Scenario Review

Scenario Title: Liortage

Author: Tirin (Mark Swan)

Reviewer: LeMay

Fantasy scenario.

Tolkeinesque fantasy battle against an evil power known as the Ninkain.

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

Overall Rating

19/30
INTRODUCTION: Liortage details the struggle of a number of different nations against an evil power known as the Ninkain, while sometimes fighting amongst themselves. The atmosphere is Tolkienesque, with lots of hero units, monsters, and medieval fighters duking it out.

While playable, Liortage was too long and the objectives too unclear to make it really interesting. Also, there was nothing in this scenario to really differentiate it from the other Tolkienesque fantasy scenarios out there. Liortage is not bad scenario: Mark Swan avoided some of the gross errors I've seen in the truly terrible scenarios, but it ultimately failed to capture my interest.

Playability Rating

6 / 10
OVERALL: I deducted most of the points in this category for the length of the scenario and the diffuseness of its objectives. This scenario is literally (in any reasonable terms) infinitely long. The designer attemtps to establish objectives for winning in the documentation, but they were not really clear enough to give me a definite sense when I had won the scenario. I think these are the most fundamental problems of the scenario; my suggested solutions would be to add the scenario objectives (setting cities as objectives) provided with the game, and to set a reasonable turn limit (100 or less).

FAULTS: The largest problem is the diplomacy. It would appear that the human nations should focus on defeating the Ninkain, being that they are the ultimate evil in the world. However, due to normal AI diplomacy and the position of nations on the map, there were always subsidiary wars starting. Moreover, because almost all players are denied the ability to negotiate with each other, once war started, it couldn't be stopped. Also, for similar reasons, it is almost impossible to aid the Rindon, because they tend to go to war when you cross their territory. Secondly, diplomacy units are included in the game, and this is always a problem when hero units exist (in my opinion, diplomats and spies should rarely be included in games with hero units, unless careful precautions are taken). While the powerful Ninkain heroes died before I was able to bribe them, I did manage to bribe other Ninkain units and other human heroes. A third problem is the huge starting treasuries of several nations. I was able to employ this money to quickly halt the Ninkain advance by buying the cities they had captured, which contained their first wave of powerful units; I got the units, and was subsequently able to hold the line. Fourthly, the unlimited length of the scenario should have dictated a tech tree, settlers, and aqueducts/sewers, none of which were included. Obviously, these elements should be reduced in a war scenario, but having no settlers at all made necessary improvements like roads and fortresses impossible. Including a few NONE Settlers at the beginning, ala Daggor Bragollach, would allow necessary improvements to be made without introducing an orgy of city building. A tech tree, even if small, would also be an improvement, or at least all the civilizations should be set to produce zero science at the beginning, and everyone should be researching future technology (to help prevent the AI from wasting trade developing useless science). Also, disallowing aqueduct and sewer construction ultimately caps the usefulness of most cities in the scenario; aqueducts, at least, should be included. A fifth problem lies in the existence of units which are definitively inferior (for instance, the Noble Warriors' archers, which cost the same as their knights but have less movement and lower combat strengths). Finally, two units (the spy and the giant) are ground units, but have ranges designated as if they were air units, and might trick some people into believing they were so. None of these flaws make the scenario unplayable, but they tend to make it less interesting and fun.

ATMOSPHERE: The atmosphere was fairly good; the graphics conveyed the world of medieval fantasy the designer attempted to create. However, the atmosphere could have been improved by more proofreading for the background documents, and a higher level of story-telling and character development.

BALANCE: The Ninkain units are much more powerful than anything else, but this to be expected. However, their wraiths are one of the strongest units in the game, and I ended up bribing these and supporting with their other units, as well as my special units, in order to conquer the other human tribes. The wraiths could easily take out any of the human heroes, even behind city walls. Each human civilization tends to have a number of similar units, which differ only slightly in their strength between civs. Each civ also has a similar special unit, which are the only units comparable to the Ninkain normal units. Some of the "normal" units (of the Rindon and Loran) are much more powerful than any of the other normal human units, because they have 20 hit points. The Malcan units all tend to be rather weak, especially since they have low attack in a game where offense rules.

CONCLUSIONS: While the scenario is playable and mildly enjoyable, the various problems can make it a very frustrating experience sometimes. Also, there are ways a clever human player can abuse the set up to conquer the world, even if not quickly and not easily.

Level of General Care

5 / 10
MAP: The map was relatively interesting; the terrain was variegated and provided defensive points. The map size and movement of the units was relatively balanced. However, the sea area of the Malcans was not well used and seemed to add no particularly interesting strategy elements to the scenario.

DOCUMENTATION: The title text wasn't formatted well for the window, but it was essentially all right as introduction. The readme.txt needed to be proofread, but was a reasonable introducion to the scenario. The background.txt was appreciated, but needs to be developed further in order to serve its purpose and make the player care about the world the scenario depicts. However, the designer committed one of the cardinal sins of scenario design, not including a pedia.txt; this should be included in every scenario which changes the technologies, improvements, or units.

TECHNOLOGY TREE: There was no real tree to speak of; the scenario was designed to cut off research. The main aspect of redesign was done in the creation of the special techs for each tribe. However, this was done so that the information was inaccessible from the Civilopedia even once the pedia.txt was included. The designer should read some of the excellent explanations on Apolyton's boards or analyze the Apocalypse scenario (or Midgard, or any of the other MPS scenarios which have civilization-specific units) to find the obsolescence method for denying civilizations units while still allowing technolgies to be discovered and the Civilopeida to function.

DETAILS: The designer attended to most of the details, barring pedia.txt; there were few loose ends in the scenario which I found, and I have already mentioned them.

Art and Originality

8 / 10
NEW IDEAS: The scenario did not include any really novel ideas or techniques.

ARTWORK: The credits in the readme.txt were not extensive enough to determine if any of the artwork was original, though some was definitely borrowed. However, all the artwork which was included was well-done and worked together to create the feel of a medieval fantasy scenario.

CONCLUDING NOTES: While I had some fun with this scenario, eventually it began to drag, especially since there was really no way to decide when I had won. Liortage has the potential to be much better, but too many elements of the scenario designers' art are underused right now. Better use of the technology tree, more creative use of the events language (beyond printing text messages), more diverse units, and a stronger differeniation of the civilizations' strategic situations would all help. The issues with scenario objectives and length both need to be resolved. The scenario either needs clear in-game objectives, or objectives for each civilization need to be clearly and explicity set forth in the readme.txt. Also, the scenario needs a definite end and a timescale, which should also be correlated with the currently meaningless dating system (SA and TA are explained nowhere that I could find). No one has the time to play an endless scenario, and giving an infinite amount of time to accomplish objectives is too generous for a smart human player.

 

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