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| Overall Rating |
| 24 / 30 |
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SUMMARY: The scenario is a good one, but it bogs down towards the end with one of the playable tribes due to the lack of effective attack units. There are also some other minor details that would improve the scenario. Overall, though, I enjoyed it quite a lot -- at least through the midgame. PLOT SYNOPSIS: The plot centers around two playable tribes in a frozen land. The first tribe is Hrodur's Tribe, a civilized tribe that seeks to impose law upon the land. They get a lot of civilized city improvements, but their military units are relatively wimpy. Their arch rivals are the White Horde, a barbarian tribe kind of like Mongols with tons of military units and lots of great fighting techs. They have problems with happiness and more peaceful advancement, though. Hrodur wants to restore green to the land by finding the "secret of the north" whose magic will allow him to turn the land back from winter. The Horde wants to conquer everyone and will probably do so if allowed to go unchecked. The secret of the north will require both research and exploration to discover. THE LAND: The map is a frozen wasteland where most of the terrain produces nothing. You have a lot of "wanderer" units which are settler-types that can irrigate and mine the terrain. Irrigating produces +1 food, and roads give +1 trade, which lets you get a limited amount of stuff out of the frozen landscape. |
COMMENTS: Although city names are included, you run out of them quickly. Longer lists should be included. I have already mentioned the problems with getting the AI to found cities. Fixing this requires moving some terrains around and repainting the entire map (sorry). The map is fine, but more could be done with the eastern portion to make conquests there somewhat more interesting. I found the other tribes mostly lifeless and they play little role in the scenario. The author's wonders, improvements, and technology tree are inventive and they work well. The tech tree is especially notable. There probably should be more different types of units. I found that there were few available, especially as Hrodur's tribe.
I liked the unit choices for the most part, though there should probably be some more diversity in units. We need some attack units eventually as Hrodur. There are a lot of nice touches, though, that make me rate the scenario high on this aspect, like the "no food" settlers. |
There weren't many of the little details that make a pretty scenario look very different, such as new frames. ORIGINALITY: The scenario scores a few extra points for originality. I particularly liked the use of the "port of the north" which is the Lighthouse wonder. The port lets you move your very slow ships across water safely; without it, you are likely to sink. Because you start on an isolated island with only two opponents, you will need to develop ships and get this wonder built to move across the water. The hunting idea, though used before, was also nicely executed and the tribes mostly seemed distinct - which is important in a fantasy scenario. |
| CONCLUDING REMARKS: Overall, a solid effort and a lot of fun, but it bogs down at the end. A second version that improves on the original by making the endgame more fun would be great. |
