Scenario Review

Scenario Title: Colonisation of the New World (v. 1.2)

Author: Gary

Reviewer: Cam Hills

  Historical scenario.

European nations discover and seek to dominate the newly found Americas from 1492 to 1800 AD.

Download at CivWorld

Want to be a scenario reviewer? Click here for more info.

Overall / Playability / General Care / Art & Originality / Concluding Notes

Overall Rating

20.5/30
SYNOPSIS: Those familiar with Jésus Balsinde's "Alba" scenario released in October 1998 will see a number of similarities with this scenario, which was produced some time earlier using the 'Conflicts in Civilizations' version. The introduction of 'Fantastic Worlds' allowed developers more tools, including new mechanisms to enhance the events file further, and in many ways introduced a new level of ambition in scenario development.

Players who have come across Sid Meier's "Colonization" may also notice similarities between that game and this scenario. This link is not explained or confirmed, however is implicit.

This scenario presents a credible game - well themed and considered, however could well see some modifications that would better maintain the player's interest.

Playability Rating

6.5/10
SYNOPSIS: Generally the game runs fine, with few technical concerns. While the Native Americans are playable, the scenario is set up for one of the four specified European nations. Money comes far too easily (see below), and the Native Americans barely present a contest. The player soon becomes involved with a "churn 'em and burn 'em" process of manufacturing a huge army of mounted troops and defensive foot soldiers to clear out the Americas. The Empire quickly grows to loads of cities through both capture and settlement, and the real challenge of taking on your European rivals then comes to the fore.

FINANCES: Although the various tribes begin the game in a state of cash flow deficit, finances are sufficient to maintain the accounts in tact before the avalanche of funds come 'rolling in' through the capture of Native Merchants each with a 100 gold bonus. This quickly gets out of hand, and before too long the player is in control of a budget of several thousand gold just looking for opportunities to spend the money.

From a 'gameplay' perspective, it does start to become a little tedious having to go back to all of your cities each alternate turn, change the building schedule to the cheap Merchant unit, buy it, then the Regular unit, buy it, then the Dragoon unit, buy it, for each one of your numerous cities - and they do become numerous. The bigger you get, the more the game does start to lose a little of the pace enjoyed at the start.

Despite this mild complaint, the scenario author has tried to create a new approach in rewarding the capture of Native Merchants, and should be congratulated for that. It is just a little disappointing that this good approach was 'overbaked' by having so many of these units in the field which leads to game-balance problems. There are other more subtle mechanisms for financial reward that use the same approach of 'kill unit - receive gold'.

STARTING LEVEL: The default level is Deity, although this has been significantly modified to address citizen content through the sage amendment to the global settings (toning down of the riot factor). Consequently, the player still endures the burdens of Deity in areas such as; production penalties, and the 'less than welcoming attitudes' of the A.I. tribes, however does not have to be completely preoccupied by fixing constant city revolts. Other minor adjustments include changes to the food support rate for Settlers and Hardy Pioneers (Engineers), the amount of food required for city growth, and the abolition of the Sewer System as a capping device on city growth.

OBJECTIVE: The game objective is not clear… it is presumed to be a bloodlust victory, however the Royal Guards Unit held by each tribe have such extraordinary defence statistics that complete annihilation is not an option. As such, a winning position through clear world dominance is probably the best that can be hoped for (i.e. an undeniably superior position on the Powergraph).

Level of General Care

8 / 10
MAP: The author seemingly created the map himself. While not possessing the perfect shape of the Americas, it is more than adequate for the purpose, and varied enough to support an enjoyable game. The level of map disclosure at the game's commencement is quite appropriate.

The extent of jungle and the need to have the Andes Mountains quite so mountainous is a point worth debating with South American maps used in many scenarios. In order to promote balanced growth, I would not discard the options of either amending the statistics for both of these terrain types, or dropping a few grasslands and hills (respectively) in amongst these areas to improve the opportunity for development.

The author has placed the European centres (Paris, Amsterdam, etc.) out on a limb on the East Side of the Atlantic on one-square mountain-islands. Their roles are hardly to develop, but to retain the Palaces and World Wonders, and to be the pick-up point for each nation's randomly created new Hardy Pioneers.

README: A 'read me' file is included, however is scant in many areas. While some issues are covered in one-sentence notes, there is a great deal of opportunity to provide some worthwhile information on both the game and the theme. Pleasingly, credits for "borrowed" artwork are provided. Issues that may be expanded upon include;

  • Brief description of the scenario including the intended game objective.
  • Elaboration of the scenario setting, including notes on factors such as; the map, the tribes, and events of note.
  • Discussion of any possible strategic approaches.
  • Details on the new units, distribution of Wonders and those that may be constructed in the course of the game, new city improvements, and the technology tree.
  • Changes to global settings and explanation as to why the recommended level of difficulty (Deity) was chosen.

TECHNOLOGY: The author has created a new technology tree, and used it very well to isolate different tribes' advances. Unfortunately, there are far too few technologies available in the game, and the player, through a little negotiation with the other tribes can quickly reach the end. There are some novel technologies to pursue - and there are no faults, other than the tree's brevity.

One omission from the 'zipped package' is the 'pedia.txt' file, which makes technological research planning fairly 'hit and miss'. Thankfully the city improvements and Wonders line up with their standard game counterparts, so for example when you need to check what the difference is between "Grain Store Addition" and "Grain Housing", the Civlopedia will show "Supermarket" and "The Pyramids". Conversely, the military units' statistics are an unknown until you possess the necessary technology, while consulting the Civlopedia on the technologies themselves is ineffective.

