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Author |
File Description |
Fabiko |
Posted on 04/08/06 @ 07:44 AM
File Details |
Climate: |
Central |
Difficulty: |
Hard |
Minimap:
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AD114, all is ready to smash Parts Empire, legions are fresh and trained after Dacia's campaign. For this new invasion Trajan realized that many money will be used, and the ones of dacian gold mines are good. But the Emperor wants more, and in his wisdom decided to do a thing that never was tryed before: sending some ships to see if there is something after Hercules Columns! For glory and gold! Yes, gold, because legions are so expensive.
Three big ships were sent over the ocean, and many months ago they came back with gold!.
AD115, without lose a second Trajan orders you to conquer this far region, yes you listen well, conquer. Sems that our scouts found some resistance from locals, that are called Aztecs. Scouts described them as good fighters, like our old enemies Samnites, but nothing in comparison with our legions. The plan is simple, Trajan give you six cohorts, you will use them to defend your riseing city before, and conquer the area to make gold after. By the way you are not alone, other two governators have to make their cityes to trade with you.
AD117, Trajan is died. New Emperor, Aurelian, is not interested at american conquest, he needs gold only to make his walls everywhere around the european empire! Your new orders are to make a big city that should send Rome more, more and more gold. And defend it by locals of course. After firsts two shock-years they are coming to be organized and they are planning to catch you away!
Note: When Trajan ordered the military expedition, he didn't give you good architects to make a luxury city or the defensive system! At start your objective was conquer, now things are changed but Aurelian needs all his architects to make his damned walls!
Good luck! Fight for peace of your city and make it more wonderfull you can with those few experience architects!
No targets for this Scenario, gold is marble, no enemies will come by north/east. |
Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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iamdmxthecoolman |
Posted on 04/15/06 @ 07:14 AM
Playability: 3
(Insert Playability analysis here)
Balance: 3
(Insert Balance analysis here)
Creativity: 2
(Insert Creativity analysis here)
Map Design: 1
(Insert Map Design analysis here)
Story/Instructions: 4
(Insert Story/Instructions analysis here)
Additional Comments:
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Fabiko
File Author |
Posted on 04/15/06 @ 08:04 AM
Creativity: 2
Map Design: 1
Why??
Map is nice and i'm an expert make big cities with few land avaiable... abut military thing it is very cool, hard to place legions in easy points and no towers to cover your ass ;)
Tell me :) |
joshofet |
Posted on 08/24/07 @ 11:48 AM
Please ignore the above review, just numbers don't tell you anything. Feedback in that form is completely useless. If a moderator comes across, please remove it.[Edited on 08/29/07 @ 07:48 AM]
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joshofet |
Posted on 08/29/07 @ 08:07 AM
Playability: 3
Another military scenario. You must survive for twenty years, and then you can build out the rest of your city to the level appropriate for the Valentia site. It is a small map, and since there are no towers, you have to make clever use of the terrain. Since invaders have troubles moving through the woods (maybe they are afraid of the wolves?) it isn't hard to lure the many (weak) natives into a death trap. Three companies of legionairs and three javelins did the job, Mars was not needed. The attacks are strong and start early, which makes this map not suited for novice players.
Apart from the invasion everything that can go wrong in a scenario does. A bit too much to my taste. Collapsing iron mines and flooded clay pits are a nuisance, an earthquake that could possibly ruin a big part of your city isn't really fun. Since that also hails the end of the attacks, you can use it start building near the invasion points. I put my forts near one, they are never attacked, but near the other there is enough room for a part of the city. Since there are hardly any beautifying structures, it will be difficult to have much elite housing. I stuck with all large insulae.
The steady requests for marble (gold?) can be met simply, but the reward in terms of favour is too low. The challenge is in the invasions and maybe in getting the prosperity high.
I played about 20 years at hard, culture at about 70 without parks, prosperity near 60, peace still at 70, probably protestors, and favour stil below 50 (no gifts, all requests met).
Balance: 2
The military aspect is overemphasized, at least to my taste. According to the story, this is an economic and prosperity challenge. Prosperity may be hard, but economy is simple, much too simple. Two very cheap route each buying 40 pottery, who cares about price drops? Better specify the challenge and set goals, specifically population (5000?), or try to get the highest population before the quake hits.
Creativity: 2
The idea of a Roman invasion into the Americas is original, but it has no bearing whatsover on the scenario. The name is a misnomer, don't get your expectations up. Marble isn't gold, why not make a story about the marble, or pottery? The source for marble and iron at the plateau is a bit hidden, a nice touch.
Map Design: 3
Seems like a standard map, no real comment. The earthquake point could have been chosen a bit more eccentric, but it does no real damage. It's a nice map, I may have missed some of the details, such as the islands. It may be possible to distract the local raiders there, I didn't try, felt like cheating.
Story/Instructions: 4
As I said, the Transatlantic campaign is original, though there have been scenario's for C-III situated across the ocean, a whole campaign if I'm not mistaken. That aspect could have been worked out in more detail, but for the rest it looks nice. I'm still sort of missing the point, what was expected from me initially, and what has changed, but all the elements are there. Maybe a native English speaker should go over it and brush up the text. As always it is advisable to have both the map and the story tested before you publish. Do advertise on the forum, it won't be hard to find volunteers.
Additional Comments:
The Samnites were a people that lived in Central Italy. They offered much resistance to the Romans, also after they were enslaved in 290BC. In 82BC Sulla had them eradicated, so I was very amazed to find them very alive and kicking in Eastern Spain about 200 years later ;). Still I think all in all Fabiko has done a good job on this one, in my book a ranking slightly below 3.0 for only the second map you submit and seemingly without much feedback on the design is quite an accomplishment. Hopefully the author is still active in C-III designs. Keep them coming.[Edited on 08/29/07 @ 08:43 AM]
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Fabiko
File Author |
Posted on 08/29/07 @ 12:40 PM
thanks for the comment
i'm surprised that after many years and the new Caesar IV ( i never played it 4 now ) ppl play still at this old game, and me too sometimes ;)
btw i did this scenario many ago and don't remember it very well... maybe i should re-play it and upgradeing it.... maybe... |
joshofet |
Posted on 09/07/07 @ 10:02 AM
You're welcome, if you ever want to update the map, I'll be happy to playtest for you. Just mail me at the address in the forum profile. |
zerodown |
Posted on 06/02/10 @ 08:36 AM
IMHO C4 is nowhere near as good as C3. C4 should have been an improved C3, not a zoomed housing block builder, it feels like you're just building a small part of the actual city. |
HGDL v0.8.2 |
Rating |
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2.7 | Breakdown |
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Playability | 3.0 | Balance | 2.5 | Creativity | 2.0 | Map Design | 2.0 | Story/Instructions | 4.0 |
Statistics |
Downloads: | 2,326 |
Favorites: [] | 0 |
Size: | 37.55 KB |
Added: | 04/08/06 |
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