Pestilence (city management scenario 1.16,1.18)
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- ForestDragon
- Posts: 1857
- Joined: March 6th, 2014, 1:32 pm
- Location: Ukraine
Pestilence (city management scenario 1.16,1.18)
Hello everyone. In my spare time, I made a multiplayer scenario for 1.16. You and another commander have recently been tasked with ruling a town. However, as you approach you hear rumors of a mysterious plague ravaging the countryside, as well as unusually frequent raids. Your job is to defend the city, while also reducing the spread of the plague and keeping the populace in line.
Last edited by ForestDragon on February 27th, 2024, 3:45 pm, edited 1 time in total.
My active add-ons: The Great Steppe Era,XP Bank,Alliances Mod,Pestilence,GSE+EoMa,Ogre Crusaders,Battle Royale,EoMaifier,Steppeifier,Hardcoreifier
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
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- Posts: 12
- Joined: May 20th, 2018, 4:10 pm
Re: Pestilence (city management scenario 1.16)
A fun scenario, although I played it solo so didn't get the full experience. (I left one side on AI but I probs should have played both.)
My main feedback would be it's just too easy, if I could win handily with one side being AI.
A fun concept, I like the idea of having to play with a faction you have to protect but don't control with the plague and everything. A concept with potential for sure, even maybe PvP.
My main feedback would be it's just too easy, if I could win handily with one side being AI.
A fun concept, I like the idea of having to play with a faction you have to protect but don't control with the plague and everything. A concept with potential for sure, even maybe PvP.
- ForestDragon
- Posts: 1857
- Joined: March 6th, 2014, 1:32 pm
- Location: Ukraine
Re: Pestilence (city management scenario 1.16)
You could try doing some self-imposed challenges, like not using any of the especially inhumane policiesKingBigMac wrote: ↑February 28th, 2022, 3:25 pm My main feedback would be it's just too easy, if I could win handily with one side being AI.
Glad you like itKingBigMac wrote: ↑February 28th, 2022, 3:25 pm A fun concept, I like the idea of having to play with a faction you have to protect but don't control with the plague and everything. A concept with potential for sure, even maybe PvP.
My active add-ons: The Great Steppe Era,XP Bank,Alliances Mod,Pestilence,GSE+EoMa,Ogre Crusaders,Battle Royale,EoMaifier,Steppeifier,Hardcoreifier
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
-
- Posts: 12
- Joined: May 20th, 2018, 4:10 pm
Re: Pestilence (city management scenario 1.16)
I don't which ones you consider "especially" inhumane lol, but I did go the "mercy" path. Most extreme policy was burning corpses I think.ForestDragon wrote: ↑February 28th, 2022, 4:57 pm You could try doing some self-imposed challenges, like not using any of the especially inhumane policies
Anyway I see what you're saying, you could definitely do a lot of that sort of stuff.
Re: Pestilence (city management scenario 1.16)
Well it is fun to play, though it is taking me awhile to figure out who has plague and how to manage the city. I will keep at it.
- ForestDragon
- Posts: 1857
- Joined: March 6th, 2014, 1:32 pm
- Location: Ukraine
Re: Pestilence (city management scenario 1.16)
for the first few turns the infected units will show no symptoms, but after that they will turn green.
My active add-ons: The Great Steppe Era,XP Bank,Alliances Mod,Pestilence,GSE+EoMa,Ogre Crusaders,Battle Royale,EoMaifier,Steppeifier,Hardcoreifier
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
- ForestDragon
- Posts: 1857
- Joined: March 6th, 2014, 1:32 pm
- Location: Ukraine
Re: Pestilence (city management scenario 1.16,1.18)
Ported Pestilence to 1.18. Not fully tested so let me know if you find any bugs.
