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Author |
File Description |
Speysider (id: speysider) |
Posted on 06/28/08 @ 01:15 PM (updated 08/14/08)
File Details |
Difficulty: |
Very easy |
Population goal: |
1000 |
Culture goal: |
15 |
Monument goal: |
59 |
Kingdom goal: |
100 |
Minimap:
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.MAP and .txt files included. DO NOT EDIT ANY OF THESE DOCUMENTS!!!!!!! Otherwise, the mission won't work! |
Author | Reviews ( All | Comments Only | Reviews Only ) |
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joshofet |
Posted on 10/18/09 @ 11:06 AM
One big warning, I played the scenario in Cleopatra and it turns out it is not playable beyond difficulty level Easy there. With only musicians and jugglers, the highest level housing at difficulty hard is common residence, and spacious residence at normal making the mission unplayable at those levels. Of course the player has the option to complete all other criteria at any level, and change to easy just to obtain the required housing quality. Prosperity is no problem.
Another generic comment, there is too much information to be dealt with up front, there is too much direction, leaving less freedom for the player, and there are too many surprises. Save often if you want to prevent having to go back a long while. There are some strange features, be prepared for surprises, don't expect the ordinary.
Second warning: there may be some spoilers ahead, but then again, the designer gave away quite a few himself ...
I normally don't write a review before I finish the whole scenario, but this one is just becoming too tedious. That seems strange for a very eventful map, but the events a repititious. maybe I will finish the map later and adjust the review if necessary.
Playability: 2
Apart form points mentioned above I mention:
- In the first part of the scenario, 20 years according to the briefing text, there is no way to build on the monuments, while prices for limestone keep rising ...
- attack comes by water, you cannot build warships, disembarkment point is random ...
- important trade goods, limestone and sandstone, don't become available until much later
- some requests are impossible, sandstone when it is not yet available for trade
- Some reactions are disproportional, when I am late (1 month) in supplying requested figs for Byblos, not even part of the empire, I get invaded by Pharaoh. Fortunately, at easy difficulty, the army sent is disproportionally small ;).
Balance: 2
Maybe the overall scenario does have more balance, the first part, the one I played, was all about fighting, pretty easy fighting, but a lot of it. Trade volumes are very large, but there is no need for them in such a small city.
Creativity: 4
I am sure Speysider did his best on this map, I know, I helped him at some stage, but I'm afraid he has been too ambitious. A simpler map would have been more enjoyable, but I couldn't talk him out of it. He sure put in a lot of ideas, pity he didn't spread them over more maps.
Map Design: 3
It's a nice map. Farmland is sparse but sufficient for a small city. As for the heavy fighting, there are a few excellent choke points, giving players who do not (really) want to fight a perfect way out, but again, be aware of surprises ...
Story/Instructions: 3
As I said, there are too many instructions, the story is good. B e sure to read the instructions, the first bedouin attack comes too quickly and is too strong, building a strong army should be your first priority. Don't worry about the kingdom rating, just focus on surviving, which at easy isn't that difficult.
Additional Comments: I am no fan of military scenario's. There are plenty around, and there are plenty games mucg more suited for fighting than Pharaoh. Still there is an audience I guess. If you like a long scenario with much fighting, and don't mind a few strange surprises, this may be your game.
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erikkeatinguo |
Posted on 07/16/21 @ 01:01 PM
I agree with all things joshofet has said in his review and will elaborate on a few more things
Playability: 3
All win conditions are possible on easy/very easy which limits playability. You unable to start building on monuments until 20 years in which takes FOREVER considering you are bombarded with tedious wars, requests, etc. It took me 3 hours to complete this simple mission as a result
Balance: 3
Wars are frequent and vary in size and location, no real issue with charioteers. Funding does become an issue slightly as import costs for limestone and grain continue to rise, up to 600 per unit by the end of the game...
Creativity: 2
Events are tedious and repetitive. Much to be desired here
Map Design: 3
Very forgettable map but it serves its purpose. You are strained for food resources a bit which importing makes up for later on
Story/Instructions: 3
The story gives some purpose and context to the mission but any surprise is spoiled in the test description
Additional Comments:
This was one mission where I would say I did not have fun. It would have been a quicker, better experience if monuments were allowed to build on right away instead of waiting about 1.5 hours until that trade route was unlocked
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HGDL v0.8.2 |
Rating |
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2.8 | Breakdown |
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Playability | 2.5 | Balance | 2.5 | Creativity | 3.0 | Map Design | 3.0 | Story/Instructions | 3.0 |
Statistics |
Downloads: | 2,283 |
Favorites: [] | 0 |
Size: | 79.19 KB |
Added: | 06/28/08 |
Updated: | 08/14/08 |
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