In this scenario, you are given rugged and abundent terrain to expand into a thriving castle. You have virtually nothing to start with, so get things moving quickly. Stone, iron, and pitch are a long ways away from the stockpile. Also the trees overgrow the farmland, so making good use of woodcutters is essential to building farms. I tried to balance this scenario for all players, so more experienced players may want to play it on hard or very hard!
|Author||Comments & Reviews ( All | Comments Only | Reviews Only )|
Well a pleasant map, not too hard that is sometime not so bad to relax you. Overall good quality with obvious real work behind.
Like I said it's a pleasant map to play, and good looking of the landscape is probably partly responsible for this feeling. However players only motivated by challenge would better to see elsewhere. You will have to deal with invasion, ecogaol, calamity, build your castle and hire troops to defend it. a good point.
Some good thing, some less good. Bad event a quite used, editing the map I could saw later it was purely scheduled and none were put under a certain condition, but it's not a real problem. Just a way to explore, perhaps for future map, without falling in the inverse excess.
Invasion are, imo, rather weak. Even playing at hard, my estimation is I had twice more troop on my disposal than the last invasion had.
Ecogoal, I could be a bit reserved, like I'm always in this case, to see ecogoal and no time out to achieve it. That mean reach ecogoal is just a question of time.
Good events. Well their use was good early in the game, but at the end it when between boring and catastrophic. Was it necessary to schedule a funfair every year ? If it's to help the player to reach gold ecogoal, I think ask him less gold and drasticly reduce the number of funfair would have been a better solution.
I noticed nothing special, but in another hand I didn't feeled to have either played a twin kind map. Even nothing is imo stunning creative or imaginative, this map have in own soul and full identity. The main originality, imo is the fortification you have to build if you want to protect your vital supply way/production. Perhaps did it come from the solution I used, but it quickly turn in a succession and spread of small independent fort units than in a real castle. Terrain is mostly responsible for this. I could point also the author claim about the need of chopping trees to place farm. It's only partly true. There is free space at start. The question is only to know if it's enough. Fact is ennemies is not enough dangerous, imo, to push me to hire a legion of woodcutters in order to place maximum farm, feed maximum people to build a real "military industrial complex" to have a chance to survive.
Map design is probably the best achievement of this map. I hesitate a long time to decide if I had to rate 4 or 5. Sadly 4.5 dont exist. I have a few to say, expect perhaps to pay more attention to unatural spray in the middle of river which can easily be correct using "lowest terrain brush". You can after if you want add rock instead, spray behind, small islands and shrub, some little piece of ford unconnected to the banks ect... Shortly all that can break the boring feeling often let by to uniform piece of landscape. I detect also some few defaut in lower section of water fall, but we must pay attention to this to see it.
Story instruction : a bit short, very classical, but minimal effort have been made in this section.
Obvious progress in mapmaking if I compare to your first map Jitz.