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Old December 5, 2005, 12:43   #1
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POMARJ scenario released!
The mist slowly lifts from the sea with the dawn, as the small fleet bears down on the decrepit sea port of Blue.

The men on board ready their weapons and check their armour, Oberon the mage prepares his first spells and Clonoc, the great Copper Dragon, slowly circles above the ships, while Fingolfin nervously checks his bowstring...

The time has come at last.... for the reconquest of Pomarj!
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Old December 5, 2005, 12:46   #2
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Screenshot 1: Knights of Ulek
The Knights of Ulek face an humanoid horde in the plains!
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Old December 5, 2005, 12:47   #3
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Screenshot 2: Moon Keep
Fingolfin and his army lay siege to Moon keep while humanoids reinforcements rush to the fortress' rescue...
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Old December 5, 2005, 12:48   #4
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Screenshot 3: Suss Forest
Ents and Centaurs from the Suss forest help defend their Kobold allies against the humanoid onslaught!
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Old December 5, 2005, 12:48   #5
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Post the game file!

Great work again Cyrion.
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Old December 5, 2005, 12:50   #6
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Screenshot 4: Elves
Finvil is hunting down bandits with the help of his Elves while pirates are making a raid on unsuspecting refugees!
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Old December 5, 2005, 12:53   #7
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Scenario files!
POMARJ is a fantasy scenario based on the World of Greyhawk setting for the AD&D roleplaying game.

This scenario has been developed for Civ II MPGE.

Only the Free Men are playable.

Many thanks to all the friends without whom this scenario would never have been finished (or even started ).

I won't name them all here (see the readme for that ), but among others Curtsibling, Arthedain, rjmatsleepers, Sarsstock, Duke of York, Kobayashi, and N35t0r proved decisive! Thank you my friends!

Note: read the readme before playing


Pomarj Files

Pomarj Sound

EDIT: the files linked have been edited on the 14.02.06!
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Old December 5, 2005, 14:32   #8
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Finally this one is getting released. Great Job Vincent!
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Old December 5, 2005, 17:27   #9
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Playing it right now - Reporting soon!

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Old December 5, 2005, 17:51   #10
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Congratulations, Cyrion. I'm looking forward to it.
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Old December 6, 2005, 01:27   #11
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Well done Cyrion for completing the scenario.

Good luck to everyone who plays it. You are in for a feast of units, graphic and events. But (in my opinion) it is hard!

RJM at Sleeper's
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Old December 6, 2005, 06:15   #12
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Quote:
Originally posted by techumseh
Congratulations, Cyrion. I'm looking forward to it.
Ditto! This one's definitely on the list to play.
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Old December 6, 2005, 10:07   #13
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The title page was worth the wait.

It is a difficult scenario but that makes it a fun challenge.

Dumb unrelated question: How do you make the above screenshots?
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Old December 6, 2005, 10:46   #14
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Quote:
Originally posted by Broken Hawk
The title page was worth the wait.
I fully agree on that: magnificent job by Curt!

Quote:
It is a difficult scenario
No doubt it is!

Quote:
but that makes it a fun challenge.
I hope so...

Quote:
Dumb unrelated question: How do you make the above screenshots?
Hit the PrintScreen key while in Civilization, then paste it into any graphical program you have, and then cut around what you want to keep before saving it!
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Old December 6, 2005, 12:31   #15
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Nice one Vincent

Is that Roman's-in-China scenario next on your list?
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Old December 6, 2005, 12:50   #16
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Nice one Vincent

Is that Roman's-in-China scenario next on your list?
It's Roman's-not-in-China

But yes, it's next, with a (much improved) ToT version of Discworld!
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Old December 7, 2005, 21:46   #17
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I'd love to see someone post a player's log of this one. Any chance of that, or would it have to contain spoilers?
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Old December 8, 2005, 04:11   #18
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I'd love to see someone post a player's log of this one. Any chance of that, or would it have to contain spoilers?
Yes, it would find it interesting too!

