jyri: Died in a cave looking for treasure. Not going to resurrect anymore, done that twice already. Thanks for the game!
edit: great map, Southern! The UD may be too strong but I kinda like the hopelesness vibe. Though I think I was doing quite well and that's probably what got me killed - didn't expect a Karagh in that cave.
Weirdly I haven't actually got my leader killed yet, though I did restart earlier when I got all four spellcasters killed in an unecessary battle vs the Undead.
And thanks, I think this must be my best map, even though so far everyone has been dumpstered by the AI on it except Arnuz, and he probably used a fair few dominated Wraiths.
Oh crap... for about 10 turns I've been using a Wraith to defend a small city+3 farm+guild enclave, and just realised it's against the game rules to do that. I forgot that I banned dominating Undead units because that was 'too good' compared to anyone who didn't manage it. Eh..... I'll disband the wraith and send 300 gold to the remaining player, and it should balance out.
Anyway, as for changing the map:
In this version of the map, the Undead have 40 tier4 cities and they started with 4905 or so net income. Too much, clearly!
Pursuant to this game, I've edited the map so they have 20 tier4 cities, 20 tier3 cities, and 10 tier2 cities, and 1921 net income. That will mean fewer Undead and especially fewer Reapers, but probably more demons and doom horrors to threaten walled towns.
Also, I increased base income for the players from 40 to 60, and reduced the win-condition Altar guards from 2 Angels to 1 Angel.
I've also just now added another circle of holy woods to the magic vaults, to boost the Azracs and Dwarves. This is because the Undead AI doesn't raze evil-aligned cities, which makes the game much easier for the three evil players.
Plus, making the undead weaker will mean the anti-domination rule no longer has to be included, because it doesn't matter as much.