The playability is mediocore. In most scenarios, the objective is to destroy a certain object(s) or defeat a certain player, which is just no good. Also, in scenario 1-4 only gunpowder units were available, which makes the scenarios choiceless. But in scenario 5 no gunpowder units are available, which makes sea invasions incredibly difficult. The last straw on the camel's back was scenario 6, which the author says is impossible to win. Because not all of the scenarios are winnable, the campaign did not score as high as it could have.
The balance is good, not excellent, but good. All scenarios are fairly hard and are generally possible (as mentioned before, scenario 6 is impossible). But no additional effort was put in, so a 4 or higher just isn't possible.
The creativity is bellow average, since the idea that only gunpowder units are available and then it turns 180 degrees around is a good idea, just not practical. The scenarios themselves are pretty bland, as there are almost no sidequests, which makes it very frustrating to complete the scenario. But as said before, a fair effort was put in but a lot more is required.
Map design is okay, since all of them are random maps and they fit into the story and works well. But random maps only deserve a three.
Story/instructions is by far the best aspect of the campaign. The story is about the British conquest of North America, and was reasonably accurate historically. All scenarios contained instructions of what you are supposed to do. But some messages were a bit bleak so the mark is limited to a 4.
Good story and instructions
very little creativity
Only gunpowder units available or no gunpowder units available
Tried to make scenario 6 impossible to win
Please design your own maps, since random maps are just no good to my standards. Gunpowder units are excellent support units, but they are useless when used alone. Also, losing a scenario is very, very easy to do, so don't do that anymore.