To start off, this scenario is of mediocre quality. However, the designer does have the ability to produce something better so there is potential for a higher quality game. This scenario starts off as a fixed force where you must siege a small city. Soon after, it turns into a build and destroy and this portion wasn't crafted very well.
The fixed force portion is not very challenging but players who aren't good could require a few reloads. The crampy positioning of the small city annoyed me as I mauled through. There are palisade walls outlining a wavy path for some odd reason. I just broke straight through with my ram. The paths leading into the enemies' towers are also cramped up which frustrated me as it was an unnecessary waste of time.
The latter style of gameplay dominated the duration of the game. I would give this portion 80% of the game time as an estimate. Once you get your town center, you get limited resources and one villager. Trees are in abundance and closeby. Gold and stone however, are far in distance and very limited. It's worse because the mining area is very cramped.
Players would have to spend tons and tons of their time collecting and trading resources in order to produce advanced units to fend off the ships on the lake. After that, players would need to build hundreds of cannon galleons because the enemies' base is spammed with bombard towers and +13 range castles. From here, it's a slow and boring grind to victory. With that said, it's possible to leak in rams and so forth but that just doesn't sound like a well thought out game.
Back to the beginning of the scenario, there's some strange issue with the very first dialogue as it stays indefinitely onscreen. In addition to the opening of the game, the view is set on an empty area and the game pretty much idles there. The player needs to change his view to the right corner before the said bugged dialogue begins. You should preset the view, try to make the game flow perfectly for players. Don't let players look for what to do by themselves.
Lastly, the AI used for the computer players are nothing special. I believe they are the standard AIs so gameplay was pretty messy. The enemies' units scatter around and get stuck at the many areas of cramped paths.
As brushed on previously, this scenario is not particularly difficult and anyone should be able to complete it. Players can spend hours upon hours or they can cheat the resources and have some fun with playing 'god' against the enemies. Throughtout the game, I never once felt threaten so the balance is definitely off as I won on the Hardest difficulty setting.
There's not much to say here. It's a very simple scenario where you go along a path and destroy the enemies. The last computer to defeat, the one with all the bombard canons, I can see that the designer tried to produce a fun sieging section but it just wasn't thought out and implemented well.
Map Design: 1
The map started as a blank map and the designer pasted the starting location and worked from there. The paths are linear and quite straight. Not much effort was put into designing the map it seems. A lot of the areas are cramped as previously stated. The vast lake near the end of the game is spammed with so much fish that it is so ugly to sail through. There was no terrain blending anywhere.
The story was very weak but the designer gave it a try at least. Instructions are given to you and listed in Objectives so players should never be lost. Typos are numerous but it doesn't affect gameplay.