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Single Player Scenarios » Risk - The Teutonic Order

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Risk - The Teutonic Order

Author File Description
Jan dc
(id: Den cekke)
File Details
Version: Age of Empires II (2013): The Forgotten
Style: Mix
Screenshot:
In 1226 a widespread crusader fervor spread through Western-Europe. The Teutonic Order active in the Holy Land was given a small piece of land on the borders of Poland to defend it against its Pagan Prussian neighbors. Seeing it as a good practice ground for their wars in the Holy Land the Grand Master took the opportunity and brought the fight to the Last pagans in Europe. Little did he know at the time that the tables would turn and this small piece of land in the Baltic would become a holy state the size of a country...


For all you risk fans out there. In honor of the great Risk maps created by King Bob VI I've made a scenario very much like it, set in the Medieval Baltic region. You might be familiar with King Bob VI's Risk: Crusader, Risk: Hundred Years' War and daftpanzer's advanced Risk style system on which I based this scenario obviously. I've always enjoyed playing them as it creates a strategic gameplay unique to age of empires. This Risk version features 19 capturable castles and outposts, 6 active players and is based on the actual Baltic region. Several alliances exist and may change during the course of the game. Be prepared for a fun and lengthy battle set in yet another historical background.

You can play this scenario from the custom campaign menu.

There's also a small scenario included which showcases the general Risk maps and shows you how they work.
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Possidon
Official Reviewer
For some reason all my castles are re spawning troops automatically costing me all my gold. I haven't selecting the buildings but it doesn't matter they keep buying.

Currently I only have two castles, Danzig & Marienburg
Jan dc
(id: Den cekke)
File Author
Did you ever chat something? Try chatting 2, this should disable auto-creation. The version on steam seems to be working fine but maybe I need to reupload this version.

Btw the Teutonic Knights in Marienburg are free.
Possidon
Official Reviewer
I Know TKs a re free but it kept auto creating Pikemen. I'll try and chat 2 and see if that works.
QtyaFiya Brilliant map! best of the real-time Risk genre! cant wait to see your hispanian! btw do u mind if i create a multiplayer spinoff?

[Edited on 11/09/15 @ 03:14 AM]

Mash
(id: Mashek)
Staff
Official Reviewer
Rating
4.6
Breakdown
Playability4.0
Balance4.0
Creativity5.0
Map Design5.0
Story/Instructions5.0
'Risk ~ The Teutonic Order' by Den cekke is a continuation of a long tradition of risk-style maps here at the Blacksmith, first developed by daftpanzer and King Bob VI. The game is fixed-force, while units can be purchased with gold by selecting the relevant building, and requires the player to capture all enemy settlements by means of razing castles in order to win the game.

You control the Teutonic Order from humble beginnings at the fortified keep at Gdansk, and must wage a bloody crusade against your pagan enemies the Lithuanians, Livonians and Prussians. Later, your ambition for conquest eventually draws in the powerful and dreaded arch enemy Poland.

PLAYABILITY: Risk-type scenarios have made somewhat of a show in the last few years, and provide a solid concept in just about every arena of war and historical era imaginable. Previous scenarios have encompassed the Crusades and perhaps more popularly the 100 Years War. The author here has chosen the brutal backdrop of the Baltic Crusade, which works convincingly with the North European setting and provides endless opportunity for conquest and bloodshed. The detailed and realistic layout of the Baltic provides the player with free reign for conquest, with fast-paced, relentless game play, and a constant challenge to survive. Each play through tempts the player with multiple avenues to conquest, by land or sea, and a particularly unique game in strategic play. The battlefield is ever shifting as settlements are won or lost, while smaller settlements lay interspersed between them provide small springboards for enemy attacks and must be dealt with quickly. The player must be wary in trespassing into neighbouring allied territory early on as this invokes unwanted consequences. The only downgrade to my experience included excessive lag at various points throughout the game as enemy attacks increased in size. With that said, this is lots of fun and provides good replay value. 4.0+

BALANCE: The player begins in a precarious position, and is immediately under attack by Prussian forces. From start to finish, you are always under threat of attack and you will quickly need to find the right balance between defending and attacking. It does at times prove to be too difficult depending on where the AI decides to send its attacks, and sometimes you are facing all three opponents at once. With that said, the fast paced game play is a double-edged sword. While it provides continuous action it also offers no break in between battles which sometimes prove to be exhausting. Most of the time you're trying to push in one direction, while you are also defending from one sometimes two other fronts. This of course comes with the game play style, and doubtless anything that can be done about it due to the nature of the attacking enemy AI. It is also interesting because you run the risk of doing exactly what the Teutonic Order of its time fell victim to; over-extending yourself against multiple enemies. 4.0

