The Lost Empire (Zagubione Imperium)
Author: KAMIL
Download link*:
http://www.maps4heroes.com/heroes3/maps.php?keywords=lost+empire&type=wg&size=&difficulty=&sort=3* Note: This is a version of the map I found on the Maps4Heroes website (despite what it says there, it is for SoD). I started playing through the version given to me by tr[NEC]yo, and its file size is different. Unfortunately, I know nothing more about the differences or which version is newer or preferable. I will attach the version I am playing separately at the end of the review. I can also offer my starting save.This map is an RPG genre with great freedom in its strategic component. Having completed it, I wouldn't call it "excellent," but definitely very good.
The language is Polish, but this shouldn't bother anyone, as there is very little text and you can even get by without reading it. I will paraphrase the few things the author told us below.
Plot: your empire has been bogged down in endless wars, and there is only one general capable of bringing back the long-awaited peace: Sir Xellos.
Pros:
Aside from the predetermined main hero and his skills, as well as the general order of progression, you have great freedom of action.
The main hero (and secondary ones, if desired) can be maxed out.
The map contains all artifacts and spells except those that allow flight (also, diplomatic artifacts needed by seers or guards and boots of same-dead can only be obtained in specific locations).
The amount of artifacts and resources is simply huge! I've played only a couple of maps with roughly the same amount of resources, but there were far fewer artifacts.
Cons:
I expected the map to follow the "classic" scheme of linear RPG maps, where each subsequent enemy is stronger than the previous one and you need to find your own combat tactics for each to defeat them (as in maps like "The Lord of War" or "Longest Journey"). But here, once your hero becomes substantially leveled up, the enemies themselves are no longer truly scary (few of them lasted more than 3 rounds in battle), and only the garrisons on the borders are stressful: they are not only very powerful but also
anti-magic! These garrisons will drink the most blood from your soldiers, and you'll have to replay battles there more than once to optimize losses.
A certain dependence of difficulty on the "drop," since almost all artifacts are random. If you manage to prepare for war before clashing with neighbors, then you will win.
The mandatory quests themselves are implemented in a way that doesn't spark interest: you simply find out what another guard needs and bring it or kill whoever is necessary. Interest appears when you need to search for something or think things through, but here it's somehow boring. In case of difficulties, use an editor or Prospector.
Brown has only one Tower, where he sits and waits for us to come and destroy him. It's almost a pity, as the map size allows giving him more land and freedom.
Clearly inadequate behavior from Red, which the author should have noticed during testing and taken measures to correct this misunderstanding. Apparently, this enemy was meant to be the last and most powerful, but in fact, he just stupidly sat in his Necropolis and didn't stick his head out, even though accumulated troops and resources clearly allowed him to push forward. And if he had captured another 5 Necropolises, it could have been a completely different game! He could have even moved further west, seized a huge territory, and gathered a massive army, so I don't even know if he could then be defeated!
The Green player was not used on the map, although extensive neutral lands would have easily allowed his introduction — for example, let him own Ramparts in the western terrestrial world.
And one more small thing: there is a mage's hut on the map, but the only mage's eye on the map shows an area where there is nothing special or important for progression: a pile of treasures, a Library, Dragon Utopia, and that's it. The same things are everywhere, so the mage's hut is effectively useless. Yet it could have shown locations of key-holders' tents or artifacts needed by passage guards (in Turquoise's lands).
Useful information and tips.
First of all, here is a summary of the author's instructions:
Do not lose Sir Xellos! Without him, the map becomes impassable: some passage guards require only him.
After some time in the far northeast, you may encounter Pink. Keep in mind that defeating him is the only way to successfully continue the struggle.
If Blue attacks you and you are not strong enough to repel him, you can take shelter in the northern castle Soutch park.My analysis and walkthrough tips.
As I already said, the difficulty of completion may vary depending on a specific "drop." If you see that everything is going poorly, you can start over with a new generation, just don't forget to reload the game (otherwise a bug with key-holders' tents will trigger!).
Use every opportunity to save until resources become plentiful (yes, such a time will come!): do not upgrade dwellings in the second and other cities, use the fort on the hill and stables (when you reach them).
On the land around your capital, there are all mines except for the gemstone pond. Therefore, in the initial stage, you'll have to exchange other resources for gems more than once.
As soon as it becomes possible, visit the blue tent, pass through the blue gates, and sail northeast: in the sea, you will find many valuable artifacts, and cities and mines in the northern lands will provide necessary additional resources.
The key to victory is the region west of the third Castle, located between Soutch park and Reteslyws. There are 10 azure dragon dwellings; a bit further, 79 more want to join, and even further west are the main treasures: most valuable combined artifacts and Pandora's Box, which gives many resources and 1000 cavalrymen. Whoever gets all this will ultimately win.
For lovers of necromancy, I say: the "level up a Necromancer" option is possible, but keep in mind that due to the ban on boots of same-dead, assembling the coveted cloak won't be easy: you'll find it only in the "valley of treasures," and if you reach there, things are going well for you even without a Necromancer.
While filling your backpack with artifacts, don't forget to collect combined ones and constantly distribute them among heroes; otherwise, at some point, you won't be able to remove one artifact to put on another, or move forward because of an artifact in the way. Extra artifacts are best sold to merchants or exchanged for experience at the altar.
To reduce losses in anti-magic garrisons, use the alliance of angels or cursed armor (remember that they also work there).
Finally, about enemies. Only two neighbors can attack you: Pink from the Dungeon in the northeast and Blue from the south. Pink will emerge from behind the red border gates earlier. You won't be able to pass through them for a while: you'll have to complete the task of the passage guard nearby. For this, it is necessary to build all dwellings in the Necropolis Kuragdako, and preferably in another one (Pro Active). Fortunately, you won't have to save up dragons for months: eventually, an event will trigger a significant arrival of troops in Kuragdako. But for this, it must be yours and have a dragon dwelling.
As for Blue, you are separated from him by a strong dragon garrison. There is nothing in his lands that would be necessary for completing the rest of the map, but you only have one race — Castle. Therefore, you don't need to attack him yourself, but when/if he can break through the garrison and invade your lands, it is highly desirable to repel him; otherwise, if he captures your cities, your army strength gap will grow every week. It's advisable to clash with his main boss to see if you can defeat him: if not, it's better to start the game over. Ambush him when, caught up in looting, he spends his mana — then he'll be easier to beat.
It is impossible to lose completely here, as your northern Castle, Soutch park, is unreachable for enemies due to an unrealistically powerful border garrison. For the same reason, the blue tent is inaccessible to enemies, and they cannot pass through the blue gates.
Because of the nasty anti-magic garrison before Blue's capital, I did this: when he was ready to come out, I invaded him myself, defeated the main boss in the field, and captured two Castles in the west, and on the road leading to the capital, I placed a secondary hero with an army sufficient to block the enemy. And I returned there only at the very end, putting an end to the war by capturing the capital. This happened on the 8th month, 3rd week, 6th day (if you don't capture all neutral cities, which I spent some time on, you can win sooner).
Note the following feature: in cell 35,83 stands a passage guard requiring a huge amount of resources. But behind him is only a prison with hero Sylik (far from being cool enough to pay such a price for!) and the Library of Enlightenment, as well as several random artifacts. I checked using Prospector: Sylik is definitely not required anywhere, by any passage guard or seer. Probably, this is just "bait" for the AI to make it spend resources. We won't do that! But perhaps it's one of the author's unrealized ideas.