View Full Version : Map of Erebus - Unofficial FfH2 Map


OzzyKP
Aug 05, 2007, 11:54 PM
Here is my stab at creating an interesting, playable, and somewhat accurate (based on what little I know of the storyline) map for use with Kael's Fall from Heaven 2 mod.

Version 9 (compatible with FfH version .40) Uploaded 5-12-09:
Download Here. (http://forums.civfanatics.com/downloads.php?do=file&id=8140)

http://forums.civfanatics.com/downloads/ozzy_s_erebus__bts_oOD.jpg

This huge map includes all finished, playable civs (as of version .40). The leaders/civs included are:

Bannor - Sabathiel
Malakim - Varn Gosam
Elohim - Einion Logos
Luchuirp - Beeri Bawl
Kuriotates - Cardith
Ljosalfar - Arendel Phaedra

Khazad - Kandros Fir
Amurites - Valledia the Even
Grigori - Cassiel
Sidar - Sandalphon
Lanun - Hannah the Irin
Hippus - Tasunke

Doviello - Charadon
Balseraphs - Perpentach
Svartalfar - Faeryl Viconia
Clan of Embers - Sheelba
Calabim - Alexis
Sheaim - Tebryn Arbandi
Illians - Auric

As with the last version I took care to balance the placement of good/neutral/evil civs. Civ placement has been changed around a lot due to the addition of the Sidar and Svartalfar. In order to achieve balance between alignments I have changed Ljosalfar's leader to Arendel to have another good civ in the game. I have also moved some civs to new locations. No civ should be totally surrounded by enemies nor entirely enclosed by friends. Most civs are on one main continent with the Lanun on a nearby island. Four civs (one good, two neutral and one evil) are placed on a separate continent. There should be enough room (and open civ slots) for Mercurians and Infernal to spawn.

Civs were placed according to their native land. Hippus are in a great central plain. Khazad are in a mountain range. Doviello are in the tundra, etc.

I did my best to arrange civs according to who their neighbors are in the storyline I found on the wiki. I was only able to find a description for Bannor (that the Clan of Embers were to their east, Doviello to their northwest, and Lunun in islands to the west). You should note that the Khazad and Luchuirp are now neighbors as are the Ljosalfar and Svartalfar.

Finally I tried to make the map conform to natural geographic characteristics with two large mountain chains running north and south situated in the east and the west of the main continent. In both cases the mountains divide greener land closer to the ocean and drier land in the interior. I also did my best to cluster resources to necessitate trade between civs.

Lairs and huts are randomized thanks to a new feature in .34. No extra python files needed for this version. Resources and special features are all pre-placed to ensure balance and encourage some interesting trades.

Any comments, suggestions, complaints are certainly welcome. The "development thread" is here: http://forums.civfanatics.com/showthread.php?t=236321

Thanks! I hope y'all enjoy it!

To use:
1. Download file and unzip map into My Documents\My Games\Beyond the Sword\PublicMaps
2. Load Fall from Heaven 2 Mod
3. Select "Start Scenario" (from either single player or multiplayer)
4. Pick "Ozzy's Map of Erebus v.40"
5. Enjoy!


Version 4 (compatible with FfH version .23 Uploaded 8-20-07:
http://forums.civfanatics.com/downloads/erebus_map_0qu.jpg

Download Here. (http://forums.civfanatics.com/downloads.php?do=file&id=6555)

This huge map includes all playable civs (as of version .23). The leaders/civs included are:

Bannor - Sabathiel
Malakim - Varn Gosam
Elohim - Ethne the White
Luchuirp - Garrim Gyr
Kuriotates - Cardith

Ljosalfar - Thessa
Khazad - Kandros Fir
Lanun - Hannah the Irin
Grigori - Cassiel
Hippus - Tasunke
Amurites - Valledia the Even

Doviello - Charadon
Balseraphs - Perpentach
Clan of Embers - Sheelba
Calabim - Alexis
Sheaim - Tebryn Arbandi

To use:
1. Download file and unzip map into Firaxis Games\Sid Meier's Civilization 4\PublicMaps
2. Place CustomFunctions.py into Firaxis Games\Sid Meier's Civilization 4\Mods\Fall from Heaven 2 023\Assets\python (copy over the existing file)
3. Load Fall from Heaven 2 Mod
4. Select "Start Scenario" (from either single player or multiplayer)
5. Pick "Map of Erebus - FfH2 Map"

it-ogo
Aug 06, 2007, 01:49 AM
It would be nice to have a list of short statements useful for map designing. E.g.
1) Amurites should neighbour to Doviello and Illians (source: Age of Ice).
2) Luchuirp should neighbour to Khazad (both dwarven) and Ljoslfar to Swartalfar (both elven).
etc

where everybody can add or discuss ideas. And someone to keep the current version of this list. :)

MacGyverInSpace
Aug 06, 2007, 07:19 AM
Also, I think an 'ice border' is more realistic than a world wrap. The entire planet/plane (depending on how much truth to legend there is...) should not be just small enough to contain all the civs, who are really should be imaginable as pretty small for flavour.

Thennorin
Aug 06, 2007, 08:05 AM
Wow, that looks good, Ozzy! I remember reading that Kael said there is no official Erebus map, so this is the next best thing. I love the idea of having maps that cater to each civ's native terrain. I also like the idea of clustering resources. It would make for an interesting scenario if the various civs always have surplus resources that make sense according to their description & location (ie, Khazad have copper + iron, Hippus have horses, Luchuirp have stone). I'll try it out when I can.

feydras
Aug 06, 2007, 12:07 PM
This looks terrific. Thanks for the hard work. I will try it soon.

Will this work with both .23c and with the upcoming BtS conversion?

- feydras

Nikis-Knight
Aug 06, 2007, 01:30 PM
Looks nice. I'd play it, but either my computer is worse than I thought, or I have less patience than most people. FfH 2 huge maps have too long wait between turns even in the beginning for me. Maybe BtS will make it easier.

Oh yeah, and when converting to shadow for BtS, you might need to replace civ specific warriors and scouts with generic ones, if you preplaced them. Otherwise, I *think* it should still work, but I haven't tried yet.

(by the way, have you seen my huge map? I need to post an updated version w/o stone, I think, to make it work.)

OzzyKP
Aug 06, 2007, 02:04 PM
I didn't preplace the units, I just set the starting location, so it should hopefully work fine with BTS.

I haven't seen your huge map. I only saw your 5 kings map (though you didn't post a screen shot) but I figured that was too small. Typically I don't go for huge maps, but with so many unique, interesting civs this mod kinda begs for a map to throw them all in together.

Nikis-Knight
Aug 06, 2007, 02:13 PM
I didn't preplace the units, I just set the starting location, so it should hopefully work fine with BTS. hmm, how do you do that? I went in and deleted the units already set down, then replaced them where I wanted them...

Also, it would be nice to have a version with a 21 civ limit, but I don't know how to do that.

I haven't seen your huge map.I stuck it in the scenario forum,here (http://forums.civfanatics.com/showthread.php?t=208084)

OzzyKP
Aug 06, 2007, 02:38 PM
hmm, how do you do that? I went in and deleted the units already set down, then replaced them where I wanted them...

Also, it would be nice to have a version with a 21 civ limit, but I don't know how to do that.

I did that at first too, but I know the AI gets different starting units based on difficulty and such, and I didn't want to mess that up by just placing units. Plus I didn't want to bother trying to match up the right flavor units with each civ, there are an ungodly number of units to sort through with this mod.

There is a tag for each leader in the WB file that lists a starting location coordinate:
BeginPlayer
Team=5
LeaderType=LEADER_THESSA
LeaderName=Thessa
CivDesc=Ljosalfar
CivShortDesc=Ljosalfar
CivAdjective=Ljosalfar
FlagDecal=Art/Interface/TeamColor/Ljosalfarflag.dds
WhiteFlag=0
CivType=CIVILIZATION_LJOSALFAR
Color=PLAYERCOLOR_LJOSALFAR
ArtStyle=ARTSTYLE_SOUTH_AMERICA
PlayableCiv=1
MinorNationStatus=0
StartingGold=0
StartingX=73, StartingY=62
StateReligion=
StartingEra=ERA_ANCIENT
CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_DESPOTISM
CivicOption=CIVICOPTION_CULTURAL_VALUES, Civic=CIVIC_RELIGION
CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_TRIBALISM
CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_DECENTRALIZATION
CivicOption=CIVICOPTION_COMPASSION, Civic=CIVIC_BASIC_CARE
CivicOption=CIVICOPTION_EDUCATION, Civic=CIVIC_NO_SCHOOL_SYSTEM
Handicap=HANDICAP_NOBLE
EndPlayer

The trick is to figure out the coordinates for the tile you want them to start on. I'm sure there is a more elegant way of doing it, but I just placed an improvement down on that tile, saved it and then used the find function (ctrl + f) to locate the correct plot in notepad.


I stuck it in the scenario forum,here (http://forums.civfanatics.com/showthread.php?t=208084)

Ah, ok. There are too many damn forums and sub-forums here, I can't keep track of it all, hah. You should list it on the wiki (http://civ4wiki.com/wiki/index.php/FfH_Mods). If I had seen it I probably would have just played that one instead of making a new one. It looks nice.

Rex rgis of Ter
Aug 06, 2007, 03:06 PM
Cool Map! I liked it, but I thought Arendel should rule Ljosalfar, as she is the queen.

OzzyKP
Aug 06, 2007, 03:24 PM
I didn't realize that. I picked her initially, but I thought the civ was supposed to be neutral, so I didn't want a good leader to throw things off.

Greeneyedzombie
Aug 06, 2007, 03:27 PM
This map looks great. I'll deffinatly try it out.
Any chance that you will later change it to include all civs? I've seen an earth map with 24 civs, so it should be doable.

Nikis-Knight
Aug 06, 2007, 03:52 PM
I did that at first too, but I know the AI gets different starting units based on difficulty and such, and I didn't want to mess that up by just placing units. Plus I didn't want to bother trying to match up the right flavor units with each civ, there are an ungodly number of units to sort through with this mod. And it is much harder in WB where they are unnamed! Thanks. :)

OzzyKP
Aug 06, 2007, 04:44 PM
This map looks great. I'll deffinatly try it out.
Any chance that you will later change it to include all civs? I've seen an earth map with 24 civs, so it should be doable.

Yea, I'll look into it. If it is possible, I'll definitely do it.

BlazeRedSXT
Aug 06, 2007, 04:52 PM
My understanding is that the max number of civs is set somewhere between the dll and the core program... so I think it would require a dll change. That said, I am pretty sure BtS upped the max number of civs, not sure what the new max is though.
Also, going to go try this map out now.

Cheers!

woodelf
Aug 06, 2007, 05:15 PM
AoI taught me to appreciate scenarios more so I'm giving this one a shot. I've also been a proponent of a mapscript where civs started in areas that suit them so this should be fun.

R0GERSHRUBBER
Aug 06, 2007, 06:51 PM
It looks good; I'll give it a go.

Why Sheelba instead of Jonas, though? I find the civ to be underpowered to begin with, especially with Sheelba. Also, based on the history, Jonas strikes me as the more significant leader.

OzzyKP
Aug 06, 2007, 08:41 PM
She seemed like a more "in-character" leader due to her war-like traits. Seemed more fitting for the civ.

daladinn
Aug 07, 2007, 07:41 AM
hello ,
let me start by saying thank you for your efforts so far and i love the concept.

now for a bit of critism on it based on the civs in question....

Bannor - Sabathiel -- pretty solid , the need to go to an early war with hippus over incense could get interesting though.

Malakim - Varn Gosam -- wonderful setup here , love the amount of terrain and the resource placement.

Elohim - Ethne the White -- here i think i found your favorite civ. copper , iron , AND mithril ... AND 3 sources of reagents , AND incense ...???

Luchuirp - Garrim Gyr -- nice placement of the gems, however they are totally missing any source of stone/marble. they will also be suffering from a lack of food resources compared to other civs.

Kuriotates - Cardith -- not bad , could be tweaked slightly.

Ljosalfar - Thessa -- needs to go to war for incense, totally lacking deer , and the forests should be denser (no need for non-forested tiles.

Khazad - Kandros Fir -- not bad ... not enough wine around for the dwarfs, would add 1 wine in starting set and a few to the west scattered. also , totally missing copper. would swap a gold for a copper in a place that could be a 2nd city.

Lanun - Hannah the Irin -- ehhh .... ouch. small island half covered in jungle. please swap the reagents for incense. and remove 1 of the temples.

Grigori - Cassiel -- very bad placement. too much jungle inside starting city radius. very low number of resources. close set of copper that is only accessible when its too late due to jungle. and a 2nd copper that will be contested. if you can get to the reagents before the jungle does thats great. but to get there early would be a risk with the calabim soo close.

