[MAP] [Map] My huge 19 civ map for v.25 +

Here is another map I'm working on, quite different. Your goal is to lead the Bannor out of Hell. You start with a number of strong units. I think this is probably wildly imbalanced now, but I'm not sure in which direction. Try it if you like and let me know.

View attachment 166996
(Actually attached it this time)

I should say, it won't win when you go to the portal, my scenario-making powers are not that good.... that is the goal of the player, though.

Now that is a cool idea :-D.
 
Tried the map with .30f and couldn't get it to work. It crashed to desktop while initialing the map. I loaded up the auto save but it put me in my prior game. I don't think it got far enough to make a save.

- feydras
 
I've had a few more games that turned out very interestingly.

Some things I've noticed:

The Doviello will attack the weaker of the Illians or the Amurites, in games where the Amurites are weak the Doviello expand that way and the Illians become a major power, in games where where the Illians end up weaker, the Doviello crush them and the Amurites become a major power. If the Doviello take out the Amurites, they tend to butt heads against the Bannor. All of this is fine, but that one continent is a very interesting power struggle.
 
yeah doviello are strange... he has 1 city (but no war) and send a stack of 2 hunter 1 scout 2 beastman and declare war to me .. lanun... lol
 
Okay i have tried the calabim on king and had an easy run. I pushed the malakim out of the eastern desert, took 3 of their citys but let them remain as a buffer against arendel. Around turn 300 now the amurites got exterminated by the doviello as usual, they need help asap in 2/3 games they are just getting owned. Strangely i dont see many wars going on, and if they just skirmish around a little. I would prefer worse relations between good and evil civs. The ai does not very well in some cases, especially the kuriotate and amurite do horrible. The kuriotate cant build proper citys and spam everything with their settlements. The sheaim have problems with the bumpy unfertile terrain, i suppose its ok when they have a though run. Im trying again on emperor now, hope to see a proper competition there.
 
In every game on this map I've played, both in shadow and the old version, the Calabim are one of, if not the, strongest civilizations. Both the Amurites and Luchurip do very poorly (when Im not playing them). Kurioates seems to just spam cities/settlements but do not build anything in them, most cities, lowest score.

With the Luchurip I tend to start about 3 squares to the north-east to get the river, ancient tower, and that unique improvement that gives life mana. This also blocks long enough for me to build up a dozen wood golems to crush them.
 
Yea the kuriotates are awful because the ai cannot handle their special city abilitys. On a wild world like this they dont stand a chance. The calabim do very poorly in all 4-5 games i have played yet, the malakim crush them, they dont expand fast enough and end up sorrounded by the malakim. As a player of course i know that problem and simply settle on the northwestern coast to block them and move southwards then. When i have OV i rush them with 4+ drown and take their eastern settlement, make peace and repeat the procedure. Once they have vampires noone can stop them anyways.

The ljosfalar dont have problems at all, water to the north mountains to the south and lots of space to settle, plus the svatalar are not strong and are hindered in expansion in the west and the malakim come up from the south.
Just dont try raging barbarians and barbarian world, i did very well but kuriotate, doviello, amurites are about to die due to massive barbarian attacks :lol:

If you weaken the calabim take some malakim food as well, but add some resources to the west and south, especially that dry half isle to the south of the calabim that stretches from the east to the west is so barren even the barbs rarely settle there :D I know you want to have the world willd and harsh but the ai is not as smart as a player is :sad: Strangely i never had the red dragon yet, although i encountered some barbarian settlements.

The luchiurp are squeezed between hippus and balseraph, sometimes they get beaten, sometimes those three sit around drinking tea. Clan is fine, Bannor too, Sidar usually rank top as do hippus thanks to the leaders financial trait. (i wish the lanun had hannah :p) The rest is doing so lala, i have yet to find a proper game setting though.
 
I always find the world in endless war, but it takes a while to get to this stage (400 turns epic speed). Currently at game is around turn 475, me (Amurites) and my vassals (Lanum, Svartalfar, Kuriorites) are at war with the Calabrim and her vassals (Malakim, Khazad). The Bannor are at war with about everyone and about 5 turns ago about 7 civs ganged up and mass declared on the Sheaim after they founded Ashen Veil.

The fighting will come, usually along religious lines.
 
I always find the world in endless war, but it takes a while to get to this stage (400 turns epic speed).
The fighting will come, usually along religious lines.

Oh well i usually play on normal, and by turn 300 im usually bored because the ai mostly does not wage war and simply doesnt have proper troops at all.
My latest game was on emperor, sadly i choose barbarian world + raging barbs which ended in the termination of doviello, amurites and kuriotates by 150s.

The major problem in ai behavior is that evil civs get converted to runes or leaves, once that happened theres a rather limited chance for war, i wished there would simply be a mechanism that prohibits evil civs to take good religions that easy, as long theres no such thing, i would strongly recommend to set relations between sworn enemys at least. Doviello is always a jackass, the horde could be way more agressive and the balseraph as well.

especially the east is a peacful place, once the malakim killed the calabim, they and the ljosfalar dominate the place, the svatalar join the leaves and do much either. The runes spread from the khazad mostly to all southern ppl, balseraph, hippus especially.
 
Okay, check the first post for another version (included in the same zip). Map is identical, but it has every civ have two starting -5 relationships, one +2 and two -1's. Two exceptions are Amurites have one less -5, and Lanun have -4's and -2's instead. Some might not make sense, they're half flavor and half geography based, but all subjective. Please lemme know the effect. I haven't tested other than to make sure it loads fine. If it doesn't spice things up I'm happy to double the modifiers.
 
I have not used the new map yet but in the old one (before the tweaks to Calabim, Amurites, et al) I am playing as the Clan of Embers, have taken out Sabathiel (he tried to settle in MY river valley), and find the Sheaim and Kuriotates at the top of the leaderboard. The Calabim are third from the bottom and the Illians are at war with the Svartalfar and were winning until Faeryl called me in for some help.

Other than the Illian-Svartalfar war, there has been a lot of posturing on the part of the AI (especially between Cardith and the Sheaim begging me to drop my deals with the other) but no other wars.
 
My game was quite fun. I started as Sheaim and was bringing death and destruction upon the world. I switched to Hyborem upon spawn which was up near Doviello. I pursued a path of war since they were OO and wouldn't convert to AV. However everythign went sour when Basium (I think it was him) used some kind of spell that killed my Hyborem :(
 
i played you map (old version)serval times allways with makalim, my favoirt, but what i really not like was very near to the catital i found a mana none , no problem but fire ? fire i have orginaliy, so my wish is to remove is maybe for water etc, but what i need two fire mana , for trade ok , but not really...

at total i like your map ...is fun to play in sp

last time i try to play the map in mp but anytime oos
we try it via hamatchi over dircet ip
 
Okay, check the first post for another version (included in the same zip). Map is identical, but it has every civ have two starting -5 relationships, one +2 and two -1's.

Im curious to see the effect.

"last time i try to play the map in mp but anytime oos
we try it via hamatchi over dircet ip"

Delete your cachefolder in c:\docs&einstellungen\user\eigenedateien\my games\civ4, all players have to do that. Then you should not have oos anymore.
 
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