Starting year : 900 BC
Starting funds : 7000 Dn.
Rescue loan : 8500 Dn.
Level of difficulty : VERY EASY
Rank : Citizen
Fishing allowed : NO
Types of wine : TWO
Special events :
Earthquake : NO INFORMATION
Gladiator revolt : NO
Change of emperor : NO
Trading routes' problems : YES
Rome supplies wheat : YES
Rome raises wages : NO
Rome lowers wages : YES
Contaminated water : NO
Iron mine collapse : NO
Clay pits flooded : YES
No military activity
The emperor will often request goods
all of tradable city works, that is good.
bridges and cliff.
Map Design: 4
good. savage tribe is ... a spice.
The file's extension is ".sav" .
Posted on 11/05/15 @ 12:17 PM
The scenario is rated as very easy and indeed it is. Rome supplies all the wheat you need and one only needs to provide services. Since there's not much challenge to this map replayability value is on the low side.
While the food is given to you by godly means, there is some incentive to put a farm or two of fruits to satisfy the emperor, however the insane amount of money given in the beginning allows you to almost lay out your entire city in one breath combined with the bountiful trade allow you to just import the needed bushels. The natives are in practice useless since they're a bit distantly placed and with the sea trade picking up, you might not even bother to try them (as I did). With the relatively short duration of my play (I finished in 6 years) the random events were not so much of distraction. In addition to the minor inaccuracies mentioned, I take points, however, for having wharves when there's no fishing spots, having walls and gatehouses when there is no military activity. It's awkward to not have forts but to have fortification structures, it just doesn't follow!
It was a bit interesting to have a scenario that uses Rome's endless granaries to provide the player with food, but with the low prosperity requirement one can win solely utilizing shacks. There are no large temples or oracles, so the player should be prepared to build endless counts of small temples.
Map Design: 4
The map is well laid out with natural look and feel. The designer had put the food source on a distant island, and the natives at an even larger distance, probably to make access to them a bit more tricky. Unfortunately, they are not much needed. The inaccessible plateau on the west shows some thought and forces the player to meet the reduced available space.
There is no story what so ever, but it's not a total miss since a summary is presented with all the needed information to tackle the game.
The file provided has no extension. It is in fact a save game, and the player should rename it before it can be used.