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Hendrik the Great
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Good old Germany!
Oct 1999 time: 06:13
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May we start now? Or should I wait until tomorrow?
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Paul Hanson
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Dilbert
Aug 1999 time: 05:13
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Good question.
Oh what the hell Hendrik, let`s give our opinions now! It`s Thursday night for us!
Overall, a good scenario. The artwork is original, if not a collection of masterpieces, but good nonetheless. The terrain is also especially good. The way that plains are used to represent areas near the desert gives a good impression of the actual terrain of said areas, and it looks good. The mountains are also very nice.
Playability was not quite as good, in my opinion. I got fed up of the scenario fairly early on because there was so little happening. A few more events would have spiced it up somewhat. It perhaps would also have done better to start at a later date than it did, because the interesting bits (Belisarius` campaigns, the revolt in Constantinople) don`t happen until quite late in the scenario. And the "The garrison at .... has switched sides" events early on do get a little bit annoying, but thankfully stop after a couple of turns.
The unit stats were good. Each unit had a purpose, and although not pointed out, were quite obvious (Limitanei for defense, Cataphracts for attacking out in the field, Comitatenses for attacking cities etc.) and this was one of it`s strong points, in my opinion. Unfortunately, and this is no fault of the author`s, but the AI wasn`t particularly good at using them effectively.
Overall, a pretty decent scenario, but one that does need some ironing out. Perhaps a slightly later starting date would help.
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techumseh
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of the frozen North.
Apr 1999 time: 22:13
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I thought Justinian was one of the most interesting little scenarios in a while. The AI really seems to work better on a smaller map. The tech tree and events together create key historical events very well. The author has done an excellent job of recreating the barbarian invasions which overwhelmed the Western Empire, using the original starting positions of the Romans and barbarians. The result of the invasions is also very historical, regardless of which civs are run by the AI. So it seems to be a good game regardless of which civ you pick.
I played 2 games, one as the Goths and one as the West Romans. In both cases, heavy cavalry was the key to (marginal) victory. As the Goths, I attacked in the west first, capturing Italy , southern Gaul and southern Spain. I then got into a drawn out war with the Huns in the east. Only gradualy did I get the upper hand by building noblehorsemen (heavy cavalry), the only reliable unit for successful attacks. At the end I had pushed the Huns back and captured the lower Volga and Caucusus regions. I had 9 points for a marginal victory.
In the second game as the West Romans, I traded space for time, giving up all of Gaul and part of northern Spain. In Italy, I managed to stop the barbarians from taking Ravenna and Rome. In Britain, I held London for half the game and managed to hold Isca against the Franks. I lost North Africa after the events driven invasion by the Vandals. By switching most of my production to Cataphracts, I was able to reconquer all of Gaul and north Italy as well as recapture London. In the last turn I made an amphibious attack to recapture Carthage, thus winning a second marginal victory.
I found both games to be fun and challenging. Justinian has very good historical accuracy, and seems to make a good game regardless of which civ you play.
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Stefan Härtel
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Eddie's best friend
Jul 1999 time: 06:13
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I liked the scenario very much. I thought the artwork is very good, for it was entirely made for this scenario. It plays well, is a lot of fun (which is the basic intention of scenarios) and pretty well-balanced.
I played it as the Persians (surprise), East Romans and Vandals, and found the Vandals, to my own surprise, the most fun to play. I had little problems wiping out the West Romans (which occured around 441).
It seems to be quite to very accurate. Although it is annoying, I found it pretty good that Roma starved off, and many cities went into revolts, as it occured in reality.
The limited amount of city improvements and units however makes it a little boring. Very soon I found out that I should build only Noble horsemen, and so I did, as I had very much money very early. I conquered territories (such as Alexandria, Caralis or Pelusium) which were beyond of the wildest dreams of the Vandals way before 476.
So, my final notes:
-The scenario is a lot of fun to play and very well-done
-The care put into it, as well as the not-so low basis of new ideas on this small map is astonishing, I think we can all still learn from it
-It is, however very easy. You can keep a very good overview of everything, which results in that you know exactly what to build and what not.
Oh yeah: I put that smiley face up there 'cause I'm happy that I played such a great scenario!
I'll look for a good one till Thursday.
------------------
Follow the masses!
