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Downloads Home » Scenarios » Reaching Marble Island

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Reaching Marble Island

Author File Description
CIP_86
File Details
Climate: Northern
Difficulty: Hard
Population goal: 7037
Culture goal: 40
Prosperity goal: 90
Peace goal: 80
Favor goal: 80
Minimap:
My eighth map

Reaching Marble Island

A northern map

Salve Governor!
In your new task I want you to be the first to develop the famous Marble Island. You have to be careful, there are rumors of some wolf packs being around. They are always looking forward to people landing on the islands which you will have to cross on your way. Moreover, some barbarians have just conquered, or better, destroyed some of our cities in this area. They might become a problem, so you should think of some military defense quickly.

Hint:
It will not make much sense to outwait the attacks from the west side without having connected. So Caesar would be sad about not getting his marble in time and the soft time limit of 30 years would be impossible to fulfill. The goal should be to be ready and prepared when the enemies start entering there.
This is the main challenge of this map.

Goals:
Culture: 40
Prosperity: 90
Peace: 80
Favor: 80
Population: 7037
Time-limit: 30 years (disabled)

Moreover information:
Empire State 19 (Carthago Nova)
Salary: 5 DN (Engineer)
Earthquake: No
Gladiator-revolt: No
Change of Emperor: No
Sea trade problems: No
Land trade problems: No
Rome raises wages: Yes
Rome lowers wages: No
Contaminated water: No
Iron mine collapse: No(t relevant)
Clay pits flooded: No

Specialties:
The scenario is designed for the duration of 30 years. So there will be no attacks, requests etc. after this period.

Blocked buildings: none (except the mission post, which is irrelevant)

Prices will change.

As Caesar will have some requests, there will be opportunities to raise favor (10 units +4, 20 units +5, 30 units +6).

For the Augustus-players:
Clay and marble (after some time) are locally available, timber is not (40 + 15 import / year).
Augustus players could face some problems concerning space and the population goal.

Please do not pay attention to the location in the empire, not fitting to the northern terrain and enemies. It was chosen because of the trade and producing possibilities, which were supposed to fit to my thoughts.

The map was of course several times tested (Vanilla) and beaten.

Feedback (positive, negative) is as usually very welcome.
Pages: [1] 2 » Last »
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
CIP_86
File Author
Players I wish you a good time on this map.

Especially @trolgu, CeasarPizza and TheBlobber.

The videos by TheBlobber playing my maps gave me the motivation for this next one.
CeasarPizza
Rating
5.0
Breakdown
Playability5.0
Balance5.0
Creativity5.0
Map Design5.0
Story/Instructions5.0
Playability: 5
(Insert Playability analysis here)
Everything works fine, no issue at all.
Balance: 5
(Insert Balance analysis here)
Map is challenging at the beginning with economy and bridge building. Later on military is challenging. I think it is at the right amount and not turn the game to arcade tower defense.
Creativity: 5
(Insert Creativity analysis here)
the thought of marble island is great. Map need to be built by phases.
Map Design: 5
(Insert Map Design analysis here)
Very nice and beautiful map.
Story/Instructions: 5
(Insert Story/Instructions analysis here)

Additional Comments:
Always happy to see CIP_86 map with new idea and design. Especially after waiting new map for quite some time. Played on Augustus and finished after 29 years and all 100 with 6 luxury palaces. The invasion point at the valley can be more widen and intense, I would suggest implement some trade stopped on Oil and Furniture to pressure players to expand urgently. Overall, amazing map. Thanks CIP_86.

[Edited on 08/12/22 @ 11:54 AM]

CIP_86
File Author
@CeasarPizza

Thank you very much once more for your feedback!

You are right, money gets huge after some time. Military was supposed to be not too annoying, as you confirm.

I kind of like just using the old possibilities of map creating, so without trade stops and many more things that other maps do offer by being hex-edited. If want to have a finished map file.
If I get critics for that I accept it, but will stay on. :) In this case, economy is no challenge after some time, okay so be it.

I do also think, using these phases with each built bridge being rewarded more and more, is interesting.

"Always happy to see CIP_86 map with new idea and design. Especially after waiting new map for quite some time."

Thanks a lot, very kind words. As mentioned TheBlobber woke me up for at least this map with his nice videos. :) I promised here to reach "the island of 10 created maps" ;)) and the words stand. But it might (again) take some time.

"Played on Augustus and finished after 29 years and all 100 with 6 luxury palaces."

