According to some, the lakes act as a resting place for departed souls. The souls of the dead are directed by the gatekeeper, Kondo Ratu, who decides based on the age and the behaviour of the recently deceased the lake they will go to. Tiwu Ko’o Fai Nuwa Muri (Lake of Young Men and Maidens) and Tiwu Ata Polo (Bewitched or Enchanted Lake) slumber to the east. It’s the third, Tiwu Ata Bupu (Lake of Old People), the westernmost body, which seems the most bewitched. Long after the sun has risen and cleared the sky of any clouds, a thick mist stays swirling around the crater. Faint outlines, vaguely human in shape, form and dissipate in the vapour. Players start with only 4 gold mines and no stone mines close to their tc. The 3 volcanic lakes (1 big one in the center and 2 small in N and S) have high amount of fish. The water is shallow everywhere. When a fish is completely harvested, a gold mine with 400 gold spawns. The 2 small lakes have stone mines with 700 stone each on their shore. When a stone mine is depleted, a holy relic spawns. Close to each small lake, a shrine is located, which if you control it gives you the option to train priests. They only have 25 HP and 4 range, while also costing 100 gold, and you cannnot deposit relics in the shrines, so you have to consider your investment. (Remaining problems: The 2 lands in S and N where the smaller lakes should generate, do not generate reliably, sometimes too far away from the corner. If used competitively, this has to be fixed.) (Some volcanic vent and debris structure taken from Mount Bromo by HenkDeSuperNerd. Shrine control mechanic taken from Aftermath by Chrazini. )
Competitiveness | Complexity | Originality | Visual Appeal | Clever use of “holy” in the gameplay |
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13.6 / 20.0 | 7.0 / 10.0 | 9.2 / 10.0 | 4.4 / 5.0 | 3.8 / 5.0 |
Sacred Glades is an open land map that features additional trainable units to serve as healing support.
Sacred Glades is an open land map that features additional trainable units to serve as healing support. These are monks with modified stats. The following are available: "Blind Lame Priest" - trainable in dark age from the pagan shrine that players spawn with. - Cost: 30 gold - 0 conversion range - Very slow walk speed when carrying a relic - 6 line of sight - 15 hitpoints "Healer" - trainable from a monastery. - Cost: 60 gold - 0 conversion range - Cannot pick up relics - 45 hitpoints - 4/4 armor - Regenerates health - Cannot be converted Map Resources: - 6 berry bushes, 6 gold, 6 stone close to the starting area - Standard amount of starting food (4+2+2 sheep, 2 boar, 2+2 deer) - 3 Neutral glades each containing 6+6 berries, 6 gold, 6 stone, 2 deer, 1 relic - Additional scattered 3 tile golds and 2 tile stones - 1 additional relic per player (for a total of 5 in 1v1)
Competitiveness | Complexity | Originality | Visual Appeal | Clever use of “holy” in the gameplay |
---|---|---|---|---|
15.2 / 20.0 | 7.0 / 10.0 | 7.2 / 10.0 | 4.2 / 5.0 | 3.8 / 5.0 |
Side waters are connected by a shallow river that runs around a middle hill. Standing on the hill, a rock church protected by a priest generates gold for the player controlling it. This open hybrid map is designed for feudal and castle age action, with fights taking place both on land and water.
The middle hill contains extra stone mines (shaped as rocks) and a rock church (not visible in scenario editor). Controlling the church generates gold (approx. 3 gold miners), however you first need to get rid of the gaia priest protecting it. The gaia priest being located in the centre of the church, he cannot be killed by melee units.
Competitiveness | Complexity | Originality | Visual Appeal | Clever use of “holy” in the gameplay |
---|---|---|---|---|
14.8 / 20.0 | 6.3 / 10.0 | 8.0 / 10.0 | 3.8 / 5.0 | 4.3 / 5.0 |
Yam Suph is the body of water which the Israelites crossed following their exodus from Egypt. A priest (Moses) will lead your peoples, who after seeing the burning bramble bush devoted themselves to the prophet. Players will have to build a town center and establish a settlement, to prepare their exodus through the Red Sea. Eventhough players have no starting TC, The 5 extra villagers speed up the pace of the game, and access to fish will be an early thing to contest.
Players start with 8 villagers, a small herd of goats, a camel, a small hut, and a priest. The priest will be able to heal, but his ability to convert enemy units is significantly reduced (range=1) The passage in the middle resembles the sea floor. All land terrain on this map is buildable, and docks can be placed at shorelines on a flat surface of water. Resource placement for this map is aimed for competitiveness. Equal amount of forest and equal amount of minerals should be guaranteed, if this is not the case, the map is considered a bugged map. There are only 2 holy relics on the map, which can be picked up by the starting priests, so be careful not to lose them. The map is functional in team game settings as well. If the 'Team Positions' checkbox is ticked in the pre-game lobby, the teams will be placed in position where the lowest number and the highest number of the team (p1 and p7 for example) end up in flank position. If the 'Team Positions' checkbox is NOT ticked, players will be placed at a random position within their team. This does allow players to choose different colours, but it means they won't have control over the position within the team.
Competitiveness | Complexity | Originality | Visual Appeal | Clever use of “holy” in the gameplay |
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14.8 / 20.0 | 5.8 / 10.0 | 5.8 / 10.0 | 4.0 / 5.0 | 4.8 / 5.0 |
Players start as pilgrims traveling to a friendly monastery in an abandoned Holy City. The city is surrounded by a moat and contains many relics which players will need to capture to defeat the enemy marauders.
