It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
TS
From the minarets of Isfahan we see bands of roving goblins pillaging, killing, setting ablaze anything they encounter in their path of destruction. Finally when they're in front of the walls, without a way in, rather than stop they start killing each other and when their numbers dwindle the angry farmers finish them off. I remain with a bunch of angry farmers looking over some ruins as my once lush countryside.

These one-way teleporters are harsh ^_^
TS
Turn ahoy!
TS
TS
I'm making a big edit of this map, Swirlmount.

-120 custom items so that the dungeons won't be empty (complete)
-Names for the leaders
-Hostile garrisons so you can't just buy everyone off in your region. The early game was too boring and formless because of that issue combined with the dungeons.
-ruined towers to mark the destinations of one-way teleporters (complete)
-adjusted location of the infantry mage, they should've been recruitable instead of moving into the underworld and being hostile.
Post edited October 27, 2019 by southern
Also for some reason the dwarf leader had level 30, low stats, spellcasting 5, whereas the other leaders were level 3 with spellcasting 3. wat.
TS
avatar
southern: I'm making a big edit of this map, Swirlmount.

-120 custom items so that the dungeons won't be empty (complete)
-Names for the leaders
-Hostile garrisons so you can't just buy everyone off in your region. The early game was too boring and formless because of that issue combined with the dungeons.
-ruined towers to mark the destinations of one-way teleporters (complete)
-adjusted location of the infantry mage, they should've been recruitable instead of moving into the underworld and being hostile.
I don't know about hostile garrisons, playing against neutrals for the first 15 turns doesn't sound too enticing. I liked that we were immediately faced with choices for diplomacy.

I would reduce the fortifications, to force more investment choices.

Unless I've not found them - but I've explored all the north apart from a small area in the north-centre caves - some one way TPs that lead south seem to be missing (or there's too many leading north). Unless, that's intended to give azrac problems, but the distances in the desert are already vast enough to make things problematic.

All the above with the understanding that it's a beautiful map!
Thanks for the opinions, they're very useful. I won't go overboard with the neutrals then - maybe I'll leave them purchasable but put light guards on the farms and mines for example.

To be honest it's hard to keep track of all the teleporters myself.
Post edited October 27, 2019 by southern
TS
Sent. Fast game :)
TS
TS