The historical information is in the invasion, once you play it.
Siroth is under a civil war. King Banray, the king, rules the country. He is a dictator, and gives mercy to no one. You and other men come together, and rebel against this tyrany brought on you by Banray. You have been pushed back to a small valley, where you have built small fortications. Here, build materials to make a new castle farther inland. Defend your castle while preparing to make for a new one.
Have fun with it, contact me for problems with it.
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Plays okay, but there is an od occurence when I played. Started out with four goals , but then while playing the game, I went to check on the goals, and there weren't but two, totally different from the originals! Also, this map is way too difficult for a normal rating. I had trouble with the invasions on easy.
The balance of goals and invasions is okay (despite the above-mentioned oddity, although the invasions are a little heavy.
Map Design: 3
Need to work on your design skills a little. The hills and terrain shifts need a little smoothing out, and your resource areas are a little heavy. Just need to liven things up a little and practice your map skills.
In map story is fine, but the description page is a little bare and needs some work.
Playability: 2. Pretty average and not very difficult, even on very hard setting. Playability suffers because of the long circuitous route the enemy must take, stringing them out single file and making for ripe pickings. Economic goals are fairly high (and doubled on very hard), but actually easy to achieve because of relatively close, easily guarded, and plentiful resources. Bad things are also available to increase production to 150%. It might have been more interesting to make the resource goals more difficult to reach. On very hard setting, while many troops did attack immediately, some held back for long periods of time. The AI may act differently on normal setting or facing a smaller economy.
There is a bug in the scripting which, while not seriously affecting play, does not reflect the authors intent. It appears the author wanted to have six goods acquired goals: wood planks, stone blocks, spears, bows, pikes, and metal armor. The editor supports a maximum of four so the author put in two win events, the first with four goals: wood planks, stone blocks, spears, and bows, and the second with pikes and metal armor. The editor only supports one win event at a time, so unfortunately, when the timeline reaches the second win event, it replaces the first one with this new second one. In the game you see your win events change when you reach the month of the second win event. Since a previous reviewer had clued me in to this problem I removed the second win event in the editor and modified the first event to wood planks, stone blocks, pikes and metal armor, and saved and played it that way, feeling it was probably closest to the authors intended goods acquired goals. I would raise this to a 3 if scripting bug is fixed.
Balance: 3. The invasions, while relatively large, are easily countered by a good buildup of cross bowmen manning strategic points. While there is some armour, so many of the attacking troops are lightweight and easily killed. It might have been more interesting to have more heavily armored invasions with multiple routes to the keep and/or you having no cross bowmen.
Creativity: 3. Average creativity. A basic build, accumulate goods and defend scenario. No scripted events to help sustain interest.
Map Design: 3. Average design. Some topographical modeling used but much unadorned grassland throughout, although it is certainly adequate for the scenario. It gives you a very large area to establish your economy. Your primary wood defenses are pre built and quite effective.
Story/Instructions: 3. Sparse, basic story line.
I would rate this an easy to normal difficulty scenario. If you are a beginning to intermediate player you may have some good challenges. A better player should own the board from start to finish even on very hard setting.