A solitary tower stands on rocks watching out over the sea. In this way, the influence of the kingdom over this part of the sea could be increased.
Unfortunately, it has been burned down by the Wolf's men some time ago. Now it stands blackened in this desolate landscape.
Centuries ago the sea retreated and left marsh land instead. The marshes all around are rich with pitch deposits, which could prove very useful for the coming war effort against the Wolf.
Your task will be to collect pitch and defend your little settlement against the Wolf and his accomplices.
There is no lord in this scenario as the lose condition is that no people will be left in your settlement. In this case, you better take care of popularity as soon as possible.
Perhaps you can find a way to defend against the attackers of the Wolf.
Classic Eco-Invasion with an emphasis on the economy part. Normal map, not too challenging, but with some surprises. Wood is the crucial, scarce ressource here. A map with some dead-ends that you can avoid when playing the second time.
Good balancing, keeps you busy.
Creativity: 4 **Spoiler warning!**
Good economy map. Invasion fans may be a little bit disapointed. If you like to build castle fortifications this scenario will disapoint you, since you have no ressources for them. The tower itself has no relevance for the gameplay. Not too many variants, ways to win this map. Get your economy running, avoid dissasters, place bowmen on a hill, win.
The crux of this map is to invest in your economy and bowmen instead of fortifications.
Map Design: 4.5
Very nice map. One can see that the designer invested some time in creating this map.
Good Standard, the tower has no relevance though.
High quality eco map, fun to play, thank you! Maybe we will see a version of this map with more castle building?
Posted on 08/17/14 @ 07:39 AM
I have played this interesting map three times; twice on normal settings and once on hard difficulty level. On each level I used the same tactics to fulfill the economic objective (pitch) and simultaneously to sustain or repel the sporadic enemy attacks. The terrain provides enough space to develop in an efficient way and to stabilize your military defensive position.
Balance is finely tuned no matter what difficulty level you are playing. Since there is not an abundance of wood you have to chop down the birch trees wisely in order not to fall into shortage of wood towards the end of the scenario. It's not a major issue to keep your population happy, but just one proposal: Disable the option of trading pitch in the market. It is more challenging to exploit it out in the swamps.
I felt that this map was quite entertaining, though it is possible to win without placing any spectacular pitch ditches. Bourgogne created a good scenario where you steadily have the opportunity to test your skills and to adapt or change your strategic measures if required. This map demonstrates that the concept of a scenario has not to be overloaded with a huge variety of events or permanent invasions. Simple but good!
Map Design: 3
The designer knows how to use the editor tools in an effective manner. Especially the ruined tower located as an eye-candy on the rocky peninsula was well done; however not being implemented into the gameplay itself. Some better detail work (smoothing) and the shape of the landscape would be perfect!
The author describes in few concise words what the mission is about. Unfortunately, the tower is not relevant for an integrated and meaningful embedding into the game. I propose that it might be occupied by some enemy soldiers right from scratch, so that it could be your first task to get rid of these occupation troops.
All in all a funny and enjoyable eco-invasion-map. Not too hard and well-playable for noobies either.