"History of Middle Ages and Modern Great Britain" is a campaign for the Chivalry mod;unfortunately it is a rather simple effort indeed. The reviewer got to scenario 12 out 14 before being unable to progress further, and didnt feel the need to put in the effort to circumnavigate that bug.
The gameplay was very dull and simplistic.
Scenario Two is a Learning-Campaign style affair with no enemy, infinite resources, and you needing to make units to win. Scenario 3 has the players 250+ man army needing to get into 5-pop transports which is amazingly frustrating, luckily you only needed your heroes to win and could save time loading\unloading. Scenario 5 sees you fighting a fortress battle against dozens of super-hero ships, which have limited range and can be sniped by your trebs. Its annoying to cope with these enemies, and nonsensical that they have ships on land like its the return of the Flying Dutchman. Scenario 8 is a sort of deathmatch with 99,999 resources, villagers, and 4 allies vs a penned in enemy who has no villagers or military production. Scenario 9 sees you in a deathmatch 1v1 with an enemy B&D who also has infinite resources, however the author locked you apart using many rocks so you will have to land villagers and outflood the enemy;the AI is locked in with a wall to one side so you could setup an overwhelming attack on the other side of it. Scenario11 sees the poor scottish army locked in a pen surrounded by castles and towers;its an automatic win.
The player has sure wins and no challenges the entire way.
On the opener, the players 30 hero cavalry "Gian Galeazzo Visconti" alone can kill the enemy army, and the player has 258 units in total with 99,999 resources and villagers. Scenario 3 for example, your heroes can again kill all enemies by themselves. Same in Scenario 4, where again your 300+ army kills maybe less than 100 enemies, you can choose 30 heroes and win by themselves. Scenario 6, 469 pop with many heroes vs less than 100 defenders of a fortress. Scenario 7, same story with 354 pop army without the enemy having a fortress. Scenario 10 has the enemy with larger armies, but locked into fortress while the player has infinite resources and villagers;castle spam or do whatever you like for a free win. Scenario11 gives the player 250+ units vs an enemy who has less than 100, and many heroes, and a TC+infinite resources to back that up. Scenario12 advertises itself as the hardest, but it really isnt;the players 463 pop army includes nearly 100 of the cavalry heroes who have similar fighting strength to elephants, all fully upgraded and your enemy has little\none upgrades.
The game is sufficiently differentiated from a random map, and each scenario does have it own concept. You could make these ideas into a good campaign, but the execution in all other areas of scenario design needs to be improved.
Just before winning scenario11 you get a trigger message from the scots: "They may take our lives, but they will never take our freedom" Now thats an inspired and creative text.
Map Design 1
The maps entirely qualify as blank maps, with no terrain detailing and vast unbroken stretches of same terrains placed.
Initially the story\historical elements were sufficient for a 2\5, despite poor grammar and spelling. Later on it falls off almost to the point of not having any, so the minimum rating applies. Scenario 10 has an excellent winning message, why didnt every scenario have this? It would be 3\5 at least.
Final Thoughts: Not recommended for download.