Hippus - Tasunke -- nice job here.

Amurites - Valledia the Even -- horrid placement. 8 tiles of the cities starting cross are jungle. no reagents in sight. 3 temples to deal with. this person is destined to die to the kuriotates early on.

Doviello - Charadon -- not a bad setup. i think 3 sources of mithril is a bit much though.

Balseraphs - Perpentach -- overall reasonable. easy to defend and lot of reoom to grow. missing all the metals though.

Clan of Embers - Sheelba -- not bad. the starting city is what i woudl call a perfect 2nd city for the clan. might have food and coin issues but , those are minor.

Calabim - Alexis -- lack of trade routes. lack of either reagents or incense. heading south is nothing but jungle. this is probably the 2nd hardest start to have on the map. given the food and coin availability i could see the calabim deciding to just eat the settle and move on instead of settling there.

Sheaim - Tebryn Arbandi -- not a bad start. the complete lack of reagents needs to be corrected here though.

overall a decent map. seems to heavily favor the good guys though , and the nuetral are really getting shafted. the blatant favoratism of the elohim stands out clearly as well as some general lack of understand of the individual civs. for a first draft this map is great. with a few tweaks to make every civ playable i think this map will be great and more then likely the standard for multiplayer.

Stalin_Bulldog
Aug 07, 2007, 08:58 AM
I must agree that the Lanun start off incredibly handicapped. Growing them off the island is amazingly difficult. Considering how advanced you must be to build ships with transport capacity they really could use a better starting location. Consider removing some of that jungle and giving them some open land. Other than the starting pos though, they're really fun(I tweaked it a bit, opening up 3 jungle tiles seemed to given them enough umph to get to optics)

Although, these are minor details, on a whole the map seems very good, keep up the good work

OzzyKP
Aug 07, 2007, 10:06 AM
Great input daladinn, I will try to have a tweaked version up tonight. There were a few other errors in the resource distribution that need to be resolved as well. I started tweaking a bit last night with the stuff I noticed (some of which is on your list) but yea, this map is definitely a work in progress.

No favoritism for the Elohim, I swear. No favoritism for good civs either. But I do admit a bit of lack of understanding of individual civs.

Edit: - I will lighten up on the jungle for the Calabim, but in general I think a wise strategy for them is to rush the Malakim and take over the flood plains with their massive food output.

Chambers
Aug 07, 2007, 10:59 AM
i started a game as the amurites last night and i have to say i wasnt too impressed with the starting point... no man a node in the initial city radius, half jungle, jungle to the south stoping expansion into the balseraph lands, as well as the mighty cardith starting very very close by, who with ONE city can completley remove the option of any kind of expansion early on, and if he doesnt do that he will at least completley dominate the mana node resources.... leaving the amurites very weak indeed imho.

but then not everyone should be easy :P imho arcane trait leaders can be very strong when they start with fire mana due to easy and quick mages lobbing dozens of fireballs.

i noticed the lanun have a hard starting place, but i think it should be that way, perhaps removes a bit fo jungle from there island, but other than that it shoudl be a struggle to esablish a seas faring nation as a dominant one in FFH imho.

GJ on the map.

JanusTalaiini
Aug 07, 2007, 03:49 PM
The benefit of the Lanun starting location is that they don't have to fight with any other civs for territory. The jungle also isn't as big a problem for them as for other civs, since they get more benefit from working sea tiles.

I'm loving this map so far, though the fact that it's a huge map means I have to wait a minute or so between turns. I'm playing Lanun, and my island empire is trading with everyone, bringing in huge amounts of gold.

JDexter
Aug 07, 2007, 04:12 PM
This map almost made me start another game, but I'm glad I resisted this big temptation since I promised myself to first finish all university stuff. :P

It looks really, really nice and I just love the idea! Definitely gonna try it once I get a chance (maybe if the conversion to BtS is already finished, would be good if you prepare it quickly once it's done :D ).

Big thumbs up!

OzzyKP
Aug 07, 2007, 09:01 PM
Ok, I tweaked the map a bit. I didn't keep a log of what I did, I made all sorts of changes (mostly tweaking resources and such). I moved the Kuriotates further north to give the Amurites more room.

Anyhow, get the new copy here:
http://forums.civfanatics.com/downloads.php?do=file&id=6555

daladinn
Aug 08, 2007, 06:36 AM
nice changes , pretty much what i was saying

however....

there is a definate imbalace on initial cross. some civs have 2 resources , others have 5. this can cause huge differences as the game progresses.

grigori and calabim will still move from the starting. grigori will move more to the coast to pick up the extra water tile since the plantation resources are not useable until they can chop/burn forests. calabim will probably skip a turn and move north to get 3 cow in a cross as opposed to the 2 resources they will see.

please place more forests in teh empty tiles in the elven forests.

please remove some of the reagents from the elohim , or at a minimum place them in forests or jungle to provide a delay.


thats all i can think of for now .... gl and good game

calmon
Aug 09, 2007, 11:13 AM
Thanks for this map! I'm really new to FfH i like to play some sort of custom map.

One question/bug: I started the scenario with marathon speed but the scenario victory conditions state that the game is over on turn 690. Its the same turn in fast/normal and epic speed games.

If i use marathon speed on a random map the game ends on turn 1800!

Even worse i can't change the vicotry conditions in your scenario so i think any other speed than 'normal' is not really playable.

OzzyKP
Aug 09, 2007, 11:42 AM
Ok, I'll see what I can do to fix that. I'm new at making maps too, heh.

daladinn, I think the starts for grigori and calabim are pretty good. Both civs are doing pretty good under AI in the game I'm playing.

Aradiel
Aug 11, 2007, 01:30 AM
I have been playing your map with losfajar and would like to give you some comments. For the Elves the startloc is pretty good, actually you ment it too good with them, because you placed almost only green tiles and lots of food resources, which means the area lacks of hammers. I would swap some grass tiles for plains here and there and also add 2-3 hills across the plain so the citys can develop properly in advanced stages. Oh and i changed the leader to Arendel, i really prefer her due to spirituality.

My southern neighbours the luchiurp are in real trouble though. The problem is you placed lots of resources in the jungle, so the ai heads south instead of claiming the space to the north and the west,(the gap at the river) you definetly planned them to do that but as there are no real good spots as far as for ai concerns it doesnt settle there but rushes the jungle and will die sooner or later to the calabim if im not providing military assistance.

Malakim and Elohim do very well as the Khazad, the rest of the gang is doing ok, doviello is handicapped but i guess thats their part.

Exept that the game is fun, gj :)

OzzyKP
Aug 11, 2007, 06:31 PM
Yea, the Luchiurp are doing poorly in my game as well. I will beef them up a bit.

I'll tweak the Ljosfajar land too.

Mithrus
Aug 12, 2007, 08:18 AM
I played as the malakim and they are pretty good. The land is a little hokey tho, and im not sure if it was on purpose. There are several desert tiles next to rivers that are not floodplains, one flood plains/plains tile, and at least one floodplains that isnt near water.

I'd throw a few more hills/desert in there, it would help immensely as their production SUCKS. Conquest works well for producing units, but there is no practical way to have any serious amount of hammers.

OzzyKP
Aug 12, 2007, 08:36 AM
Yea I know about the hokey-ness, it'll hopefully be fixed in the next version.

As for production... I dunno, I might just leave it as is. All those floodplains are just a huge benefit already, throw in more hills and they would be unstoppable. The Malakim are already the best civ in my game. I figure if they want more production they should expand north into the mountains and compete with the Khazad. There is a trade off there. The Malakim have oodles of food, but not much production, and right above them the Khazad have oodles of production, but not much food.

So I figure that makes for some interesting conflict.

Aradiel
Aug 12, 2007, 09:06 AM
Hm in my current game the khazad are unstoppable actually. They steamrolled the malakim, if i would not have intervented with some units they would have been taken over within 40 turns. After i killed 30-40 units of the khazad i tryd to take one of his settlements, but with 80% city defense they can sit in there and laugh :mad: I doubt any AI would be able to take those settlements in the bumpy terrain so they can concentrate on offensive.
I also noticed the lack of hammers in the desert, and lots of old towers. Is that intended ? You placed one of them on a goldtile right next to the malakim captial, he doesnt build a mine on it because of it.

OzzyKP
Aug 12, 2007, 09:23 AM
Ok, I uploaded a new version.

I thought the towers and barrows were supposed to randomly regenerate each game. Hmm, that's no good if they are all placed. I'll have to ask Kael how to set that up. I did get rid of the tower on top of that gold.

I'm not sure what I can do for the Luchiurp. Their land seems great to me. They have plenty of options north and west.

Aradiel
Aug 12, 2007, 12:26 PM
Yea i was wondering the same how to help the luchiurp, im using them as a bufferciv to the sheaim and the hippus. Basicly the problem is that the AI overvalues watertiles and harborcitys, thats why they rush the junglespots instead of going north or settling at the gap to the west. I would see 2 possibiltys: 1. You remove some junglefields so those spots can develop better in an early game, 2. you lower the value of the area by removing bonusfields.

Have a look: This is the 1st city the luchiurp founded.

http://img116.imageshack.us/img116/9091/civ4screenshot0009gm5.th.jpg (http://img116.imageshack.us/my.php?image=civ4screenshot0009gm5.jpg)

They have 4 sources of food but no hammers and those are only acessible with boats and after clearing the jungle. When the luchiurp go there its practically useless in the start and will lead them to certain decline.

http://img116.imageshack.us/img116/6522/civ4screenshot0008hg1.th.jpg (http://img116.imageshack.us/my.php?image=civ4screenshot0008hg1.jpg)

This is a newly founded city after i destroyed a hippus settlement there, the spot is good but i would prefer another bonus resource instead of the mana.

Btw Perpentach is doing sickly good, i dont know how but he has almost as many points as i have :confused:

OzzyKP
Aug 12, 2007, 12:39 PM
Ok, I figured out how to reset the towers & barrows. I just needed to delete them all and they'll randomly respawn at the beginning of the game. I think that every time I loaded a map to make changes more towers/barrows/ruins were being added to the map, so it was getting quite cluttered.

The huts don't seem to generate though... I need to figure out how to randomize those as well.

Aradiel
Aug 15, 2007, 12:51 AM
Ive completed my game yesterday and would like to add some more comments. First of it was an awesome game, as the 100 turns left counter came i still was only about 25% land ownage and 50% religious influence, guess i failed to decide if i go for domination or religous as i messed up some mana nodes and was unable to construct all the towers. The last 70 turns or so where covered in a world wide war which ended in a domination victory. However some things could be better:

The first concern i have is the startloc of the elohim, calabim and grigori. They all start in direct vicinty, i think they need more space to grow, as this three block each others expansion very early. Maybe you could expand the isles nearby a little or move the grigori a bit ? Those guys are the most useless ones ever, they never goto war and never get attacked in any game i have been playing yet. As they do not follow a religion they will never join a powerblock, maybe you could worsen their relations with some of the religious fanatics so they have to fight unless you want them to be the FFH switzerland.

The second thing i dont feel comfortable with is the 2nd continent. for the whole game the anurites, pertenach and kuriotates sat there and drank tee together or something. As the pertenach discovered the followers of the deep religion it quickly spread across the place and from there on they where dudes for the rest of the game. I guess theres no way atm to hinder good guys to take on evil religions ? Probably you could adjust the relations between them a little, making them less likely to fall in love :lol:

OzzyKP
Aug 15, 2007, 08:47 AM
In my games I don't think I've seen a game yet where all three of the 2nd continent have the same religion. In my current game the Anurites just declared war on the Kuriotates.

The Grigori could be beefed up, I agree. I don't know what their deal is though. In my last two games the Elohim expanded west and took all the land that should have gone to the Grigori. I don't understand why they were so hesitant to expand. Are they like that in random map games? My last game they expanded north across that waterway, that was good to see. I wish I could script them to do that more often. But I'll see about adding more islands.

Interestingly enough my first game the Lanun were one of the weakest players, and in this game they are one of the strongest. The Ljosalfar, Balseraphs and Hippus have consistently been among the top tier of civs in my games. Is that consistent for your games?

Aradiel
Aug 15, 2007, 10:19 AM
The Grigori are always weak to say the least playing on this map or any. They grow slowly and seem to be a pushover anytime i met them.

The Lanun are weak too, basicly the problem is i think that they do not know that they are an seafaring power, the ai simply does not know how to use this benefit properly i think. In the start they have to struggle a long time on their isle until they manage to settle the sorrounding places which are not very productive either. The poor coding of the ai and the location will never let them be strong, yes they may have lots of points but thats because they are never weakened by wars and the armageddon effects dont hurt them really probably. Even in the end of the game the western isle and the southpole region was still barbaric, the lanun should take this places but with the current ai well...

