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| Overall Rating |
| 19.5 / 30 |
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SYNOPSIS: The divided lands of Norway are faced by the revolutionary Harald Fairhair, a leader intent on bringing the Norwegian people together to form a united monarchy. Resistance is encountered from the neighbouring fylkes (kingdoms) in this conquest-oriented scenario based in the early Medieval Ages. PRÉCIS: This scenario with some terrific new artwork, however suffers from a few playability problems and lack of surprise or distinction. Greater player direction, a more engrossing start, and a more imaginative events structure would compliment the solid foundation that's been laid. |
REFERENCE: A 'read me' file is included, and briefly points to the mythology of Harald Halvdansson Fairhair, the first King of Norway. Notes on installation, the intended tribe, units, and the source material are all included, albeit very briefly. Given the arguably very difficult game objective, there is a clear chance to explain some of the loopholes and pitfalls for the player. No credit has been offered with regard to artwork, so it is assumed all graphics are either original or have been taken from official Microprose scenarios. The pedia.txt file is included, and it makes easy reference for the player. Given that there is essentially no opportunity for technological progress beyond the starting technologies, the author may have tidied this file up a little by removing superfluous Wonders and technologies (although this is a small point). There has been no attempt to customize the pedia.txt file, with the 'bare bone' descriptions left in tact. SUPPORT FILES: A city.txt file is not included, which means that any newly founded city names come straight off the default Civ2 lists. This oversight is unfortunate, as clearly there has been some effort in establishing a good series of names for the starting cities. Other files suitable for customization have not been amended - game.txt is not included, while labels.txt is included but has not been modified. THEME: The theme generally is reasonably well embraced. Throughout there has been some effort in places to support the Viking theme - 'sacrificial places' for temples and 'shipyard' for 'port facilities' are typical examples of customizing the game. As noted in the next section, the events file also lends something to supporting the plot, although there is plenty more that could have been included. It is a little disappointing that there do not appear to be any tribe-customized units beyond the few 'special personalities'. For instance, the AI tribes' Kings could have at least received a small make-over to give them some diversity. There are some barbarian units that appear occasionally during the progression of the game, although one that has slipped in is the out-of-place Chariot unit from the default game. |
While not the first Viking game to hit the 'net, the particular theme of Harald Fairhairs' Saga is original.
From a game play perspective, the Vikings unit with an amphibious assault is a very good idea, and does place a greater emphasis on the potential of seafaring combat. Another good addition is the inclusion of a few customized 'personality' units. The author has taken pains to ensure that these are unlikely to be bribed by boosting their production cost to 160 shields in some cases, while foreign Kings have a build cost of 1,270 shields. ICONS: There are a few new icons that have been created for this scenario, although there is also a mix of default icons and images taken from other scenarios. Again, their quality is commendable. OTHER GRAPHICS: Terrain graphics have received a lot of changes that feature the olive-green spectrum of colours for some of the land tiles, and the aqua colours of ocean. The special resource images for mountain squares have been removed without explanation. Irrigation has thoughtfully been represented in the form of ploughed fields, (although these could be mistaken for roads in some instances). Perhaps the best of the artwork comes in the form of city images, which have a distinct Nordic wood-cabin feel about them, and very much add to this scenario's identity. The default flags and colours have been used. EVENTS: There is an events file, but discouragingly it is under-utilized and would benefit from a surge of ideas and concepts to further strengthen the plot. In a nutshell, it covers the 'schism' issue, a number of 'if unit killed then text + create unit' events, and the random appearance of barbarians. The defeat of the various Kings and other personality units is a glimmer of the sort of thing that is 'crying out' to be included here. Given that the author has put so many constraints on the scenario in various ways (no technology advancement, limited diplomacy, ect.), there exists tremendous scope to offset this through adding to the plot by engaging in more of a 'story-telling' approach. The scenario is founded upon mythology and legend, however this is only partially communicated. There is no hunt for Wonders or hidden units, there is no interaction at all with the technology tree, and there a few rewards in the game for making positive progress. The events file is the best mechanism by which the scenario unfolds, however in this instance the player's experience is limited to a few brief text boxes and the occasional creation of a unit. TECHNOLOGY: There has been placed a 200/10 paradigm on the rate of technological development, and as discussed, no technology-based events. The default technology tree has been retained, although the prerequisite advances for some city improvements have been amended. Science-based city improvements (other than one Wonder) have been removed. By and large this is disappointing, as the growth and direction of technology is one of the more interesting aspects of Civilization II play. While the Vikings were not renowned for their technical achievements, some technology progress would have added a little extra dimension to the scenario, even though it only covers a forty-year period. SOUNDS: Generally the scenario runs with the default sounds, although four files have been included to correct any oddities. OTHER: It should be noted that there have been several other minor tweaks here-and-there to the scenario's set up, such as the lifting of the population capping level for aqueducts from eight to twenty citizens. |
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CONCLUDING COMMENTS: The game has a number of good points, but arguably suffers from difficult and rather uninteresting playability - There is very little room for expansion by any technique other than through conquest, which in itself is very difficult. The poor reputation of your tribe puts diplomacy largely out of reach, with AI tribes having little regard for their pledges to the terms of cease-fires. There is no natural technological advancement, and the events file does not dabble with the 'give technology' action at all. As developing trade routes or initiating 'spy activity' are barely worth the effort, the scenario does become a "churn 'em and burn 'em" affair. On the other hand, there are some high quality graphics - particularly the city images. The theme, while not explored as far as it might have, is original. There have been some pretty good approaches taken, such as the amphibious attacking Vikings unit, and the map appears to have been customized by the author. The basics have been covered - inclusion of the pedia.txt file, bug free events and rules, and the inclusion of a brief but generally adequate 'read me' file. The scenario could benefit with the implementation of a more realistic game objective (either reducing the number of objectives for victory, or making objectives just a little easier to secure), an extended events file that drives the theme harder, and a researchable technology tree that may lead to new units. The artwork is already good, but there remains the opportunity to introduce further new images to the files (notably several city improvements) in preference to the default game's images. NOTES: Version 1.0 of the scenario was reviewed on Emperor level. |
