BETTER WRAP UP WARM!
At last, after what seems like an eternity, I am ready to playtest my latest creation, the next chapter in the Bitterfrost
series of scenarios...! This time round the action will be set back on the island that started it all, with the same goal.
You land at this huge frozen island, that has recently appeared. It is loaded with minerals, pirates, and other things...
Create a colony, which shall grow into a nation, perhaps an empire! You won't be the only person on the island trying to
make a name for himself. There's other kingdoms, as well as a steady stream of pirates and looters. And far worse natives.
Ah! And no undead in this sceanrio...(well maybe) The earlier storylines can be seen as sagas, legends, mythical tales.
CHOOSE YOUR SIDE!
All the factions are back! You can choose to play as one of the powers of the Aphorik world:
*Khaarov Commonwealth:
The humans. With the advantage of a spy network (Great Library) and a mainland city.
*Vorak Dynasty:
The cat people. They have better traders (Frieght) than everyone else.
*Kaneg Empire:
The birdmen. Can outproduce everyone else, and have killer weapons later. They have a mainland city too.
*Skeer Brotherhood:
The crusaders. The can make lots of cash if they can spread their theology to the other factions.
*Stavark Syndicate:
The sneaks. Their Rune Witch (Spy) gives them a real edge in espionage. Also have good assassins.
*Zatarn Homelands:
The warriors. Start off with the very useful Hemdaal's Hammer (Great Wall). Hardcore fighters too.
*Dark Order:
You may recall a certain bunch of purple dudes. Well, you might meet them again at some point.
WHERE THE SCENARIO IS AT...
Bascially, everything is ready for playtesting. I had to scale the barbarian activity back, as it was too brutal. But you
may ask for it to be more brutal. It is finding the balance to allow the civs to get up and running, then unleasing hell.
Also, I plan to make a batch file that will allow different people GFX, so if your race has the wrong look, don't worry!
The cities for various tribes are not the final ones, so that will be changed too. I plan to add a few more events to
allow extra engineers, or make them buildable, but very expensive. Take a shot, and let me know how you get on.
I'm really interested in unit balance (which is almost right, perhaps) and if the barb presence is too litte or too much.
And things like the CIVpedia art or readme will be forthcoming. Most improvements and units are self-explanatory.
I can post the development documents if anyone is stuck or wants to see them!
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