Charles I Quest is another of the ESCC entries which went unrated until now.
Its a typical B&D, but is quite boring due to the fact you cannot attack any enemies until you setup lategame. One thing the ES campaigns did was make weaker enemies that could be rushed, and stronger ones with walls that would give a late game challenge. All three of these enemies are safe behind their walls, and so you are for that matter. The gameplay is no different from any 3v1 AI random map game. At on point the player can find a castle stocked with dozens of random heroes and units.
What earns this a rating of 1 down from the initial 2 i was giving is the inability to win via the scenario instructions. The triggers dont work, so the scenario is only winnable by default conquest. This is always an automatic 1 point reduction in my book.
Its an unfair 3v1 but it doesnt matter much. The player starts safe behind his walls and can prepare rather easily for their attack with some castles. Beware that one of the enemies is set to ally accidentally, and if you start the scenario with lock teams enabled, your doomed.
Little attempt was made to differentiate this from a random map, 3v1. Giving the players varying levels of fortifications doesnt count as being creative.
Map Design 2
I think its a custom map that just looks nearly identical to a random map. There are a few acceptable detailed areas on this map, and a few with the dreaded "full screen of blank grass" which normally merits an automatic 1 point deduction. After pondering this i made the call that the good and the bad balance each other out, and a 2 is most appropriate.
Its a basic presentation with a reasonable hints screen. I dislike the historical fiction of the enemies, which sheds no light on the rich charlemagne lore, but it doesnt do anything to merit a markdown to a 1.
Final thoughts: Play a random map instead, using your preferred settings.