please rate and say what i have done wrong,
there aint much to say about this map, because you have time enought to find out.
Since i don't like people who uses bad things i don't think you should do so!
a god way to win is to get 50% ale and do the easiest objectives first to scare away your enemies.
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When I began playing this map, I thought it to be a novel idea: a five-way free for all for control of the map. Soon, though, I realized that this was just going to be a military excercise of build your forces, go take the first opponent, build forces, go take the second opponent, etc. It quickly became routine. Add in a nearly impossible population goal (90 on easy alone!) and invasions which sauntered by all the enemy castles to come to me, and this turened into a long, drawn out affair. Also, several glitches (too many troops on the field caused the map to play at a crawl on my PC, archers on the western wall firing at seemingly nothing the whole time, the irritating repeat call of "the enemy is inside the walls" over and over again). A lot of work needed here.
As I said, the pop goal played on hard was astronomical, and the 'eradicate the wolves' script was unneccessary, as the invading forces wiped them out. And with no other goals of any kind, and ill-timed script events, just no sense of rythym or pace to the map at all.
The idea of the map was interesting, but unfulfilled, and nothing else really stood out in my mind in this category.
Map Design: 2
Several unnatural looking features (quarry, iron deposits, the flow and design of the river). Also, having cattle farms in the river itself was very unnatural, to say the least.
No minimap, no description page story, no in-map storyline. No effort put into this aspect at all.
Although the objectives (population) seemed a bit high, this map was fun to play - up to a point.
After several minutes, it became very erratic. My troups would not recognize some enemy units and allowed them to walk directly into the middle of them. It lost all appeal for me when I had to direct (manually!) them to attack individual soldiers. For example, enemy archers would simply stand beside my walls and towers and continue to fire at my defenders until I picked them off one at a time.
I'm unsure what causes this problem unless it's because the game looses track with so many troopers present and/or perhaps because of the poor script timing. By that, I mean far too many events are scheduled to happen at exactly the same time - year and month. Apparently, the game routines are just overloaded trying to accomplish so many tasks at the smae moment. I believe spreading out the events, even by one month, might fix it.