For many years now, the war between the sea-people, a warlike nation of the Northern Islands and King Ralph of Arkanian continues on. The country can no longer tolerate the hatred produced by the sea-people. Through betrayal of our vassel, The Rat, the sea-people succeeded in conquering countrysides with rich resources, and to cut us off from most of our trade routes both from land and water. Only your region in the south of Arkanian still has sufficient resources for weapon production. The last battle is approaching shortly. The King needs weapons and gold in order to build up his troops. Since the trade possibilities are to a large extent lost, you will have to supply the requested gold in other ways. Many people will perish in this great task and your citizens will work hard to help, But take care! The sea-people promised that traitor, The Rat, to leave him your area for exploitation. He will bribe bandits to prevent you from fulfilment of your task. Do not disappoint the King. You are the last hope for Arkanian and its people.
This is the first scenario I ever made. The map has a beautiful landscape around the sea. It is tested for easy, normal and hard difficulty. The goals have to be fulfilled within a given timelimit.
I hope, you will enjoy the scenario and should you want to play the whole campaign, so here are the download- and description links for the other two missions of this campaign:
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Wow, nice and pretty map, stunning landscape and realistic-like looking castle!!! I will DOWNLOAD IT right away! Thanks for making this BEAUTIUL MAP!!!
Seaside - Land of Stairs.
Before he made his wonderful first map, the author had learned the tricks for economic maps and how to block them (for me the meaning of "conspiracy").
- No wood trading! For buiiding up a huge city you will have to fully rely on your wood cutters.
- No food trading. Gold from food can come by taxes, by more people only.
- No weapons trading. You need iron mines and workshops to meet the goods targets, but then they are quite useless.
- No replacing of the stockpile because it is not available! Clever.
- No stones trading. No-one may come and smash the castle walls to give them away for money.
The land is full of wolves and bears. Some outlaws and archers trained with the initial bows will run across the entire map to shoot the hostile animals. (Funny how bears always try to hide away when archers approach.)
Of course, the author did not want to prescript the player's strategy for placing the granary. Here's space for the "classic" one and for that in the valley.
The castle is giant, flanked by thick outer walls. To make the ways people walk shorter, I implemented additional gate houses and - stairs, lots of stairs, particularly at the eastern walls and inside the castle. Had fun and took the freedom to smash the inner ward anyways, for more space. (All is fair in love and sea war.) Also, stairs fit at the canyon rocks.
The initial gold, not being applicable for more wood, is best used to place bad things.
In other words, the author allows no way around the castle outline, so let's go the way inside the dynamics of the SH1 eco. Stunning how well it works. Played the map on normal to get an idea of it. Played it on very hard, keeping up a -5 fear factor along with the growing population, and finished the map far earlier than I had done on normal. Score = 29.692.
Hope, some other players will discover this enjoyable map.