OK, having played through to victory here are my final bits of feedback to both aid the upgrade and inform others on this scenario. This summarises my other feedback reports:
Overall:
- The gameplay is well balanced, excellently so I would say, and on a par with the official Conquests scenarios.
- This is very much an easy download and go scenario. For an idiot like me it was very easy to get going on it, unlike many other scenarios out there.
- Both the level and accuracy of historical detail as well as the use of varied and original artwork are equally impressive. Special mention needs to go to the great leaderheads and the write ups that do exist in the Pedia.
- Conceptually this is very well thought out (as one would expect from the bringer of 'Escape from Zombie Island'!). For example: Seamonsters appearing and swallowing boats and contents whole, the honest inclusion of treasures/bounties from Slave resource based improvements, Drinking Halls to keep your Champions and Ulfserker warriors happy, Meltdowns from unhappy Beserkers in Beserker Quarters, Beserkers as nukes!, Resources like 'Pictish Allies' allowing units to be built all bring greater historical accuracy to the piece and make for good gameplay.
- The dynamics of the competition are challenging but not overawing. The AI on a player's usual difficulty level can be treacherous and dangerous with HORDES of units (see below for more on AI). The geography and amount of rival civs (17 in total) make it VERY hard to achieve a Conq/Dom victory. It is possible though, albeit with dramatic alterations in a player's strategy. In this sense it is once again on a par with the official scenarios.
Weaknesses (which I understand are to be addressed in the upgrade):
- There is/was a bug relating to Bloodoaths and diplomacy. The advance is meant to enable diplomats but at present it doesn't. This is easily rectified by a user themselves and once done the game plays even better.
- The AI fails to use it's cool Viking navy well (does it ever?). It fails to use the special Beserker Units and also the Raider units' hidden nationality ability to steal workers, attack during peace and pillage resources. Again, what's new?
- As with most scenarios there is a bit of an impasse with the late game techs. 'Assimilation' brings about lesser military abilities, which is realistic but turns a player to 0% research and never moving beyond, kind of realistic in itself but not strictly great for gameplay. 'Industrialisation' seems to be misplaced here, and having railroads and radar towers in the 7th century is an uncharacteristic deviation from accuracy. Also with techs, it seems easy to research just one tech (Word Fame) and simply trade it for all other techs with other Vikings.
- The Pedia, although hilarious and historically insightful in places, does have many omissions and errors. This can be misleading for the first game and continues to frustrate until a player learns the units' abilities and the significance of resources/luxuries.
[Note, these pedia points include: The advances 'Bloodoaths' and 'Assimilation' in particular, radar towers, resources/luxuries, HN of units such as Longboats, the difference between workers and thralls and others I haven't noticed]
Weaknesses based on personal taste:
- Beserkers are overpowered as nukes. This is a matter of taste. I personally don't like nuking in regular games so find this a weakness. Others probably wouldn't. This is of course easy for a player to change at will.
- As mentioned already, there only seems to be one viable victory condition - that from Victory Points. There is a specific way a player must go about their game to achieve a dom/conq victory but it's possible. I don't see this as a major weakness.
Other notes:
AI Strategy: Owing to the geography of this scenario the AI is forced to simply march MASSES of troops in multiple SoDs. Of course it still uses them poorly (attacking easy troops in the open rather than taking cities) but it's enough to cause a player trouble. I was forced to make a sneak attack on a local leader to secure a VPL before anyone else and the AI remembered it. My sneak attack set a precedent which the AI gladly followed with terrifying shows of troops.
AI and Navy: AI Vikings never once bombarded with their boats; leaving improvements, land and naval units unharmed. They used them just as transporters. They DO make direct attacks on already weakened naval units though. The AI does stack its naval units and this makes it hard dealing with its naval campaigns.
Champions: Are meant to have Stealth Attack but I've tested it and they don't do it. An attack on a city with a local leader in it still left me attacking a pitchforkman. Easily rectified by a player.
King Units: Are simply good units but do get eclipsed by other units later in the game. Taking out or losing a king doesn't have as major impact on the game as one would expect. This encourages a player to use their King but I'd prefer more reward for killing a King.
Minor details: The Beer luxury icon doesn't appear in the city screen / Not clear what Assimilation does for you from the Pedia / Artwork for radar towers and railroads needs to be changed / I still believe giving dragon boats a bombardment range of 2 squares is better / Slaves seem to sit between a luxury and a resource, they allow bounty improvements like those from luxuries (flax, furs) but are registered as strategic resources in the city screen / It's not possible to register a victory in the Hall of Fame, which is asking a lot but would be nice!
Overall though this is one smooth playing, well thought out, highly immersive scenario. Many thanks and all the best for the upgrade! 