It had a straightforward, non-trivial map, with at least a little bit of thought obviously put into its design. I'm sorry, but that's about the best I can say for this scenario. There were no instructions at all, and there was no goal or objective statement of any kind. Add to that a total lack of challenge and you get not much. The enemy came up with perhaps a half a dozen units to combat me during the entire game. I, as the Britons, started with 116 units, including a number of Scorpions, and tons of resources. This is one of my pet peeves -- I really don't like having more units than the game limits allow. It's just a peeve, and I've certainly played many games where you get, for example, a starting force of 200 units, even though the game has a 75 unit max. But having too many units was really only a minor annoyance. The author wrote that it was his first attempt. That's cool -- he should keep going, keep trying. Add triggers, add something in the way of AI for the enemy player, perhaps have the enemy (French) launch a few set-piece attacks at various points. Then write a story. Heck, this is Camelot for goodness' sake! Camelot was at the center of centuries of story telling. Don't tell me you can't come up with a story. You can. Add a few instructions and an objective. Cut back the units and maybe even start before the imperial age. Give the French player more power, and a tougher defense, and the let things fly. It'll be great!