|
|
|
![]() |
|
PRÉCIS: "Clouds" is not totally dissimilar to the scenario "Sky" (download Sky from Apolyton) in that the terrain is not earth but vapour, and we likewise see several tribes slugging it out for dominance of the biosphere. The premise is workable, and the scenario is strengthened by an effective advances tree and clever nomenclature for city improvements, wonders, and units. There remains scope for development in terms of both structure and presentation should the author choose to revise the scenario. COMMENCEMENT: The game kicks off with the minimalist approach to scenario development depending on your tribe a single city with few units, or not even a base. There has been no introduction to the game (recommended play level, history or explanation of the plot). There also is no starting graphic, which is a little disappointing given the evocative feel of the scenario's chosen world. ORIENTATION: The level of player assistance is less than what it should be. Despite the saving grace of the inclusion of the 'pedia' file, there is little else to assist the player in their plight. Given that the terrain has received a major overhaul visually and in terms of description, as has the tech' tree and many of the improvements, some guidelines or assistance would probably be of great value to players beginning the scenario for the first time. Some building options from the default game have been removed from this scenario, and their absence in some cases are possibly as important as those aspects that have been retained. MAP: Given that there are few starting cities to begin with, the map takes on its own largely random shape in terms of populations and conflict zones. There are a few cloud formations (continents) on a rather large map (18,000 squares) although the usable cloud terrain is proportionately small, leaving plenty of sky (ocean). Unfortunately for the player there is much testing needed in order to work out what cloud type is loosely equivalent to what default terrain type, and the 'readme' file should have included this sort of basic information. Despite this, there has been a successful endeavour to apply different cloud types to differentiate the terrains (cirrus, stratus, etc.) and special resources to match (low pressure, sunbeam, rainbow, etc.). Artistically the terrain is a bit 'clunky' and the colour a little drab; lots of darkish blue, grey and white. Further manipulation of the default game's coasts (terrain2.gif) a tedious but important part of scenario development is needed to give the clouds a 'fluffier' appearance. GAME OBJECTIVE: The game does not have a defined objective, and while the Apollo Program appears as a Wonder able to be built, the spaceship components are off the construction list. Consequently, a 'bloodlust' victory is the apparent goal. FINANCES: There seems to be no undue problems with finances that would not be found in the default game. Having no Adam Smith Trading Co. equivalent Wonder to lean on may make the going a little tougher for some players. (Other important wonders are also excluded, such as Michaelangelo's Chapel and The Hoover Dam). GOVERNMENT: Government switching to more developed forms (generally) is one important method for improving the financial predicament of a tribe, however the handling of the government types is not addressed clearly in this scenario, where it is ambiguous where on the technology tree these forms lie. There appears to have been an error with these (or they are handled in a very strange manner), as the government forms are designated as "Mr.", "Emperor", "King", etc., rather than "Anarchy", "Monarchy", " Communism", etc. when consulting the Civilopedia. BALANCE: Generally the game balance is fine, although concerns may arise from the Wonders options being delivered to the tribes out of synch from their traditional order (for instance, the AI diverting its energies towards 'The Cure for Cancer' wonder at 600 shields instead of the loosely equivalent 'The Hanging Gardens' at 200 albeit this will become obsolete). Likewise, some potent units appear very early on the Early Bomber at 30 shields is both cheap and destructive, as is the Zeppelin at 40. While considerable care is taken with the technology tree, the timing of key advances should be reviewed to ensure balance. |
SUPPORT FILES: The package does not include other support files such as 'game.txt' and 'labels.txt', which when modified can add weight to the theme and help further differentiate the scenario from the default game. A significant omission is an 'events' file, which many consider to be the backbone of good scenario design. Not to suggest that a game without an 'events' file is necessarily a lost cause by any stretch, but an events file is almost invariably an addition that will make a worthwhile contribution. Given that the player has little guidance as the scenario stands, an 'events' file could go some way to provide this largely missing element, let alone add a great deal of plot development to the game. Another file that was not included was the 'city' file that sets out the names of newly founded villages. Again, a little creativity here would reinforce the scenario's setting. OTHER: The game is focused on air units. As such, it is somewhat confusing as to how the player is to take cities on continents where they have no ground troops (i.e. How do you transport ground troops there? Which units have helicopter-like abilities?). Some advice here is needed. Trade and diplomatic units need to be more clearly identified. Despite the 'pedia' file, these are not apparent. |
GENERAL: While the unit and city-design graphics have been largely 'borrowed' from other scenarios, there has been a lot of work done on the icon and terrain files. The setting does replicate the "Sky" scenario in many respects, however the descriptors used for the technology tree, city improvements and Wonders are great this is the strongest asset of this scenario. UNITS: The scenario unit graphics have been drawn almost entirely from some of the MicroProse scenarios or independently produced games, and the author has acknowledged this briefly in the 'readme'. Concealed shields are a notable problem with some units, and should be fixed as a high priority should the scenario undergo future modifications. ICONS: There are many original contributions in the icons file, that include alterations to the civilization advance graphics. Arguably these could benefit from more of a pictorial and less of a simple symbolic appearance, but credit should be given for making the enhancement nonetheless. Several default graphics are retained such as several of the default game's Wonder-icons these unfortunately look out of place. OTHER GRAPHICS: The terrain visuals have undergone a significant overhaul, with a range of new looks and renaming of special resources, as mentioned earlier. These, like the icons, may have been bolstered by more subtle shading and variation to give the map a more life-like impression. It is difficult to identify roads on the map. Some special resources (such as the water droplet for the grassland resource-shield) are very effective. The changes to the cities.gif file provides tribes with a range of sets of city design pictorials 'borrowed' from other games or mod packs, while flags have been effectively customised by tribe. TECHNOLOGY: The technology tree is one of the strengths of the game from an imagination and theme perspective. There did not appear to be any technology tree problems, although as previously indicated, access to potent units in the early game may lead to difficulties. The author has successfully developed a menu of new advances based on a climatic theme (e.g. jet streams, air formation), and supported by similarly described city improvements (e.g. lightening rods, skyport) and Wonders (e.g. Trip To The Stratosphere, Indian Summer). ORIGINALITY: "Clouds" does resemble a little too closely certain aspects of the "Sky" scenario, although the major rewriting of the technology tree and much of the rules.txt has been done to good effect. Those who like to enter into a scenario with an easy-to-manage and uncongested start could not complain about the freedom of this game! |
|
NOTES: This game is almost 'in the twilight zone' between a mod pack and a scenario. 'Clouds' is not terribly strong on plot (at this stage), with an elementary starting position and no identifiable story line, however it has enjoyed changes in the best traditions of a mod pack. Better execution of graphical work (with more original input), a significant injection into the support-aspects ('readme', etc.), and the introduction of a plot with a supporting events file would enhance the package to the standard that the technology tree and the recasting of city improvements have already generally attained. For a first-effort, the author should be congratulated on taking on an imaginative theme with several aspects well handled. A bit of enhancement in a few key areas will no doubt form the foundation of a really good game. |
HTML Design by Blackclove and Monk