CREATIVITY: It's a concept that has been seen and done before in a number of other risk-style games, but this is still very solid and comes complete with an extensive and complex map, up to 19 cities to conquer, and a number of enemies to battle simultaneously. Each city specialises in different troop choice purchases, which makes capturing particular strongholds strategically crucial, and losing them so much more painful. Units can be purchased for a small sum of gold by selecting the relevant building, while gold itself is accumulated through the capture of settlements. Various events and circumstances force you to adopt different strategies, and you can expect crusading parties to join your bloody cause, including eventually the Livonian Brotherhood and even Danes from the far north. The soundtrack in particular was a highlight and suited the setting as I carved a bloody swathe across the Baltic. 5.0-

MAP DESIGN: The strength of the map design lays in its depiction of the vast Baltic region, with good attention to detail in most compartments. The seamless design provides multiple avenues to attack and to extend your burgeoning empire, while providing consistently challenging game play across the whole map. The many castles and smaller settlements were well-designed and easily accessible by large amounts of roaming troops. One particular highlight was when you captured a seemingly insignificant settlement, only for it to be razed before your eyes and constructed into a mighty fortress. There were a few parcels of land that weren't quite there, but only minor quips really. 5.0-

STORY/INSTRUCTIONS: The author provides everything the player needs to know about playing the game, including an extensive hints section and then some. There can be no complaint here. 5.0

OBSERVATIONS: One idea for the author to consider would be to include two options of play here. One: a historical option in which the player is tasked to capture only the historical cities conquered by the Teutonic Order, thus resulting in a shorter game. Two: the current game play which is to capture every castle on the map. This can be done by selecting outposts at the start of the game. I believe this would greatly appease most people depending on what time they're willing to invest in the game, but also provide a nice difficulty curve and make the game play more interesting and strategic.

CONCLUSION: Despite proving to be a very challenging game at times, 'Risk ~ Teutonic Order' is still lots of fun and more so very addictive. Furthermore it is yet another solid instalment to the 'Risk' series here at the Blacksmith.

In a sentence - Bloody, relentless and challenging.

In closing - A highly-recommended download.

[Edited on 05/14/16 @ 07:33 PM]

Jan dc
(id: Den cekke)
File Author
Thanks for the review Mash ;).

[Q]while there were times in which units of various strongholds under my possession were automatically created, thus draining my resource stockpile of valuable gold[/Q]
There are some units that auto-spawn but they're free. Otherwise it shouldn't happen unless you've chatted "1".
It's in the hints I believe. "1" enables auto-creation and "2" disables it. I added it because it can become tedious to have to select buildings all the time.
Mash
(id: Mashek)
Staff
Official Reviewer
That makes sense, I missed that part. I'll have to check it out again. I was sure my gold had drained from being over 1200 to just 800 at one stage when I hadn't done anything.
noble lancer Hi there! Presumably the updated Steam version has been taken down?
Sayyed Hassaan Hey man I liked your scenario, the design and triggers but my troops are auto spawning and this is very frustrating. Any suggestion how to stop this?
Beermonger - any points about using marco/polo and aegis cheat? or marienbork is meant to be built slowly?
**SPOILER ALERT**
- would it be 'cheesing' to take over Kolberg while poland is still ally? players will be pressured to backstab blue early, because there is no new units to gain from spanking the prussians (against whom btw the poles dont even help at all despite the prussians ravaging the mazovian borders being the backdrop of the scenario) while blue ai doesnt mind if u set it to Enemy and attack its units/castles

- the ais struggle much more with enclosed/ difficultly approachable castles (especially in the map's corners), they cant micromanage their archers out of the way just let them be shot, while melees clog up at the gate, if u take the corner castles early on (two of them are clearly main bases, not to mention the livonian one has a gaia trebuchet is that intentional?) its unable to do really anything...

- might be bacause of the patches, because it keeps happening in Hunred Years War too lately, but the allied ai doesnt unload units from the transports once they reach the shore...

Great work, really like the initial 'rush-twist' (without spoiling it) tho i think it would be ok to telegraph to the player in more or less indirect manner, so as to decrease the difference in difficulty of beating the map for the first time and consecutive replays, like the gaia treb at Parnu?? an emergency mission to test the players multitasking reflex? :D i found it while scouting and it got instantly mashed :(
i think a narrative from the poles perspective would be worth considering (great fan of Hofman's Krzyżacy movie, it exists online with english subs) and make the player have to deal with marauding prussians early on while desperatly trying to improve relations with lithuanians/livonians (with say helping them vs the Livonian Brotherhood) to get their sympathy before the hammer falls or the treacherous knights turn on the player eventually, not long before they reach the final form and fuse the two orders... or marienburg appears in somewhat altered dramaturgy, TKs are good to pest control the prussians early on but livs and lithuanians have decent cavalry, maybe it should appear in the end and make Paladins? also poles could be franks instead of also teutons, with cavalry bonus and cataphract spawn somewhere, renamed boyar or something...

Keep 'em coming :D

[Edited on 02/01/21 @ 12:38 PM]


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Rating
4.6
Breakdown
Playability4.0
Balance4.0
Creativity5.0
Map Design5.0
Story/Instructions5.0
Statistics
Downloads:1,004
Favorites: [Who?]2
Size:5.41 MB
Added:12/07/14