As im usually playing ljosfalar i dont know how the ai will make here, but i have no doubt they kickass, as they always do, if you would give them arendel as leader they would be the most powerful ai in most games.

The blasperaphs where the strongest ai in my game, having 2000 points while i was abit over 3000 in the end, i dunno why they had so many points, they had an incredible cultural ranking for sure and high end tech even beyond me through the game even though my economy was incredibly strong, guess thats the king difficulty bonus.

Finally the hippus are usually topranking too, they expand quickly and on this map they have lots of space to do so, also i destroyed 3 clan settlements early on so they had less competition in the area plus the dwarves didnt expand either.

I was impressed by the military agression and sucess of the khazad, they where having 3 or more wars with the malakim, they took 4 of their settlements and the conquest of the malakim capital was barely repelled by my forces. They where the only ones i have seen to use siege engines effective, the (vampires) for example where fighting with the elohim over and over until the land of the elohim was completly destroyed and nothing left but four citys, however they failed to conquer them.

Aradiel
Aug 16, 2007, 07:45 AM
I have started a game with the lanun and can give you a feedback on them.

I never played them before so i loaded a few times to figure out the best research path in the early stage, playing on king epic, agressive ai, agressive barbs, no tech trade, basicly the standard setting im playing on.

The start was easier than expected, direct research of fishing pushed the capital and from the start i didnt have to go down with the research unless i wanted to save some money, so the economy is the best from the start certainly. The isle has been tweaked already as i know, and the place is not too bad but again i have to ask for more hills, the northern part has only 1 hill covered with jungle and the southern has only 1 hill with 3 hammers. I know they shall have to struggle but i think its a bit too handicapped. Also you could add 2-3 goodie huts on the startisle, they should get the same chance of getting a free tech or at least some cash like others, as playing ljosfalar i always get at least 2 free techs and thats a huge advantage. Why 2 graveyards and a temple ? I thought about leaving one to train the units, but the place is too narrow.

Also this time most of the AIs are developing differently, by turn 170 the luchiurp are extinguished by orc, barbarian raids and even the ljosfalar attacked them :lol: The calabim lost their capital due to an early attack of orthus, funnily the griogi managed to capture it so they are a bit better this time while the calabim are about to die out next. The Khazad lost already a settlement to the doviello, they wont get so strong this time i think. Hippus Ljosfalar and the Clan are doing great, they benefit from the missing dwarfes and of course im not around to punish them :D The blaspheraphs are again in the lead, also the kuriotates are doing good, as they do not suffer from barbarian attacks probably. The malakim are really bad though, even you said they are the best they suck again. Reasons are strong barbarian activity and the lack of hammers certainly.

OzzyKP
Aug 16, 2007, 08:12 AM
In the new version that is uploaded (i think) the barrows/temples/towers are placed randomly at the start and there are no huts. I think I've figured out how to place the huts randomly at the start as well, but it requires additional modding outside of the map. So I"ll talk to Kael to see if he can include that in the main mod so folks don't need to try installing a patch to the mod in addition to the map.

I add some hills to the island. And I"ll definitely see what I can do to tone down the Blaspheraphs and the Hippus since they are always leading.

Aradiel
Aug 16, 2007, 08:35 AM
Sounds cool, here some screens of how big the difference is between the blaspheraphs and the malakim, those are taken in the same turn really ! :eek:

http://img262.imageshack.us/img262/2739/civ4screenshot0020vh2.th.jpg (http://img262.imageshack.us/my.php?image=civ4screenshot0020vh2.jpg)

http://img403.imageshack.us/img403/5186/civ4screenshot0021fu1.th.jpg (http://img403.imageshack.us/my.php?image=civ4screenshot0021fu1.jpg)

OzzyKP
Aug 16, 2007, 09:30 AM
Well that's good actually since the malakim have been one of the top civs in most of my games. So they look fairly balanced.

Aradiel
Aug 16, 2007, 11:30 AM
Interresting, as they never seem to get in mine to any topranking. Btw update on my current game: The Hippus are going to be a huge steppe empire as they expand south thanks to the missing luchiurp and calabim, the ljosfalar are somewhat small but have 6 10+ citys while most civs dont even have 3. Still i manage to keep up with their points, but half of them are comming from my research! If you give the isles around just 1 hill each the lanun could do very well under AI control as well. As i knew i have no hammers i forced research to building workshops and now im spamming every landtile with them.

OzzyKP
Aug 16, 2007, 04:38 PM
I can add more hills.

But one of the things I like about this map is that not all starts are the same and they require different strategies to master. The Lunun with their 3 food and 3 commerce coastal tiles can be financial powerhouses and can create a great specialist economy as well. Save from invasion and barbarians by the sea they don't need a huge military, so hammers aren't as needed. Get Octopus Overlords and turn the extra food into production via slavery.

Aradiel
Aug 16, 2007, 06:19 PM
Yea i figured out very quickly how to play them, anyways they are though to play, i see their big advantage in the good relationships with almost anyone. With the great lighthouse and ports in every town the money runs but you will never ever reach the economical power of a fully developed ljosfalar city.
Id only use the slavery when i have to rush a wonder, it simply takes too long for a city to recover and you also loose lots of income. The game is also extremly fast even on epic, im already on tunr 350 or so for ljosfalar it took me 3 days to get there while this game is just a few hours old. You simply dont have to fight and dont have to think and build up so many tiles. They are probably more suited for quick games and multiplayer, in the long run they are outmatched imo

OzzyKP
Aug 17, 2007, 01:39 PM
btw, this map is now the 10th most downloaded fantasy map on CFC. :D

Aradiel
Aug 18, 2007, 01:57 AM
Congrats :D,

Btw i'll add you a savegame of my current campaign, have a look if you like. Especially notable is that most lanun settlements will cap out around 20 or even earlier, for obvious reasons (40+ turns for a temple) is simply too long to build in a size 15 city. I wish i had a spell to transfer grasslands into plains for the extra hammer. Also the malakim are getting pwned again by the khazad. I know you will propably throw me into chains or sell me to the hyborem so probably have a look yourself. However this game will become a hell of a fight, tasunke turned into ghingis khan and the hyborem are taking over the north.

savegame link

http://www.mediafire.com/?7czxxjnqumx

OzzyKP
Aug 18, 2007, 06:50 PM
The Malakim just got eliminated by the Khazad in my game too, heh. The Khazad had 3 cities for most of the game and now they declared war on like 3 civs and started taking over everything. It is really quite impressive.

I just destroyed the Hippus (though they have one small city left). The ljosfalar are in first - no surprize. I think they need to be nerfed more. Whoever told me to add more plains to their land just made them even more overpowered, heh.

Check out the save here:
http://www.oneandfour.org/stuff/civ/TebrynArbandAD-0400.rar

feydras
Aug 18, 2007, 11:01 PM
I am unable to download this map. I tried last week and now. I must be doing something wrong as i don't see any other posts with the same problem.

When i click on one of the download links on the page linked i get the option to download downloads.htm. If i save this file and try to open it i get a white civfanatics web page but with a line saying my browser blocked something. If i click on the blocked line and allow the download my Mcafee stops it, cleans it and calls it a Trojan.

If, instead, i select Open this page with Internet explorer i get the same white civfanatics page and a message that tells me to slow down and that i must wait 19 seconds before downloading another file. This message appears no matter how long i wait to click the link. I also waited 30 or so seconds and reloaded page but got the same page.

Does anyone have a less infuriating link to the map? I'd like to try it but trying to download has been a huge hassle.

- feydras

Aradiel
Aug 19, 2007, 03:57 AM
The Malakim just got eliminated by the Khazad in my game too, heh. The Khazad had 3 cities for most of the game and now they declared war on like 3 civs and started taking over everything. It is really quite impressive.

I just destroyed the Hippus (though they have one small city left). The ljosfalar are in first - no surprize. I think they need to be nerfed more. Whoever told me to add more plains to their land just made them even more overpowered, heh.


Yea the khazad are evil little buggers, in every game yet even when they suck in start they begin to rise and kick varn gorsam right into his so loved sun. Nerf the poor elves ? doh, well i can give you two reasons for why they are always good but not great: 1. Their location is very protective, ocean to the east, small coverable iceshield to the north, water to the west, just a small southern and southeastern border. 2. Their ability to upgrade forests with followers of the leaves + building stuff enables them to settle almost anywhere and grow a size 20 city, especially when you transfer the land just a little. You could increase the size of the iceshield in the north, it would mean more barbarians and probably slow their expansion, which is already slow btw. I checked your savegame and i think they are not overall reasonable, their offensive abilitys are just poor, i always struggle in taking citys, i bet the ai will do even worse. In mid and late game they have at least 6 20+ citys of course, so no ai can keep up with their population.
In your game the lanun are a joke, 3 citys !? they didnt even leave their homeisle but guybrush is sitting on a hill :lol: Yet they have 1300 points, and are not far behind from you. Strange huh ? Its because of their techrating, silly ai build only cottages but that fool cant build a thing in his citys. Anyways they need more hammers, and probably less of the pearls and more crabs/fish. The isles to the far south could use a little beef up, the one with the black powder, if the fish would just be in reach of the coast :p The isle to the east of the ljosfalar coast definetly needs a workover. Also it seems the hyborem like the isle west of the khazad ? Probably you could increase the size to the northwest and give him more room. Oh and help the poor malakim! Move the startloc 1 square to the left, so they reack the marble and 1 more hill ? The problem is imo they are wasting too much space and so run out of it after placing 4 citys, while lots of room between them is unused.

Aradiel
Aug 19, 2007, 03:59 AM
@ Feydras, pm me your email and i send the map to you. Mcafee sucks get antivir. http://www.avira.com/en/pages/index.php

Vorgen
Aug 19, 2007, 05:42 AM
man I'd love to play this game and I've gotten through 200 turns as Ljosalfar, but the huge map slows down my machine so much. Is thre any way to make huge map games faster?

Aradiel
Aug 19, 2007, 06:08 AM
man I'd love to play this game and I've gotten through 200 turns as Ljosalfar, but the huge map slows down my machine so much. Is thre any way to make huge map games faster?

Good question, even on my machine the game lags ugly and i have a overclocked p4 6400 @3.2ghz with 2 gb ram so unless theres a trick its certainly not working smooth on the fastest machine affordable. :(

OzzyKP
Aug 19, 2007, 08:09 AM
man I'd love to play this game and I've gotten through 200 turns as Ljosalfar, but the huge map slows down my machine so much. Is thre any way to make huge map games faster?

Be sure to turn off animations, set graphics on low, turn off combat zoom, and other tricks like that. It won't eliminate lag, but it should help a bit.

I wish this game wasn't so resource intensive...

Vorgen
Aug 19, 2007, 08:23 AM
but its not graphics lag its the lag between turns.

vorshlumpf
Aug 20, 2007, 12:00 AM
Get a good book next to your computer. Do some push-ups. Write some letters.

:p

Aradiel
Aug 20, 2007, 09:34 AM
update on lanun and co: I've started a new game and moved some resources, for the lanun (banana on mainisle and fish on southpole isle) and moved the malakim startspot 1 square to the left. So far they are doing great, they will be overrun by the khazad again soon though as they had a good start too. The luchiurp are again almost wiped out, they definetly need help asap, i think they are the most challenging faction on this map. As i restarted the lanun im doing very well, the key is to rush technology instead of settling around, i built the great lighthouse and the great libary and even got a great engineer which is saved for the next important wonder. With my technological advantage i could easily wipe out cassiel or the malakim, i will continue to settle all isles first though and also trying to convert the elohim to "terror from the deep" :lol:

OzzyKP
Aug 20, 2007, 08:55 PM
Ok, I made an update.

I tried to beef up the Luchuirp a bit and nerf the Ljosalfar a bit. I also added just a touch more production for the Lanun and I moved the Malakim one tile west. I also added more jungle and desert to the Balseraph land. No major changes in anyone's case.

The big change though is that I figured out how to add the huts back in. So there should be a random scattering of goody huts like there should be. I've enclosed an additional file that needs to be placed here:

Firaxis Games\Sid Meier's Civilization 4\Mods\Fall from Heaven 2 023\Assets\python (copy over the existing file, but be sure to back it up for use in random map games)

I hope things are a touch more balanced!

OzzyKP
Aug 20, 2007, 10:35 PM
btw, has anyone tried Bannor yet? Do they get mercilessly swarmed by barbarians since they start next to two civs with the barbarian trait? Or did I just find myself some bad luck?

(the barb city you can see on the right was my ill-fated second city...)

http://forums.civfanatics.com/attachment.php?attachmentid=158760&stc=1&d=1187667308

vorshlumpf
Aug 20, 2007, 11:03 PM
btw, has anyone tried Bannor yet? Do they get mercilessly swarmed by barbarians since they start next to two civs with the barbarian trait? Or did I just find myself some bad luck?

