Wheel of Time (WoT) Project! Come help out!

My bad, I just looked it up and you are right about 12(13). It's been awhile since I read these books. What will be the time setting that the scenario will start out at. If Rand has already united the Aiel then the Shaido could just be barbarians, since they just ransack everything anyway and move on. Then you only need the Aiel with Rand as their leader.

If you include then Sanchean you could just start them off on a bunch of boats full of settlers and units, or just let them start off in Falme.
 
Hello, I thought I might help a bit. Isn't Malkier gone by then (Blight killed it) so perhaps a line of forts representing its old castles... Oh well.

And for the Seanchean, giving them just Falme would mean they'd have to have a heck of a lot of production there. Why not show just a sliver of Seanchean at the far west edge of the map, with three or four extremely high production cities?
 
...Or the seanchan could have a Falme and in Falme there are wonders which generate lots of Seanchan beasties.

At the moment though we're just kicking fuel on the idea fire, though I am hoping the one who has proposed this wonderful scenario/mod will chime in soon and give us the direction he wishes this scenario to go, as I have armloads of ideas.
 
You can add pics to your posts in two ways, attach them using the attachment button in the post reply window or you can upload them and use (with XXX being the type of picture .gif or .jpg) Type it without any spaces.
 
Originally posted by DeclaredDrummer
What I really need help with right now is a list of possible techs. I feel that I can help most by making this real quick. If anyone has some suggestions, let me know and I'll start on that.

You'll probably want a separate tech line for the Aiel and (maybe) the Seanchan.
 
Mountains of Mist need to be more mountains and Hills and less grassland and Plains. They also need to extend further south.

Paerish Swar (lake in the mountains) is way too large.

The coast between Illian and the Shadow Coast needs a little tweaking. The Ebou Dari peninsula is a bit more connected, and Illian's need not be quite so extreme. Just drop in a little more land in those bays.

Arad Doman and Tarabon need more land. There is approximately the same amount of space between the Aryth Ocean and the Mountains of Mist as there is between Whitebridge and Aringal.

I love what you did with all the little islands! Though the little island of Qaim is missing.

The Haddon Mirk is even with the Jangai Pass.

Tear and Ilian are too close.

Mayene's bay is too large.

Great undertaking though, making a map with so much undescribed land is a tough undertaking. Excellent job on the variation in the vast stretches

I'll go back to my Stedding now.
 
I have a comment though. Many rivers are not easily crossed and are also navigable by boats. Do we want to make them uncrossable except at key points? Example, would be the Arinelle which is uncrossible between Saldaea and Whitebridge.
Rivers of course would be crossable at certain points, and at points which they are no longer navigable by boats.
 
I have an idea about the Sanchean. They can have the ability to enslave maybe and turn the enslaved units into some kind of basic military unit. Is that possible, I haven't tried that part of Conquests yet. Another thing is that the regular military for Sanchean could be set to no maintenance to give them the effect of limitless troops they seem to have. Maybe the enslaved units could cost maintenance to simulate the combining of armies they conquer. Did anyone follow me on that idea?

As far as seperate tech trees, I could see the Aiel and Sanchean having slightly variated trees. Same goes for the Blight.
 
tjedge, It would be possible for us to create enslaved Aes Sedai as a possible unit for them. I'll deffently try to use that in the Mod. Thanks for posting.
 
Originally posted by Red Boxer
I have a comment though. Many rivers are not easily crossed and are also navigable by boats. Do we want to make them uncrossable except at key points? Example, would be the Arinelle which is uncrossible between Saldaea and Whitebridge.
Rivers of course would be crossable at certain points, and at points which they are no longer navigable by boats.

So we use Coast squares to represent the lower portions of the rivers?
 
That sounds good to me and maybe up to Tar Valon on that river with a few crossings on the way up. I forgot the name of the river. It starts in the Borderlands and goes all the way down around Tar Valon and goes out to sea in Tear.
 
Erinin.

Some map suggestions:

Landmarked Sea tiles named "Oilfish shoals" near Mayene that generate significant extra trade (perhaps +3?)

Landmarked Coast tiles named "River" for the rivers that generate +1 trade.

Landmarked Desert tiles named "Waterless Sands" in the southern Aiel Waste that are impassable and produce no Shields (or Food).

Deserts produce 1 Food (The Aiel will be crippled otherwise).
 
Unfortunatly if the LM Desert is impassible, so will the normal Desert. The only water LM Terrain is Sea. I wish they had set up LM Terrain for all the terrains. Although the LM Desert could be Waterless Sands and then provide a little production and maybe some food for the Aiel to produce units and the normal desert produce nothing in the southern end of the Aiel Waste.
 
Right we use coast squares for rivers. Which would also allow us to make riverboats not very seaworthy! (which they shouldn't be) :)

In my opinion the Aiel should be rather crippled to do anything but build Aiel. If told in civtalk the Aiel are Militaristic, and Seafaring *wink* er maybe Industrious. They are a nomadic culture, which to me at best means small cities, no roads/irrigation, little to no improvements (i will concede barracks, but civil defense). The Aiel have not expanded a great deal west because of a crappy starting position, but they have a killer UU. All in all the Aiel just need a decent production.

The Waterless/Desert sands could be impassable by wheeled units.
 
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