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Ok, it's a kinda hard map, but I think it will please a few of the "Military Happy people" out there. There are earthquakes on the prime farm land, frequent invasions from different points, after you get the first 'distant battle' message, get your defences ready, I got the max number of enemy soldiers, coming from an unexpected spot (All I can say is that your city is gonna die really fast if you don't think.) Well, there's lot's of fishing, and prime land for a great city on the top coast. There's a little village of people near the bottom left corner of the province, but it would be almost impossible to teach them. (One of the big invasion points IS their village) Well, have fun!
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Gordon Farrell
Map Design3.0
There's a great deal of promise in Trunks' scenario designing, but right now this particular assignment is far too languid and drawn out to be really compelling. In a word, Trunks has just made it too easy for us. You've got over ten years before the first attack comes. By then, you should be up to full fighting strength and fully encircled by towers -- especially since Rome is supplying all your wheat and your emergency loan is 50,000 denarii! Then, when the attacks do come, many are spaced 8 to 10 years apart...

The problem is that the author, in his instructions, promises us a scenario that will satisfy "Military Happy" players. Alas, here's one who just wasn't.

Nevertheless, the author has designed a nice river setting with interesting levels for building a cool city. And, often, you'll be faced with tough
choices. It is a smaller map, and you can't build right out to the edge or you're gonna get reamed by invaders. Where do you put your forts?
And which side of the river will be most vulnerable? Plus, the author has supplied some nice events to liven things up.

But, spread out over 115 years, there's just too much time to recoup and reorganize, so you never really feel like you're fighting for survival.
Seems to me, if you promise an assignment that's going to tax our military skills, then that back-against-the-wall feeling is going to be expected.

I guess, in the long run, the question is do you want to play *any* scenario for 115 years, especially when there are no ratings goals to struggle for? And there's no real "story," either, so I'm afraid the ratings took a hit in that area, too.

But if you want to tinker with a city for a century -- with some admittedly large attacks to fight off -- Germania's for you.
Angel Stef
Map Design3.0
Empire Area: Mediolanum
Rank: Proconsul

Goals to Win -
Culture: 0
Prosperity: 0
Peace: 0
Favor: 0

Other Constraints -
Population: 0
Time to Survive: No
Time to Defeat: No

Overall, this scenario is very good. It would have scored higher if there had been winning conditions set, and if the requests/attacks occurred a little earlier in the game. It takes almost fourteen years for any real action to take place.

To be fair, this gives the player plenty of time to prepare for battle and to establish the city. (Not to mention exterminating the wolves and attaining peace with a small, native village.) However, an experienced or impatient player will be ready for battle long before the first attack occurs.

Rome supplies wheat, so food isn't a problem. Two cities are available for export/import, and the player must import iron for weapons. Once the attacks occur, they do happen frequently, and a mid- to experienced player should enjoy the map.

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Map Design3.0
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