Map of Erebus - Unofficial FfH2 Map

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.
 
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).
 
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.
 
*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.
 
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.
 
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. :)
 
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.
 
Is that based on downloads? Or votes?
 
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
 
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.
 
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".
 
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.
 
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.
 
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.
 
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:
 
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 .
 
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