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Author |
File Description |
thurdl01 |
Posted on 07/24/01 @ 12:00 AM
File Details |
Version: |
The Conquerors 1.0c |
There is something of magic to this place, and there is something of dread as well.
Your Town Center has been destroyed. In its place is only a pile of rubble. You population huddles at night in small straw houses that managed to survive. Survive what, you're not sure.
The bones of a behemouth lay bleaching in your town, and no one is sure where it came from. It is though it was always there, never moving, and never changing.
Your town comes back out of its collective daze to see that there are a few trappings of life left. The lumber camp stands, as does the mill. An outpost still keeps watch, and there is an eerily large gap between the population present, and that which you can sustain.
Step one is to get the town center rebuilt. There is a debate whether to stay here, or move on, leaving behind bad memories, but also useful buildings.
There is a legend, though, of a great plain called the Elephant Graveyard. Here the bones of years lie out in the sun, and here too is said to be a wealth of gold enough to sustain a population for years to come.
But with no horses left to mount and scout upon, there is fear that the enemies may reach the graveyard first.
Special Features
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* The town you start with is little more than a collection of yurts. There will also be a lumber camp and mill to get you on your feet, and a lone outpost scouting the distance.
* Regicide towns start with 4 additional villagers, a fourth yurt, a king, and some additional outposts, but nowhere to stow a king away in.
* The Graveyard is located in the middle of the map, and is marked early on with several Dead Elephants. These have a tendency to rot away, though, and may not be there when you arrive, but if you do find a field of gold and carcasses, you've found the Graveyard. There will be Gaia mining camps there to greet you. The gold is spread out, though, and others will come looking for it.
* The standard AI seems to be at a bit of a disadvantage. In several tests, only rarely does any AI foe come up with the idea of putting down a town center, and without one, they are rather weak, sometimes not even advancing to Feudal.
Tactics:
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* To TC or not to TC. In Regicide you have the starting resources to land your Town Center immediately, and it may be best to do so, as there is nowhere else to put your king. In standard play, though, some wood will be needed before you can TC, and thus before you can start expanding your number of villagers. How and when to TC is definately as much an issue as Nomad, but without the necessary resources, can become tricky. Some may want to play Medium or High resources for this reason.
* You may want to get to the Graveyard early, just to begin taking advantage of the gold, and the converting mining camps. Or you may not. There is the standard amount of starting gold, and some smaller deposits on the map, but if one player can end up controlling the Graveyard, they can also control the later parts of the game. Walling the graveyard may be an option and possible tactic. |
Author | Comments ( All | Comments Only | Reviews Only ) |
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Agewave_III |
Posted on 08/27/01 @ 12:00 AM
Hey cool,
i love this map,
the story is cool and it's different from other maps *happy*
how did you get those elephant carcasses?
+ Keep it up ;)*happy* |
thurdl01
File Author |
Posted on 08/27/01 @ 12:00 AM
There are many dead units that are available through the use of the Constant Numbers guide, and I'd suggest that anyone who is half serious about RMS design download that document, with the pictures if your connection can allow it. |
Cobra the Mediocre (id: The_Cobra_81) |
Posted on 06/21/02 @ 12:00 AM
Where do I get this document from? |
HGDL v0.8.2 |
Rating |
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4.3 | Breakdown |
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Theme | 5.0 | Visual Appeal | 3.0 | Playability | 5.0 |
Statistics |
Downloads: | 7,747 |
Favorites: [] | 0 |
Size: | 3.29 KB |
Added: | 07/24/01 |
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