The Lost Estate by Riskyman (Map 4 in Saviour of Léugìm) > Re-Released
|Made with version:
This map was designed by RiskymanNow re-released on his behalf. See "Note from the community campaign team" below.
Other uploaded scenarios in the Campaign:1. Mardonton - The siege
2. Bealaigh Hill -The Ambush
3. An Unlikely Saviour
5. Mountain's Fist
6. The Pilgrims' Progress
7. The City of Columbar
8. Ithélâ's Challenge
9. Mountain's Fist - The Healing
10. Ending a Dire Threat
The Lost Estate (Now Re-Released)
Map No.4 in The Saviour of Léugìm Community Campaign.
Repair the fort at Scoitcine and strengthen it against attack. Build up the ecomomy of this "Lost Estate" to hire troops and gather goods and weapons.
Background Information(Best read with Kingdom map enlarged) Scoitcine or the "Lost Estate" as most people called it is appropriately named. The stone castle was originally built as a garrison and rest point for the Eastern Armies.
In the days of expansion it served a useful cause. Many years passed and the great armies dwindled away, though some soldiers decided to stay. The area, bleak and harsh as it seemed also had iron reserves; the soldiers decided to monopolize on this and soon the small garrison served as a trading outpost. The fort thrived for many years but the Lords became greedy, corrupt and useless defenders. Neighbouring towns and villages began feuding with each other about who owned the iron and to this very day, these petty arguements take place. Often with bloody consequences. It is this reason why the Kingdom has lost interest in the area and gained the name "The Lost Estate". The Fort is located on the edge of the Gabhtrí Hills. It has a commanding view over two river valleys and the road going North to "The Mountain's fist" passes by. There are pockets of fertile ground scattered around the low lying areas with iron and rock in abundance higher up.
StoryIn this mission you will play as a scout party. The small army has been sent out by the capitol to rally support and unite the people around Scoitcine (Lord Dayon will have an easy time attacking a segregated area). On arrival your presence is not wanted, the Lord having been isolated for years has grown independant but weak. You have already lost many men on the way there and you feel your trip has been in vain. As you decide to leave you hear battle noises. A messenger from the city agrees to become allied with the Kingdom if you help out so you defend the city. The weak Lord has escaped and it is up to you to bring the city back to it's former glory and work fo r the greater good of the Kingdom.
Read Lord Michael I's full story in the Zip file.
Campaign MapClick thumbnail pic to see 250k JPEG
Instructions-Repair your fort and strengthen it against attack.
-Build up your ecomomy to hire troops and gather goods and weapons.
On Normal Setting:
- Gold 1325
- 50 spears
- 325 bread
- 150 wood
- Kill all the enemy
- 65% Blessing
- 40% Ale drinking
- Game ends in June 1188
Hints for all playersBuild up your ecomony. You will need to produce plenty troops to defend against the invasions. It is a challenging map. Don't think you can sit back and relax...
Note from the community campaign teamThis is Riskyman's map. He made it. He posted it before but he asked for help from the rest of the team in puting together all the stuff for the zip package and this DL page.
The Suicide Squad is Ericgolf and Sir Ravenclaw. We made a joint ID so we can submit episode 6 in the campaign as a joint project (Look out for it. It will be called The Pilgrims' Progress and will probably drive you crazy :-P).
Anyway, we thought it would be suitable for the re-release of this superb scenario by Riskyman.
Zip ContentsAside from the map the Zip contains:
- The story in a Word file
- The story in a web page
- The campaign map graphic for this stage of the campaign
Authors who worked on this map were:
Riskyman designed and made this scenario.
Lord Michael I wrote the story. Playtesters were Lord Michael I and Ericgolf. Younghappy made the maproom thread for this map some of which appears here in the story detail above.
Also Thanks to:
FroobaChoob for starting and organising the campaign; Younghappy for taking over from FroobaChoob when he had to go offline; Sir Ravenclaw for the campaign logo graphic; Younghappy for the campaign maps and submitting news articles; Ericgolf for the DL page template; SHH staff for posting up the news articles and for other support.
UpdateTo those who downloaded the previous version: A time limit has been added. You lose in June 1188 if you have not met your goals.
|Author||Reviews ( All | Comments Only | Reviews Only )|
Oh my word, what a wonderful scenario this was! I absolutely loved it from the very start to the very finish and everything in between. The opening scene of the scout party arriving at the Estate sets the scene perfectly and what follows is, in essence, a classic Stronghold scenario if the absolute highest quality. You are faced with gathering a number of goods whilst proactively managing the castle, bolstering the defences and defending against some exquisite invasions that test you and push you further each time. There is one fire event that throws all your hard work into blind panic, so be prepared! This scenario is great fun and has loads of replayability. This is a fine example of quality map design. Simple enough, but oh-so-effective. Gripping, absorbing and a true delight to play.
This is what I love about Stronghold maps. With each invasion, the attacks become more ferocious, more devastating and more potent. The balance of troops used is excellent, just enough of each unit to ensure that you have to cover all your bases, so to speak. Making full use of your hot oil engineers is an absolute must if you are going to hold out against those swordsmen and pikemen. The eco goals require equal thought and should be tackled steadily, in conjunction with increasing the size of your own army. Nothing here is easy, and the wood requirement is a nice touch given that I used most of what I produced building structures, increasing the defences of the Estate and as a raw material for weapons. Balance for me was spot-on: a victory only came after my third attempt. Once again, a reflection of a quality scenario.
The Estate was very well modelled and had a true feeling of a thriving settlement, with people scurrying around trying to generate those weapons, produce those goods and generally responding to the call to arms. As mentioned above, I loved the opening scene of the scout party advancing to the Estate and the in-depth and varied economic goals were so well done I couldn't help but be impressed. There isn't one outstanding item here that you could call creative, but take the scenario as a whole and look at how well done it is. THIS is creativity, a scenario so well done and something that plays as near to perfection as you could wish for.
Map Design: 4.5
That word 'quality' springs to mind once more. The terrain takes on a suitably bleak appearance and the effect of the carefully modelled terrain is perfectly supportive of the storyline. I loved the limitations placed on where you can put your buildings and farms, which was done with subtlety, as was the almost invisible but perfectly natural location of stone and iron. The Estate is a joy to behold, alive with activity and bustling in anticipation of the invasions to follow. The AI worked well with the landscape and attacked with full force. Great stuff.
Yes, it takes on the same format as the previous instalments of this campaign, but the content, quality (yes, that word again) and depth of the supporting information is excellent and needs to be recognised. The story reads beautifully, really setting the scene for the chapter and once again the zip file contains the essential campaign map and supporting notes, accompanied by the write-up on the Download Description Page. Faultless, as far as I am concerned.
Another chapter in the campaign, another very different scenario and an exquisite map in its own right. An absolutely essential download and one of the finest maps i've played to date.