30,000 lemmings can't be wrong.
We who grew up tall and proud
In the shadow of the mushroom cloud
Convinced our voices can't be heard
We just want to scream it louder and louder:
"What the hell are we fighting for?"
"Just surrender and it won't hurt at all"
-Brian May (Queen)
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RobRoy
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I think I may've had a higher opinion of this scenario than the regular posters, here.
There are a couple of fairly innovative things that really make the game unique and enhance playability: weak defensive values; weak city walls; and switching garrisons. Together, I think these really help the capture the flow and flavor of the period. I suspect most players found that they had to play a bit differently than they were used to, as a result.
The East Romans (the recommended player) were, unfortunately, less entertaining than most of the other civs, who either had the fun of being able to engage in serious conquering right away (Visigoths, Franks, Vandals), or the extreme challenge of immediately fighting for your life at tough odds (West Romans). All of the major barbarians though (Visgoths, Franks, Vandals), but especially the Franks appeared a bit too easy - of course they were not recommended.
So, in the end, I also spent most of my efforts as the West Romans. I focused on Britain rather than Italy (losing most of that for a time), since I found I could make Britain a more secure base. Despite the Saxons superior ships, the AI is hopelessly incapable of prosecuting a successful naval war. As Kull intimated, the key to success as the West Romans is having diplomats available to lead your counterattacks (preferably on boats) and lots of money (hmm...actually sounds kinda historical, doesn't it?). Sell off improvement and have dips available by turn 2, especially if you want to keep Britain.
The small map appeared to work well, despite my overwhelming personal preference for huge maps. I managed to play several games most of the way through, and I'm sure that was due to the smaller map.
A few reactions to Hendriks's comments:
- In a two-year period, even pure barbarian cavalry could successfully beseige all but the strongest fortified positions; after all, they did. Generally, only strong fortified positions with coastal supply were able to maintain themselves once the germans got control of the hinterland (and in the game these cities are incredibly vulnerable to counterattacks and bribe-backs). So I think its appropriately consistent for cavalry to the ignore city walls also, both historically and from a game play perspective. A pity CivII doesn't have two or three shades of city walls, though...maybe in CivIII.
- Ships making shore bombardment - I guess I never really thought of it as shore bombardment for these types of vessels, but rather as the marine contingent (or even sailors) that could often land by surprise and defeat garrisons in ports and harbors. This was fairly common in ancient naval warfare, but the "navy" couldn't really hope to control the entire city or its environs for any length of time without significantly larger forces (represented in my mind by an accompanying/occupying land unit).
- More forests - would certainly be more historical, particularly in central, eastern Europe, but it'd probably affect game-play poorly; swamps might be more appropriate, and would let the owning player (theorectically) turn the areas into grassland versus plains. France is probably okay...it was one of the most productive pieces of the empire until this round of invasions. Some event-driven way to show the reversion to forests/swamps in Gaul after the "barbarians" took over would be interesting (e.g., ChangeTerrain after Lutetia is conquered), but since it was so gradual, it might be unfair to change it before an counterattack could be mounted. CivII also doesn't really allow the representation of an overpopulated, but undercultivated region like central Europe supposedly was at this time.
- Stronger Byzantine defenders - I kinda like the fact that the western and eastern units are virtually identical. That's probably reasonably historical. But some way to represent the Byzantines success at defending themselves would be nice. I notice Trapezus in on a hill. This works well. Maybe just adding some hills/river to key cities like Constantinople, Ancyra, Thesolonika? On the other hand, though, from a game balance perspective, I thought the East was already little too easy (compared to playing the west, at least), once you got used to the fact that you really needed to think a bit differently and engage in an offensive defense of your turf.
By the way, Hendrik, I noticed you had been talking about a late Byzantine scenario, and I was looking forward to playing that. Has it been shelved?
For the designer, one possible bug - Theodosius' Code (The Republic). I'm confused why this slot is used. If the intention is to allow the Byzantine player a one-time option to switch to Republic, it didn't work for me. What it did do was allow me (as the Franks) to steal Theodosius Code, and get a one-time option to change to Republic. I'm not sure how useful this would be, or how historical (I guess I could probably argue either way on that), but more importantly, I wonder if it's the designer's intent to allow this option. The next time I play, I plan to do the West Romans again, again trying to focus on Britain, but this time, I'll try to focus even more on ships, caravans, dips and money, and see if I can steal and become a Republic (and if I can win that way). "Valentinian the Great, Restorer of the Republic"?
