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Downloads Home » Stronghold Crusader: Economic Scenarios » Drunken Sailors-Updated Version

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Drunken Sailors-Updated Version

Author File Description
Lord Swainy II
File Details
Map Size: 200x200 (Small)
Difficulty: Normal
Richard The Lionheart has for a favour from you.
He needs 50 flagons of ale and 4000 gold for his sailers.*
Your architect has started construction of a castle by the sea, so Richards ship can get the ale and gold quicker, your troops also protest for ale too.
Unfortunatly, a small band of Arabian troops have learnt about this and are marching towards your castle. Luckily, you had found a small tower and a square tower with a un-manned mangonel close by.
*There is no time limit.
NEW!:I have again also changed the map according to review.
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There is now more "bad" events e.g."Fire!"
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There are new objectives e.g.supplying your troops with ale.
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Added the 'forgotten' Engineer's Guild!

Lord Swainy II
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Dianna125 I had a great time playing this map - but a few changes could make it awesome! I wished the there had been more goals to complete - this would have made winning more difficult. Also, there should have been a lot more "bad" things throughout the mission to keep the player on their toes. More attacks would have been a plus too!
This is a great start to a very good map. The map design was very unique. Just a few tweeks and this senario could be great!
Map Design5.0
I really like the changes that you made to this map. I would even add more food/resource goals. I like that there were more bandit attacks and more "negative" events. Thanks for altering the game according to my suggestions. :-)
Map Design5.0
I enjoyed this scenario a lot. I’m not that fond of economic mission but this one was very good. I had to keep a close eye on my stock pile and get my workers to do different tasks when necessary, first to get the gold and then to produce all the ale.

Playability = 4
This level was really good, and quite difficult to play, though the invasion forces never posed any threat as the siege engineers just disappeared every time, the bandits did cause my popularity to waver every time they appeared.

Balance = 4
Good, the only let down for me personally was the lack of fires, the first fire caused quite some damage to my industries, so wells and a water were purchased to ensure this never happened again. But there weren’t anymore scripted fires. Adding a few extra fires might increase the difficulty of this scenario as it would make hitting the targets a race against time before the next fire arrives.

Creativity = 5
A good creative idea, the scenario was well built and well thought out. Keep up the good work!! :D

Map Design = 5
I really liked the look of the map, as it was different to many other economic offerings. The lack of space for building close to the stockpile also made this scenario a challenge.

Story/Instructions = 4
The scenario criteria made for a good game, a few extra goals would enhance this scenario. How about adding a certain amount of bread required to wash down the alcohol with??!! :)
Grisha I'll tell ya what man, This Map Just R U L E S ! ! !
I really loved play this one, but i think you needed to add more Invasions Like, More Fire, Etc.
but i give it a 4.0 :)
Map Design3.0
Playability: 5
I really really enjoyed playing this map. Its stroy was a good mood maker. It gave me a fun to play mood. The map's looks also incresed my fun. I also did not find any bugs in this map. Maps as fun as this should be made more.

Balance: 3
The map was balanced but it was really easy to win. All I had top do was put many archers in the tower at the signpost and carry on with my economy. This was a good thing that enhanced this maps fun though. Try making things harder by reducing the resources or something. Dont increase the invasions as that might reduce this maps fun.

Creativity: 3
There wasnt much of creativity in this map but the fun in this map was really creative so was the story.

Map Design: 3

The maps design was ok but could be made better. The grass on the high ground did not look too good. A little more attection could be given to the map design.

Story/Instructions: 3.5
I really liked the story. It gave me a very very mood to play the map. I would like to give a 5.0 but the story was too small. The story had everything needed to get a good mood to play.

Additional Comments:
Keep up on making fun maps like this in the future. This is one of the best fun to play maps I have ever seen.
peter2008 When so many forerunners have uttered their effusive joy of playing this map I have to be convinced to state that I cannot agree.
What's balance in an eco scenario? Different goals that restrict each other, for example by the lack of grass. Or goals hard to achieve because of tough circumstances.
Here everything but one good was in plentyful supply. Of course I got it to use all the greenery for cultivating hops only. Nevertheless, even with bad things -5 and game speed 90 I simply had to wait. That's too artificial, like the landscape itself.

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Map Design4.3
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