Zomgmeister
Emerged Lurker
Howdy!
Few hours ago I decided to make two polls about "what maps do you want me to do", basically. After that I rolled some dice (with slight cheating, because I wanted to include Amurites in this one) and tried to do standard-sized map.
I never thought that it would be so easier and faster, compared to huge one! This map is what I wanted to draw and play personally. Next one will be based on polls.
Anyway, in this thread I will post my lore-themed standard-sized maps. Maybe even small ones, but right now they are not planned.
Note: even while some or all of these maps don't use Fall Further civilizations, it seems that they don't work without Fall Further.
Solution: install Fall Further. Pretty easy, eh?
=====================
01. StrifeWorld - Standard size
=====================
Races included: Amurites, Bannor, Grigori, Malakim, Sheaim, Svartalfar.
Terrain description: Two huge landmasses, three races per each - one evil, one good, one neutral. These continents form the frame around vast central sea. North-western continent is more condensed, provoking possible early conflicts. South-eastern continent is more spread, providing possibilities of peaceful expansion. Svartalfar are most isolated race.
Resources allocation: Plenty, though food and luxury resources are distributed in groups.
Notes: Landmarks are not included in this version, because I had no time, and basically this map's birth was pretty sudden. If this map will be liked in community, in next tweaking I will add some. Tweaks are inevitable after all, I am pretty sure there are some bugs and mishaps in this one.
=====================
02. Prize of Aeron - Tiny size
=====================
Shamans and Seers of three mighty warrior tribes envisioned a great jewel in deep Kartak mountains - valley, blessed by Aeron himself. A worthy prize for the best warlord.
God of Rage himself created this place in ancient Age, before the Fall. It has been forgotten by everyone for millenia, and just recently thawed from the Ice.
Races included: Clan of Embers, Doviello, Hippus.
Terrain description: Three warrior-tribes arrive from three sides into this mountain valley. Available map territory is a rough triangle, with unbelievable rich terrain in the center.
Resources allocation: Not much at start location. Madly rich in the center.
Notes: Rush map for true warmongers with blood-stained vision. Only Conquest victory is enabled - frankly, participants aren't interested in any "lesser" victory.
=====================
03. Erebus Colonization - Large size (actually due to large amounts of ocean it should feel as standard)
=====================
New World has been found recently. Colonists from mighty and civilized kingdoms of Calabim, Amurites, Bannor and Lanun came to this mysterious and extremely rich western land, only to found it already inhabitated by savage but numerous native tribes.
Colonist races: Calabim, Amurites, Bannor, Lanun.
Native races: Archos, Chislev, Clan of Embers, Cualli, Mazatl, Kahdi.
Terrain description: Carribean sea with some pieces of both Americas, yay!
Resources allocation: Huge quantities, but very tightly distributed. Only colonist races do have an access to copper, iron and gunpowder, for example.
Notes: I have no idea about balance in this map. Probably there isn't any of it. And most, if not all civilizations are in broken economy state at start, due to several small towns without much improvements. Tough luck, guys - deal with it or die painfully. Actually "native" civs are not meant to be played, but I hate to disallow this, because if someone of you want to unite this "America" in tight grip of Archos "indian" empire, go for it by all means! Still, it has been designed for "colonist" civilizations. Consider "natives" as nothing more than barbarians who do have some sense, contrary to the basic ones.
Native civilizations do start without any technological bonuses, being barbaric as they are. Though they do have respectable amounts of territory and their lands are filthy rich in resources.
Colonist civilizations all start with respectable amount of technologies, somewhat noticeable army and fleet. They don't have as many people as natives, making them actually easier to play in some ways - personally I hate scenarios with large premade empires, like advanced start. Still, it is in this map, because it makes sense. Each colonist civilization do have their own advantage.
Calabim are more numerous than others in raw population sense. They came here to enslave and colonize, and they mean it. While their main cities are on islands, they do have smaller foothold on continent, making it easier.
Amurites don't want to involve in large warfare. In fact, they came here to get some resources and to prosper peacefully, dabbling in arcane arts. Their extremely isolated start seems nice for this, but they may have some problems in actually gaining something from this land. Maybe their peaceful isolationist politics should be reviewed. Amurites main power is scientific and arcane knowledge. They just know more stuff than everyone else.
Bannor are not peaceful. While they are good, they are definitely not nice guys. They came here to establish mighty empire, and they aren't afraid to eradicate a tribe or two. Their starting garrison, located on mainland, is considerably more powerful than any other army in these lands.
Lanun came here first (not really surprising). Their stronghold is located in very nice strategical point. Strangely enough, they are completely continental civilization - no access to smaller islands, but they seem happy as it is, because their coastline is simply awesome. Their fleet is extremely powerful, with potential to disrupt any naval activity in region.
