Made by: Mr. Native
Credited design team: Imperial Creations
Description: Starting off with a small settlement, a fair amount of resources, and a small army of grenadiers, destroy all British forts in the area. The british have captured artillery pieces and put them in prisons around the map. destroy the prisons and the gaurds, and the artillery will reinforce your army.
Don't destroy stockades. You'll get pissed off at yourself if you do.
Start with the western fort. Advance to age 2 and build houses. Task vills on wood and coin. make musks. Attack the eastern fort. attack the northern fort next, and kill the enemy with the reinforcements. (continue making musks)
Always keep a strong force of arms before you destroy a fort
I experienced some lag due to the fact that there were too many units on the map instead of using spawn effects. Also, the game started with too many resources set by the TC. I would suggest using the "Grant Resources" effect if you want the player to start out with 1000's of any resource. The fact that I had as many villagers as I had also, eliminated the need for "Manor" houses which create a new villager every time one is built. May I suggest using the disable and forbid effect so that only regular houses are available for pop count.
The game was very easy to beat IMO. Because I wasn't attacked very often I was able to age up to IV very fast and create as many cannons as I needed with my factory and create rockets galore with my artillery foundry and obliterate the opposing force without the need for reinforcements. The reinforcements weren't even needed at the end as much as towards the middle. I was able to just hang around and relax and build my forces with little interuption. That would be okay if there were areas to explore with treasures, but there were not.
Basically a build and destroy scenario with very little added that was unique. The trigger work was very simple. I did enjoy the walls disapearing at certain phases of the game to help advance the scenario. No treasures and very little surprises to intice me to explore the map.
Map Design: 2
Basically flat terrain with a spattering of trees and mines and a few huntables. The disappearing walls was a very cool addition, but other than that, little attention was given to any eyecandy or terrain mixes.
There really was no story, just build your forces and kill the enemy. The beginning cine was confusing as the objectives were spelled out using the send chat effect and were obscured by the title of the scenario. I would suggest using the objectives menu to create the objectives to lessen any confusion for the player.
I thought this was a good idea and with a little more work and attention to story telling this could be a good scenario. I know that this review sounds harsh, but I am only saying what I think in order to give CONTRUCTIVE criticism. I hope that you take this review in the spirit that it is intended. I would love to see more come from you.