This Scenario of the Week idea is great. IMHO, though, you guys might be better off if you truly do it weekly, to maintain your momentum. You risk losing steam/interest if it's bi-weekly. I would think people could be posting on/debating this one, while playing the new one. Certainly my interest would be maintained.
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RobRoy
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Stefan,
It's your call, but I'd say tonight would be preferable to tomorrow night, since it gives people with weekend time more opportunity to play.
But we should probably get more consensus, particularly from Techumseh, as to whether this is really the "Scenario of the week" or the "Scenario of the Fortnight". I assume there was some reason two weeks was originally suggested.
By the way, if we follow up on the excellent idea of producing (one? several?) SL reveiws for these scenarios, who has the responsibility of synthesizing comments and actually producing a review(s)? The person who picked for that week? Someone else, like the person who picked last week (since the picker probably has some pre-existing opinion on the scenario, whether or not that's desirable)? Should we be provding numeric rating input for the reviewers consideration, besides comments and should we be gearing our comments toward a review/critique? Or should each individual consider doing a review? Or is the whole review idea going to constrain comments in a certain direction? Frankly I thought it was kinda interesting to see short recounts of games, pointers, etc., and I'd hate to see those disappear if this continues.
Hendrik, looking forward to your scenario. I'll be sure to pay particular attention to how navies/marines work Feel free to e:mail the scenario if you need a fresh playtester.
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Hendrik the Great
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Good old Germany!
Oct 1999 time: 06:13
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As Kull said doing a Review for the ScenarioLeague is a good idea, however, should not be a necessity. If anyone wants to write a review about a scenario we have discussed that should be the personal matter of that individual.
One week two weeks? I have been thinking about that one and I must say I had not considered the avantages and disadvantages entirely. I have changed my opinion on this one now...
It is better as it is now I think. If in the future we notice that it is not working as well as we thought we can still change to one week rounds. It has worked the first time...
On something else:
What are we going to do about all the things we discussed? I mean if we are not going to write a review as part of this. We can't just let the points we brought up disapear into Oblivion again.
I suggest we might want to put the discussions we had about a scenario on a website for everyone to look at so people can make their own judgement about the scenario after seeing the opinions we had. If someone wants to write a review about the scenario then it is still possible and we wont be getting into each others way when discussing or reviewing.
Also it would be a nice thing to have I think.
What do you think?
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Hendrik the Great
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Good old Germany!
Oct 1999 time: 06:13
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It's good to see that you appreciate what has been discussed here!
It is a well made scenario. Especially the new Graphics do look very good and they fit together quite well.
Keep on your good work!
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RobRoy
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So it sounds like the consensus favors continuing it bi-weekly, as planned. I'll look forward to Stefan's selection (Thursday, I gather). Hope I didn't stir things up too much.
Gothmog,
Do I recognize your name from some multi-player games last year? Have you tried this scenario multi-player?
If you are going to do an update, I wouldn't worry too much about the Theodoius Code (The Republic) tech slot. I actually think it could add a bit of potential spice to the game, even if that wasn't your intention. While it is extremely unlikely that a player will be able to steal it from the Byzantines, at a convenient time, and have both the desire and ability to prosecute wars in your environment as a Republic, it might be fun. I was just curious about your intentions - if you intended to leave that option open to the non-Byzantine players, but closed to the Byzantine, or vice-versa.
If you do modify the scenario, though, I would encourage you to review ship strengths. I like the ability of warships to engage in "shore bombardment", (I never really consider it an artillery barrage, when dealing with ancient units). But without Coastal Fortresses, and against fairly weak defensive units, both the Roman and the Saxon ships are a little too strong, IMHO, in the hands of human players. I don't know whether making them a bit weaker would handicap an AI playing those civs, though. If you decide to disallow Shore Bombardment, you might want to add more marine-type units, as Hendrik suggests. But I don't know whether/how you'd want to modify ship costs or consider unit maintenance issues.
This scenario appears to be fairly recent, I notice. Are you working on any others, that you'd care to share with us?
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