Posted on 06/07/21 @ 02:45 PM (updated 06/10/21
Short campaign for veteras. If you're not afraid of building in difficult terrain (similar space to rings of Atlantis) it's a map for you.
|Number of episodes:
Things worth mentioning:
- Poseidon Adventure
- Difficult terrain but without building temples (only piramids)
- Prices are changed
- It works on 800x600 and 1024x768 resolution
- I finished it on Hero, higher difficulties might be possible
Check out my previous campaign:
-Fragrant Port: https://zeus.heavengames.com/downloads/showfile.php?fileid=1019
Colony episode fixed.
|Author||Reviews ( All | Comments Only | Reviews Only )|
Posted on 09/11/21 @ 04:00 AM
(Insert Playability analysis here)
(Insert Balance analysis here)
(Insert Creativity analysis here)
Map Design: 5
(Insert Map Design analysis here)
(Insert Story/Instructions analysis here)
- Great terrains in the both parent and colony map. Encouraged the use of line housings instead of the regular blocks. Limited space means the need to plan ahead especially with those larger monuments, palace, hippodrome etc. Nice challenges.
- One of the rare adventures without Sanctuaries and lacks myth intervention. Doubt those terrains could fit the buildings anyway haha.
- For someone with slight OCD, those spotty meadows at the banks might trigger a lil' something lol.
- Events like trades, requests and invasions. Pretty generic, but flowed smoothly nonetheless.
- Cyclops came right at the start of the episode, and its really close to my city. Luckily I've got the resource to summon Odysseus almost immediately (barring that pesky popularity!). Couldn't imagine otherwise.
- Conquests were slightly tough due to limited (spaces for) troops. Even with the heroes after their quests, it took few turns of consecutive attacks to finally able to conquer the rivals. No real use for the triremes except Jason, and maybe attack the ally? ;P
- Cool story. Good flow and explanations that tie up few loose ends, though the merchants got away with it. Sequel perhaps?
- Overall a really enjoyable adventure. Kudos especially on both of the map designs, really liked them!
[Edited on 09/11/21 @ 04:08 AM]
Posted on 01/14/22 @ 04:35 PM
The cliffs in the parent city and the sand in the colony city are tight, so there's no room for standard housing blocks. Even so, there's plenty of space for a decent population, even elite housing. While you do have an abundance of giftable resources to persuade your very strong allies to help out in military conquests, it's overall better to build your forces up yourself - this was not apparent in my initial playthrough, though, which made the final 2 episodes very annoying.
Incidently, the cyclops that dulano was worried about seems to be confined to the orichalc area and was easily distracted by one or two refineries while I spent 2 years getting the requirements for Odysseus. I think this might be easier than intended.
Most of the adventure is fine, but I have two major qualms. The first episode begins with a very small amount of money and hardly anything to export. Thus, it took a very long time for my city to get off the ground, and it doesn't seem like this is what you intended (on Olympian at least). I think having +1000 extra drachmas to start would ease this issue. Afterwards, you can make a crazy profit, which is a good/bad thing - the profit seems far too high (bad), but considering the expenses in the colony episode, it's "good." However, the player wouldn't know that (bad) until they outright lose in the colony episode:
In the colony, you can only export 24 bronze, but you need to import a ton of building materials for the objectives, as well as essentials for common housing. Even with a huge starting drachma count from the previous episode, I had to delay completing the episode by several years so that I wouldn't go bankrupt.
These delays eventually result in the other cities building massive armies, which makes conquering them in the final episodes a pain. I think you should decrease the military strength of the other cities by 1, unless you were intending for the player to use up all the available land in the parent city by the end.
I like the premise and execution of preventing standard housing blocks in the parent city. The colony city has the same idea, but I think the execution was a bit worse somehow. The small number of cities and small maps are suitable for the small number of episodes as well - definitely a short to medium-length adventure (except for the substantial delays above).
Map Design: 5
Overall, the maps are pretty good. The open space for building was planned out well, and the resources are in sensible locations. The appearance of both maps also fits the story. However, for the same reason, the lack of scrub makes them hard on the eyes.
The story is sensible and easy enough to follow, though it's a little lacking in engagement.