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Downloads Home » Scenarios » Council of the 4 - Enhanced version

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Council of the 4 - Enhanced version

Author File Description
File Details
Ruleset: AoW: SM - Unofficial Patch 1.4
Map Size: L
Levels: 3
Single Player?: Yes
Co-Op vs. AI?: Yes
PBEM/Hotseat?: Yes
Multiplayer Online?: No
# of Wizards: 6
# of players: 2
Skill Level: Expert
Password Protected: No

This is a modified version of Coyote7's excellent Council of the 4 map.
The original and my review can be found at

What I have modified:

Fixed a non-working Teleporter.

Slightly edited the map, so that the Watchtower to the Undead Colony can not be bypassed.

Fixed numerous spelling/typing errors.

Given the 4 AI Wizards starting skills, additional abilities and some starting spells.
After all, they are The Establishment, and this enables them to expand faster and be more of a threat, instead of waiting for their doom.

Given the enemy HQs more defenders (set to Guard) and more buildings.

Reduced the reward from a starting, rather easy quest from four Hydras, to two.

This version of The Council of 4 should NOT be played with your ally under CPU control.
Play both positions yourself or let a friend with an organic brain play the Nomad position.

Any comments are welcome.
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
rat_peddler Just what this map needed... to be harder ;-)
File Author

Yes, the original map *is* hard if you let the CPU control your Nomad ally. I see you needed 325 turns to beat it. ;.)
But if you play both positions it becomes too easy, I think. I only needed 45 turns to beat it when playing both positions.
So this version is an attempt to make the play-both-positions experience better, as well as to clean up the two bugs I found and the numerous spelling and typing mistakes.
Unnapu Just found the key, day 26 IIRC.
I am playing the Dark elves, all the other wizards, including my ally, are cpu emperors.
Yondalla started to put some pressure on my structures in the north with runemasters, rocs, dire boars and a pair of dwarven heroes.
Heironeous is sending full stacks against my ally, the first air galley is out, apparently in my direction.
I am turning Matron Malice into an unbeatable hero, she already has 20 defense.
I have other 4 heroes: Dron, Benre, Key Keeper and Zaknafee. Things look good for now.
File Author

Sounds like my changes have worked and the AI is more active. Never saw Air Galleys in the original version.

Letting the computer handle your ally is bold, though.
Owoc It seems to me that the map is not hard at all. I'm around day 70 and I have one each of human, goblin and dark elf tier 4 cities going, with more being built. Doesn't look like I can lose the game now, mass goblin tier 4 is kinda nifty.

And yes, I let the computer control my nomad ally. I managed to get an air galley there before she was completely eliminated.

[Edited on 10/19/08 @ 05:53 AM]

Map Design3.0
Playability: There are a few signs, quests and messages I could not understand very well.
Creativity: Lots of quests.
Map Design: Well, the base map was random generated.

I have completed the map, in 104 days.
For those interested: it is a random generated map, with many improvements made by the mapmakers.
The AI is strong, there are many events and nice exploring places, lots of quests and new items and heroes.
The mapmakers draw roads to allow a better movement to the AI Wizards.

I enjoyed it.
I would like to try it from the nomads perspective with a fast PBEM player as ally.

Edit: These are the heroes I had and their level at the end of the game:

Zaknafin, 15; Swader, 2; Key Keeper, 9; Jarlaxl, 7; Vendes, 14; Torgal, 9; Dron, 16; Matron Malice, 23; Benre, 15; Gredin, 10; Ripper, 1.

[Edited on 10/27/08 @ 01:36 PM]

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Map Design3.0
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