And as far as spoilers go, I don't think it would be really critical??
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Old December 8, 2005, 10:25   #19
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As hard a time as I am having, I do not think you would find any spoilers in my log.
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Old December 8, 2005, 13:30   #20
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Is it something along the lines of:
Turn 1: capture Blue
Turn 2: lose most of my units
Turn 3: lose Blue and most of what remained of my units

repeat....?
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Old December 8, 2005, 15:05   #21
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How did you know?
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Old December 11, 2005, 05:15   #22
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This is indeed a finely crafted scen. The attention to detail is incredible, especially the highly useful descriptions of civilization advances. Very nice piece of highly original work.

I'm at week 61 and busily fighting both the humanoids and the kobolds; have managed to kill ~300 monsters of all shapes and sizes (what a bloodbath); hold Blue, Twin Fangs, Deep Roots, Vile Rune and High Tree with roads linking all of them and ample irrigation for growth; have delivered the first 3 merchants to Eldredd and have sent 4 more on their way; the Free treasury is in good shape; have managed to research 16 new techs and have a current rate of a tech every 3 weeks.

I don't know if I can finish scen within 300 turns, there are simply too many monsters being spawned. The scen started with ~130 of the %#@*}!, 300 have been wiped and now there are ~210. Maybe my careful, defensive play is at fault because, so far, Free casualties have been very minimal.

I'm cussing the lack of cheap units to block monster spawning locations behind the front line. Adventurers and rangers are OK but there are so few that I may have to build some merchants for that purpose. Also, despite the road network, the many units spawned in Blue will take longer and longer to walk, ride or fly to the front. It would be nice if there were alternate spawning locations in cities to the west. Also, I do wish that warships had carrier rather than transport flags so that deep amphibious strikes were possible and mages or dragons could provide air cover for the critical convoys to Eldredd.

I'll post a log at the end of the scen.



EDIT: That must have been an awesome D&D game.
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Old December 11, 2005, 07:38   #23
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That's got my attention, Agricola!

In general, what do players wish/expect from the designer in the way of tips in a tough scenario?
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Old December 11, 2005, 11:11   #24
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Agricola, in ordinary Civ II (don't know if this works in scenarios too), then you can block spawning locations by building a terrain improvement on them. If a square has a road or irrigation, then it counts as civilised, and barbs cannot spawn there, in the same way that they can't spawn within your cities' radii. Try that.
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Old December 11, 2005, 15:34   #25
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@duke o' york
Great idea but it doesn't seem to work in scens. I just ran a test with Pomarj (MGE) and monsters were spawned on road squares. I can't tell about city ZOC's.

From Empire of the Rising Sun, I know for certain that, in TOT scens, hostile units can be spawned within city ZOC's as well as on squares with terrain improvements.

Bummer.

@Boco
In Pomarj, the Readme instructs players to use 2 nuke-type units only on the targets they were designed for. This is absolutely necessary to complete the scen.

Also in Pomarj, most units cannot be built but must be obtained by discovering techs. The approximate ratio is one spawned unit per 2 discovered techs. Tech descriptions indicate what unit will be spawned when a tech is discovered. This information is definitely needed.

However, there is no mention of the sad fact that, when a certain tech is discovered and an unnamed unit is spawned, it will cost the treasury several hundreds of gold pieces. There is a definite risk that this may empty the treasury and that a critical city improvement will get arbitrarily sold off at the end of the turn. I think that this one is a tossup as to both need to know and fairness.

Overall, players should have some tips on critical game play factors like the need to move fast to avoid losing, to expect money problems, that some units will depart and anything else that is much beyond the ordinary.

I find that it is well worth reading scenario development threads before playing.
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Old December 11, 2005, 15:58   #26
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Aha! The reason that building a road on the square doesn't work is because it's not barbs that are being spawned, but Humanoid units by events.
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Old December 12, 2005, 02:14   #27
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Quote:
Originally posted by AGRICOLA
@duke o' york
Great idea but it doesn't seem to work in scens. I just ran a test with Pomarj (MGE) and monsters were spawned on road squares. I can't tell about city ZOC's.
As Duke said, it's because they are not barbarians but event generated units!

