Lutefisk Mafia
Inscrutable Enforcer
The following is a scenario for Kael's excellent Fall from Heaven 2 Mod:
Welcome to Terra Nova! Terra Nova is a "New World" style scenario map with initial spots for 16 civilizations. Essentially, the fully implemented "playable" Civs are in, and the others aren't -- so no Illians, Svartalfar, or Sidar. The last two spots are left open for the Infernals and Mercurians to make an appearance later in the game.
The scenario was made in Worldbuilder, and tweaked with Wordpad. (It was made in FfH 2 022 g.)
Get file here: Terra Nova
See spoiler below for a thumbnail map:
This map is designed to encourage a higher degree of interaction with the AI players, whether it is competition or cooperation. It also has a few unique features to keep things interesting in the middle and later game. Finally, this map is designed with my fellow "perfectionists" in mind -- those people who like to efficiently utilize all of the land area on a map.
More detail here:
1. Many key resources are concentrated by area or climate zone. Moreover, there are not enough of all resources in the "old" world for every civ to get one of each. Some resources are found only in the "new" world or only in the "old world." This design is intended to encourage players to do more trading, conquest, or exploration.
2. This map is "gridded." That means that it is possible to place cities to use the entire land area in a regular efficient grid pattern. The AI players will found their first city "on the grid." Some, but not all of the additional AI cities will end up "on the grid." For those of you who get sort of compulsive about this like me, this map design is wonderful. All AI capitol cities and, hence, their tasty wonders, can be assimilated easily into your own "grid."
3. There are several strategic chokepoints created with mountains and water features. This is to make exploration a little more challenging.
4. Most of the natural grid points on the map have some sort of feature to make them stand out. City ruins, old forts, lairs, etc. This was an attempt to make this map look a little more "lived in."
5. This entire map was made by hand, one square click at a time. There are general rules that determined the climate and terrain patterns -- this was an attempt to make this map look more realistic and believable. I am rather fond of the more organic looking maps, and I tried to honor that tradition here.
To use this Scenario, just load it as a single player scenario, choose your civ, and off you go!
I hope that you enjoy this scenario as much as I enjoyed making it!
Happy civving!
Welcome to Terra Nova! Terra Nova is a "New World" style scenario map with initial spots for 16 civilizations. Essentially, the fully implemented "playable" Civs are in, and the others aren't -- so no Illians, Svartalfar, or Sidar. The last two spots are left open for the Infernals and Mercurians to make an appearance later in the game.
The scenario was made in Worldbuilder, and tweaked with Wordpad. (It was made in FfH 2 022 g.)
Get file here: Terra Nova
See spoiler below for a thumbnail map:
Spoiler :

This map is designed to encourage a higher degree of interaction with the AI players, whether it is competition or cooperation. It also has a few unique features to keep things interesting in the middle and later game. Finally, this map is designed with my fellow "perfectionists" in mind -- those people who like to efficiently utilize all of the land area on a map.
More detail here:
Spoiler :
1. Many key resources are concentrated by area or climate zone. Moreover, there are not enough of all resources in the "old" world for every civ to get one of each. Some resources are found only in the "new" world or only in the "old world." This design is intended to encourage players to do more trading, conquest, or exploration.
2. This map is "gridded." That means that it is possible to place cities to use the entire land area in a regular efficient grid pattern. The AI players will found their first city "on the grid." Some, but not all of the additional AI cities will end up "on the grid." For those of you who get sort of compulsive about this like me, this map design is wonderful. All AI capitol cities and, hence, their tasty wonders, can be assimilated easily into your own "grid."
3. There are several strategic chokepoints created with mountains and water features. This is to make exploration a little more challenging.
4. Most of the natural grid points on the map have some sort of feature to make them stand out. City ruins, old forts, lairs, etc. This was an attempt to make this map look a little more "lived in."
5. This entire map was made by hand, one square click at a time. There are general rules that determined the climate and terrain patterns -- this was an attempt to make this map look more realistic and believable. I am rather fond of the more organic looking maps, and I tried to honor that tradition here.
To use this Scenario, just load it as a single player scenario, choose your civ, and off you go!
I hope that you enjoy this scenario as much as I enjoyed making it!
Happy civving!