 months for satisfying 500 unit request in my personal view need the "future knowing" cheat mode to prepare necessary infrastructure which I do not like.
[Edited on 12/27/20 @ 06:28 AM]
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Hedwig |
Posted on 01/07/23 @ 08:28 AM
Playability: 5
Balance: 5
Creativity: 5
Map Design: 5
Story/Instructions: 5
Additional Comments:
Lovely design well thought over. Separating the villages in de south off the map made the military aspect much easier to control. A Lot of farmable land making feeding the people easy. Thanks to the gods and there temples you kan get to a population of more than 30000 al of them in Grand Insula or better.
I uploaded my city. |
HGDL v0.8.2 |
Rating |
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4.4 | Breakdown |
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Playability | 5.0 | Balance | 4.0 | Creativity | 4.0 | Map Design | 4.5 | Story/Instructions | 4.5 |
Statistics |
Downloads: | 934 |
Favorites: [] | 0 |
Size: | 57.85 KB |
Added: | 12/18/20 |
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