Quote:
I'm cussing the lack of cheap units to block monster spawning locations behind the front line. Adventurers and rangers are OK but there are so few that I may have to build some merchants for that purpose.
I use Adventurers and Militia for that!

Quote:
However, there is no mention of the sad fact that, when a certain tech is discovered and an unnamed unit is spawned, it will cost the treasury several hundreds of gold pieces. There is a definite risk that this may empty the treasury and that a critical city improvement will get arbitrarily sold off at the end of the turn.
What's that???

Could you be more specific, I just don't get it???
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Old December 12, 2005, 04:45   #28
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I use Adventurers and Militia for that!
Merchants carrying food are 20 shields cheaper although they don't have the defensive strength of militia. However, I did use the prase "block monster spawning locations behind the front line" so their D is not all that important.


Quote:
What's that???

Could you be more specific, I just don't get it???
Check description of Ulek Merchant Ship tech as well as one other tech.

Having been burned by the Merchant Ship tech and suspecting a rat, I made sure that the treasury contained only 9 gold when the other tech was discovered.
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Old December 12, 2005, 04:56   #29
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Quote:
Originally posted by AGRICOLA
Check description of Ulek Merchant Ship tech as well as one other tech.
You're right!

I had forgotten that!

I had decided that Ulek wouldn't GIVE their Merchant and War ships, but sell them instead...

Well spotted!
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Old December 14, 2005, 03:13   #30
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I can't tell if is this an particularly clever, subtle but nasty piece of scen design or something that nobody who has played this scen from start to finish has noticed?


Everything was going well on turn 92 with Free cities having 11 trade arrows per trade route with Elredd. On turn 93 the number of trade arrows dropped to 9. On turn 94 the number dropped to 7. WTF was going on? This was messing up my scheme for getting techs on 8 consecutive turns whenever a ship with 4 freights arrived at Elredd.

After checking that the discovery of techs was not responsible, I finally looked at the Wild Coast civ.

ARRRGH! OH S**T!

On turn 91, its government was a Free City (Democracy). Squares around the city were generating 4 trade arrows and there was no excess food for growth.

On turn 92, the government had changed to Martial Law (Despotism) and the number of trade arrows was down to 3 per square but the food was still adequate.

The following turn, the ocean trade arrows had decreased to 2 and the city was short 3 foods.

I assumed that, somehow, my game had been corrupted. With a bit of hex-editing, I managed to restore everything and things were OK until turn 100, when the number of trade arrows in Blue again dropped from 12 to 9. Obviously, this was a recurring problem and not a one-shot corruption, so I dug a bit more deeply.

The problem lies in Elredd (size 23) building Impassable units until it has used up all the 64 available shields to support them and then continues to build at a rate of 7 shields per turn. This causes the AI to switch government from Democracy (1 shield per unit) to Despotism (1 shield for every unit above city size) in order to free up shields. This makes sense from the AI’s point of view. I’ve attached saves of turn 99, where everything is normal, and turn 100, where things go haywire.

The solution is to start the scen with adequate Impassable units in Elredd and have the city produce Foreign Support (Capitalization). This is what I finally did and it works fine.


While we are on the topic of governments, I have a bit of a problem with the Free civ using Monarchy. It really is not meant for large empires. Monarchy is fine in other regards but its high level of corruption reaches 80% for a huge empire such as Pomarj. Admittedly, a high level fighter like Wilfried is usually not too bright (I’ve played a lot of DD) but even he would somehow have figured out that having a Sherriff (Courthouse) as a buildable city improvement would let him squeeze a few more coppers from the dirty peasants. IMHO, 40% maximum corruption would seem more reasonable.

Attached Files:
File Type: zip pomarj.zip (43.7 KB, 15 views)
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