My active add-ons: The Great Steppe Era,XP Bank,Alliances Mod,Pestilence,GSE+EoMa,Ogre Crusaders,Battle Royale,EoMaifier,Steppeifier,Hardcoreifier
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
- ForestDragon
- Posts: 1857
- Joined: March 6th, 2014, 1:32 pm
- Location: Ukraine
Re: Pestilence (city management scenario 1.16,1.18)
Version 2.0.0 of Pestilence is out on 1.18, introducing difficulty options, new policies, and balance changes to existing policies after some testing. Changelog:
-added difficulty options at the start of the scenario: Easy, Normal, Hard, Apocalypse
-if you start the scenario with only one side, now the other side's gold is automatically given to you
-new policies:
-Rapid Conscription: like Conscription but conscripts 6 peasants at once and gives more discontent. Requires last resort measures policy
-Advanced Treatment: even stronger and more expensive version of Improved Treatment
-Enchanted Boots: +1 movement to all your current and new units. costs 40 gold
-Expand Castle: you now have 6 castle tiles around each keep instead of 3, costs 20 gold
-Extreme Taxation: raise Taxes by 0.4 (massively increases discontent, repeatable). Requires last resort measures policy
-changed the discontent from some policies:
-Last Resort Measures 40 > 60 (it increases max discontent and has a big discontent reduction for dead peasants and alive enemies anyway)
-Necromancy: 80 > 100 (very powerful policy, so making it cause more intense riots)
-Burn Corpses: 20 > 25
-changed the discontent reduction from some policies:
-Lower Taxes: 20 > 25
-Basic Treatment: 10 > 12
-Improved Treatment: 20 > 25
-Improved Masks: 0 > 10
-Punish Dissenters: 16 > 20
-changed the discontent reduction per turn from some policies:
-Free Booze: 1 > 2
-Propaganda: 1 > 2
-Brainwashing: 1 > 2
-Unquestioned Authority: 2 > 3
-changed gold cost of some policies:
-'Build Iron Fences around the graveyard' 25 > 15 (weakest anti-graveyard policy, so making it cheaper)
-Free Booze: 50 > 35
-when allowing peasants to own weapons, now each peasant's chance of leveling up into a lvl1 each turn has been increased from 1/50 to 1/45
-Improved Masks policy no longer needs the Declare Emergency policy
-'Order peasants to run away from combat' policy no longer needs the Declare Emergency policy
-Necromancy now reduces max discontent by 10 to make it a bit more punishing after you already dealt with the first big riot from it
-fixed the 'Several peasants have mysteriously fallen ill...' event not properly working
-added difficulty options at the start of the scenario: Easy, Normal, Hard, Apocalypse
-if you start the scenario with only one side, now the other side's gold is automatically given to you
-new policies:
-Rapid Conscription: like Conscription but conscripts 6 peasants at once and gives more discontent. Requires last resort measures policy
-Advanced Treatment: even stronger and more expensive version of Improved Treatment
-Enchanted Boots: +1 movement to all your current and new units. costs 40 gold
-Expand Castle: you now have 6 castle tiles around each keep instead of 3, costs 20 gold
-Extreme Taxation: raise Taxes by 0.4 (massively increases discontent, repeatable). Requires last resort measures policy
-changed the discontent from some policies:
-Last Resort Measures 40 > 60 (it increases max discontent and has a big discontent reduction for dead peasants and alive enemies anyway)
-Necromancy: 80 > 100 (very powerful policy, so making it cause more intense riots)
-Burn Corpses: 20 > 25
-changed the discontent reduction from some policies:
-Lower Taxes: 20 > 25
-Basic Treatment: 10 > 12
-Improved Treatment: 20 > 25
-Improved Masks: 0 > 10
-Punish Dissenters: 16 > 20
-changed the discontent reduction per turn from some policies:
-Free Booze: 1 > 2
-Propaganda: 1 > 2
-Brainwashing: 1 > 2
-Unquestioned Authority: 2 > 3
-changed gold cost of some policies:
-'Build Iron Fences around the graveyard' 25 > 15 (weakest anti-graveyard policy, so making it cheaper)
-Free Booze: 50 > 35
-when allowing peasants to own weapons, now each peasant's chance of leveling up into a lvl1 each turn has been increased from 1/50 to 1/45
-Improved Masks policy no longer needs the Declare Emergency policy
-'Order peasants to run away from combat' policy no longer needs the Declare Emergency policy
-Necromancy now reduces max discontent by 10 to make it a bit more punishing after you already dealt with the first big riot from it
-fixed the 'Several peasants have mysteriously fallen ill...' event not properly working
My active add-ons: The Great Steppe Era,XP Bank,Alliances Mod,Pestilence,GSE+EoMa,Ogre Crusaders,Battle Royale,EoMaifier,Steppeifier,Hardcoreifier
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic