Map of Erebus - Unofficial FfH2 Map

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.
 
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.
 
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.
 
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!
 
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
 
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.
 
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 :)
 
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.
 
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.
 
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.
 
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.
 
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.



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.



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:
 
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.
 
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:
 
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?
 
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.
 
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.
 
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