[MOD] Way Out West (WoW) v1.3.9

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kronenblatt
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[MOD] Way Out West (WoW) v1.3.9

Post by kronenblatt »

Aeneas, this foreign adventurer from the glorious and fallen city of Troy, is seeking companions on further adventures to the west, to be taking place in an open and uninhabited world where a new city is to be founded. This is a mod in which the player starts out all alone on the map, in the beginning of the first millennium BCE, as a Greek or Phoenician colony. It will have to make the best of the situation, exploring the immediate vicinity on the map. Gradually, however, other factions will appear, initially other colonisers and over time, depending on the actions, other factions as well. The map will become more and more populated and new opportunities and risks arise.

Image

Your faction

Aeneas, together with his companions, are to become the first colonists in the dawn of the first century BC, about to leave their old homelands to sail west for an uncertain future in unknown new lands. In the first turn, the old homelands (Euboia or Phoenicia) can be selected, also determining the origin and name of the faction: Greek Neapolis or Punic Carthago. If no selection, the origin will be randomised. In addition, the region of the new lands to settle in can be selected from a range along the Mediterranean coastline (plus some farther away), which will be randomised if no selection is made.

Gameplay

The first turn involves the opportunity of selecting your old homelands (applying their characteristics on your new faction) and new lands (the region that will be your sole region next turn) by way of two separate Regional Decisions. Alternatively, you could let one or both be random through not exercising the Regional Decision in question. So if you want a new and unexpected situation, exercise none of the two Regional Decisions.

In the second turn, your new faction will be located, all alone in the world, in the region of your new homelands and resources be randomly allocated to all regions in that province. As and when regions in other provinces get inhabited by you or other factions, resources will be randomly generated in the regions of these provinces as well. So take your time understanding your situation.


But not too much time!

Despite you being be alone on the map for a few turns, new factions will soon start to appear. These new factions are historical colonies, Greek and Phoenician, but when and exactly in which regions they settle will be somewhat random. Another aspect to keep in mind is that the world is not limited to colonists. Should you or the new factions stray too far inland away from the coast, tribal factions may (and in time surely will) appear. And to the east, there is Greece, Anatolia, Egypt, and the whole Fertile Crescent waiting to potentially come alive. Not to speak of the fierce Germanic tribes in the north and the steppe hordes in the far away northeast. And you may be lured to those mysterious islands to the northwest, called Britannia and Hibernia by the Celts on the mainland.

The world lies at your feet: will you survive, maybe even flourish, or will you perish?


Download and instructions (latest version v0.1 as of April 9, 2025)
Download of latest version from Mediafire HERE and then unzip/extract the download file and place the unzipped folder (named 1000BCE_WayOutWest_v139) and its files in the SCENARIOS folder of FieldOfGloryEmpires, under Documents/My Games/.
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
Culthrasa
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Re: [MOD] Way Out West (WoW) v1.3.9

Post by Culthrasa »

Sounds like fun. Will try it out!

Edit: My first impressions.

- Starting army way to small. Takes forever to get enough forces to conquer a single region.
- Leaders seem to be dying EVERY turn. Don't believe i ever had a general on an army for more the a turn or 2. Also faction leaders died very often and got four or five new leaders in 10 orso turns.
- very fast spawning of neighbours, each with a much bigger start army. Got declared on in all my games (about 10 restarts) and lost every time (army's into the 70's strength on turn 8 or so)
- Starting near Cartago is impossible. One game i got declared in turn 3, they had an army of 79. Second time i conquered the province (adjusted the scenario to give me more units) and they rose up with 119 strength on turn 7. Again, game over....
- Is it possible to let the new nations start with one region instead of a whole province. The delay in turns till they spawn isn't nearly enough to compensate for them getting 5 orso regions instantly.

I like the premise of the scenario, but I can't see how to be successful no matter where i start or what i do (and i have done a worldconquest with judea so I know the game well)
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