(the barb city you can see on the right was my ill-fated second city...)
Wow, that is awesome! When I get the time, I'll have to try the Bannor on your map.

OzzyKP
Aug 20, 2007, 11:14 PM
I also seem to recall that which ever civ that is in the player1 slot gets hit especially hard with barbs. That may be to blame as well. Perhaps I should pput the Doviello or Clan in the 1 spot.

I was playing with raging barbs on, but whew, that was just too much to handle. They ended up taking my capitol (and defeating my 50 XP warrior with +120% vs. melee and +80% strength and his two chums).

Aradiel
Aug 21, 2007, 05:11 AM
Yes indeed the bannor have the hotseat. Reason for is that they have lots of space around them especially large icewastes to the north and as said the clan and doviello are unharmed by barbs. Therefor lots of those are going for them. The Khazad also have masses of barbarians next to them, but the hills and mountains seem to block some, the ai never had trouble with them so far there really. The malakim also suffer from the barbarian activity but not as much as the bannor. The other factions are relatively save as they have neighbours and the gaps will be closed majorly after 200 turns. So if you play bannor with raging barbs, be sure to produce at least 4-6 extra warriors and train them early on or you will be overrun.

OzzyKP
Aug 21, 2007, 04:11 PM
*sigh*

I tried again and survived the waves of barbarians. Even beat the Clan and Calabim in an early war.

Then I got a bit complacent and started building up my cities instead of my army. Then the Clan, Doviello, Hippus AND Calabim declared war on me. *sigh* I didn't have a chance.

Aradiel
Aug 21, 2007, 06:08 PM
heheh, aye the geostrategic position of the bannor is the worst, the ai mostly does not too bad though they loose at least 2 citys to barbs and early wars. When they settle around the lake they do usually good, if they go into the continent they usually do bad. The doviello are not really strong, but the the calabim swarm in gigantic numbers. The clan is always going to attack the bannor and the hippus, well they attack just anyone. Strangely neither the clan nor the hippus attack the ljosfalar ai in any game yet, but do constantly wage war against the bannor. Probably it would be best to build troops only and conquer citys from the hippus and clan early on before they build up. Maybe adding 1 or 2 additional warriors from start would help abit.

OzzyKP
Aug 22, 2007, 07:43 PM
Grrr, after 4 or 5 tries getting raped playing with Bannor on Monarch, No tech trade, raging hordes and aggressive AI, I try again on Prince and now the game is easy. Can't there be a middle ground? *sigh*

On the bright side I'm getting my revenge on all the AI who swarmed me on Monarch. :)

Aradiel
Aug 23, 2007, 06:25 AM
Grrr, after 4 or 5 tries getting raped playing with Bannor on Monarch, No tech trade, raging hordes and aggressive AI, I try again on Prince and now the game is easy. Can't there be a middle ground? *sigh*
On the bright side I'm getting my revenge on all the AI who swarmed me on Monarch. :)

LoL, maybe i should try them i think you need some luck to do it with them, id definetly try to stay away from the calabim as long as possible and if i get a chance backstab my neighbours before they backstab me. In my current game the malakim also got raped again by 3+ factions, they never make it past the 500 turns.

OzzyKP
Aug 23, 2007, 07:37 AM
Heh, I never make it past 500 turns either, I usually end up getting bored before then.

OzzyKP
Sep 21, 2007, 06:49 AM
The map is now in 3rd place among fantasy maps on the site. :D

vorshlumpf
Sep 23, 2007, 04:30 PM
Is that based on downloads? Or votes?

Vorgen
Sep 24, 2007, 06:50 AM
can you use this with Beyond the Sword?

zxcvbnm
Sep 25, 2007, 06:46 AM
This map is great but does not exactly fit with the ffh history. In the civilopedia entry of Valledia of amurites they share borders with infernals who share borders with elohim, meaning, as I think they don't have space for four civs on that island, that amurites and elohim must be on the same continent. Also Einion regretted that he never brought 'her' (not exactly sure whom he means) to the sea, which wouldn't have been difficult if their capital is on coast.
Another similar thing is the hippus. In civilopedia leader entry for Rhoanna it's said that the Kuriotates must be on that one big continent too.
Otherwise the best ffh2 map i've played:goodjob:
Going to make a scenario with "historically accurate" start: powerful dwarves (no winter under the mountains) and bannor, advanced amurites and dangerous clan. Propably have to do some balancing to get others survive the thaw

SwordofStriker
Sep 25, 2007, 05:37 PM
This map is great but does not exactly fit with the ffh history. In the civilopedia entry of Valledia of amurites they share borders with infernals who share borders with elohim, meaning, as I think they don't have space for four civs on that island, that amurites and elohim must be on the same continent. Also Einion regretted that he never brought 'her' (not exactly sure whom he means) to the sea, which wouldn't have been difficult if their capital is on coast.
Another similar thing is the hippus. In civilopedia leader entry for Rhoanna it's said that the Kuriotates must be on that one big continent too.
Otherwise the best ffh2 map i've played:goodjob:
Going to make a scenario with "historically accurate" start: powerful dwarves (no winter under the mountains) and bannor, advanced amurites and dangerous clan. Propably have to do some balancing to get others survive the thaw

I can't wait to see it. :)

I've been having fun playing only cold climates so as to better represent the world recovering from the Age of Ice. I have yet to try the unofficial FfH map yet but have it downloaded. I think the only reason I haven't played it yet is because I'm liking the cold climates and it's fun to watch the ice melt away as the Armageddon counter rises. Dynamic environments always keep my interest the longest.

giddion
Sep 25, 2007, 09:18 PM
I would love to see smaller versions of these maps. Even just a more focused part of the larger map.

I have trouble playing maps larger then "standard".

Bad Player
Sep 25, 2007, 09:33 PM
This map is great but does not exactly fit with the ffh history. In the civilopedia entry of Valledia of amurites they share borders with infernals who share borders with elohim, meaning, as I think they don't have space for four civs on that island, that amurites and elohim must be on the same continent. Also Einion regretted that he never brought 'her' (not exactly sure whom he means) to the sea, which wouldn't have been difficult if their capital is on coast.
Another similar thing is the hippus. In civilopedia leader entry for Rhoanna it's said that the Kuriotates must be on that one big continent too.
Otherwise the best ffh2 map i've played:goodjob:
Going to make a scenario with "historically accurate" start: powerful dwarves (no winter under the mountains) and bannor, advanced amurites and dangerous clan. Propably have to do some balancing to get others survive the thaw

I've also thought that it might be logical for the dwarves to have a headstart. Interesting scenario though balancing it could, as you say, be difficult.


Regarding the unofficial FFH2 map: It's great to have it follow the lore but at the same time (quoting other people) gameplay >>> realism.

zxcvbnm
Oct 03, 2007, 09:23 AM
Regarding the unofficial FFH2 map: It's great to have it follow the lore but at the same time gameplay >>> realism.

That's true and the reason why this is the best 0.23 compatible scenario (there are other scenarios that dont work with my versions, 0.21-> so i cant say this is the best of all...).

to giddion: I am working on something like that, smaller portions of maps for more tactical approach and slower techs, to simulate single wars but as i know no programming i would be thankful if anyone knew some easy way to slow techs and settlers/workers down keeping units training as usual. But then there would be the million mod problem, with the surefire, maxmod, mania and path to glory there are almost as many ffh2 mods as there are "normal" mods...

If this scenario was changed so that the elohim and clan, sheaim and kuriotates would be switched and amurites moved to between clan and kuriotates or where lurchuip are now it would fit the ffh history almost perfectly. Only problem then is the "evil island" and something should be done to it.

zxcvbnm
Oct 03, 2007, 09:32 AM
The headstart dwarves could be limited by having them inside a ring of mountains with two or three passages and powerful barb citys on them. The bannor barbarian problem is another reason to make bannor stronger at the beginning, they don't get too unfair advantages if others get some small bonus.
Even better for that balancing would be "rhye's and fall from heaven" where other civs than dwarves, elves, clan, bannor, doviello and amurites spawn from barbarian cities later in the game, perhaps with some scripts to thaw the ice and tundra from the north, giving more space for these new civs.

OzzyKP
Oct 03, 2007, 07:09 PM
This map is great but does not exactly fit with the ffh history. In the civilopedia entry of Valledia of amurites they share borders with infernals who share borders with elohim, meaning, as I think they don't have space for four civs on that island, that amurites and elohim must be on the same continent. Also Einion regretted that he never brought 'her' (not exactly sure whom he means) to the sea, which wouldn't have been difficult if their capital is on coast.
Another similar thing is the hippus. In civilopedia leader entry for Rhoanna it's said that the Kuriotates must be on that one big continent too.
Otherwise the best ffh2 map i've played:goodjob:
Going to make a scenario with "historically accurate" start: powerful dwarves (no winter under the mountains) and bannor, advanced amurites and dangerous clan. Propably have to do some balancing to get others survive the thaw

Hmm, if the Amurites and the Elohim need to be near each other and if the Hippus and Kuriotates need to be near each other I think I could make that work and still keep the alignment balance. I could switch the Grigori & Amurites (both neutral) and I could switch the Luchuirp and Kuriotates (both good). So the small continent would have Luchuirp, Grigori, & Balseraphs on it.

Do people think that'd be a good idea?

As for vorshlumpf's question about my third place comment, I mean by downloads. Second place has 653 downloads and this map has 590. Considering this map got there in 2 months and the 2nd place map has been up for 13 months I think we're doing good. :) Not that it is a competition or anything... :cute:

zxcvbnm
Oct 04, 2007, 07:27 AM
Hmm, if the Amurites and the Elohim need to be near each other and if the Hippus and Kuriotates need to be near each other I think I could make that work and still keep the alignment balance. I could switch the Grigori & Amurites (both neutral) and I could switch the Luchuirp and Kuriotates (both good). So the small continent would have Luchuirp, Grigori, & Balseraphs on it.

Do people think that'd be a good idea?

Not just a good idea, it's a great idea. The grigori are protecting their own from the clashes of erebus so the island is quite good for it, and if the balseraphs get OO even the mithril golem's history can be fulfilled!:D .

OzzyKP
Oct 04, 2007, 09:29 PM
Actually I do remember a story about the Luchuirp leader being captured by the Balseraphs. So that'd work. My friend is getting married this weekend so I"ll be busy, but I'll get to it when I get to it.

OzzyKP
Nov 22, 2007, 10:35 PM
Ok, I have BTS up and running and I"m tinkering around with upgrading the map for BTS but for some reason it keeps crashing on me. Any ideas?

Nimbus
Nov 23, 2007, 02:05 AM
Ok, I have BTS up and running and I"m tinkering around with upgrading the map for BTS but for some reason it keeps crashing on me. Any ideas?

I gave some advice in the modders guide thread but here is your map converted into FfH2 BTS for you

http://forums.civfanatics.com/uploads/86557/Map_of_Erebus_-_FfH2_Map_.rar

OzzyKP
Nov 23, 2007, 09:51 AM
That looks like the original one I did.

Nikis-Knight
Nov 23, 2007, 10:36 AM
Yeah, I think Nimbus linked the wrong file, since it doesn't have the changes he advised....

Nikis-Knight
Nov 23, 2007, 10:57 AM
I think this is what he meant to link ;)
164528
You can add the unique features if you want, they are under improvements.

OzzyKP
Nov 23, 2007, 12:39 PM
Awesome! Thanks. :D

Works great. Though I still have no idea what I did wrong. Modding is such a pain the ass... *sigh*

One last thing though, with my original I edited Assets\python\CustomFunctions so it would randomly place huts, ruins and such at the start of the game, instead of having them pre-placed. How do I do that with .25? I tried to insert the same block of code into CustomFunctions, but it somehow screwed up the interface.

Nimbus
Nov 23, 2007, 03:20 PM
sorry about the wrong link, its what i get for trying something at 2am ;)
I have never played with the py part of maps so not sure on how to get them randomized, have always just placed them on the maps myself

OzzyKP
Nov 23, 2007, 08:06 PM
Yea that would probably be less complicated, but I don't want goody huts and such to be in the same place every game, then it gets too predictable.

Randolph
Nov 30, 2007, 11:28 PM
I think I know the answer (no), but is there any way to play a different leader?

vivictius
Dec 01, 2007, 01:46 AM
If you mean, for example, can you use Beeri Bawl instead of the other luchurip leader? Then yes, just open the file with wordpad and changed the leader field. If you are uncomfortable poking around in there, say which civ and leader you want and I'll give you more detailed instructions.

Nikis-Knight
Dec 01, 2007, 09:33 AM
It would be really nice if there was a way implemented to assign the civ and leave leader choice up to the player... if anyone knows it, I'd be thrilled. But editing the beyondtheswordworldbuilder file in this case is just a one or two line change, at worst.

