Bob_The_Mighty wrote:
- Peasants can only build/farm/mine when they have more than 1 movement left. This means they can't do it if they go next to an enemy that is higher than level 0. Thus the possibilty of creating an instant defence isn't too much of a problem in my opinion.
For a long time, the attackers are made up entirely of level 0's. That means I'm building defenses before every attack with my peasants, if I can. By the time the level 1's arrive, the place is already littered (with castles at least, because they're cheap). In fact, not building a castle when attacking from grassland would be a bad choice, since I can boost my defense from 40% to 60% (for as long as I hold that hex) by spending four gold.
Bob_The_Mighty wrote:
I guess I should add something to reduce the enemies if there are less human players but I don't know how.
Hm, reducing the enemy's income depending on the number of players?
Bob_The_Mighty wrote:
I guess the building events could be made into an all-inclusive macro, but i don't really know how to do that. I wish I did because that would be very handy for me - I could use the same util.cfg for all the new land scenarios.
You just define a macro containing those events, save it into a util.cfg and then write in your scenario file:
{~campaigns/A_New_Land/util.cfg}
You also need to call the macros from the scenario file, of course (just including the definitions doesn't do much

).
About the mages and mines - well I guess I didn't test and discover enough yet!
If I try and come up with something that delays the "terraforming" until the player's next turn, would you include it?