I really enjoyed the first episodes but more and even more of the same became quite boring after a while.
If you know how to build a big city this adventure is hardly challenging. Just do it again and again. Military action consists mostly of raiding trips and some conquers later on. Some hositle gods but you got the stronger ones on your side.
I like the idea of building the suez channel a bit early and how the flooding of completed parts is actually shown in your cities. But here the creativity stops, all colonies look the same as the main city, you have to do almost the same (build many sanctuaries, summon the same heros) in each of them, only the ressources are different.
You start as vasall to various cities but this has little actual effect on the game since you have enough starting funds to pay your tributes or bribe the invasions to be free. With some financial adjustments this could be an interesting idea.
Map Design: 2
All maps are huge, very green and completely flat with all ressources tucked in the corners. Very boring to look at. There are lots of hardly visible errors in the maps which cause the game to run slowly at times. It's fun to watch the flooding, +1 for this.
As already stated, this adventure has an original storyline. You move to various building sites and your city there is supposed to build the suez channel.
However, the introductions treat the player like some stupid child "build the colonies exactly in the given order, read these texts carefully and do what they say etc." The colony instructions do nothing to make you want to play a colony, they give orders what you have to do. Some respect for the player in these texts wouldn't hurt.
Sometimes the game mechanics show through too much. Meaning for example that you have to slay a monster that doesn't bother you at all and that is not required to be slain in the adventure text but it happens to be the event that starts a military weakening of an opponent you have to conquer.
If you are tired of squeezing your housing blocks in tight corners and want to design a city without such restraints "The way to Punt" will be fun. You get to build lots of sanctuaries, have big industies and a city with 10.000 people.
More variety would be good for this adventure, let the player build his maginificent main city and let the colonies be what the story suggests: temporary building sites, more likely camps rather than cities, in less ideal surroundings.
Due to the huge maps most traders can never reach full potential. There is simply no way to export 4 x 36 pieces per year. Minor frustration, but having to throw away goods you could export in theory just because there are not enough caravans looks like the playtesters slept right though.