Make sure you have some time free and a cup of warm cocoa handy before starting this scenario.
Cold chocolate milk for me, by the litre...
My feeling? A very boring scenario (opposed to other scenarii, all enjoyable) l!!...
(I have not played all yet, I play from top to bottom)
I explain myself
1- I spent 8h30 doing what I am required to do in my job for about 20 years. Do you have fun feeling at work?
I work as technical assistance in poor and/or post/pre war countries. I am a couple of years minimum in a place (mostly Africa), and I am supposed to organize and restructure various areas, mostly at governemental levels. The BIG problem in most countries I work/worked is that, as soon as the T.A. leaves, everything collapse (reasons why are not much the point here...). An another T.A. is then hired by another Donor for redoing the job. And they leave after 6 months or 2 years, and it collapses again... and ... and ... after tens of years redoing what had been done before, you are just left with the feeling that you have a leaking bucket of water for crossing a desert.
This scenario just did that. You spend your time redoing what you did when you left a civilization and undoing wrong things, such as stupid workers with their HORRIBLE forts !!!, refocusing on where you were when you left, etc...
2- It does not do what it says! We are informed that we will have to take charge of the weakest faction. Wrong. At the end of the 46 turns, even if you are still the weakest faction, you are just assigned somewhere else, i.e. the faction just on top of you. VERY frustrating when you try to recover a weak faction and want to have a strategy that makes senses.
3- Agressive civilization? Not really. as you are already at war with the other team, I am afraid the agressivity factor is gone. They (both team) do not attack more than usual, and it is not much destabilized, and I now regrets Perpentach in another scenario when we were always on the edge. Here, everything is way to predicable and annoying. Built, then go to another place, and build, then do the same somewhere else if you are lucky and/or rebuild, etc... Meanwhile, as you are making a round table with your civs, you necessarily end up surrounding the other team, and everything becomes long and predictable. You just have to do all the micromanagement job and be patient
4- Too much micromanagement in this game due to points 1 and 2.
5- Way too much Mithril and Gunpowder! I think evryone can get some. pointless. 1 resource was enough, and if possible placed in a common area between civilizations...
6- Lanum is way too well protected, with way too much potential land, and incredibly lazy for doing any sea invasion. They are also sure that they will never be invaded.
My suggestions:
1- Exchange the starting position between Delcius and xxx (in orange). For avoiding the logical surrounding position and watch your back somehow. Why not on the large island east of Lanum? 2 teams are then even concerning the sea access.
2- Add a non playing Perpentach (on an island surrounded by ice?), and have him deciding the number of turns you have got, randomized from 20 to 100. You need to have won the scenario where he decides of who is at war. Have him also sometimes and randomly taking his toll for his work, such as money (random amount or %), or research points, or even units!
3- kill all workers who even think about building a fort! (seriously, how come there is no patch stopping them from building this when automated, i.e. when monitored by another civilization?). If a fort is built, the worker dies.
4- start the game with "end of winter". it sounds logical with the storyline I guess...
5- 1 mithril placed in the center/center-north of the map, 1 gunpowder placed in an island south east of the mainland (for being half way between lanum and the orange civ, if the orange civ is switched with decius)
6- The island just south of Lanum should have a narrow connection with the mainland with
7- Gartuk, Aulric's capital, should be surrounded by a lake (or mountains), with access through 1 cell. Gartuk should also be a 3 squares city. Afterall, it is a main goal with their guarding dragon...
8- If the lanum/bannor/... team becomes globally stronger that the Ilian team, then the Dragon is awaken, i.e. gets the right to move... and destroy...
9- bring in Acheron, the mother of all dragons! And put him right where mithril and/or gunpowder is (c.f. sugg 5)! After all, the Illians can have attracted Acheron with their Dragon spell!...
Concerning the story line, it is
great (as usual), and the only good moment I had with this scenario is when I red the final story...