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Author |
File Description |
Prefect Marty |
Posted on 04/17/10 @ 03:49 PM
File Details |
Climate: |
Northern |
Difficulty: |
Hard |
Population goal: |
7000 |
Culture goal: |
60 |
Prosperity goal: |
65 |
Peace goal: |
70 |
Favor goal: |
80 |
Minimap:
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We have to secure our eastern border on the river Danube. Some Goths are plundering local villages, rising their most powerful army near Sarmizegetusa. Their fast and unexpected attack from the Black sea crushed 4 imperial legions and weakened Rome´s reputation. Local tribes are on their side now. You are about to build a strongly defended city on the river Danube. We weren´t able to give you more funds, but your province is rich in resources. And your plebs will surely forgive you the frozen wages, if you manage to keep them safe. I will ask you for weapons frequently, and maybe for some reinforcements too. I do not want you to achieve extraordinary ratings in culture and prosperity, but do not neglect them completely. You will need to keep high morale, because bad times are upon us. |
Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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Senseisan |
Posted on 04/20/10 @ 07:44 AM
Fullfitted in Jan 118 ( Very Hard level )
Ratings Cult' 74 , prosp' 71 , peace 79 , Favor 98
7300 guys and 14600 cash .
Can be done in less as a forgotten little tent send a rioter and decreased peace ...arf ...
A good scenario , ( Beginners if there are , please avoid playing it at VH level ! ) whith a challenging beginning , the setting of the starting city turning red your cash account before any income available ...^^
'Cause the space between farmland and housing land , a powerfull logistic is needed ( and don't try to reach a too numerous population , , the proper pop' is a bit above the needed 7 K ...), seems it was one of the designer's purposes ...
Good job Marty , challenging but doable !
[Edited on 04/20/10 @ 07:52 AM]
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Prefect Marty
File Author |
Posted on 08/20/11 @ 09:29 AM
I´ve revisited this scenario, and found out that military may be a bit too strong. What a drawback it is that I don´t have anyone to test my scens except for me! I decided not to change the map, but I add this to the instructions:
Point 1: Attacks comes from all sides, but how much further you go from kingdom road, that much stronger the invasions are. Attacks from the south are stronger near the exit point, don´t underestimate them either!
Point 2: Plan your city carefully: leave corridor as straight as possible for your troops! And of course, don´t forget to build towers.
Point 3: I´m going to leave the other problems (and I´m sure you´ll discover them soon)on you, have fun![Edited on 08/27/11 @ 09:24 AM]
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Eswen |
Posted on 03/25/12 @ 07:22 PM
Playability: 5
Everything works out very well. I had a lot of fun with this scenario, and the map is open to a different building style, so it has a replay value. I wouldn't be surprised if I decide to give it another go in a while. The map is hard, as indicated, but not too hard to be won by players of average skill. One should appreciate the lack of distracting random events and the care the scenario had been balanced with. It's well worked out between economics and military with quite a bit of problems presented to the player to tinker with.
Balance: 5
Greatly balanced! With a somewhat hard and challenging military side, and very well worked out economic side. On one hand goths are invading from literary every possible direction, and on the other you're forced to get close to invasion spots, because of the food supply or free land. Space for forts is scarce, in a sense that the ideal spot for them is also ideal for houses. The price changes (the overpriced oil is still haunting me), the invasions and the placement of fertile land makes this scenario quite challenging, yet not too hard. I appreciate the low culture rating, and also the possibility to win with insulae only. I have only one complaint, but it's more of a personal preference - I could have gone without the gladiator revolt, it's more of a nuisance than anything else.
Creativity: 4
I couldn't give the highest mark here, since it's not all new, but in fairness to the truth I have to say it's original, or at least the combination and presentation of problems is creative. Here most of the points go for the inventive separation of the food and building space, combined with well thought invasions and smartly goods pricing change. I consider the three-way separation of the map by the streams to be somewhat atypical in a good way.
Map Design: 5
Very well laid out terrain, with a lot to offer for different players. The river divides the map in a peculiar way, forcing player to build on land which one wouldn't otherwise consider. There's bountiful amount of natural defenses, which in no way lifts the military burden off the map. On aesthetics I have to compliment the designer for a life-like rendition. The forests, rocks and other elements had been put with a lot of care, as it's clearly visible, complementing the overall quality of the map.
Story/Instructions: 3
Compendious and somewhat plain-spoken, the story could have used some more work. It gives clear expectation and finely instructs the player about what to expect. Somehow I would have liked to have more, but they are not bad, so rating of average I think is appropriate.
Additional Comments:
The map is somewhat heavy on the military side. In the beginning it's good to have more invasions to add to the challenge, but in the late game stages it's more distracting. As I played quite a while - 30 years or so, I think the invasions could have been spread a little bit more in the later years. |
HGDL v0.8.2 |
Rating |
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4.4 | Breakdown |
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Playability | 5.0 | Balance | 5.0 | Creativity | 4.0 | Map Design | 5.0 | Story/Instructions | 3.0 |
Statistics |
Downloads: | 1,385 |
Favorites: [] | 0 |
Size: | 49.87 KB |
Added: | 04/17/10 |
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