Very nice to hear that Augustus makes no problems in the end, even with the soft time limit and ratings all 100. Sounds like (very?) strong playing. ;)

"The invasion point at the valley can be more widen and intense"

My thought on keeping it slim was that the (regular) enemy can group up without being early attacked. I saw it on other maps and liked the idea.

"Overall, amazing map. Thanks CIP_86."

You are once more very welcome, thank you.





trolgu
Rating
5.0
Breakdown
Playability5.0
Balance5.0
Creativity5.0
Map Design5.0
Story/Instructions5.0
Another beautiful map!

This is probably your toughest scenario so far :)

This time, not all of Caesar's requests were met in order to finish as quickly as possible.
In fact, the completion was before 100 peace was reached.

I proceeded according to the obvious strategy:
Sell furniture, fish and clay.
Once the fertile land is reached and oil can be sold, there are no more financial problems.

It would be interesting to know if anyone has tried the alternative:
Get into debt and sell wine and oil?

Thanks for the effort, keep up the good work!
marekvazny Im going to refrain from review as map is made for Julius and i only play Augustus but ive played it.
I cannot say it seems reasonable to have tiny island with starting area that has to have initial block, industry and forts. There are wolves guarding the only escape. And there is ofc invasion point with fairly early large attack right on top of road from rome.I went full rogue city with expensive bridge to export wine and oil right of the bat.
Lions killed thousants or legionaries and i had to outwait everything. Here is my VoD since trolgu asked for rebel city aproach. https://youtu.be/ugerW_6JaZ0

[Edited on 08/19/22 @ 06:07 AM]

CIP_86
File Author
@trolgu
Thanks for the new very positive review once more! I was pretty sure that you would enjoy this scenario. :) You were very fast as I saw in your completed city, very soon arriving at the main terrain.

You mentioned and followed the one and only strategy that was on my mind when creating this map:

Starting with selling furniture and clay on the first island while building up a little fortress there with towers and two (academy-trained) javelin-forts, also for the wolves. Additional, isolated towers can (I did not do so in my tests) be placed on the other side of the small river (like trolgu did it similarly in "The valley of St. Andrea rivers".)
A block is not built, just some tents on a line, most of them can be deleted later on.
After the first bridge is built, fish can be sold (or in Augustus, be used for the supply post) and some more tents can be placed for the needed labour. There is space for a third fort. After some time and trade the first bigger island can be settled for more housing and the first fed people. Some more trade later the biggest bridge can be built and the farmland is reached, money no more an issue.
Clay and furniture prices go up early to help the player.

@Marek
I watched your video. I never tried Augustus but I know well about it being more difficult in many aspects.
Nevertheless I was surprised about you not even trying "the clay thing", as you called it.
You say several times, there was no other way than the one you took.
This is of course not true.
There is enough space for everything necessary on the first island, still keeping some distance to the enemies' entrypoints.
You call the map several times BS (or LS), it is totally okay as your opinion.
To my mind, you just kind of raped the map instead of taking it seriously, which is a bit disappointing. But anyone as he likes.
You did not loose your honor, like one of your viewers said, but I doubt you increased it.
One could really wonder, is this Marek the same Marek, that created "finis civilis prope est" or "Praevaricationem Macedoniae"?
These maps are far more "disgusting" or "annyoing" or difficult to win, than any of mine, I think.
To me it is a nice challenge to have to earn things like space, food or trade-possibilities, which are usually natural in this game. I wanted to make it necessary and difficult to expand, or escape from this first island, so these wolves are present. Troops are needed eitherway soon, so do the wolves really matter? They could be taken as a warning, "which wind blows here".
The early attacks coming in at the starting terrain, can be no surprise, when I write in the description, the main challenge is to be ready in time for the western attacks and you get immediately the message, there are enemies on their way.
Dear Marek, I am sure, you would be able to beat this map, if you did take it seriously and played with more patience.
On my maps you and every player can always be assured, they are reasonable and tested with conscience to try to find a good (possibly very good) balance (number of attacking enemies, time of the attacks, price changes, demands). They are maybe and hopefully hard to win, but always beatable (without any kind of "exploits"!) in at least Julius, and so far also in Augustus (--> CeasarPizza).