Randolph
Dec 01, 2007, 10:40 AM
Great! Thanks, I give it a try myself first, and come back if I need some help. Thanks for the offer vivictius.

OzzyKP
Jan 16, 2008, 11:25 PM
Bump so this thread can be moved to new map forum. :)

Rex rgis of Ter
Jan 17, 2008, 07:48 PM
Ever going to move this to Shadow? The Svart would do well to the north west of the Ljo, if you extended the forest farther.

The Sidar could be near to the Khazak, who have a lot of land, and the AI expands very little.

Anyway, Great Map!:goodjob:

OzzyKP
Jan 17, 2008, 11:25 PM
I'm conflicted about the Svart. Cause according to lore they are supposedly just north of the desert civ (I can never remember how to spell everything). Yet also near the Ljo. Obviously that is impossible with the way I set up the map. So I need to pick one or the other.

Also I've switched a few civs around as per earlier suggestions. Cassel and Lurchip are on the smaller continent, switching spots with the mages and the kuriotates.

There is definitely room near the Khazad for another civ, but I wouldn't want it to be Sidar because the nearest neighbors (Khazad and Lurun) are both neutral. Spacing out the alignments is one of the things I really tried to do with this map.

So I'm thinking perhaps I'll make room for Svart near Khazad, Bannor and Malakim (sp?) and I dunno about the Sidar. Maybe expand the small continent. But it is definitely gonna be more crowded.

xienwolf
Jan 18, 2008, 03:22 PM
Haven't looked at the setup, but a thought just occured: Be careful about putting anyone Evil near dwarves, since they'll likely wind up RoK at least for a little while. Same with any civ with a tendancy toward OO (Balseraph still tend for it?) and a good civ.

OzzyKP
Jan 19, 2008, 09:51 AM
True.

But I can't even open the map now to work on it. :(

I get a python error when I start it up and then I get a "you have been defeated" message once the map loads. Can't get in to world builder at all. *sigh*

Plus it looks like the team changed around stuff with improvements again so I need someone to make another custom script to randomly add barrows/huts/towers at the beginning of the game. But I want the unique tile features and regular resources to be placed by me on the map.

xienwolf
Jan 19, 2008, 12:39 PM
Sounds very familiar. There should be 2 or 3 threads about updating scripts to work with .30, I believe that the immediate defeat error comes from having the wrong number of Civilizations. Other than that, I believe some techs need removed, leader name changed for Morgoth/Sandal and depending on how old your map is, a couple of resources removed/altered (stone used to be in the game I think?)

OzzyKP
Jan 20, 2008, 08:21 AM
Ok, thank you much! I've got it working and set up how I like it. Now I just need to figure out how to add huts/towers/etc at the beginning of the game and I'm all set.

I'm still having some trouble with that: http://forums.civfanatics.com/showthread.php?t=252732

OzzyKP
Jan 20, 2008, 02:12 PM
Updated for FfH version .30! :goodjob:

Download here: http://forums.civfanatics.com/downloads.php?do=file&id=8140

OzzyKP
Jan 25, 2008, 02:40 PM
Haven't looked at the setup, but a thought just occured: Be careful about putting anyone Evil near dwarves, since they'll likely wind up RoK at least for a little while. Same with any civ with a tendancy toward OO (Balseraph still tend for it?) and a good civ.

I took this advice to heart and decided to put the Lurchip near the Khazad instead.

OzzyKP
Feb 05, 2008, 11:17 PM
Shucks, everyone wanted the map updated for Shadow, and now that I have no one has noticed, heh. Guess I took too long and people lost interest.

vivictius
Feb 06, 2008, 08:24 PM
Actually I've played it once through with luchurip and once with amurites (patch killed that save though). Both went very well, looking forward to trying it with the laun

OzzyKP
Feb 07, 2008, 08:30 AM
Great to hear. :goodjob:

Those are both civs that have moved, so thanks for trying them out. Glad to hear both are ok.

Elm
Feb 07, 2008, 09:09 AM
What changes were made in CvEventManager.py? Was it just the CustomAddImprovements call?

There are many other differences with the Version 0.30h one. If it is just the CustomAddImprovements call, I can modify the existing one instead of replacing.

Behcio
Mar 09, 2008, 11:29 AM
The download link doesn't work :(

Andreas Woolf
Mar 10, 2008, 10:46 AM
The download link doesn't work :(

Noticed that too - tried a few days ago, and hoped it was just a temporary error.... :(

Nefelia
Mar 15, 2008, 11:25 PM
ERROR: File not found.

Well, still not fixed.

meteore
Mar 17, 2008, 11:19 PM
Why not upload a copy to some file sharing sites. such as filefront ?

Aurore
Mar 22, 2008, 10:04 AM
changed PC recently so need a new copy of this, but the link is broken.

Aurore

OzzyKP
Mar 25, 2008, 10:52 AM
Sorry about that. The hacker got it and I was slow about readding it.

It is back up now. Enjoy! :goodjob:

Demus
Mar 25, 2008, 11:22 AM
does this map work with 0.31?

DuckAndCower
Mar 25, 2008, 04:59 PM
does this map work with 0.31?

Also, any chance of getting support for the Fall Further modmod's civs? I used to use this map, but haven't touched it since I got Fall Further :(

Calbrenar
Mar 29, 2008, 07:18 PM
More importantly the files linked don't even remotely match the installation directions....

mastershake4343
Apr 05, 2008, 01:36 PM
can anyone help me? when i try to play it, the map loads and everything, but when the game starts, it just says that i have been defeated and i can't play it.

sreo3
Apr 07, 2008, 02:19 PM
I have the same issue. I'd really like to try this map but it says I'm defeated. Plus there is only one of those .py files in the zip. I'm not sure about those things or if they matter.

Having unique starting locations is too good to pass up!

rocklikeafool
Apr 13, 2008, 03:17 AM
As others have obviously have trouble with, when I load the Map of Erebus, I get a CTD. Why?! HELP!

OzzyKP
Apr 17, 2008, 04:42 PM
I'll look at it this weekend.

schlalex
May 05, 2008, 09:21 AM
can anyone help me? when i try to play it, the map loads and everything, but when the game starts, it just says that i have been defeated and i can't play it.

I am sure u picked *custom Scenario* right? If u just pick *play scenario*, it will work. If u want to have extra rules like *aggressive ai* u have to open the file with notepad (better wordpad) and put them there manually. If u dont know, how to write, just start a custom game and choose your extra rules. Then open worldbuilder and save as a scenario. Open this scenario with notepad and copy all the options lines.

Have fun :)

WCH
May 08, 2008, 02:02 AM
Awesome map, but way too large to actually play on. Maybe you could make a mapset called "The Four Corners of Erebus," literally being your map cut into four pieces? So every civ would be represented somewhere, but only a quarter of them in any one game?

Obviously some modifications would be necessary... but it should be possible to make a few smaller maps based around areas of the whole thing. Like having a "Europe" scenario for vanilla Civ, where only the European civilizations are in the game.

Alzara
May 08, 2008, 02:09 PM
How big is this map exactly? The same size as a huge map or larger?

Also is there a pic somewhere of the map?

Al

WCH
May 08, 2008, 02:21 PM
Big enough to have 18 civilizations, and to cause some (read: probably most) people's computers to crash or experience massive slowdown.

Hence my "Four Corners of Erebus" idea, which ended up the last post on page 6, so anyone jumping to last page might've missed it. :p

xienwolf
May 08, 2008, 02:27 PM
Those of us who hate missing the last post on a page happen to be midway through page 4 of this thread actually :p (That is to say: You can double the number of posts per page in your control panel)

OzzyKP
May 12, 2008, 10:47 AM
Awesome map, but way too large to actually play on. Maybe you could make a mapset called "The Four Corners of Erebus," literally being your map cut into four pieces? So every civ would be represented somewhere, but only a quarter of them in any one game?

Obviously some modifications would be necessary... but it should be possible to make a few smaller maps based around areas of the whole thing. Like having a "Europe" scenario for vanilla Civ, where only the European civilizations are in the game.

I suppose I could do that. What I'd really love to do though is just do an alternate version of this map that is smaller and have a limited randomness to the civs. Like lets say there are 10 civ starting slots (or 12 or whatever). Some civs will be in every game, but a few will rotate. Like X starting location could have either the Amurites or Grigori. Y starting location could have either the Clan of Elders or Balseraphs. That'd keep the map fresh, retain my alignment balance, and allow less civs in the game without losing out on playing any of them.

I don't at all know how to script that though.

WCH
May 12, 2008, 04:10 PM
Yeah, I agree that your idea would be better if it worked, but it seems overly complicated, whereas mine is straightforward. Not perfect, but would get it done.

To preserve the potential to fight different civs you could do multiple breakdowns... like 10 different maps, each including, say, six civilizations, cut off at different points. So whatever combination you want you could have, assuming they're geographically proximate on the base map. That way you'd preserve the positioning of the main map, wouldn't have to cramp it or share starts.

OzzyKP
May 13, 2008, 12:14 AM
Though I dunno how great my map would be if you just picked out various corners from it. I think the strength of the map is when it is taken altogether. There are, I believe, many other maps out there that are more limited in scope with a few civs that are more playable on slower machines. I haven't actually played any, so maybe they all suck, heh, but at least give them a shot.

WCH
May 13, 2008, 09:25 AM
The appeal of yours is that it's complete and internally consistent. I've been playing Rex's maps lately, and they're fun, but they're more "let's put these civs near each other and have it on" than "these civs actually are near each other."

It's the same reason that playing on a Europe map is better than just playing on a map with the same number of civilizations except without any real geographic link. Even when it's just Europe in the game, it's still part of a larger map, and you're aware of that when playing.

One way to help with this, of course, would be to post an image of the total map, with the "corners" indicated, so people can see how they fit together, and what's on the other side of where the map ends.

rumbold
May 25, 2008, 01:14 PM
Ozzy - any chance on this being updated for .32? I would love to play this map.

OzzyKP
Jul 23, 2008, 05:46 PM
Sorry guys, I've been real busy with RL stuff. I haven't had much time to keep this map updated. It seems like there is always a new version of FfH2 out that always breaks the map. And since I don't know how to do all the coding required to randomize the huts & lairs I'm always having to wait on others.

So if anyone wants to take the initiative, please, please do so. I know people like this map, I do too, but I'm very limited in time lately.

I haven't abandoned the map, but updates will be few and far between now. Sorry. :(

Nikis-Knight
Jul 23, 2008, 11:42 PM
I can take a look at it if I get time, but I don't know about the random lair code either. Is that critical?

OzzyKP
Jul 24, 2008, 11:37 AM
Well the map doesn't have any huts or lairs placed on it at all. They all get randomly placed at the start of the game like any other random game. I suppose it isn't absolutely critical, but is a very nice feature of this map. Otherwise you either don't have any huts (which is boring) or they are always in the same spots so if you replay the map you know exactly where to go (also boring).

Sto
Jul 24, 2008, 12:34 PM
don't you still have the code i've provided. You just have to change the eventManager like the old and change the hardcode for each lair and percentage. Remove the unique feture part if you don't want. Make sure to edit the files with notepad ++.

Tcho !

Edit: file removed

supramkii
Jul 30, 2008, 11:37 PM
the vanilla version got removed? :(

Nikis-Knight
Jul 31, 2008, 10:23 AM
Here's the map, working on versions 32 & 33. I'll leave ti to you to package it with the scripts from sto.
184411

OzzyKP
Aug 31, 2008, 09:05 AM
Ok! I've updated the map for version .33!!

I've also got Sto's random hut placement code working as well. So the map fully works as intended! Everyone enjoy it! The map is currently the most popular download under fictional pre-made maps in the download section. Over 1750 downloads since January! Wow!

(btw, Nikis, you updated a much earlier version of the map that didn't have Sidar or Svartalfar on it, thanks though, it helped me see what needed to be changed).

(also - I wasn't sure what the new features did, so I didn't add them. If people think they are good features, please tell me what they do and I"ll add them. :) )

OzzyKP
Sep 03, 2008, 07:30 PM
Anyone tried the new version yet? Any problems?

das
Sep 07, 2008, 05:52 AM
I wasn't sure what the new features did,

I assume that includes Somnium (and some other things like picking alignment at the start). I think it was pretty nice, so should be included if not too difficult.

Anyway, I tried it and I like it so far.

kamandi
Sep 07, 2008, 06:24 PM
I've only tried this version so don't have a frame of reference to the other versions (although I've been playing FFH and FFH2 for a while)...I've tried only 3 of the races, Elohim, Lanun, and Grigori. I had no real prblems with the Lanun or the Grigori. The Elohim seem to be a problem...I can't seem to find a strategy that works, and am either stuck in last, or in the 1 game I was leading ( at least out of the discovered civs), everyone seem to target me for war, starting with the Malkims, who I had no negative relations with, and managed to move a large army across the map and then declare a surprise war...I thought it was a little odd considering they had to by-pass an evil civ just to get to me. I'm not sure wht the problem with the Elohim is, maybe it's just me, but I find them unplayable....Also, the Bannor are the first civ wiped out in every single game I've played.

