Procurator, I Julius Caesar have a task for you.
Since Lucius Mummius leveled Corinthus, more than hundred years ago, this prosperous land lingered in oblivion. I command that the city be risen again to it's former glory.
Build a large city, no less than eight and a half thousand souls. The ratings I expect to be achieved are quite high, but not impossible, or so I think.
The land you are given is fairly fertile, but if there is need, your subjects can subsist by fishing. The Macedonians wouldn't be overjoyed by my plan, so do not fawn. Prepare for resistance on their part. And be aware, there is no iron in this province, so you will be forced to import it.
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Playability – 4
I can see a variety of ways a player can situate their city on this map. Thinking of the different ways makes me want to play it again, so there is replay value to this map.
I could have done without the wage changes as they are just a nuisance after a few years. The attacks could have been a little bit more spread out, but that may be nit picking.
Balance – 4
I almost gave this a 3 here, but I think this is good enough for a four. Part of the difficulty is inherent to the trade routes of Corinthus and lack of certain local goods, and I think the designer recognized this and designed a map with that in mind. I do think the designer accurately rated this map as hard.
Creativity – 4
The distribution of resources through the two disconnected mainlands and the island I think is a somewhat original idea.
Map Design -3
I liked it overall, and there is plenty that I liked about the design, but there is one big thing that I did not like about it. There is no need to for a player to go to the large chunk of land on the SW side of the map. This is also where many of the invasions come from. Instead of having to defend many potential invasion points on that land mass, I simply put my entire city on the main island and the chunk of land with the entry and exit points. The designer should have either put an entry or exit point on that SW chunk of land or should have given the player a reason to go that SW chunk of land by either limiting resources or space elsewhere or some such.
To defeat invasions I simply put down one bridge to SW landmass and surrounded my city’s end with towers. When invasions came I had my legions and javelins waiting at my city’s end of the bridge and they easily mauled anything that came over with taking very few losses. Maybe the designer recognized this as a possibility, I’m not sure, but it seems like what was to be a waste of space and well thought out invasions.
Also, the plateau on the SW side of the map seemed clunky, but don’t take too much stock in that comment as I didn’t really play on that part of the map.
Well worded. Simple and to the point, which can be nice. But the few well turned sentences made me wish there were more.
Playable and enjoyable, this scenario allows a variety of concepts.
This scenario should not be rated as hard, at least in my oppinion. But it´s otherwise well balanced, except for a little drawback being in (in my oppinion) low population requirement. Possible maximum is 15000. That would also force players to go to that remote mainland, where latter invasions come from, as trade with natives isn´t crucial.
It´s nice idea to have island as a centre of trade and population. Also decision where to put my palaces was not a straightforward one.
Map Design: 4
Normally, I would give this a 3, but since I love islands, I´m giving you a 4 for this.
Nice, but in my oppinion too short. Not like your later ones.
A good scenario for variety of players, I must recommend it mainly for average and novice players, but strong players might find it enjoyable too, even if not too challenging.
PS: Player is in no way forced to import iron, as javelins are more than enough. Early requests for weapons would have been challenging.
[Edited on 08/23/11 @ 01:31 PM]