This is a campaign which builds up to a big battle on the last one. The reason for all the scenarios is when I am playing a death match I always have to steal the other players relics so I don't lose. Hope you enjoy!
||Age of Kings
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Relic Wars (RW) is a brilliant example of how you should not design a campaign. It's basically just a blank grass map with some units placed on it. In the description page the author says that it is modelled after Death Match games, where there is a fight to control relics. If this is so, then maybe it should have better been uploaded in the Multiplayer Section of the blacksmith -- although I highly doubt it would score much better there. You start off in a corner of the map, with +200 soldiers, some walls, and a relic with a monastary to put it in. You also get a monk, renamed to "holy dictator". You have three enemies (five if you count the static Viking and Raider players who just own small groups of enemies), each of whom sits likewise in each corner of the map. Your objective is to destroy the monasteries of your three enemies, and garrison their relics in your monastery. Yep, that's all. Make sure you don't let the excitement kill you. The three scenarios following it are equally bad. The second sees you attacking a huge enemy fortress with a meagre force. The third sees you in control of a huge fortress -- under attack by a meagre force. I didn't get to play the fourth scenario, as I immediately won the game. Later I'll study the triggers to find out why this is so. -2
One of the worst-balanced campaigns I have ever seen. The first scenario is impossible to lose. When I played it on Standard Difficulty, two computers immediately resigned with observations on how many birds had flown over their kingdoms, while the third turned to neutral and asked for resources. Such anomalies were avoided when I played on higher levels, but neither did the computer attack. You can simply attack them at your leisure. Your army is far superior to them, both in terms of size and strength. The second scenario is impossible, as you have to siege a huge enemy fortress with an army half the size of the one the enemy posesses. The third is easy. You can win the "yOUR rELIC fORTRESS" by doing literally nothing. The fourth one gives you a victory message automatically. Such imperfect balance I could not concieve. 1
It is certainly not original to place a few units and buildings on the map next to each other and watch them fight. The only scenario where triggers are found is the first one, and they don't work properly. There is no trigger to make you win if you collect all relics, so you have to wait on the relic countdown. Also, if your monk is killed there is no way to retrain him, likewise with the monastery. 1
Map design is nonexistant. You play on a grass map, with walls placed in rough squares. There are no forests, dirt, or eye-candy whatsoever. In the second scenario there are a few cliffs, but there it ends. -1
There is no story, and no instructions. You are not told what to do in any of the four scenarios, I simply guessed my objectives by the titles of the respective scenario. -1
This campaign is overall a dead loss. In future designs, the author should put a bit more effort into his campaigns. Even some eye-candy would do wonders.
-- Scenarios alternate between too easy and too hard
-- No story
-- Map design was nonexistant
-- No real effort put into it