Skitters
Sep 08, 2008, 08:22 AM
I think that is more the Malakim than this map - I've noted that behaviour from them on several occassions, despite the apparent availablity of closer targets who would seem more themeatically correct for them to wage war on

kamandi
Sep 08, 2008, 05:37 PM
Could be....there AI seems a little out of whack.

OzzyKP
Sep 09, 2008, 10:26 PM
I assume that includes Somnium (and some other things like picking alignment at the start). I think it was pretty nice, so should be included if not too difficult.

Anyway, I tried it and I like it so far.

Oh, by features I meant terrain features.


As for the Malkim, that is strange. I've never had that happen. I just played an Elohim game on my map recently. The Vampires attacked and invaded early and then the Amurites invaded. I crushed them both. Then I grabbed a few cities from the Hippus. Once I started churning out firebows, vampires, and extra fast hippus horsemen... I figured there wasn't much need to continue playing. :D

lexington1
Sep 28, 2008, 11:06 PM
Downloaded this map, and started two games so far-Luichurp and Malakim. Luichurp were pretty good when I played them-the mountains and the Khazad kept off most of the direct attacks, and so far i've been able to maintain the highest score. Malakim got wiped out about halfway through-they only built one city, doveilho came down and took it. Now I'm putting together a Golem army to kick the doveilho back out of the former Malakim territory (because I'd rather not have them on my borders with all those floodplains to make giant cities).

I also tried playing as the Makakim myself, and that didn't work out well either-their eastern border is very vulnerable, and I made the mistake of building up my cities and not spending as much time on the army. About two-three hundred turns in, Calabim, Clan, Sheim, and Svalvatar all declared war on me at once. The Calabim took one of my border cities, but by the time they tried for my capital I had about 3 swordsman and some archers, which made short work of them. Then the clan came down with a giant stack of wolf riders and my capital fell. I figured I'd lost at that point.

Judging from my experience, you need to beef the Malakim up-give them more production, or maybe put a line of hills and peaks on their eastern border-enemies can just waltz right in now, its really hard for them to defend. Luichurp are pretty good when I play them, but do something to make the AI not build a bunch of useless cities in the jungle, like it wants to do now-the Luichurp were on the bottom when the computer played them). Also, the Elohim wound up with almost bottom score both times-don't know if its the starting position or the computer, I'll have to give them a try.

Oh, and the map on my computer has no huts, towers, or lairs on it-I noticed some other people on here had that problem, is there a fix for it? Or could you make one with those features preplaced?

Oh, and I really like this map-haven't found any other way to play all of the FFH civs on one map, and I like having everything actually line up with the civilopeidia entries. Good work!

Sifaus
Sep 29, 2008, 06:56 AM
I have a big problem. I did everything right, and i select "play scenario" but at starting, game says "you have been defeated!!!". Any solutions?

(P.S: i using vista)

das
Oct 09, 2008, 04:10 AM
I didn't have any such problems with the Elohim so far.

Will you make a 0.34 version when that comes out, and will it include Illians now that they are playable/viable?

Nikis-Knight
Oct 09, 2008, 03:43 PM
You'll be pleased to note Kael added a random lairs & random features function, so you shouldn't need custom scripts any more.

OzzyKP
Oct 13, 2008, 04:28 PM
You'll be pleased to note Kael added a random lairs & random features function, so you shouldn't need custom scripts any more.

Excellent news. :b:

I'll definitely look into that. I haven't followed the mod in the last month or so. I'm excited to hear the Illians are playable now. I think there will definitely be room for them in the large swath of ice east of Doviello.

Hmm, I just loaded up my map in .34 and it didn't have any lairs or huts or anything. How does this function work?

OzzyKP
Oct 13, 2008, 09:18 PM
OK, I added the Illians. I also tweaked the land a bit everywhere for balance.

I readded the random improvements scripts too, but I get a python error. Any ideas/help?

Arctic Circle
Oct 14, 2008, 10:03 AM
Spelar den här som Sidar. Tack för detta. :)

OzzyKP
Oct 14, 2008, 01:42 PM
Uhhh. In English?

Jean Elcard
Oct 14, 2008, 07:07 PM
Google translates it as: "Play this as Sidar. Thank you for this."

das
Oct 15, 2008, 04:22 AM
I'm excited to hear the Illians are playable now. I think there will definitely be room for them in the large swath of ice east of Doviello.

Can't wait for you to post the new version. I have noticed that the Doviello tend to be very powerful on this map, and while it is fun to try and fight off hordes of evil barbarians I think adding the Illians should be good for balance.

OzzyKP
Oct 15, 2008, 07:14 AM
Yea, I'm having some trouble with it so far. I can't get the random hut script to work, and even without that script the map crashes for me now. I don't know why.

I can probably figure out and fix the crash, but I'm not sure how to fix the script. Nikis-Knight said something about a random huts/lairs option, but I didn't see it. Does anyone know where this is?

das
Oct 15, 2008, 12:49 PM
I think it might be a good idea to ask this in the bug thread.

OzzyKP
Oct 16, 2008, 08:31 PM
New version uploaded!

Works just great with version .34 and has the Illians. The lairs should be randomized, but there won't be any huts. I don't know why that wasn't included in the nice lair randomization option in .34, but I guess one step at a time. I've placed all the new special features.

I've also tweaked a lot of resources too. I realized there are certain areas of the map that were very short on luxuries so I spread those out a bit.

Enjoy! :b:

OzzyKP
Oct 17, 2008, 10:24 PM
I also noticed that the version .23 map was deleted by the hack a while back. So I went and readded that as well.

I dunno if anyone is still interested in it, but the link is here:
http://forums.civfanatics.com/downloads.php?do=file&id=6555

Psycho_Ivan
Oct 18, 2008, 04:12 PM
I started a game as the Amurites only to find that Cevedes was invisible. (all except my palace.)

The Illian capital of Garduk on the other hand is there, as it should be.

Hope to see this small problem ironed out soon. :D

Elm
Oct 19, 2008, 02:56 PM
I created a random map with the leaders, and compared maps, replaced all the artstyles and leader attitudes (no one likes Cardith)

Here is the corrected map

JanusTalaiini
Oct 19, 2008, 08:42 PM
I started a game as the Amurites only to find that Cevedes was invisible. (all except my palace.)

The Illian capital of Garduk on the other hand is there, as it should be.

Hope to see this small problem ironed out soon. :D

Also true with the Bannor. Seems as though the city art is malfunctioning.

vivictius
Oct 19, 2008, 10:26 PM
I have had the no-city-art problem as well. One thing to watch out for with it is if you build walls/pallisade before any other building you will crash since there in nothing for the walls graphic to go around.

Arctic Circle
Oct 20, 2008, 08:46 AM
Google translates it as: "Play this as Sidar. Thank you for this."

'Playing' and .. sorry. :blush:

OzzyKP
Oct 20, 2008, 03:35 PM
That's very strange. You don't have the city art issues with other games? I can't imagine what could cause that.

Elm
Oct 20, 2008, 06:12 PM
The art changed in 0.34. cities are now specific to each civ. So in any old map, you need to change:

ArtStyle=ARTSTYLE_<civ name> (like ARTSTYLE_BANNOR)

instead of ARTSTYLE_GRECO_ROMAN. The file I attached in the previous post has artstyles corrected for 0.34.

OzzyKP
Oct 21, 2008, 12:32 PM
Ah, excellent, thanks. I'll make that fix.

Erzherzog
Oct 22, 2008, 02:21 PM
A FANTASTIC MAP INDEED! Good job Ozzy!

I encountered one balance problem. In my game (Amurites), Luchuirp got destroyed by Dovielo around the turn 60, and soon did Illians too (by a barbarian wright). So I lost the willto play any further.. : (

Barbs are really pesky in v0.34, so maybe civs should start a bit "reinforced"...

Erzherzog
Oct 23, 2008, 01:57 AM
Oh, and another thing! There's a Necrototem between Elohim and Amurites?! Imho, not at all a place for it. Maybe the unique terrain features need to be rearranged more lorewise or at least flavourwise...

das
Oct 23, 2008, 06:42 AM
Playing now; are you sure that Illians shouldn't start near Letum Frigum, lore-wise (as well as strategically, to limit the Doviellos in the west)? Then again, it might be a bit unbalancing. Just a thought.

OzzyKP
Oct 23, 2008, 08:53 AM
A FANTASTIC MAP INDEED! Good job Ozzy!

I encountered one balance problem. In my game (Amurites), Luchuirp got destroyed by Dovielo around the turn 60, and soon did Illians too (by a barbarian wright). So I lost the willto play any further.. : (

Barbs are really pesky in v0.34, so maybe civs should start a bit "reinforced"...

I'm very glad you like the map! :goodjob:

I generally play with Raging Barbs, there are usually a civ or two that bites it from them. Or from an aggressive civ. I think it creates a more dynamic game. There are already more civs on the map than originally intended, so the barbs are being squeezed a bit already. I think making the game a fight for survival is a good thing. :) Hopefully the AI will be boosted enough for everyone to survive the hordes.

Oh, and another thing! There's a Necrototem between Elohim and Amurites?! Imho, not at all a place for it. Maybe the unique terrain features need to be rearranged more lorewise or at least flavourwise...

A necrototem isn't a unique terrain feature as far as I know. So it gets placed randomly at the start like lairs and such. Start up a new game and see if it is still there. If so, then I can fix it.

Playing now; are you sure that Illians shouldn't start near Letum Frigum, lore-wise (as well as strategically, to limit the Doviellos in the west)? Then again, it might be a bit unbalancing. Just a thought.

Well in most of my games the Doviellos never need limiting, they need a boost if anything. So I'm glad to see them doing so well. As for Letum Frigum, since it is the only other source of Ice mana in the world I didn't want to guarantee that the Illians get it. Though if they make it a priority they can still have it before Doviello. It is close enough to give Illians an easy shot at it (if they prioritize it) but not close enough to guarantee it. Which I think is good for the game.

Psycho_Ivan
Oct 23, 2008, 11:50 AM
The Illians have an extremely fascinating starting position. Ya have to rush for Mining if you want to stand a chance research-wise though. :eek:

Also, will we be seeing the map updated soon? I'd really enjoy seeing my cities, especially since I want to try so many civs out on the map.

As for that Necrototem, it always spawns in between the Amurites and Elohim, so far as I can tell.

Erzherzog
Oct 23, 2008, 04:16 PM
I generally play with Raging Barbs, there are usually a civ or two that bites it from them. Or from an aggressive civ. I think it creates a more dynamic game. There are already more civs on the map than originally intended, so the barbs are being squeezed a bit already. I think making the game a fight for survival is a good thing. :) Hopefully the AI will be boosted enough for everyone to survive the hordes.

Sure, but we shouldn't be letting this infanticide escalate any further. I think there should be a universal peace until turn 100 on normal speed, or simply "an archer for everyone! it's on the house!"
Ok, I'm sorry, it's me... I'm an isolationist...:rolleyes:
Oh well, I guess it would have gotten pretty cramped and slow once all of the civs had developed... I never did care much for the dwarfs anyways. :mwaha:

A necrototem isn't a unique terrain feature as far as I know. So it gets placed randomly at the start like lairs and such. Start up a new game and see if it is still there. If so, then I can fix it.

It's there alright, but no big deal, I gave it to Sheaim :) they'll make use of it.

Well in most of my games the Doviellos never need limiting, they need a boost if anything. So I'm glad to see them doing so well. As for Letum Frigum, since it is the only other source of Ice mana in the world I didn't want to guarantee that the Illians get it. Though if they make it a priority they can still have it before Doviello. It is close enough to give Illians an easy shot at it (if they prioritize it) but not close enough to guarantee it. Which I think is good for the game.

In the second game, the "poor" Dovielo wiped out the Illians. Hm, I wonder if they'll maintain their vigor in the mid-game...

Erzherzog
Oct 23, 2008, 04:22 PM
Hey, what does JUNGLE ALTAR do?? :confused:

OzzyKP
Oct 23, 2008, 07:40 PM
Ok, sorry for the delay. I fixed the city problem (thanks Elm!) and took out that Necrototem. New version uploaded:
http://forums.civfanatics.com/downloads.php?do=file&id=8140

das
Oct 24, 2008, 06:48 AM
I generally play with Raging Barbs, there are usually a civ or two that bites it from them. Or from an aggressive civ. I think it creates a more dynamic game. There are already more civs on the map than originally intended, so the barbs are being squeezed a bit already. I think making the game a fight for survival is a good thing.

