I enjoyed parts of this because I love Naval Supremacy. This scen gave me the chance to build an overpowering fleet, interdict the enemy supply lines, and do massive shore bombardments. It’s always fun to take out an onager with a few galleons by shootin and scootin. POW! Ha Ha you missed me! But the map was too tight to let me do everything.. My ally wiped out one enemy and then tried to launch an overland attack through my turf, and ended up with his entire war train stuck behind a lost trade cart, blocking my overland route. A confused ally onager blocked the other route. I couldn’t do amphibious assault because the landing zone was too constrained and covered by overlapping fields of fire. I improvised, adapted, and overcame, but I had to get help from the Army. This could be improved by loosening up the map a bit.
After the initial onslaught I was never in danger. Anytime I can do naval battle with the AI, I am reassured that this is another year when computers will not be taking over the world. This could be improved by persuading the AI to build warships (it built none). For some reason Spying was ridiculously cheap in this map and I bought it almost right away. You might want to disable Spying because I could see enemy ground troops approaching 10 miles away and my task force would pounce on em.
The idea of setting up a situation where you run out of gold quickly and have to rely on your trade routes to make more, and cut your enemy’s trade routes, while doing Build and Destroy too, appeals to me.
MAP DESIGN: 3
While this was better than a Random Map in that it had precise constraints for extended, money making trade routes, and the typical enfilade situation set up when the enemy has to thread his way along a wooded shoreline, the narrow walkway proved to be too small and was eventually blocked permanently by a hapless ally who couldn’t get out of his own way. Again, this would be improved by providing wider access routes. You could also make the map a little more natural looking instead of perfectly squared off and symmetrical.
No story. Instructions: Defeat your enemy. Hints: Trade with your ally. There are fish in the lake. Use relics to make gold to buy things in the Market.
No cheats, no reloads, no Marco, no Polo, no Editor. Diff Hard, Res Standard.
On a side note, both my enemies combined made about 1000 gold by trading; I made 20,000! I never lost a trade cog.
To the Player: If you like naval action especially with route interdiction you might like this. But the enemy never built any warships so it’s not a complete naval action scen.
To the Designer: I like the way you think. Your map setup for trade routes was appealing to me. You seem to have a knack for logical map making. Thanks for posting this scen, and please compose more. Thank you!
[Edited on 09/04/05 @ 02:35 PM]
Posted on 08/23/05 @ 05:07 PM
The cost of spies is based on the number of enemy villagers (200 per villager I think).
Posted on 08/23/05 @ 08:27 PM
dang! Thanks rwilde, I thought it was how much unexplored territory was left so I used to send my scouts out frantically before I tried to buy it.