Which is a Witch
Greetings my lord! I trust you slept well. I know it was only yesterday that your father died, but the business of the kingdom must go on. Your father gave me instruction to be to you an adviser just as I was to him. My name is Raphael, and I am at your service.
Now to the business at hand: It seems your father was poisoned! We believe it was a matter of witchcraft!
You see, the problem is like this: How can we tell which of your people is the witch? Now your father was not the first to suffer at this witch’s hand, and I dare say he’ll be not the last! We must get rid of the wicked person who is at this stage unknown and unstopped. Who ever it is, they have been hard at work conjuring sorrows for our small territory.
So, I’ve taken the liberty to see a wise man, and he has told me the quickest way to put a stop to this witch. This is the wise man’s solution to our problem: First, the old wise man gave me this apple. He says it’s a very special apple, and that we should plant as many orchards as we can from this very apple, for the scent from the blossoms of these apple trees will drive the witch, whom ever it be, far away from us! Witches, so the old man tells me, hate the sweet perfume of this particular type of apple tree.
The second and much more effective thing the wise man advised was having your kingdom blessed by God. There is nothing a witch despises more than people of faith.
I know it seems soon, but we must act now! There’s no time to mourn your father’s passing, and for that I am indeed sorry. But if not is done, I fear we shall all soon join him in the sleep of death. Make haste, Sire, and take action! Although you will surely rid your kingdom of this menace, the witch is sure to cause much trouble before leaving.
May God help us!
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Which is a Witch
I admit being attracted by the title and the minimap at first sight, however, I noticed some little flaws reducing playability and balance so to speak. There’s just one signpost far away, and the only "threatening danger” is a harmless bunch of a handful bandits who will set off raiding from time to time.
Those awful packs of wolves regularly roaming through the land are a little bit annoying, but your archers and pike men should get them under control very well. Alas, there’s no time limit at all; A clear definition of such a time limit would put you under pressure, of course.
Besides, all bad events are triggered nearly simultaneously and periodically, e. g. mad cow disease, plagues, thefts, fires or death (mould) of trees. These negative effects however, will keep within reasonable limits and will be easy to handle. The rabbits play a secondary part in game, because they don’t really bother you seeking for food far away from your castle. To say nothing of those harmless bears most of the time lazing around under the sun and snatching the deer away from your hunters.
I personally think it’s advisable to scatter the complexity of events over a certain defined period in view of a possibly increasing intensity. I suggest increasing continuously the number of bandits during the game (maybe from 6 gradually up to 40). I usually don’t like that fact if I have to wait for the occupation of all empty pre-built workshops at the beginning. This north-western small iron deposit is located far away from the castle and without any natural access, but bringing your creativity to bear, you’ll get at this point, too.
The hilly wooden regions are well designed, though I wished to see a little more effort in decorating these peacefully meandering rivers with shrubs, bushes or pebbles and sandbanks.
The creative placement of granaries up on higher ground and indirectly reachable at the beginning is an excellent idea. However, a few little reconstruction of the interior castle areas will help to get this solvable handicap under control with regard to a rapidly progressing fulfilment of the apple goal. No problem to accomplish the blessed people goal: Doubled rations high taxes and well performing ale consumption allows buying in all necessary stones to fulfil this objective.
Lots of building options are extremely superfluous and might be deleted without hesitation, e. e. g. quarries, ox tethers, engineer’s guild, tunneler’s guild, various towers, blacksmith, poleturners, armourer, ballistas, mangonels...just to mention some of them.
The story itself stylistically reminds me of a fairytale, and the mystic subject of witchcraft or the symbolism being behind all these apples, intensify this impression of a magical background. By the way, a nice play of words: "Which is a witch”!
In summary, it’s a nice but easy going map by Curesoon.
[Edited on 07/20/05 @ 11:21 AM]