Middle age, Italy , about 1000 ac.
Posted on 07/23/02 @ 12:00 AM
You are in control of the town of Venice. Your expansion will depend on your trading fleet and on your abilities to establish colonies and trading posts on mediterranean coasts.
Your enemies will be the other trading town of Genoa, Pisa and Amalfi, along with Byzantinian and Ottoman empire.
- random event (more than 15)
- trading system !
- colonies conquest/management
- victory point system
- naval attrition/maintenance
- big mediterranean map
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Posted on 07/29/02 @ 12:00 AM
Playability 4: This scenario is a joy to play. One thing is you need to go along with it a bit eg. I built a temple in Venice, stuck a gate in the wall and virtually won the game with earthquakes so thats why it gets a 4.
Creativity 5: This scenario is stuffed with new features trade sticks out as the biggest and best (and most complicated to make probably) their is also Colonies to rule, Ships to pay for (also the ships get damaged when out at sea). Then there are the Events some are good but most are bad, i won't ruin it by describing them all.
Map Design 5: Not the most stunning map i've ever seen, but it fits the gameplay superbly and doesn't look bad either.
Story/Inst 4: Well the story is straight out of the History books so what can i say. The Instructions are good they cover everything you will need to know to play (that doesn't mean you might not need a few goes to get the hang of it though)
Well Done Von Bert!
Wow, what a different concept. Hard to describe, but its a definant download.
Posted on 07/29/02 @ 12:00 AM
Playability: Can be a bit confusing, but eventually u will get it. Unlike the previous rater, i did not win this scenario after 2 attempts, but the fact i changed it to hard may be part of it. I may have to try that earthquake trick :), anyhow, one question i have is, each time i was defeated by a computer player, his castle kept growing, but i had a hard time seeing why?? like the green pisa won, and when i looked about, he didnt really have control over any of the trading ports, etc. so what gives with that. Plus as i added ports to my kingdom, my castle still stayed real small. so this part was frustrating. im sure i am missing somthing, thats why i still scored this a 4
creativity- outstanding, many new features, well thought out and well executed
Map- i agree with the previous, there are better, but still it fits the scenario very well
story- indepth instructions, history, etc
Posted on 09/26/02 @ 12:00 AM
Playability:Great,I loved the part with trading and the pirates,totally awesome.
Creativity:Cool Idea, and awesomely made.
Map Design:Not exactly fantastic, good,but a bigger map could do it and gates for the other countries,because I just made gate(on the west side) and smothered the other civs with earthquakes.Make the Map bigger so you have like a city, countryside and then the other cities from the enemies.
Story:I knew the whole time what to do.
Download's this immediately,it's awesome.
This was the most innovative scenario I've
Posted on 11/12/02 @ 12:00 AM
played! One tiny little minor improvement
might be that when each game year changes or
other notices like that, that the game does
not freeze up. This would result in no interruptions while playing.
You seem to understand game balance Von Bert.
[Edited on 11/26/05 @ 10:37 AM]
something that needs to be fixed is the size of italy...10 times bigger with the rest of the map basicly the same size sounds good but dunno how you would do that...
Posted on 11/23/02 @ 12:00 AM
and 3-4 super galleys between where the AI's transports come out into the main ocean just kills there trade...combined with killing there citys with earthquakes hard to lose...
[Edited on 11/26/05 @ 10:37 AM]
Posted on 11/24/05 @ 12:40 AM
Venice is an amazing trading scenario that displays the power of the EE editor to its fullest. This highly economic and strategic gameplay could quite well be the basis for making a full game. It is a great find and no doubt one of the best scenarios available here.
The gameplay is based on trading with boats - the transport ships become the equivalent of the trade cogs and merchant ships of the Age of Empires series, as well as serving their original purpose. The trading system is far more developed though - the ships carry an actual cargo which is deposited in the dock you deliver the goods to, even with a neat 'goods delivered' sound. The price you receive for the goods is not static though - it changes based on the global supply in real time based on the total market supply.
The objective is to be the most prosperous nation, which is shared with all the other players. You can monitor your prosperity and that of your competition in the lower left, an area which shows the market prices as well with an easy to follow interface where the activities of each player count towards the supply in the global market. My only complaint here is that there is no exact measure of your progress, just a graphical scale representation, but this is does leave a bit of mystery to the process.
When I wasn't able to make any new units despite having the resources, I thought it was a bug at first, but this is actually one of the scenario's many features - you can no longer build when you have negative resources (i.e. a debt).
There are so many other aspects to the gameplay - one thing that was very cool was the ability to capture enemy transports when they are on fire - you even get any booty on board the ship, such as one occasion where I got 5 Macemen which I used to gain another colony.