[Edited on 08/19/22 @ 07:31 PM]

marekvazny CIP_86 thank you for the reply,
i value your ability to take in criticism even if it is little biased. I personaly usually value critique more than just "its good" as feedback. I will respond to your key points.
-Augustus problem with military on such tight space is the supply post to feed the army 3x3 + early granary and food, which would be a big pain on the initial island.
-Levy/upkeep in Augustus on temples and forts would take all my money from clay so i frowned upon it. I myself am fan of low value/raw resource selling in bulk but not with such tight contraints. It comes a lot to personal preference but high economy is not fun i think we all agree.
-Im generally not bad with tight spaces f.e. rocks and cliffs but there is something about that cruel island that makes it very hard for me to see a potential setup with the invasion point.
-My own sadistic creations Finis Civillis and Macedoniae. They are also very very cruel and hard maybe more so in some regards but the starting areas are generally larger with options. I like to provide some sembelance of choice where to expand into but i can see the merit of very limited smaller maps as they can make the game very, very hard.
-Seriousness, while streaming i will try my best but it never will be close to playing a map by my own with saves and all the time i need. On stream things get hectic. I forget things, make mistakes and cannot save which can be frustrating so take salty comments with a grain of salt.
-I'm well aware people have beaten the map and your other maps. It is a shame i cannot cope with them on stream as they are well designed for Julius.
-rebel city approach, people have played some of my maps this way as well. Its not good and i have never before used saves and full rebel city on stream before. As to why i did it, i dont think your intended way works in Augustus unfortunately. This is clear case where map designed to be max diff. In Julius allowing for 0 wiggle room will innevitably make Augustus unusable due to how much more it asks of you.
-I love that you are creating things are people are enjoying them. Heaven needs to grow if possible so every creator is super important.

[Edited on 08/20/22 @ 03:44 AM]

CIP_86
File Author
Hi Marek.

"-Augustus problem with military on such tight space is the supply post to feed the army 3x3 + early granary and food, which would be a big pain on the initial island.
-Levy/upkeep in Augustus on temples and forts would take all my money from clay so i frowned upon it"

Totally agree, in Augustus it is a (maybe far) higher challenge to deal with these things.

"-Im generally not bad with tight spaces f.e. rocks and cliffs but there is something about that cruel island that makes it very hard for me to see a potential setup with the invasion point."

Same thing, in Julius it is no problem, pretty easy in the end (especially for me as creator).

"-My own sadistic creations Finis Civillis and Macedoniae. They are also very very cruel and hard maybe more so in some regards but the starting areas are generally larger with options. I like to provide some sembelance of choice where to expand into but i can see the merit of very limited smaller maps as they can make the game very, very hard."

On this map there is exactly one option how to do it. This is in general not an aspect of a good map, I agree. This is a special one, an exception, a clearly defined mission of what to do and to reach.

"-Seriousness, while streaming i will try my best but it never will be close to playing a map by my own with saves and all the time i need. On stream things get hectic. I forget things, make mistakes and cannot save which can be frustrating so take salty comments with a grain of salt."

I never streamed but I can well imagine what you tell. I did not take these "BS-comments" too bad, but it would have been better to say, "BS for Augustus." I feared that it might be the case, but as we know, it is for Julius.

"This is clear case where map designed to be max diff. In Julius allowing for 0 wiggle room will innevitably make Augustus unusable due to how much more it asks of you."

The same thing.

So far you played three of my maps I think and none of them you liked.
Our tastes seem to be pretty different from each other, although I like some of your maps, but some also not. :)

I would not say, Augustus players are the modern Caesar III players. As DDRJake said, for some people it does too much to the game, changes it too much. Nevertheless it is a very good addition by Keriew and co.

Salve.
CIP_86
File Author
Video of a run on this map (JULIUS):

https://youtu.be/B9lT3Fm99MM
blubb Played it on Augustus, and yeah the first invasion was pretty tough, didn't expect it to be that big (I didn't leave the starting island for quite a while due to the high cost of building the first bridge so having to import both fish and fruit for the supply post and only being able to have two javelin forts), but I managed with lots of towers and prefectures. After that it was still quite challenging to manage money, expansion and military. Breaking point was reached when I accessed the farming island enabling me to sell wine and grapes, shortly after olive oil to Rome, after that money stopped being an issue. The invasions in the west later on still demanded some microing, so there was always enough to do. Overall a nice challenge. I usually don't like maps where I'm heavily confined in space, but this one was fun to manage and fill up almost completely

https://ibb.co/L6QrkWK

EDIT: Here's what the starting island looked like shortly before building the first bridge:

https://ibb.co/q7sw1d4

[Edited on 08/29/22 @ 12:19 PM]

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Rating
4.9
Breakdown
Playability4.7
Balance5.0
Creativity5.0
Map Design5.0
Story/Instructions5.0
Statistics
Downloads:117
Favorites: [Who?]0
Size:42.47 KB
Added:08/06/22