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Playability
Rating |
|
4 / 10 |
COMMENTS: Play is designed around two of the seven tribes
in the game, Thordur´s Realm and the White Horde. A plethora
of defensive units and ability to obtain terraforming technologies
make playing Thordur's Realm more suitable for players who enjoy
a long game with lots of development and long, difficult sieges.
If you enjoy the military game best then the White hoard is the
tribe to play.
The
map design serves to enhance game play by separating the protagonist
and antagonist civilizations until the discovery of seafaring
technologies. It breaks up the game nicely into an early game
and a post-seafaring mid-game.
Terrain:
The map consisted of only three terrains, glaciers, mountains
and ocean. Having chosen to use the glacial terrain slot to represent
the icy landscape causes the most glaring of this scenario's
problems: the AI does not found new cities and randomly appearing
barbarian units vanish on their first turn. This combination
of flaws insures that the endgame will be walkover for the player.
Game Objective:
The game objective is straight forward, complete the quest for
druidic magic then conquer the world. It suits the theme and
setting of the game well.
I found
the tech paradigm of 30/10 to be frustratingly slow. This paradigm
also significantly lengthens the game, to between 500 and 800
turns. Good players will find that they can conquer their region
of the map long before they discover the technology to progress
into other regions. This is especially true when playing as the
White Horde.
Deriving
a playability score for this scenario was the most difficult
part of this review. Despite the fact that the endgame was a
forgone conclusion, the early and mid-game were both fun and
challenging. Although I enjoyed playing this scenario I ultimately
decided to give it a sub-average playability rating. |