I agree; this is one of the things that makes this map so much fun, not to mention that the fact that different civilisations die early in different playthroughs adds to the replayability. Besides, effectual aggressive AIs are always nice to see.

As for the Letum Frigum, the gameplay reasoning does hold. I just thought that the Illians had a special connection with it lore-wise, but come to think of it, it does make sense that they might've been expelled from there by Doviello, and now, having regrouped in the far north, are plotting their return.

Anyway, judging from previous games and from Erzherzog's replies, it seems that it is not uncommon for the Doviello to be successfully aggressive and for the Dwarves to be particularly hard hit by the barbarians. Especially the Luchuirp - I am yet to see them thrive under AI control so far. If it's not the barbarians, it's the Khazad.

OzzyKP
Oct 24, 2008, 07:48 AM
Yea... I'll see what I can do about boosting the Luchuirp. Sadly they have been placed in three different locations on this map and they don't do very well anywhere. The AI might just have a problem with them in general.

How have the Malikkim been doing? They often get eliminated too, but I boosted their land a bit in the .34 version to give them a bit more production. Are they any better?

Erzherzog
Oct 24, 2008, 02:29 PM
Malakim are doing fine in my games, except they are having some Health issues and therefore stagnate in terms of expansion... Perhaps a health bonus or two...

Ozzy, do you know what this may be? (see attachment) I haven't noticed it before. but then again I never looked...

OzzyKP
Oct 24, 2008, 02:56 PM
Those red blobs? Missing art for units or buildings. Strange.

Psycho_Ivan
Oct 25, 2008, 10:15 PM
The Malakim have quite a few sources of Marble. :eek:

What you could do to lower the amount necessary, and to make it so that Flood Plains aren't completely overwhelming, is put some hills inside the desert. Nothing huge, but it might be a better general answer then placing a lot of Marble resources. ;) I've also found out, by using the plot yield display that some of the deserts next to rivers aren't Flood plains, though it's nothing too serious.

Assassin
Nov 02, 2008, 03:48 AM
Should some Unique features suppose to be near to another civ?

Like Mirror of Heaven should be near Malakim and Pyre of Sep(something) should be near Clan.
Don't know if it's meant to be in this way what it is on your map, but i'd like to see more "realistic" placement to Unique features.

I know, not hard to change myself, but if this suppose to be realistic FfH lore map, Unique features should be placed better.

Actually in Mirror of Heaven- pedia is said that it's in Malakim lands IIRC. Well... something about Malakim, but to me MoH should be in Malakim lands, not in Sidar lands like it's now when they expand a little.

Jean Elcard
Nov 02, 2008, 04:18 AM
The Sidar are more closely related to the Malkim than you think:

The Sidar would break off from the Malakim, as they were formed by men using the Books of Laroth that Varn took with him out of the Shadowed Vale which were presumably stored in some Empyrean monetary until Sandalphon found them.

Assassin
Nov 02, 2008, 05:34 AM
The Sidar are more closely related to the Malkim than you think:

Oh, i see. Maybe i should read more carefully history of Erebus.

But still Mirror of Heaven fits better to Malakim, mostly 'cause Sidar are shadow people and MoH doesn't look very shadowly to me :)

OzzyKP
Nov 03, 2008, 09:06 AM
I can make that switch. I actually know very little about the terrain features, so I just kinda spaced them out randomly.

Assassin
Nov 04, 2008, 10:58 AM
I can make that switch. I actually know very little about the terrain features, so I just kinda spaced them out randomly.

Well it's not that big deal :D

I just tought do you have any sense of placing Unique Features, but now i know that you don't :)

Just think new places to all UFs again and i guess that you will figure what UF should be near to some specific civ. e.g MoH near Malakim, Tomb of Sucellus perhaps near to Elohim or some Good civ and Pyre of Seraphic perhaps near to Clan or some Evil civ etc.

Of course there is some "neutral" ones what can be anywhere, at least for me, but some UFs really have their place. I don't know was that intended by Kael, but that's how i see it.

MrSpadge
Jan 31, 2009, 12:18 PM
Hi Ozzy, this map is really cool! Any chance to update it for 2.040? Or how could one do this?

MrS

OzzyKP
Feb 24, 2009, 07:37 PM
Well it's not that big deal :D

I just tought do you have any sense of placing Unique Features, but now i know that you don't :)

Just think new places to all UFs again and i guess that you will figure what UF should be near to some specific civ. e.g MoH near Malakim, Tomb of Sucellus perhaps near to Elohim or some Good civ and Pyre of Seraphic perhaps near to Clan or some Evil civ etc.

Of course there is some "neutral" ones what can be anywhere, at least for me, but some UFs really have their place. I don't know was that intended by Kael, but that's how i see it.

Actually I figured Mirror of Heaven was Malakim themed, but I kinda figured that they already had Sun mana, and thought I'd make it available to other civs. But yea, I suppose it should stay near Malakim.

And I didn't realize the map wasn't working with the new version. Sorry, I'll update it.

snicklesnack36
Apr 11, 2009, 02:32 PM
So how long 'till its updated?

Vernacular
Apr 12, 2009, 10:29 PM
Here are the unique features and their most likely position-

Broken Sepulchre- Prison of Kylroin's death mage: in a wasteland
Yggdrasil- Greeatest of the Trees: Near the Svartalfar/Ljosalfar
Mirror of Heaven- Place where Empyrean is founded, opposite of Black mirror: Desert near Malakim
Remnants of Patria- Site of great old human empire: Near Amurites?
The Seven Pines- Site where compact was signed: near Grigori or Elohim
Pool of Tears- Sire where angels go to weep: near Elohim
Letum Frigus- Mulcarn's throne: Near Illians (too close means they get the agressive trait for free)
Pyre of the Seraphic- Fallen temple of Bhall, overriden by orcs: near Clan of Embers.
Aifon Isle- Site of extinct water race: near Lanun
Maelstrom- ???
Tomb of Sucellus- Location of the revived god's bodies: ???

MagisterCultuum
Apr 12, 2009, 10:42 PM
In Kael's D&D game, the Maelstrom was near the city of Prespur (called Prespur of the Storms).

I tend to think that the Tomb of Sucellus would be in Ljosalfar lands, but would be a likely be a place the Svartalfar would really like to take over to suppress the worship of the risen god. (In Wages of Sin it is right next to Evermore, which is a Ljosalfar city that the Svartalfar usually conquer pretty quickly.)

I tend to think that the Seven Pines is best in Elohim lands. The Grigori wouldn't like a site having the signs of so many petulant gods, and even though Cassiel called the meeting there he doesn't like the outcome and living near it would probably bother him. The Elohim were the only mortals present at the signing, and the only ones who really knew where it was. However, the Svartalfar found it and began stealing from it until Sphener chose to fall to defend ti and then Junil removed it from Creation.

Antinous
Apr 15, 2009, 10:37 PM
update please!!! I want to try this out. Erebus spawn maps tend to befuddle the AI to the point of extinction. It would be cool to play something almost accurate to the story line (although, according to civilpedia, the Hippi share a border with Cardith).

vivictius
Apr 16, 2009, 12:02 AM
I got this one working, dont think I changed anything other then switching the Lurchuirp leader to Beeri (mostly because Defensive is useless trait for them).

Antinous
Apr 17, 2009, 02:11 PM
weird, it still is crashing. I have a 0.40 patch installed and path 3.17 of FFH

vivictius
Apr 17, 2009, 10:55 PM
Hum... does it crash instantly? Im actually in the middle of a game on it right now so its working for me.

Antinous
Apr 19, 2009, 12:27 AM
Yeah, it crashes right at load up. Everything I have for civ and ffh is current.

JanusTalaiini
Apr 19, 2009, 02:20 AM
Works fine for me. Thanks for updating it!

graywarden
Apr 19, 2009, 07:49 AM
Im running version 2.40 with "z" patch and was able to start two games.
The first crashed at sometime in the midgame
The second was fine when I retired early.

Since then I lock up during the build world/game load.
This has happened 4 times sequentially with a variety of attempts not choose an option that "might" cause a lock up.

Thoroughly enjoyed the map so far, would love to continue to see it updated.

vivictius
Apr 19, 2009, 07:35 PM
huh, not sure about those errors, might have to ask the people who actually know how to mod some of this stuff, I just figured out how to update the map files.

Antinous
Apr 20, 2009, 12:37 PM
Do you have any modmods loaded that could be affecting it? I do have Orbis loaded, but I did that the other day AFTER I tried running this.

graywarden
Apr 24, 2009, 07:20 PM
I need to correct my last post:


"Since then I lock up during the build world/game load.
This has happened 4 times sequentially with a variety of attempts not choose an option that "might" cause a lock up."

When you build a custom game with the map, you might as well go get a snack. What i was taking for lock ups were in fact just slower build times. Im sure there are some minor bugs in the mix, but being PATIENT is a part of the equation.

Sorry for the bad information.

OzzyKP
May 12, 2009, 11:08 AM
Ok, I'm looking to do an update today (hopefully). When I load it up I get a "you have been defeated" message. I think there might be an issue with civics since the compassion civics column was removed.

OzzyKP
May 12, 2009, 12:30 PM
Ok, map updated!

It should work fine in .40 now. I was right, it was just the civics thing. But since I was taking a look at it anyhow, I made a few changes to the unique features. Thanks Vernacular & MagisterCultuum for your thoughts on their placement. I did the best I could for each, but I couldn't find a really good place for the Tomb of Succulus near the elves without being too close to Yggdrasil. So, in order to move the Pines near the Elohim, I put it near the Luchuirp. I made other feature changes too, check it out.

Plus, vivictius, is totally right, Beeri is a much better leader for the Luchuirp, so I changed that as well.

As always: DOWNLOAD HERE. (http://forums.civfanatics.com/downloads.php?do=file&id=8140)

(if you downloaded it in the last 5 hours, try it again, I just updated it again to include randomly placed huts)

OzzyKP
May 12, 2009, 05:03 PM
Downloaded this map, and started two games so far-Luichurp and Malakim. Luichurp were pretty good when I played them-the mountains and the Khazad kept off most of the direct attacks, and so far i've been able to maintain the highest score. Malakim got wiped out about halfway through-they only built one city, doveilho came down and took it. Now I'm putting together a Golem army to kick the doveilho back out of the former Malakim territory (because I'd rather not have them on my borders with all those floodplains to make giant cities).

I also tried playing as the Makakim myself, and that didn't work out well either-their eastern border is very vulnerable, and I made the mistake of building up my cities and not spending as much time on the army. About two-three hundred turns in, Calabim, Clan, Sheim, and Svalvatar all declared war on me at once. The Calabim took one of my border cities, but by the time they tried for my capital I had about 3 swordsman and some archers, which made short work of them. Then the clan came down with a giant stack of wolf riders and my capital fell. I figured I'd lost at that point.

Judging from my experience, you need to beef the Malakim up-give them more production, or maybe put a line of hills and peaks on their eastern border-enemies can just waltz right in now, its really hard for them to defend. Luichurp are pretty good when I play them, but do something to make the AI not build a bunch of useless cities in the jungle, like it wants to do now-the Luichurp were on the bottom when the computer played them). Also, the Elohim wound up with almost bottom score both times-don't know if its the starting position or the computer, I'll have to give them a try.

Oh, and the map on my computer has no huts, towers, or lairs on it-I noticed some other people on here had that problem, is there a fix for it? Or could you make one with those features preplaced?

Oh, and I really like this map-haven't found any other way to play all of the FFH civs on one map, and I like having everything actually line up with the civilopeidia entries. Good work!

The Malakim have quite a few sources of Marble. :eek:

What you could do to lower the amount necessary, and to make it so that Flood Plains aren't completely overwhelming, is put some hills inside the desert. Nothing huge, but it might be a better general answer then placing a lot of Marble resources. ;) I've also found out, by using the plot yield display that some of the deserts next to rivers aren't Flood plains, though it's nothing too serious.

Any more feedback about the Malakim? I just played a few turns of an Illian game (quite enjoyable) and in the game, as usual, the Malakim were the first to be wiped out. Is this happening consistently with everyone too? Any more ideas for fixing them? In an hour or two when I get back I'll follow Ivan's suggestions and add in more plains hills. Maybe more health resources too.

Any other tips?

OzzyKP
May 12, 2009, 09:15 PM
Ok, oops, there were issues in other files I put up. Now it all works just great, PLUS the goody huts work! Yay! Random huts are back!

I tweaked Makakim's land just a tad. Hopefully it'll work. If only we could teach the AI to park a lightbringer on top of the mirror of heaven, that'll block barbarians for miles. :)

MrSpadge
May 15, 2009, 02:02 PM
Thanks for your effort, mate!

