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I got a kick out of the units in this scenario - especially the Mage, which you get early on as a powerful air unit and gives you 12 ATTACK (!?!). The new Wonders are good too, even though you can't build any as the scenario progresses. The challenge is just right for the Surface People, but the scenario is too simple when playing as one of the other factions. However, this scenario can and does have its faults. Its major problem is the overabundance of extremely small cities near the borders. This often resulted in me destroying the cities along with the units defending them, making movement of my Mages difficult. In turn, you only get one Mage Voyer (the only unit with the ability to move air units) at the start, and the tech that makes them is about 6 techs away. This forced me to rely on less powerful units that made it more difficult to take the enemy cities. Everyone is despotic (even the Surface People), which makes a little sense considering that the original residents are the tribes of ultimate evil. However, it would make more sense to start the Surface People in a government like Fundamentalism - after all, they are supposed to be the torchbearers of all the good in the world. This in turn would eliminate problems such as happiness control and support, and allow a fund to build up, allowing you to purchase more units to combat the daunting forces. If you play as one of the evil peoples, watch out. You have an incredible amount of cities and units to control, and turns will be time-consuming. The scen won a lot of points on atmosphere, but got a little carried away on the artwork. Play is only well-balanced for the Surface People, as the evil peoples have overabudances of cities, units, and time spent on turns. In sum, the sizes of the map and the evil tribes need to be toned down, and a few other modifications made to benefit the Surface People. |
The author does an excellent job with the documentation. Although he doesn't give everything away, the readme contains little tips on many of the units, and a full comprehensive description of all of the factions. He even includes a file that for the most part lays out the tech tree in the scenario. People should study the readme for this scenario if they're looking for the right balance of description and non-spoilers. The tech tree is very well done and fits the theme of the scenario. It should be rounded out to include other ideas, especially some new ones for the Surface People besides religious-based units. The author includes some extra city names, but usually you're so busy fighting that you don't have much need for them. The Civilopedia is well-covered as well, though I would like to have seen descriptions for the evil faction's tech's (this is where the readme should have had more coverage). Overall, a good job. |
NEW IDEAS: The idea, while not having been traveled a lot, is poorly approached here. The scenario, after about 10 turns, turns into an all-out war. Isn't purification supposed to be other things besides mass destruction. I would like to have seen a more diplomacy-based scenario where the Surface People would use diplomats to convert the evil tribes' cities and units. All-out war always falls short somewhere, and this scenario is no exception. |
| NOTES: A version 2.0 is definitely needed in order to fix the problems with the units and balance the play a little bit more so that it isn't all about war. We're supposed to be the torchbearers of good and peace, right?? |
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