Posted on 08/31/19 @ 01:19 PM
Hiiii it's me with my experimental adventures again. This time it's a city that is practically a longest single line possible. As far as you know there are technical limits as to how much a walker is going to move in Zeus/Poseidon, and it actually makes sense in real life - no one is going to push a cart for hundreds of miles. So this map is a challenge in logistics, to see if you can move your goods where it is supposed to be, using the primitive tools that Zeus/Poseidon provided.
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And I'm sorry if the narrator sounds a bit over-the-top haha.
Hope you'll enjoy it and please let me know what you think!
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Played this on Hero difficulty, in my opinion it was somewhat tough. This adventure required some planning, and most of all patience and perseverance. While it only consist of 3 episodes, the actual game time was quite long, as things got tedious at some point. Make no mistake though this was definitely an entertaining adventure.
Posted on 03/25/20 @ 07:32 AM
Review and some spoilers ahead.
Very playable with no notable bugs. As per the name, the coastline consist of an extremely looooong beach. A large inland plateau separated from the beach by a narrow 2-layered cliff, ramps on edges of the map, thin meadows along the huge strip of marsh. Docking spots for seafood and trade piers were on the other side across the straits. As expected, the logistics and resource distributions gonna be a real pain here. More than often the hard work was to switch between the 'Accept' or 'Get' at the various storehouses and granaries, placed at middle-points of the long route. Resist building on the big inland plateau right from the start, instead build common houses around the cliff/beach as the story suggest.
The adventure was long and tough but manageable. It required basic understanding on how the game works, notably on distributions and walker distances. It was tedious on later episodes, where sanctuaries and monuments required huge amounts of imported materials, with the only legit spaces to build them were at the inland. Then there were the elite houses and their needs. Definitely saw these coming. And some small nitpicks at the end regarding tributes and their worth, such as Olive Oil (lack of, especially if no Athena) and Sculptures (less useful).
Great use of walking distance to stretch the play. This was an adventure of decisions. I liked that the adventure lets the player decide whether they could push it further, such as to build the last monument, charioteers, hippodromes etc, or to summon all the heroes, as additional challenges for brownie points. Though why all heroes have the same quest? :D
Map Design: 5
Very unique. Wasn't often adventures need the core city to be built in a long and narrow straightline. Efforts were also evident on the cliff designs and the coasts, also the dock islands. A good thing too this adventure was rather peaceful and safe from invasions/gods/disasters.
A lighthearted story told in a very casual way lol.
Thanks for the enjoyable adventure. Shoutout to the coastal city of Nha Trang! Hope to visit there someday. Stay safe and healthy peeps :)
[Edited on 03/25/20 @ 07:39 AM]
Posted on 04/09/21 @ 11:23 AM
(I found bug on delivery men and I notice that it was because of too long distance for them to deliver. It happens when the destination is at the opposite site of the city. idk other players face this kind of bug? it was very annoying because goods and the delivery man himself are disappeared when delivery man tried to bring goods out of trading piers/posts or storehouses to send them to the needed places. I have to keep an eye on the whole logistics to see where my goods lost and why my city still lack of resources even I just bought them from allies. With these bugs it took me whole day to complete all episodes as olympian difficulty)
(My understanding on the adventure concept is to manage the logistics to keep the city flow with resources. I dont see any unbalance issues in this adventure. Additional comment:- you can put some invasions on this adventure or any gods/monsters invasion to make it more challenging as the geography is good for defending too)
(This is new kind of adventure for me so I think it is kind of good creativity)
Map Design: 4
(Map design is good and related to the adventure concept but I wonder what is the reason of road and rocks on the North-West? It seems like a entrance but nothing came from that spot. or it was planned to be the land invasion for the only ally city linked with us by land?)
(The story is like a short filmed but I didnt really read it. Just skimming haha )
Additional Comments: to conclude it was a good adventure but it would be great without bugs. Thanks for sharing :)