Age of Empires II (2013)

Age of Empires II (2013)

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Zetnus's Michi Variations
   
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5 Sep, 2013 @ 1:25am
14 Nov, 2015 @ 5:29pm
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Zetnus's Michi Variations

In 1 collection by Zetnus
Zetnus's Random Map Scripts
39 items
Description
Back-story:
It all started with me thinking – geez wouldn’t it be cool to have a Michi with gold instead of forests? So I went in and changed a Michi to have a have a river of gold separating players. And it did look cool, especially on the mini-map. So I also tried out a Stone Michi and a Forage Michi. But I quickly realized a major issue with all of these – unlike the standard (wood) Michi, with all the other resources, there was no way to get through them except by harvesting or mining them, while trees can by felled by siege onagers in the Imperial age. So games would be long and there would be too few chokepoints. Also, who would actually want to play on a map like this? It would be boring, and the resources would be excessive. (I’ve included them anyway, just for fun).

So I had another idea: I made Relic Michi where the players were separated by a wall of relics. This might actually be playable, because once the castle age was reached, you can pick up relics and move them away using monks (which every civilization has – unlike siege onagers). Anyway, there were still some major issues. Besides the fact that the overwhelming number of relics turned the AI into knots because they only collected 10, I saw two other problems. 1 – Unlimited amounts of relic gold would adversely affect game play and 2 – the possibility of building relic walls and relic chokepoints through the strategic repositioning of relics which, while being an interesting and new idea would at the same time shift way too much emphasis onto monks and ruin normal gameplay.

That’s when I had another idea. Piece_of_the_true_cross is an object that looks like a relic, except that it vanishes when picked up by a monk, and provides no bonus to player who picks it up. So this could create a barrier, without messing with the resources or allowing strategic relic-walling.




So, without further ado, I present: Castle Rush Michi (and also Berry Michi, Gold Michi and Stone Michi)

You are safe from flushes (feudal rushes), but once a player reaches the castle age, that barrier of pieces of the true cross is can be taken down. Every civ gets monks (unlike siege onagers for the normal Michi) so anyone can break through once they reach the castle age.

The resources are the same as on Michi clean v2

The AI will attempt to pick up a piece of the true cross, but when it vanishes, the monk freezes in place and does not know what to do. So consequently, the AI cannot break the barrier on its own, so be aware of this if you want to play with AIs

This map basically started as me wanting to have a bit of fun with Michi maps and test the capabilities of random map scripting. It was not originally intended for actual game play...

Maybe people will actually play this map, or maybe it will just remain a novelty item… I just thought I would post it and see what happens…

Alternate Download[aok.heavengames.com]


If you want to learn about random map scripting, check out my Random Map Scripting Links and FAQ[aok.heavengames.com] and my Updated New RMS Guide [aok.heavengames.com]
6 Comments
Zetnus  [author] 28 Jul, 2016 @ 1:48pm 
@SirGrampa - none, most of the time.
SirGrampa 28 Jul, 2016 @ 9:36am 
What texture pack do you use?
haze 2 Oct, 2015 @ 10:18am 
Nice map to play just for fun with friends, gj
Ksarthur 12 Jan, 2014 @ 12:44pm 
Nice!
O'Malley 8 Sep, 2013 @ 4:26am 
Shame about the AI not working on this map, but I'm definitely playing it with friends at a LAN.
XTwo 7 Sep, 2013 @ 5:56pm 
The back-story thought process of how you put this map script together was an enjoyable read, lol, clever stuff.