All up, the use of technology is commendable: New advances to pursue, and good use of special technologies for the different tribes.

EVENTS: While a reasonably lengthy events file is included (9 Kb) and the author is confined to the 'Conflicts in Civilizations' version of the game (with its limited tools to make events), there is still some opportunity to make this area far more effective. Commentary on the events of the day, the odd 'make aggression', and better use of either the Europeans or Natives in some manner (e.g. creating an interesting event if one of the major Native cities are captured) would all contribute to reinforcing the theme. The author has used some events well, but in other areas this could have been further considered. Some events with text contain spelling mistakes.

CITY NAMES: While generally the default city names are used, the author has clearly gone to some trouble to build on the existing lists for some tribes (English, French, Spanish, Aztec, Sioux), and developed a new set of names for the Dutch tribe (United Provinces). This is done exceptionally well.

OTHER POINTS:

  • It is unclear why at 1482 AD the European nations (British, French, Spanish, Dutch) have no contact with each other.
  • The events file keeps placing zero-move Treasure units in the same spots on random turns. When a Treasure square is attacked, the recipient usually receives multiple rewards for defeating the one unit. This would be clarified by the addition of 'just once' in the macro.
  • Each tribe commences with a Wonder (or in case of the Spanish, two). While the Wonders chosen are arguably a little uneven, their role is quite important, and this should have been included in the documentation. The author may have considered giving the Natives a few Wonders of the World to entice the European nations into further battle.
  • The decision to make all of the European tribes 'Aggressive Civilized Expansionist' is a good one, although the A.I. still has the habit of slowing its building once it gets to fill a large chunk of the map. While the human player tears around building anywhere and everywhere, the A.I. often is not so much of an 'expansionist' as one would hope.
  • The player is confined to "Mercantalism" (a modified version of Communism) which has its strengths and weaknesses. The game would probably not suffer if The Republic was available as an alternative government form, and it would allow the player to use another element in developing a strategic approach. Of all the governments to have though, Communism is arguably the most suitable.
  • Diplomatic units have been omitted, which is a good move due to all the gold that's so readily available, as well as the stunted technology tree. Trade units are included, however 'Trade' as a civilization advance is not given to the tribes, so despite a range of new trade items - they are effectively invisible.

Art and Originality

6 / 10
DUPLICATION: The artwork in most cases has been 'borrowed' from other scenarios, while the concept of European colonisation of the Americas is hardly original. It is proper that the sources of duplicated graphics are acknowledged in the readme file. Some images may have had some minor alterations including recolouring.

Despite this reproduction of existing images, they are effectively used, and certainly make a pleasant enough change from the default game graphics.

Considering events further, several instances of 'hidden' treasure is well utilised, as is the 'piracy' award for destroying an enemy Merchantman vessel.

Some new special resources are introduced, and the graphics for irrigated land and mined terrain have been changed.

TRIBE SEPARATION: The author's efforts to separate units and city improvements pertinent to the respective European and Native American tribes is well done. It is clear from the 'read me' file that this was a problem with the earlier version of this scenario - and that this difficulty has been resolved.

GRAPHICS: Despite several graphical files being duplicates of other scenarios, all files which may receive graphical alteration in building a scenario have indeed received such attention, thereby offering a complete image change from the default game.

There is a starting graphic, which helps set the tone for the scenario. The graphic itself is very much like a post-Renaissance map, and suits the game in both era and theme.

The people.gif file has used the default townspeople image, but had some alterations made to it. The effort has paid off, and this is one of the better graphical enhancements.

Icons likewise have been largely copied - with the exception of a couple of original modifications (Shakespeare's facelift?). The author has chosen one of the more violent explosions to demonstrate battle.

National flags are a feature of the cities.gif.

CONCLUDING REMARKS: The scenario is a big assignment to complete, with a massive amount of management to undertake in over 300 turns.

There are a number of commendable aspects in this game, which include:

  • The map, while not perfect, is a good 'palate' to commence the scenario on.
  • Plenty of care in many parts has been demonstrated - individualised units, extensive changes to all graphics, a good opening slide, selective changes to tribe characteristics.
  • Modifications to global settings to allow Deity level play.
  • The extended list of city names as set out in cities.txt is commendable.
  • The inclusion of an events file with some novel ideas regarding capture and reward.
  • The random creation of Hardy Pioneers is likewise effective.
  • The technology tree is very good, but would benefit from additions.
  • By having the European landmass all but cut out of the map ensures that the focus remains on the Americas.
  • Despite a lack of originality with the graphics themselves, the ones used are good, and in combination create quite a new look.
  • Good resemblance to Sid Meier's "Colonization".

Areas that the author may wish to reconsider may include:

  • A clear game objective.
  • More events that add 'spice' to the game and reinforce the theme.
  • Consideration of ways to enrich the end-game.
  • Less easy money (too many Native Merchant units).
  • More pressure and involvement from both of the computer-controlled tribes; the Natives, and more particularly, the 'Europeans'.
  • Original graphics.
  • Build on other dimensions of the game, such as permitting alternative governments.
  • Inclusion of the pedia.txt.
  • Rewriting the 'read me' file.
  • Reduction of the game length.

In one way it is unfortunate that the similarly-themed, fairly complex, and highly praised 'Alba' scenario appeared only several months after 'Colonization', as this one performs very well against the Conflicts in Civilizations 'Age of Discovery' game, which is probably a fairer yardstick.

Certainly for people who have yet to purchase Fantastic Worlds, this scenario would be well worth checking out, and a creditable scenario none-the-less.

 

HTML Design by Blackclove and Monk

Back to Historical Scenario Reviews