Here's my initial notes and observations on AE Drew. I've played up to the 250's, so there's plenty more to come.
Firstly, it's a splendid scenario. It's always great to play a scenario where your civ starts small and you develop a vast empire; this one has that feel coupled with plenty of nice historical touches in terms of the events. By and large the gameplay mechanics are excellent. Liking the high unit moves, generation of plenty of units by building a legion, and the AI seems to be tough and a real threat. I've lost cities to counterattacking Celts and Epirote forces which was a paradoxically nice surprise given that most scenarios allow the player to steamroller the opposing civs relatively easily. I'm way behind schedule compared with the real expansion of the Roman Empire. I don't see that as a problem, but rather a challenge to play again with a better strategy for expansion.
There are a few issues I've noted down during play:
- The trade advisor does not work
- Some cities, including Rome are missing their usual traded goods supply/demand info
- The slinger unit generated after capturing a city is too tough; I've lost Hastati to them, and they're impervious to cavalry attacks. The latter are fairly useless attacking conventional units, which is as it should be for cavalry verses organised heavy infantry, but they would be rendered of some use if they were able to mop up fleeing civilians. I've halved the slinger att/def stats in my play-through.
- geeky historical stuff: Hypaspists were replaced in Successor armies by Argyraspides. Gaul warrior should be Gallic warrior
- The AI has been mis-using Pyrrus' elephants as invincible city defenders, which is most annoying! Please consider either changing their role in rules or de-buffing their defence stats.
- The fortress unit is too week: It's annoying to spend a huge number of turns or disbanded slaves to build one only to have it immediately destroyed by the first half-naked Celtic chappie who toddles up and attacks. Don't mind losing them to a concerted attack by several units, but it shouldn't be one-shotted by a single unit.
Overall excellent job; I'm really enjoying the scenario, and I'll report back as my game progresses.
Firstly, it's a splendid scenario. It's always great to play a scenario where your civ starts small and you develop a vast empire; this one has that feel coupled with plenty of nice historical touches in terms of the events. By and large the gameplay mechanics are excellent. Liking the high unit moves, generation of plenty of units by building a legion, and the AI seems to be tough and a real threat. I've lost cities to counterattacking Celts and Epirote forces which was a paradoxically nice surprise given that most scenarios allow the player to steamroller the opposing civs relatively easily. I'm way behind schedule compared with the real expansion of the Roman Empire. I don't see that as a problem, but rather a challenge to play again with a better strategy for expansion.
There are a few issues I've noted down during play:
- The trade advisor does not work
- Some cities, including Rome are missing their usual traded goods supply/demand info
- The slinger unit generated after capturing a city is too tough; I've lost Hastati to them, and they're impervious to cavalry attacks. The latter are fairly useless attacking conventional units, which is as it should be for cavalry verses organised heavy infantry, but they would be rendered of some use if they were able to mop up fleeing civilians. I've halved the slinger att/def stats in my play-through.
- geeky historical stuff: Hypaspists were replaced in Successor armies by Argyraspides. Gaul warrior should be Gallic warrior
- The AI has been mis-using Pyrrus' elephants as invincible city defenders, which is most annoying! Please consider either changing their role in rules or de-buffing their defence stats.
- The fortress unit is too week: It's annoying to spend a huge number of turns or disbanded slaves to build one only to have it immediately destroyed by the first half-naked Celtic chappie who toddles up and attacks. Don't mind losing them to a concerted attack by several units, but it shouldn't be one-shotted by a single unit.
Overall excellent job; I'm really enjoying the scenario, and I'll report back as my game progresses.