Playability: Quite strained at times, (main playability issue is the first scenario) but most of the time acceptable. No replay value though
The first scenario is horrible, too many different units and no time to select them, you must somehow beat a larger fleet. I don’t know how you can do this, since they destroy you pretty much instantly. I played it on wuss difficulty so I could see the rest.
Balance: Lacking in difficulty in the third scenario, too hard in the first. The campaign has alright balance as a whole, but as individual scenarios are too straight forward, and need more variation (e.g. role playing then defend, etc)
Creativity: An original idea, but not developed through to the end.
Map Design: Very weak, not enough effort. The first scenario has an “oil” look on the water but is unconvincing, and the map is very square based and unrealistic. Not enough attention has gone into this area.
It did get better. Map design is awful in the first scenario, and reverts to a very randomized looking map in the next two. Difficulty improved in the second scenario, the best one.
Story: Sadly the plot wasn’t developed at all and the English and spelling wasn’t perfect. The third scenario wasn’t a great ending, the enemy didn’t attack (in fact it only had war eles for defence and I soon made them converts. The last scenario had a build wonder condition, but you didn’t have to do it (conquest not disabled). In addition the ashes you have to build the wonder on soon disappear, making it impossible to know where to build it.
In summary it isn’t a very advanced campaign, lacking any real use of triggers besides a more AoE style victory condition trigger here and there. It needs a lot of improvement, but I have (sadly) seen few much better lately.