"Historical Battles Chapter I (Better Version)” is a campaign based around 3 different battles, Drapa, Maraton and Crecy. I understood the battle of Crecy as its very famous but the other two battles I was left guessing as to which leaders they were between, although by the named civilisations you knew which countries they were between.
Playability: Due to the insanely high number of units for both the enemy and the player this campaign lags, lag which if you don't frequently pause your game will crash the game. I don't like waiting 5/6 seconds after I've ordered my men to move for them to actually do it, which cause a great deal of losses, despite this the campaign was very easy, see the below section on balance.
Balance: The balance of this campaign was below average, all battles I could win easily with over a hundred spare units left over. The Ai files didn't really help it as much as they could have done, as a smart player would just pick off the small numbers of troops sent at you. To improve the balance the computer needs more units, but this would crash the game so what I suggest doing is drastically reducing the number of player 1 units and also player 2 units.
Creativity: The creativity of this campaign, severely lacked. The only creative thing which is shown in this release is the palisades, which reminds me a little of Custer's last stand with the mohicans. Otherwise this is just a jump in fight units type map, and its all over before you really knew you'd begun.
Map Design: The map design of this campaign was probably the best feature. It wasn't anything superb, which made you sit back and take a breath or two for a moment. It was reasonable, most of the terrain types were used in large qualities, such as the shallows. This wasn't a problem though, as if they were used in small all the units would have been trapped in the shallows, to die to mangonel's and archers without damaging anything at all. To improve the map design the author could include more personalised features such as vary elevations, terrain types and more beautiful pieces of land.
Story/Instructions: Without a doubt, the work needed most is here. With no introduction screen at all on any of the scenarios and little to no dialogue in game at all. The text was written in "send chat" effects so you really had to stare to read it, the author may wish to change it to "Display Instructions" as this is far easier to read, and easier upon the eyes. The story wasn't really included and the campaign seemed to be based around just fighting not the build up of story behind it, or the effects. The instructions were very few and far between, which may need to be changed.
Overall: Too much lag is not fun to play, and overcoming the lag here along with adding more of a story to the campaign are the top priorities here.