This is the real version of my Campaign , Daimio Wars Pt. I version 1.5, not the joke like I submitted the other day, This may not be the greatest Campaign. But its alright, I suggest you try it. It starts out with the weak Shogun, and once he is Over thrown, and then the next 2 scenarios you take down the Shotingwu Clan. If you like this campaign, make sure you review for it, so I'll make Pt. II, if you dont like, review as well so I can be sure to not waiste anymore time on this series. Next time I may release it with music. Well, enjoy
"Cheapo Depot Daimio Wars Part One" is based around a Japanese samurai group led by Lord Hostin Ujtzama but you never play directly as the lord. Daimio Wars tells of a tribe's fight against mainly the Shotingwu clan although in the first scenario you kill the Shogun and the Taliktuma Japanese peoples.
Playability: The playability was not so good, the entire campaign was build and destroy although there was a few ideas mixed in. The playability was ok it wasn't below average. To improve the playability try adding more interesting things into the campaign such as optional objectives.
Balance: The campaign's balance was ok, although the third scenario with the mass army was a little too easy. Having said that I did have to concentrate my forces if I had not it would have been a much closer fight. Adding different difficulty levels changes makes the balance a lot better, even if it is a lot of work.
Creativity: There are some good ideas in Daimio Wars Part One, for example a scattered army, becoming a dominant tribe in a nearby area. Some things did not work however, such as trying to talk to the player "Cobra" in scenario 1. The creativity did not excel but it was one of the better parts of the campaign.
Map Design: The map design was ok. The author could do with adding more features to his maps to make them more interesting and walking over plain grass for long periods sometimes soon became dull. The map design was another solid part of Daimio Wars. Try adding gaia flowers and trees and more things in general to spice up the map design. Also you could add fish to the river in scenario 1.
Story/Instructions: The story was not too strong. I understood what I was to do as my objectives in each scenario were simple, to destroy all enemies. The story could be further developed if a final version was to be released which could further its score. There were few instructions and hints but I didn't really need many hints because I found the campaign a little easy.
Overall: Daimio Wars was a mediocre campaign. It had some nice ideas and furthering the original concept could help make this campaign a better one.