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Downloads Home » Multi Player Maps » Fall of Ezdril

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Fall of Ezdril

Author File Description
File Details
Ruleset: TS Standard Rules
Map Size: X-Large
Playable Races: Some
Surface Levels: 3
Difficulty: Normal
Surface Minimap:
Cavern Minimap:
Dungeons Minimap:
All players starts with a large number of cities and structures as well as a some units.
The Highmen are very strong, but isolated; they can't come into contact with any other players until someone else dig them out.
Besides of the Highmen and the Dwarves all cities and structures underground starts as ruins, this gives the players a chances to rebuilt cities as much as they can effort.

Turn order:

1. Humans (fixed AI)
2. Azracs
3. Orcs
4. Frostlings
5. Elves
6. Halflings
7. Dwarves
8. Highmen (fixed AI)
9. Dark Elves
10. Undead

Starting situations:

Starting gold / starting income/ heroes/ total hero lvl / units (lvl3/lvl2/lvl1) / cities (lvl3/lvl2/lvl1)

Azracs G:500/600 H:4/10 U:5/13/23 C:2/7/14
Orcs G:500/600 H:4/10 U:5/17/17 C:2/5/18
Frostlings G:500/600 H:4/10 U:5/15/20 C:2/5/18
Elves G:400/550 H:2/12 U:4/13/22 C:3/7/16
Halflings G:150/750 H:2/11 U:4/13/27 C:1/11/14
Dwarves G:600/550 H:4/15 U:3/15/23 C:1/8/14
Dark Elves G:500/600 H:4/10 U:6/11/24 C:2/4/20
Undeads G:300/500 H:4/23 U:6/17/21 C:1/8/14

There are teleports within the starting positions of six of the playable races;
The Orcs and the Dark Elves both have two teleports going to 53,40,0 (between Frostlings and Elves) and 106,42,0 (between Azracs and Halflings)
The Elves have one going to 69,113,0 (between Orcs and Dark Elves)
The Halflings have one going to 10,77,0 (between Frostlings and Dark Elves)
The Dwarves have one going to 8,8,0 (near Undead and Elves)
The Undead have two going to 106,42,0 (between Azracs and Halflings) and 119,97 (near Dwarves and Orcs)

Teleport paths:

24,79,2(R) -> 120,38,0(M) -> 117,39,1(R) -> 32,106,0 -> 11,98,2 -> 81,73,0(M)/81,72,0 -> 52,36,2(R) -> 41,26,0 -> 34,76,1 -> 119,56,2(R) -> 60,81,1 -> 24,79,2(R)
> 120,37,0 -> 96,62,1(D)

88,116,0(R) -> 118,12,2 -> 63,65,0(R) -> 96,62,1(R) -> 10,41,0/12,40,1 -> 26,70,2 -> 58,48,0(R) -> 47,74,2 -> 88,116,0(R)
>117,13,2 -> 34,76,1(D)
>43,75,2(M) ->120,38,0(D)
>56,47,0(M) -> 61,84,1(R) -> 82,35,2(R) -> 8,8,0(E)
>59,46,0(M) -> 95,47,2(R) -> 70,111,2(R) -> 56,29,2(R) -> 10,77,0(E)
>63,63,0(M) -> 15,40,2(R) -> 73,117,2(R) -> 69,113,0(E)
>61,65,0(M) -> 77,20,2(R) -> 44,119,1 -> 83,8,1(R) -> 119,97,0(E)

30,82,2 -> 71,73,2(R) -> 49,55,0(E)

(R) start as razed
(D) this teleport is in a different path
(E) end of path
(M) monsters protecting

Lvl4 cities:
There are only 10 lvl4 cities in the game. 3 controlled by the Highmen, 1 by the Humans and 6 are in ruins. 2 of the ruins are near the Highmen, one of them (68,70,2) can be access without opening up to the Highmen. The 4 other ruins are each located midway between two playable races:
Orcs and Dark Elves (52,87,1)
Azracs and Dwarves (92,52,2)
Frostlings and Undead (78,16,2)
Elves and Halflings (22,39,2)
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Mac_Biodiesel You don't have leaders placed on the map, so even if you choose "Leaders on Map", they won't be present. Is that intentional?

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