Posted on 12/07/18 @ 08:05 PM (updated 03/22/20
To the south of the map lies Praya Maya island. A beautiful tropical paradise. This is where you will build Lemuria. Our people are great fishermen, able thinkers and strong builder. Together, we will build a city of knowledge and culture. Greatness awaits us!
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For Zeus + Poseidon veteran
New version with reviews taken into account.
Scenario is now easier and much less tedious to play.
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Thanks for the adventure! Currently playing through it :)
Just a question; Is there a way to keep Stradh Port from withering? I'm having issues getting wood (ha.) in ep 4 or 5 and was thinking maybe SP was the key to that, since I can't seem to conquer the dark elf cities.
Yes, at that point, pillaging the dark elves is the only way to get wood. I will be correcting this in a future release. Choose wisely which one you will attack ;)
Sadly, Stradh Port's downfall is a scripted event.
Thanks for playing my scenario! :)
I played at the Hero level.
Everything worked well. The episodes played out nicely if you were careful managing resources and arms and understood the story/instructions.
Some difficult situations to overcome, which required me to put the game aside while I rethought my approach.
It is left up to you which sanctuaries to build. At least one is a must build, others might be helpful.
Most episodes were at home but access to lands adjacent to home became available only after earthquakes in the episodes.
Good balance between building, trading, warfare, money management, and rounding up the Heroes.
A little of everything in the mix with a couple of twists that required significant changes to the winning strategy as the episodes progressed.
Map Design: 3
Good design with big sandy beaches for swimming and manning the towers on the lookout for invaders.
I do love those Oracle Flame Throwers.
Interesting story line and helpful instructions.
Overall it's an enjoyable adventure that keeps you on your toes.
[Edited on 03/25/19 @ 12:56 PM]
I Play this Map on Olimpian, we need to follow what the creator want, LOL, i had relocate my Houses for Several time cos of that Food, Must Try this Map,,
Only For Veteran,,
Praya Maya is an adventure comprising of 8 parent episodes, featuring a fictional story that takes the player on a journey to build an unparalleled city that promises peace and harmony, even though the ways it has tried to fulfil this task were ironically brutal and unjust.
At the start, the adventure seemed promising. Right on episode one, you are introduced into a map where only a segment of it can be used, and resources are left inaccessible until later episodes; I enjoyed this a lot. Unfortunately, the same cannot be said in the middle and late stages; from episode 3, I found the gameplay very tedious..
Trade change events and city disappear events were given WITHOUT anything that hinted this in the story - no warning at all.. This destroyed all the fun I had in this adventure.. e.g. cripple defenses quests were given in episodes 5 and 8, but nothing in the story hinted this, and so I ended up losing troops without knowing I had to WAIT for quests to appear and complete them first to conquer these cities..
Episode 6 - golden lake city disappeared.. why did it disappear? Nothing in the story indicated this.. It was also the only city that had fleece, meaning I had to conquer two cities before my elite housing devolved, completing episode 6 in record time - 8 months.. Elite houses need fleece, food and oil to maintain, otherwise they collapse... meaning no troops.. How do I conquer 2 cities with no fleece to maintain elite housing, hence no troops??
Episode 7 - it's objectives were creative... Setting resources for colony meant saving resources for an exploration, but why so many urchins? 75 urchins? 50 orichalc? For a small expedition? Jesus.. and to think the story hinted a colony episode, but there was nothing of that sort.. only for these resources to vanish? This was disappointing.. And episode 8 - that's right.. another episode that required quests to be completed to conquer cities, when all this WAS NOT HINTED in the storyline.. what did you expect me to have? Future sight?
In conclusion.. a good start, but a disappointing journey.. all to the end. It was a shame too, since I loved the military aspect of this adventure, and fending off 40,000 dr worth of armies.
Despite its issues in playability, I still cannot deny the effort the creator made to balance each episode. Trade prices were modified to suit each episode's environment; scripted invasions were increasingly more challenging to defend against; some episodes (e.g. ep 4) allowed players to get a "breather" after facing challenging episodes (the headache that was 3) and optional opportunities like sanctuaries were given at some episodes, should the player to wish to erect some to aid his cause.
If only these were implemented - in story form - into the storyline to hint players at least, I would've appreciated this adventure a lot more.
The creator implemented things unique compared to some adventures. These changes included a modified price value of some goods. Urchins were twice expensive; sculpture inflated to 1,500 dr etc, and this was interesting to play with, giving me incentive to adjust my play-style in accordance to these price changes.
But the disadvantage in inflating these prices was that it was so much easier to pacify rivals.. This is because rival opinion changes depend not only in gifts you gave them, but also the price value of these gifts. Hence, giving a full gift of sculpture worth 1,500 dr can make anyone - friend or foe - happy with you in no time. Hell, even with the original prices, rivals can be pacified easily with a full gift of sculpture worth 640 dr..
Aside from trade price modifications, some aspects of creativity were there. Regions in the world map and the names of these cities really gave an impression of a world filled with dwarves, elves, haflings, orcs etc.. But it was still sparse; the world map still seemed lacking.. I do wish the creator expanded a little more in creativity than that.
Map Design: 3
Some creative aspects of map design were appreciated, but was it a necessity to cover most of the coast with beaches?? I understand its functionality, that it restricts trade at the start..that's good, but even so, beach placement could've been done a bit better.
Forests were too dense and weren't too pleasing to the eye; scrub intensities had no gradual transition, and a marble quarry was placed in the middle of nowhere.. there also wasn't a lot of effort done to beautify the cliffs placed on the map.
