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Historical Scenario Reviews

Author: Mark Laanen

Reviewer: Mr. Temba

 [Historical/
Ancient]

Defend Rome against the barbarians or participate in its destruction.

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Download links courtesy of csc.apolyton.net

Overall Rating
 24 / 30
NOTES: Reviewed version is older than the most recently-available version.

Playability Rating

9 / 10

COMMENTS: Playability in this scenario is near perfection, there are many different units that many different civs can build, ruler type "general" units and units fit for special purposes.  Example the Anglo Saxons have the Scandinavian Warships and a unit called Coastal Raider which is an ancient version of a marine. The Romans have Centurions, the four "Barbarian" tribes can build Horsemen and scouts. 

This scenario is balanced pretty well, if you attack one of the Roman tribes (the Romans or the Byzantines) you can be sure of a vicious counterattack unless you wipe them out.  With the Francs, Anglos, Vandals and Visigoths this is not the case, usually they are stuck between many tribes attacking them on all sides and your attack can tip the balance. 

One potentially unbalancing wonder is "Hadrians Wall" which acts as the great wall, to begin with this is in the hands of Barbarians and as such can be easily taken by either the West Romans or the Anglos. I would reccomend having a event that gives technology that makes Hadrians Wall Obsolete with the conquest of that city "Hadrians Wall destroyed! Romans agahst!" something like that.

Level of General Care

8 / 10

MAP: While overall an exceptional scenario, there are some points here that should be made, and I apologize to the creator for not noticing these during playtesting.

  • Recylced title graphic, we've all seen it before
  • Barbarians map not revealed, starving results

that last one is a biggie, there are barbarians placed all over the map where the seven main tribes are not, but because the map is not revealed to them they starve to death almost immeadietly. So when you arrive in Ireland, Scandinavia, the Baltic areas you find them empty, the barabarians there have starved to death. 

But there are many good things about this scenario too

The author's use of the Persians as an "8th Civ" was well done. This is where the barbarians were used well, many units mean that even though the map is not revealed to them they can explore it quickly enough.  The Persians were a good choice as the one civ to leave out beacuse they are isolated and could probably take out the Byzantines themselves becase there is nobody else fighting them.

There was a good mix of improvements. The designer has done a good job of brining back the modern improvements so that there is more flexibility. The Improved Mining, etc, all improve the atmosphere and make the scenario better.  One problem is that the Coastal Fortress icon hasn't been changed and the cannons look a little funny. 

Basically the seven civilizations have been split into three categories:

1) The Barbarians: This includes the Vandals, Visigoths, Anglos and Francs.  They all start out with small territory and great potential for expansion.  They all can build the Barbarian Warriors and Barbarian Horsemen, and share many other units as well.  Barbarian leader units are the Barbarian Kings, very powerful units that keep gettign reborn, wisely the build cost has been set high on these units so that they can't easily be bribed. Randomly these civilizations get "General" units, these units are good but not quite as good as the Barbarian Kings. The Vandals have thier own unique leader to start with.

2) The Romans: This includes the Byzantines and the West Roman civilization, each has the Legions, Centurions etc. Both them and the Barbarians have the generic "General" as thier secondary leader unit, the difference being the Romans get them about half as often. Romans are led by Emperor type units that are likewise reborn.  The Romans have large amounts of territroy but lose a lot to the Barbarians.

3) The Huns: The Huns are in a class of thier own, they start out far to the Eastern Frontier, with a very large army. The Huns have thier own type of general, The Hun General, and they get more of these just as often as the Barbarians do. The Hun General is quicker, as it is a mounted unit. The Huns also have thier own unique commanders, and unlike the others they aren't reborn. Huns field thier own unique units such as Hun Warriors, Hun Archers, etc. 

Art and Originality

7 / 10
GENERAL: The most original part of this scenario was a series of "Impassable" type units by the name of Frontiers. These Frontiers extend along the Eastern border of the Hun empire, and the Persian border, and for all practical purposes seal off expansion into Russia.  This is VERY GOOD! One of the main problems with scenarios that use this type of map is that the Eastern Scenarios can expand like mad into unpopulated Russia and build them up to supercities while the other civs are still fighting. I am glad to see the author has hidden the shield of these units.

The artwork is mostly unoriginal, but of a good quality. Minor changes have been made such as giving the Hun Archer a helmet. If there were any other changes I missed them, sorry. Overall I like the artwork, recycled as it may be, I think it suits the scenario well.

Sounds have been included and they are very good.

CONCLUDING REMARKS: Reviewed version is 2.1, the download link is for v2.2. In v2.2 the starving barbarians problem has been fixed.

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