|
Playability
Rating |
|
7 / 10 |
COMMENTS:
The scenario, like Microprose's
high-tech Mars scenario from FW, makes it difficult to expand
because there is relatively little land with access to water.
In addition, attacking other civilizations is difficult because
they are often protected by powerful special units, city walls,
and their own small size - capture is not often an option. This
makes the scenario quite challenging.
You
will need to explore to find goodie huts as quickly as possible,
because only then can you get the science you will need to grow.
Failing that, there is always the option to trade or steal technology
from your neighbors. Developing tech, however, is quite hard
until you get pretty well-established. Most of the land is equivalent
to desert (0 food) or at best plains (1 food), so canals and
other water souces are very important to you. Surprisingly, the
computer does a pretty good job of expanding under these conditions.
In addition to their various
philosophical differences, the tribes have some other differences.
Each tribe has their own special ability, usually a special unit
or technology that only they own or only they can use. Some also
have clearly better start positions. The tribes seem fairly well-balanced,
though.
I found that a more civilized
approach was necessary to win. In most Civ2 scenarios I am pretty
much an expansionist warmonger, but here war simply was not profitable
- especially with all those cool wonders to be built.
Overall, the scenario is
quite fun to play and I recommend it. However, the events are
so sparse that you rarely encounter them. The scenario could
be greatly improved by adding more events, especially text events.
The author clearly writes well and more events that would enhance
the mood would be really great. This would go a long way towards
improving the play of the scenario. |