MrS

OzzyKP
May 15, 2009, 02:39 PM
I'm playing a game now as the Lurchip. I've never played this civ very much, but this is a pretty fun game.

As usual, Banor & Malakim were wiped out early. :( Then Doviello, Khazad, and the orcs (!) all declared war on me within a few turns. I was neglecting my military, but I was somehow able to fend them all off. I only had 4 cities but I was out teching everyone like crazy. (I tried out aristocracy for the first time, works well with a financial civ).

Eventually I was able to recover enough to fight back instead of just defend myself. Fire-ball throwing iron golems helped a bit too. :)

Khazad are now my vassal. :)

OzzyKP
Sep 16, 2009, 07:31 PM
I just had an excellent game where I started as the Lanun and out teched everyone while staying peacefully in the islands. Meanwhile the Khazad started gobbling up civs on the mainland. The Bannor & Elohim were both reduced to very few cities, at war with multiple civs. The Bannor were somehow able to survive (though with just one city) while being at war with the Clan, the Doviello, and the Illians.

I decided to send a settler to the mainland and built a new city just south of the Bannor (some civs were eliminated and Bannor were choked, so there was a bit of space available. Then I used a great engineer to rush-build the Mercurian Gate in that city. I switched to the angels, ready for holy war. :)

The Bannor & Elohim both pleaded for my help and offered to become my vassals if I defended them against their enemies. No problem. :D My holy angels first targeted the Illians & Clan of Embers and who were giving the Bannor grief. I retook some old Bannor cities from the Illians and gave them back. One city had the temple of the hand built in it, all the land around it was ice. I hadn't before realized the usefulness of those temples, but they make cities mostly useless for other civs to take. Interesting.

Having given the Bannor a bit of a stronger foothold I decided to go after the Clan full force. I took several of their cities for my own uses. The Mercurian empire was growing. With two cities left the goblins capitulated. Groovy.

My army of angels was growing nicely. I switched to Order since I felt it was a more fitting religion than OO (obviously). Sadly BOTH Order heroes died. Grrr. I was strongly tempted to reload, but whatever, I could kick ass without them. I charged back north to take on the Illians, I took their only remaining city not surrounded by ice and then they capitulated. I sent a detachment down to visit the Sheaim (who apparently were too backwards to even build roads... ugh). They capitulated without firing a shot.

Soon after the Doviello decided to go with the crowd as well. They decided to become the Lanan/Mercurian vassals as well. So now Bannor, Clan of Embers, Illians, Doviello, Sheaim, Lanan, Mercurians & the Elohim were all united in one massive alliance. I was able to get the Bannor, Clan, Elohim & Doviello to switch to Order too. Yay!

I figured I'd build up my forces for a bit, but the Khazad decided to declare war. They had conquered the Luchuirp, Malakim, Hippus & some of the Calabim, so they were somewhat formidable. The holy alliance would not be stopped however! My angel army started to slowly cut through their defenses and roll back the impressive Khazad. They were able to take some Doviello cities, but I've sent some troops up to assist them. I just finished taking the old Malakim cities. Next onto the Dwarven homeland!

rmunn
Nov 04, 2009, 10:24 AM
Bug report (CTD): apparently your map no longer works with Wild Mana 6.0 -- it crashes to desktop the minute I try to start a new game on your map. Too bad, I was looking forward to an Erebus-conquering session with the changes in WM 6.0. I'll have to make do with random maps for now...

OzzyKP
Nov 16, 2009, 11:49 AM
Damn that's too bad. I just did a version of the map for the Orbis mod. Check it out here:
http://forums.civfanatics.com/downloads.php?do=file&id=13602

I guess at some point I'll need to look at the Wild Mana mod as well. Though I thought much of that was now incorporated in the main FFH2 game?

Darkness
Dec 17, 2009, 04:23 AM
Very nice map indeed. :)

One question though: What gamespeed would be best for this map? Normal seems way too fast for a huge map (then it's just a total builders game), while marathon seems very slow. So I'm guessing epic speed?

OzzyKP
Dec 17, 2009, 10:15 PM
I dunno, I think any speed works. I usually play normal just because I don't have time to sit through the longer speeds. If I do have the time then I do enjoy the longer ones. But it is rare that my computer can handle the map by the late game anyhow, haha.

Sephi
Jan 02, 2010, 05:47 PM
Damn that's too bad. I just did a version of the map for the Orbis mod. Check it out here:
http://forums.civfanatics.com/downloads.php?do=file&id=13602

I guess at some point I'll need to look at the Wild Mana mod as well. Though I thought much of that was now incorporated in the main FFH2 game?

I managed to get it working for Wild Mana now. Very nice Map OzzyKP :)

http://forums.civfanatics.com/showthread.php?t=348405

graywarden
Jan 08, 2010, 05:38 PM
I have been playing the WildMana ModMod with the Erebus Continent (random) map for a couple of weeks now, and have had no issues to date.

Since Ive downloaded the Erebus Continent (random) map that has been the only way I have played FFH2 and now WildMana, it is a perfect match as far as I am concerned.

Great work guys:goodjob:

DisposableHero
Jan 11, 2010, 10:35 AM
I've played this map three or four times now, for about 300 turns on epic speed, and there are a couple of things I've noticed.

Firstly, Runes of Kilmorph spreads fast and wide in the centre of the larger continent, easily converting the majority of the civs there and forcing them towards neutral/good.

I'm not sure why, but the Malakim seem to dominate from the very early game. Although they have a lot of desert, there aren't many civilisations in close proximity to them. Perhaps this is why?

Although the description for the Ring of Carcer says it is found in the frozen wastes, in this map it is located in the equatorial band of the smaller continent.

Playing as the Bannorn, it is very easy to block both the Clan of Embers and the Illians off from the main continent, which I think has an adverse affect on their development (could be wrong on this).

In the three or four single player games on noble difficulty, not a single civilization died out. Yet in two multiplayer games, civs were dropping from the first few turns.

Otherwise, I have been really enjoying this map.

MrSpadge
Jan 12, 2010, 03:31 PM
I played 3 games so far. The Malakim:

1st died quickly
2nd were present, but not much of a factor
3rd became my vassals rather early

So I can't second that they're overpowered. The Bannor starting position is not bad, but without player help they tend to struggle with wars from all sides, especially once the Doviello switch to full scale war against them. Illians, Lurchip and Sheaim struggle to expand and build up any strength. Clan is doing fine, mostly. Hippus and Vampires can become quite an early game war machine and conquer the half main continent.. until they meet the player ;)
(just playing on Prince or one higher, though)

MrS

OzzyKP
Jan 17, 2010, 09:11 PM
I've played this map three or four times now, for about 300 turns on epic speed, and there are a couple of things I've noticed.

Firstly, Runes of Kilmorph spreads fast and wide in the centre of the larger continent, easily converting the majority of the civs there and forcing them towards neutral/good.

I'm not sure why, but the Malakim seem to dominate from the very early game. Although they have a lot of desert, there aren't many civilisations in close proximity to them. Perhaps this is why?

Although the description for the Ring of Carcer says it is found in the frozen wastes, in this map it is located in the equatorial band of the smaller continent.

Playing as the Bannorn, it is very easy to block both the Clan of Embers and the Illians off from the main continent, which I think has an adverse affect on their development (could be wrong on this).

In the three or four single player games on noble difficulty, not a single civilization died out. Yet in two multiplayer games, civs were dropping from the first few turns.

Otherwise, I have been really enjoying this map.

Interesting. The Malakim usually die out quick in my games. Glad to see they are doing better.

You've played the map in MP? I'm jealous!

OzzyKP
Jul 28, 2010, 09:41 AM
I used this map for a regular game of civ, a pitboss diplogame with 13 players. It is going pretty well so far!

For most of the civs I tried to find the best Civ BTS equivalent. So Dwarves --> Celts, Bannor --> Rome, Malakim --> Egypt, Hippus --> Mongols, Doviello --> Vikings.

Right now the Egyptians & the Romans are the two top civs in the game. The Egyptian economy absolutely outstrips everyone. The Romans have a pretty strong production base and war machine and are currently at war with Egypt, but having trouble with Egypt's superior technology.

It is much fun. :D

Unlike other diplogames there aren't any stories, but the set up thread is here: http://apolyton.net/forums/showthread.php?t=190645

whitey161
Aug 02, 2011, 12:19 PM
HI,

How do i change one of the leaders on this map. Went into world builder but am a bit of a noob so couldnt figure it out. Just want the other calabim leader, the one with the financial trait.

Any help would be great, looking forward to playing it :)

OzzyKP
Aug 29, 2011, 04:19 PM
You have to open up the scenario file in a text editor, like notepad.

Search for these lines:
LeaderType=LEADER_ALEXIS
LeaderName=TXT_KEY_LEADER_ALEXIS

Replace them with:
LeaderType=LEADER_FLAUROS
LeaderName=TXT_KEY_LEADER_FLAUROS

cain3456
Jan 02, 2012, 08:43 PM
I'm 300 turns into my game. Huge maps are stable, but slow on my computer. I'm playing the Bannor on Monarch, and doing well. I got into a border skirmish with the Doviello to start, while the Hippus jumped on the Clan of Embers early and wiped them. I build the Bone Palace which kept the Illians friendly for a while as I beelined Order.
Order is now the dominant religion on the continent. The Malakim to my southwest founded Empyrean, the Sidar of all people founded Leaves. The Lanun got OO and spread it to the Luchuirp as may be expected, and to the Svarts--not so much. The Khazad have Runes and spread it to the Doviello, who don't like me enough to switch to Order.
To the south, the Calabim managed to piss off their neighbors, so between me, Amurites and Elohim, they got wiped. Meanwhile the Hippus and Sheaim were tearing up the Ljos. Then Auric tried to attack, and found out that he was not Mulcarn. Shifting units from south to north takes a long time on this map.
The Amurites had fired off Arcane Lacuna, so no terraforming for me. Then the Sheaim bought Hyborem into the fight. He started far to the south, nearest the Amurites. I bought the units back south, waited for Arcane Lacuna to expire, used a Great Merchant I had found in a dungeon to kickoff a golden age so I could switch to crusade without any down time and as soon as Lacuna expired, fired off Rally. Look at all those Demagogs!
With Valin Phanuel at 15th level (helps that Sabathiel is charismatic) and Donal Lugh at 12th, I absolutely curbstomped Hyborem, burning Dis and a neighboring barbarian city they had captured to the ground. The AC is still in the teens, and my next target is the Sheaim who had summoned Hyborem in the first place. I have an isolated city I had taken from the Calabim building the Mercurian gate, but will still take another 25 turns or so.
In other news, the Grigori got wiped out (presumably by the Balseraphs) and the Kurios are still unknown. The Council of Esus has yet to be founded. Also, the Svarts made nice and converted to Order. Why they did and not the Ljos I don't understand.

OzzyKP
Feb 10, 2012, 09:16 AM
I'm 300 turns into my game. Huge maps are stable, but slow on my computer. I'm playing the Bannor on Monarch, and doing well. I got into a border skirmish with the Doviello to start, while the Hippus jumped on the Clan of Embers early and wiped them. I build the Bone Palace which kept the Illians friendly for a while as I beelined Order.
Order is now the dominant religion on the continent. The Malakim to my southwest founded Empyrean, the Sidar of all people founded Leaves. The Lanun got OO and spread it to the Luchuirp as may be expected, and to the Svarts--not so much. The Khazad have Runes and spread it to the Doviello, who don't like me enough to switch to Order.
To the south, the Calabim managed to piss off their neighbors, so between me, Amurites and Elohim, they got wiped. Meanwhile the Hippus and Sheaim were tearing up the Ljos. Then Auric tried to attack, and found out that he was not Mulcarn. Shifting units from south to north takes a long time on this map.
The Amurites had fired off Arcane Lacuna, so no terraforming for me. Then the Sheaim bought Hyborem into the fight. He started far to the south, nearest the Amurites. I bought the units back south, waited for Arcane Lacuna to expire, used a Great Merchant I had found in a dungeon to kickoff a golden age so I could switch to crusade without any down time and as soon as Lacuna expired, fired off Rally. Look at all those Demagogs!
With Valin Phanuel at 15th level (helps that Sabathiel is charismatic) and Donal Lugh at 12th, I absolutely curbstomped Hyborem, burning Dis and a neighboring barbarian city they had captured to the ground. The AC is still in the teens, and my next target is the Sheaim who had summoned Hyborem in the first place. I have an isolated city I had taken from the Calabim building the Mercurian gate, but will still take another 25 turns or so.
In other news, the Grigori got wiped out (presumably by the Balseraphs) and the Kurios are still unknown. The Council of Esus has yet to be founded. Also, the Svarts made nice and converted to Order. Why they did and not the Ljos I don't understand.

Very cool. :goodjob: