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La Fayette
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albi, france
Oct 2000 time: 06:29
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I have now played 'Rome' and 'ww2' many many times.
I have also played 'almost' all 'CiC' and 'FW' scenarios.
I have now started playing scenarios 'from the Community'.
Unfortunately (or let us say 'fortunately'), there are many of these; so, if someone has played a scenario and found it enjoyable or even better than that, please let me know.
What I shall do is what I did with the scenarios I played previously, namely publish my results (let us say my records, since 'all records are to be beaten', as DaveV said) and also what I liked and disliked (especially the bugs I might come by).
1) "Imperium Romanum" (by BeBro)
I played that one as the Carthaginians (all cities conquered in 126BC) and really enjoyed the first half.
The game is said to have been designed at Emperor level by the author. Well I played at deity level, as usual, and the first turns were 'tough': all cities in disorder and difficult to improve. The graphics are pretty, the tech tree is completely new and full of (nasty) surprises and the 'events' file brings a lot more nasty surprises that keep you well awake.
The only drawback is the victory condition: 'all cities conquered', and that meant 140 in my game. This makes for a long and rather boring endgame (why not stop at 100 cities for example? anyone knows that the game becomes less thrilling when one knows that one is sure to win).
Conclusion: Bravo (but please make it shorter)
2) "2194 days of war"
I played as the British and met 2 major bugs.
Bug#1: The game crashes when all techs have been discovered.
The solution has been provided to me by Field Marshall Klesh: modify rules.txt to create a new access to Future Techs (replace 'no,no ' by 'nil,nil' on the corresponding line). It works.
Bug #2: The allies (Americans and Russians) refuse to talk (and they own several objective cities).
How can one 'get tired of this boring alliance' without talking ? or how can one modify rules.txt to make them talk ?
Those bugs are a pity because the game itself is quite fun: colourful graphics, new units with special abilities, and very agressive Japs.
July 1943: I have crushed the Germans, but cannot crush my silent allies. Dommage!
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:29
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I've been playing Age of War, off and on, for the last several weeks.
Overall, I like it. The tech tree is all-new, and the tech paradigm is altered to make new techs very costly in beakers. The various civs seem to be organized in tiers of difficulty - from what I've seen the British and Germans are fairly dominant, the French and Russians seem more challenging to play, and the Italians/Spanish/Turks would be tough to play. Most of the units are relatively expensive, which makes production, or cash to rushbuy, a priority.
It's also a very long scenario - 6 turns a year and I gather it runs from 1900 to 1950 - so @ 300 turns, almost as long as a standard deity game. And unlike a normal game, you start with a 'full grown' civ of 20-50 cities. Thus, the turns can be time consuming. But if you like the idea of masses of modern armies colliding, you'll probably like this scenario (hello, Gatekeeper ).
One last thought - the game is called age of war, but the AI seems to be reluctant to go to war. I haven't been relentlessly sneak attacked, in other words (and I'm not spotless, having gone to war at the behest of my allies once or twice). Kind of realistic, in terms of how the arms races of the early 20th c. turned out. Then again, when I hit 1914... we'll see 
No bugs that I've found, so far.
Interesting use of the submarine flag to keep non-capital ships from being able to shore bombard.
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La Fayette
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albi, france
Oct 2000 time: 06:29
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I have just finished playing 'Conquest of Mexico'.
I start a new thread to give the strategy tips (since it would be a spoiler for those willing to play that scenario without tips)
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