In thirty years, the city would be attacked by Samnites and a bunch of Local Raiders. You should have enough funds, starting by 15000, and helped out by another 5000 by the Emperor. Fear not the attacks, your city is quite heavy fortified by its invincible walls, the hills which you can build up your towers to repel any barbaric invasion.
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Note to reader: spoilers may be present in this review.
Playability – 4
I enjoyed playing this scenario. There were definitely some good ideas here. I enjoyed the price of weapons rising a couple times, giving the player a slower start financially, but allowing things to pick up later on. I also can’t complain about harmless earthquakes. It got my attention without doing any real damage. Nice color.
I also enjoyed the choices I had in where and how I wanted to arrange my city, but I will go more into that under Map Design. The choices I had on where to put my city makes me want to play this map again so I can see how well a different spot works.
I don’t however look forward to sitting through all of those attacks. Not that they were all difficult, some of them were, but most were more of an annoyance. C3 doesn’t work well as a military heavy game, and this scenario tends towards that. Many attacks could be taken out of this scenario. Focus should be put on quality and interesting attacks, not quantity of attacks.
Balance – 4
Yes, I would call this map hard. And I think there are many aspects to this scenario that a player has to deal with that make this a well rounded scenario overall. Trading and importing have to be done with some care.
Creativity - 4
I like the idea. I don’t know if it has been done before, but I like the idea of defending a square-like natural rock and cliff area. Though, in the end I opted to make my city further to the south.
Map Design – 3
This is a tough one, because there is a lot that I like about this design and there are a couple things that make me wince about the map design. On the bright side, I had fun deciding where I wanted to put my city. Three obvious choices emerged. 1) Within the natural rock fortress 2) Between the natural rock fortress and the river 3) on the other side of the river. Or, of course some combination of any two or all of those. I think a person could fit the population requirement in just any one of those spots, but it would be a bit of a squeeze. Number 2 spot doesn’t offer a second type of food, though I suppose it could be imported or gotten from the little island to the NE. Anyway, I chose to build on spot 2 and 3 and it was a lot of fun watching all of the fishing boats go about their business. I made a couple walls with lots of towers to fend off the large attacks and had fun with the couple nice open spaces on the NW and SE sides of the river, laying out big blocks and palaces.
Here is where I wince and I find this to be a major flaw with this map. A player could just set up an entire city on the SE side of the river without fear of being attacked from that direction. How do I know that? Because the attacks wouldn’t have a way across because of the river and if the player opted to put his city to the NW side of the river.
Then, a hole can be placed in the forest wall on the SSW part of the map and a bridge on that patch of land can be erected as the only way to the SE part of the map. This is how I first started this scenario, and I had all of my 4 Javs and 2 Legions on that patch of land, guarding that tiny 1 tile hole. Anything that got close to that hole got annihilated. And there are some pretty big attacks in this scenario. It seemed to make all of the work that went into this map seem pretty pointless. So, I started the map over again and made my city on both sides of the river.
So, overall, some really good ideas here, but it needs more refinement. It makes me want to design a scenario with the same ideas in mind.
Story / Instructions – 2
Well, the main point does get across, but it is a bare bones story/instructions. I almost gave this a 1, but I think it deserves a 2, just barely. I certainly wouldn’t argue with someone that does give it a 1, however.