I finally got around to playing this map from the campaign file download and was reading some of the past comments. The ability to build the Golden Coast does indeed make some things easy at times. They are nice for their profitability, and saved me the time of having to ship coal into Port West? with its dual steel mills. I see your comment that said they should no longer be buildable? I'm assuming the campaign files don't have the most up to date version of this map then?
Other things I came across (Which may be fixed is this was an old version of the map):
- The Corn Biomass farm in ChimDocks had no fields (minor detail) just made it more difficult to see it was a farm
- The Sanctuary Events in the editor refer to penUlties, when it should be penAlties
- AccessGor event - Gorillaville opens its Boarders, should be Borders.
- Access Orang - Again Boarders should be Boarders
- Access Military - "The military are impressed that you've connected..." Military is singular so it would be "The military is impressed"
- ChimpCity2 Lake - Missing space between of and "Chimptopia"
- ChimpCity 2 openape - Missing space again between of and Chimptopia, Misspelled Orangaland
- "Sancturary" Island is misspelled with its label/tag on the island
- The required Weapons to Military Centre: Ledge/Briefing say bring in 20 loads. But the event to trigger a TM win requires 25 loads.
- Chimpcity2docks event - Legislature is misspelled.
Overall it was a nice scenario. I think I've got my fix of monkeys/apes for awhile. It seems like there were several different ways to go about this scenario. At first I was thinking of starting on the east side of Chimp City, but instead I started up in ApeGate by some Golden Coast Ports. Towards the end I ended up with a large build up of cash, but from the TM maps I've played so far, towards the end after you buy a lot of industries it's fairly easy to have a large build up of cash and just wait for some cargoes to be shipped for the win. I enjoyed when I finally got to Gorrillaville as I was finally able to get to some pre-build industries. I like knowing where an industry is and having to connect to it more than having to plan out my entire rail network and where it would be best to put an industry, and hope a shopping mall or something else doesn't "eat up" a limited resource like recently built electronics. But that's just likely general comfort zone as that's how most RT3 maps are, and having to build most, if not all, of the supply chain slows my already somewhat slow and careful game play down, particularly when I had to keep pulling up the Supply Chain Guide to see what was required for each industry.
I also thought it seemed different than the StationMaster cargoes required were completely different than the Trainmaster. It seems like an interesting concept that might require the player to determine early on what kind of victory they want to go after. Although in my case, I completely negected any of the stationmaster cargoes and focused only on the Trainmaster required cargoes.
Overall well done and creative.
MESSAGE FOR NED:
- I was reviewing the supply guide to play this map and noticed the manual says steel, lumber, and explosives are required to build ammunition; however, the actual building itself in game says only steel and explosives.