Maybe I'm getting cynical, but maps without meaningful context just aren't interesting. The landscape here is interesting, but the difficulties encountered are just there, without any real reason for them. So to win you simply have to endure the troubles. Ultimately, the scenario lacks any real creaivilty.
Posted on 04/01/09 @ 04:51 PM
A PYOK mission. The main goal of weapons production is clear, but there are two problems. The iron deposit is far away from the main land. And if chopping trees too careless, the player will have to buy wood near the end of the game.
Creative is the idea to disable any walls and gates and to allow wooden traps only to stop the bandits. These guys (announced by messages from the Wolf) come in encreasing numbers. Happy trapping. Best played with fear factor -5 and game speed 90 (besides bandits events).