||AoW2: TWT - TS Standard Rules
|Co-Op vs. AI?:
|# of Wizards:
|# of players:
||Any (depends on AI difficulty setting)
This is one of those times where the entire world is in disrepair. The largest human nation lies in ruin, invaded by the orcs. But those same orcs, after rampaging through their lands, now broke into dozens of tiny factions.
Meanwhile, the Invincible Halfling Republic panics aat the prospect of the orcs invading them next. What good is democracy, if a bunch of savages can invade whenever they want?
To the south, the nomads weren't quite paying attention, too busy worshiping their half-tiger, half-man divine king.
On the other side of the sea, the elves are split by the fires of the dwarven Great Forge. A third of the continent and the elves who lived there have been corrupted beyond recognition, which sparks a fight for the throne that laid dormant for years.
Underground, the dwarves don't quite care. They have wounded the elves, and their Forge is literally on fire. Nothing could be better as far as they are concerned.
And while all the races quarrel with each other and among themselves, the great archons watch and sigh. Maybe it's time to come out and purge it all once again.
This is a map I started working on somewhere when the game was originally released. I never quite finished it, and I don't think I ever will. However, the map is, as of right now, fully playable from start to finish. Either conquer all the other players (AI or not) OR conquer the mythical Archontis, city of the Archons where Archons dwell.
It features custom heroes, items, faction events and global events and ''lore'' descriptions when you walk near some landmarks.
Some of those events might or might not work. They might or might not be balanced. (Just kidding: they are not balanced at all!). It's a map designed for you to explore and conquer in a great many turns. Hopefully, you'll enjoy it!
Now, some random hints, courtesy of our master strategists:
- All factions start with some type of trouble brewing (or outright exploding) in their lands. Don't leave your wizard and capital undefended for any reason!
- Most factions have an inn or other mercenary recruiting building near their capital. Those that don't start with a hero will also have a hero near or inside their lands, waiting to be recruited or rescued.
- You can always play on the easier difficulties if you would rather enjoy all the map features without having to worry about the orcs or the halflings winning!
- Humans have the hardest starting position and won't get much done unless they use settlers to rebuild the sorrounding ruins.
Try to become allies with one of your neighbours, then prepare for a long war with the orcs in the underground.
AI has a tendency to lose early. There're events to help the AI instantly rebuild some of them (cheaters!) simply because I never saw them to rebuild anything on their own.
- Haflings are invincible! You should have no trouble with them at all. Don't trust the nomads, though! And since you are on the same continent as the humans, you should probably worry about the orcs.
- Orcs are also invincible! However, they are up to a slow start. You'll be pretty much isolated from the rest of the world for a great many turns. Your worst enemies will be the dwarves and, possibly, the halflings.
- Nomads have limited expansion possibilities. You'll likely want to destroy the humans or the halflings and take their territory. If you manage to (somehow) defeat the halflings, the humans will ussually be to weak to resist you. You can also try to go for peace with the survivor.
- Dwarves start with goblin raiders attacking from the south. You are not as safe as the orcs are, but the elves have a tendency to kill each other before sending troops down where you are. Your worst enemies are the elves (whichever is left alive from their civil war) and the orcs, who are the other faction who benefits from snowballing effects.
- Dark elves have to worry about the dwarves pouring out from the underground entrances to the north at some point, and also from the high elves to the south. Your best bet is to try to quench the elves to the south by taking the independent cities in the way before they can. Or you can try to nab the undead cities first and give them a chance.
They have no unique events, unlike the other factions.
- Elves have a bit of an animal problem. As the AI, they have a tendency to leave their capital and wizard unnattended, which means they can get defeated pretty early. Your only real option is to expand north towards the independent tigrans before the dark elves catch all the cities for themselves.
That's all. Hope you enjoy this map! I've been working on and off it for the last...I don't know...fifteen years or so? I'm sure it will totally show!
|Author||Reviews ( All | Comments Only | Reviews Only )|
(Insert Playability analysis here)
(Insert Balance analysis here)
(Insert Creativity analysis here)
Map Design: 4
(Insert Map Design analysis here)
(Insert Story/Instructions analysis here)
I played this map with different sides: Elves, Dark Elves, Humans (2 times). It was very easy for me playing both Elves to win the game. First time with the Humans I did have some trouble, but the second time my strategy was to rebuild everything and then attacking the halflings with all I have. I was discovering peacekeeper and did make peace with the nomads and the dark elves.
After deafeating the halflings in an easy way and just a few turns I did have no opponent. Where are the orcs? I did not went underground.
I have lots of mana, lots of money and lots of armies.
I like this map very much, but I think that the balance need to be fixed.
The Orcs need to be more aggressive.
There are to much research points available for the player to get new spells.
You know the possibility of limiting urban growth, but there are still too many towns and cities. There need to be more limits by outposts and villages to make it a challenge for the player.