Few hours ago I decided to make two polls about "what maps do you want me to do", basically. After that I rolled some dice (with slight cheating, because I wanted to include Amurites in this one) and tried to do standard-sized map.
I never thought that it would be so easier and faster, compared to huge one! This map is what I wanted to draw and play personally. Next one will be based on polls.
Anyway, in this thread I will post my lore-themed standard-sized maps. Maybe even small ones, but right now they are not planned.
Note: even while some or all of these maps don't use Fall Further civilizations, it seems that they don't work without Fall Further.
Solution: install Fall Further. Pretty easy, eh?
=====================
01. StrifeWorld - Standard size
=====================
Races included: Amurites, Bannor, Grigori, Malakim, Sheaim, Svartalfar.
Terrain description: Two huge landmasses, three races per each - one evil, one good, one neutral. These continents form the frame around vast central sea. North-western continent is more condensed, provoking possible early conflicts. South-eastern continent is more spread, providing possibilities of peaceful expansion. Svartalfar are most isolated race.
Resources allocation: Plenty, though food and luxury resources are distributed in groups.
Notes: Landmarks are not included in this version, because I had no time, and basically this map's birth was pretty sudden. If this map will be liked in community, in next tweaking I will add some. Tweaks are inevitable after all, I am pretty sure there are some bugs and mishaps in this one.
=====================
02. Prize of Aeron - Tiny size
=====================
Shamans and Seers of three mighty warrior tribes envisioned a great jewel in deep Kartak mountains - valley, blessed by Aeron himself. A worthy prize for the best warlord.
God of Rage himself created this place in ancient Age, before the Fall. It has been forgotten by everyone for millenia, and just recently thawed from the Ice.
Races included: Clan of Embers, Doviello, Hippus.
Terrain description: Three warrior-tribes arrive from three sides into this mountain valley. Available map territory is a rough triangle, with unbelievable rich terrain in the center.
Resources allocation: Not much at start location. Madly rich in the center.
Notes: Rush map for true warmongers with blood-stained vision. Only Conquest victory is enabled - frankly, participants aren't interested in any "lesser" victory.
=====================
03. Erebus Colonization - Large size (actually due to large amounts of ocean it should feel as standard)
=====================
New World has been found recently. Colonists from mighty and civilized kingdoms of Calabim, Amurites, Bannor and Lanun came to this mysterious and extremely rich western land, only to found it already inhabitated by savage but numerous native tribes.
Colonist races: Calabim, Amurites, Bannor, Lanun.
Native races: Archos, Chislev, Clan of Embers, Cualli, Mazatl, Kahdi.
Terrain description: Carribean sea with some pieces of both Americas, yay!
Resources allocation: Huge quantities, but very tightly distributed. Only colonist races do have an access to copper, iron and gunpowder, for example.
Notes: I have no idea about balance in this map. Probably there isn't any of it. And most, if not all civilizations are in broken economy state at start, due to several small towns without much improvements. Tough luck, guys - deal with it or die painfully. Actually "native" civs are not meant to be played, but I hate to disallow this, because if someone of you want to unite this "America" in tight grip of Archos "indian" empire, go for it by all means! Still, it has been designed for "colonist" civilizations. Consider "natives" as nothing more than barbarians who do have some sense, contrary to the basic ones.
Native civilizations do start without any technological bonuses, being barbaric as they are. Though they do have respectable amounts of territory and their lands are filthy rich in resources.
Colonist civilizations all start with respectable amount of technologies, somewhat noticeable army and fleet. They don't have as many people as natives, making them actually easier to play in some ways - personally I hate scenarios with large premade empires, like advanced start. Still, it is in this map, because it makes sense. Each colonist civilization do have their own advantage.
Calabim are more numerous than others in raw population sense. They came here to enslave and colonize, and they mean it. While their main cities are on islands, they do have smaller foothold on continent, making it easier.
Amurites don't want to involve in large warfare. In fact, they came here to get some resources and to prosper peacefully, dabbling in arcane arts. Their extremely isolated start seems nice for this, but they may have some problems in actually gaining something from this land. Maybe their peaceful isolationist politics should be reviewed. Amurites main power is scientific and arcane knowledge. They just know more stuff than everyone else.
Bannor are not peaceful. While they are good, they are definitely not nice guys. They came here to establish mighty empire, and they aren't afraid to eradicate a tribe or two. Their starting garrison, located on mainland, is considerably more powerful than any other army in these lands.
Lanun came here first (not really surprising). Their stronghold is located in very nice strategical point. Strangely enough, they are completely continental civilization - no access to smaller islands, but they seem happy as it is, because their coastline is simply awesome. Their fleet is extremely powerful, with potential to disrupt any naval activity in region.