Map requires a Tiny map size to generate properly. Priests have had their range lowered. The relic trickle rate has been halved and controlling the temple of heaven also generates a gold trickle. The gates of the neutral city are weakened, but villagers may not attack them.
Competitiveness | Complexity | Originality | Visual Appeal | Clever use of “holy” in the gameplay |
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12.0 / 20.0 | 6.3 / 10.0 | 8.4 / 10.0 | 3.4 / 5.0 | 4.2 / 5.0 |
Past the dense jungle in the Yucatan, a shrine to the jaguar god lies in the middle of Lake Texcoco. Whoever controls the shrine will receive a blessing, so long as they are able to provide a sacrifice...
-The monument in the middle gives a gold trickle to the player who controls it -Players start off with a scout that has the same stats as an eagle scout, but it is not immune to jaguars
Competitiveness | Complexity | Originality | Visual Appeal | Clever use of “holy” in the gameplay |
---|---|---|---|---|
13.0 / 20.0 | 5.4 / 10.0 | 8.2 / 10.0 | 3.8 / 5.0 | 3.8 / 5.0 |
Otisco Valley may be difficult to access, but its humble residents possess artifacts greater than gold. Will you make camp immediately or press southward to the fish-rich lake and seize the valley before your foes? Choose carefully, for the pass in the ridge may not reopen for quite some time. GLHF, T/c\
Players start with packed town center that requires a clear, flat 4v4 space to initiate construction.
Competitiveness | Complexity | Originality | Visual Appeal | Clever use of “holy” in the gameplay |
---|---|---|---|---|
8.8 / 20.0 | 7.2 / 10.0 | 9.4 / 10.0 | 4.2 / 5.0 | 4.4 / 5.0 |
Players start at the scarcely forested lands separated with a river, but connected through the central island. On the latter there are a wood-encircled area with "monastic lands" inside containing player's monasteries, houses, missionaries (1 per player), and 3 or 4 relics. River shores don't allow players to build docks, but they can use the transport ship available from the start to make some landings.
You will have 2 monasteries at start - one at the inner monastic settlement, one not far from TC - but you can't build more. Monks have +2 increased converting range and cost 80 gold, missionaries have +3 range but cost as usual. Transport ship has 150 HP and can board 11 units at once.
Competitiveness | Complexity | Originality | Visual Appeal | Clever use of “holy” in the gameplay |
---|---|---|---|---|
10.8 / 20.0 | 6.8 / 10.0 | 7.6 / 10.0 | 3.2 / 5.0 | 3.6 / 5.0 |
This map consists of a monument on a giant hill in the middle and generating resources for the player who control it. There is also a raised ring of grass surronding the central hill containing lot of stones and all relics of the map. Four lakes on each corner are also present but don't get so many fishes to get meta oriented into the control map of the mid. And finally a swamp is located between the central hill and the ring and can be used to make some demolition ships or any warship in later stages of the game to help control the mid.
Competitiveness | Complexity | Originality | Visual Appeal | Clever use of “holy” in the gameplay |
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11.2 / 20.0 | 5.0 / 10.0 | 5.0 / 10.0 | 3.6 / 5.0 | 3.2 / 5.0 |
Between the lands of two rival lords a trade caravan has been plundered by brigands. All the goods stolen, its livestock butchered or scattered, yet there is a rumour going about in taverns and streets alike — a Piece of the True Cross was also among its cargo. The brigands would have not known to seize this invaluable ancient piece of wood, thus both lords are now determined to test authenticity of this gossip and retrieve the holiest of holy relics at all costs, even if it comes to war.
Currently utilises a bug with create_actor_area to place a singular Relic around the centre of the map. On Standard victory conditions after collecting this one and only Relic the Relic victory timer starts its countdown. This singular Relic (named Piece of the True Cross) generates gold equivalent to 4,5 Relics. Relic Food Rate is unchanged. Boars are not a privilege, they must be earned. Herdables have a chance to spawn, not guaranteed in every generation.
Competitiveness | Complexity | Originality | Visual Appeal | Clever use of “holy” in the gameplay |
---|---|---|---|---|
10.6 / 20.0 | 4.4 / 10.0 | 5.4 / 10.0 | 3.8 / 5.0 | 2.6 / 5.0 |
At the interesection of a dead river of stone and a lively mangrove river with fishyfruit, an scorched lake of gold marks the site where ancient relics are buried nearby. Two adversaries have set up across the scorched lake where they have found mysterious fish jumping out of the land. Will they eliminate their opponent through conventional means, or reclaim all relics to achieve control of the Holey Cross?
Please turn relic victory on! This map is meant to be a balance between the three prongs of water, land, and holy victory.
Competitiveness | Complexity | Originality | Visual Appeal | Clever use of “holy” in the gameplay |
---|---|---|---|---|
11.8 / 20.0 | 4.5 / 10.0 | 5.5 / 10.0 | 2.3 / 5.0 | 2.3 / 5.0 |
Two contending peoples encamp beside a wooded sea in a desert land. They come bearing holy relics in a pilgrimage to the mosques in two of the corners of the map, the usage of which can return gold to their own shrines at home, but at the cost of scouting information. With gaia markets in two corners, a starting market, and a trade cart for a scout, players must decide how much gold scouting information is worth.
Competitiveness | Complexity | Originality | Visual Appeal | Clever use of “holy” in the gameplay |
---|---|---|---|---|
9.6 / 20.0 | 5.6 / 10.0 | 5.6 / 10.0 | 2.8 / 5.0 | 2.4 / 5.0 |