On the other hand, I like how the orichalc rocks were placed and how natural they seemed in that location, and also the meadow and varying scrub placed in the small island to the right; beach tiles placed in the top island was also pleasing to see.
I do wish you designed the cliffs a bit better, though.
The story in this adventure ruined the fun I could've had with this adventure... which is a shame, because the opening storyline seemed interesting.
But nothing was hinted at all of anything in the story that foreshadowed events like trade changes, city disappear events, or quests that needed to be completed to conquer a city, fleece shortage etc...
While I agree that not everything can be squeezed into the story, but come on... at least give an excuse for why urchins devalued suddenly in ch 2 from 130 dr to 60, or why golden lake disappeared all of a sudden, which gave me a fleece shortage.. or why I had to "retrieve the cornerstone" to make a city conquerable. That's why the txt file is there, to make sense out of the events involved in that episode, and give players an idea of what's coming.
Spontaneous situations in the story also marred the adventure as well.. spontaneous events like "Dark elves suddenly wanting to kill everyone and raid caravans", "orcs wanting to kill haflings etc".. Give a background why such a thing is occurring.. don't just paint a black and white picture saying "these guys are bad, these guys are good".. paint a grey picture.. Emphasize why they're having such conflict, instead of just putting it in the story and you just forget about it next episode..
In summary, next time you create an adventure, give players an idea of what to expect in the storyline.. because this alone, ruined the fun I had with this adventure..
[Edited on 07/25/19 @ 05:24 PM]
(Insert Playability analysis here)
(Insert Balance analysis here)
(Insert Creativity analysis here)
Map Design: 5
(Insert Map Design analysis here)
(Insert Story/Instructions analysis here)
Great map and great adventure, I was playing on the hardest level and it was great but I have only one problem there but its still 5 stars there is a piece on the map that's not opening it were you have bronze the rocks not smashed but if you build Hephaestus shrine you will get bronze
Mazeppa : I will make the ajustements as proposed. I think you bring great points. I do understand losing troops to uncapturable cities can be annoying. You cannot conquer 6 shields city, this is why you need to cripple the defense first.
ps in chapter 6 introduction : ."..Those drunken idiots are now preparing for war. They rallied Simirillion, cut off our caravans from Golden Lake city and are preparing to attack North Port.
Gytrix : Yea, the last island would originaly be opened, but it made for a bit of a easy way to obtain a really important ressource. I may put it back, but in the last chapter, where it's gonna be a litle less important.
[Edited on 09/03/19 @ 02:53 PM]
Quote: "I do understand losing troops to uncapturable cities can be annoying. You cannot conquer 6 shields city, this is why you need to cripple the defense first."
Yes, I know that... But you should at least HINT this in the storyline - in story format - to give players a sense of what's to come ahead, instead of playing the episode blindly, having no knowledge that all those cities were 6 shields in the first place.
And give a reason in the story as to WHY the protagonist has to "cripple the defenses", "retrieve the cornerstone" or whatnot, to connect the gameplay to the storyline... just any kind of reason, as long as it makes sense. That's all I'm saying.
Quote: "ps in chapter 6 introduction : ."..Those drunken idiots are now preparing for war. They rallied Simirillion, cut off our caravans from Golden Lake city and are preparing to attack North Port."
See, you've proved my point.. Fleece is produced by no-one in the world except that city.. and for such an important resource - fleece - and the fact that this distant city disappears IMMEDIATELY in ch 6, you actually put this info at the very intro of that chapter where the city disappears.. giving players no moment to prepare ahead, even in this chapter, because you made the city disappear IMMEDIATELY in ch 6..
That's bad writing.
You could've foreshadowed this previously.. anything, like an oracle in the story, hinting that you needed to hoard the fleece, or Golden Lake being a target due to fleece, which no one else had, and that it'd be wise to stockpile it.. anything.. the adventures from Impressions portray this foreshadowing nicely.
But in the end, you never gave any prior warning of this sudden fleece breakout.. so where would I get the fleece in ch 6 now? Not even rivals had it.. meaning I had to complete this episode in record time.
Your main issue is your storyline.. you didn't foreshadow most of the events that needed to be HINTED, which is why this adventure turned out to be very frustrating.
Nothing's wrong with having unconquerable lv 6 cities and quests that made them conquerable... I enjoy this.. but it's your lack of foreshadowing that's appalling.
[Edited on 09/23/19 @ 02:08 AM]
Here's a few things I've been thinking of that could possibly improve this adventure.. and they're subtle, as in.. they don't change the adventure much.
Regarding ch 6's fleece thing, you could've had ch 5 intro mention something about fleece, to foreshadow what would occur - without spoiling it, something like:
-- "Meanwhile, fleece has been difficult to come by lately, and demand for it has been soaring. Most cities have been amassing supplies for dire times ahead. It'd be wise to do the same."
Or something else really, that would foreshadow the problem you'll have with fleece in ch 6.. This gives players an incentive to actually PREPARE for what's coming.. whilst they wouldn't even know what the story will be in ch 6. THAT'S how you foreshadow a story.
Or you could have a certain ally help the player by giving them fleece in ch 6.. not much, something like 6 or so fleece per year, something that players would have to use wisely.. but inform that in the story..
Because srsly.. Elite houses need fleece to sustain.. without fleece, no soldiers.. so how are we going to conquer and complete ch 6 without soldiers?
Regarding the 6 shields thing.. this is simple.. just mention in the story how those cities are "formidable" or something and that you need a hero to weaken those cities..
You could've also mentioned trade change events in the story.. because the fact that they were suddenly there at certain episodes without a story to say why such things happened was pretty weird. That's all, really...
[Edited on 09/23/19 @ 06:52 AM]