This complex scenario is basically bug-free, an incredible achievement.
The first time I played the scenario I struggled with the new gameplay, and got heavily in debt. After I slowly managed to get towards paying the debt off my opponent won. The second play took me only 36 minutes to clean up. I'll definitely be playing this one again.
Outstanding - Four difficulty levels, this is a highly strategic and challenging level that supports all skill levels.
One of a kind - the highly unusual idea of an almost entirely trade based scenario succeeds brilliantly, nailing all areas. The large variety of objectives and elements that make up the gameplay are all highly original, while the gameplay itself is like playing a whole new game.
Map Design: 5
Delicate and subtle, using sparse but skillfully placed eye candy, and well blended and realistic Mediterranean terrains. From the beaches of Italy to the desert of Africa, it is a beautiful piece of work. The distance of the docks from your home was a factor in the prices you got for goods, one of the many aspects that made the construction of the map outstanding.
Right from the minute you see the instruction map the quality is high. The instructions however are complex and difficult to grasp at first. The scenario is very unique and complex, so you must invest some time coming to grips with it, and keep rereading until you understand. The instructions and hints are laid out nicely, with well chosen sections. The author is Italian, and the different translations of some in-game terms adds a little confusion, but the standard is very high for someone whose first language is not English, and I had no problem working it all out.
The in-game instructions and interface is masterful, something to study closely to see how the often clumsy in-game instructions can be made to work perfectly. One thing to note is that it uses no instructions, history or hints updates, but rather relies on a very innovative method of using the floated and often changing in-game names to explain for example how to order new goods or the price level of the market. The sounds and cinematic scenes add a lot of class. The purchase of new goods and arrival of a new year both used cinematics, and were highly unobtrusive, giving you time to take stock of the updates while the game slowed to super slow motion.
There wasn't a particular focus on story of characters, though it did have both. The gameplay was fairly constant with few story related messages, though there seem to be some interesting random events which I may see when I play another time.
As well as being a great scenario to play, this is like a text book for interface building and trade based scenario design. I hope to make a trade scenario as the first part of a campaign myself one day, and have had doubts about the playability side of it, but this scenario proves it can be done, and shows exactly how.
-This review was originally posted by Slik for the duplicate of this scenario, but since it has been removed I moved my review here, and added his with an this old account-
Posted on 11/25/05 @ 09:59 PM
I thoroughly enjoyed playing this. You took over a little port on a map full of colonies. You would trade, build your fleet and earn cash for your little republic
I found it very balanced as your enemies have the exact same conditions as you and how you can select the difficulty level
I haven’t really seen this genre done before. Therefore it earns a 5.
Map Design: 5
Almost exactly like the Mediterranean. Looks like it on your minimap.
Complete. Told me what to do and how to complete my tasks and what was to come. Good background too
Posted on 05/01/06 @ 05:23 PM
Excellent! The Scenario for me started out rather chaotic due to its completley new nature, but after about 5 minutes I got ahold of it and loved it from start to finish.
Excellent Balance, the other players provided stiff market competitions, as well as the Pirates that I encountered which really annoyed me, even though I took care of them with my relatively small fleet
Simply genius. No doubt about it, the idea followed by the execution of your idea was simply amazing.
Map Design: 4.5
Excellent as well, but not perfect. It suited the game as best it could but a few little extra spices wouldn't kill too many things
A little tough for me to understand at first couple glances but when the game got started and I had a vague idea of it the Instructions and hints were better then gold mines to reference different things.
Must download it. A sequal would be nice, and if you could somehow make it a bit longer maybe? I would edit it myuself but im too scared to mess up such a beatiful scenario as this one.
Hello guys !
Posted on 06/16/06 @ 08:55 AM
After 3 years, i come back on this site.. as i remembered that i did a scenario once.. long ago..
well.. im deeply touched !!!
thank you to all of you that downloaded an played this scenario (my 1st and only one for this game)
and thank you to thos who left their precious and touching comments.
ah.. my pc is too old to play the new EEH2.. maybe i shoud change it.. and see how it work with the new editor ? ;)
I remember i had a couple of other scenario..under "construction"..
mmhh "little big horn".. and "ben hur"..
somebody interested ? :D
anyway.. my next work will be for a CIV2 scenario.. ( yes.. u red well CIV2 ! the greatest game ever.. :p )
but i still remember the great experience i had in use EE editor..
wow.. great !
So.. again thank you, grazie to anybody !
aka Von Bert
Posted on 08/14/07 @ 12:14 AM
I loved it! I played it around 6 times once for all of the difficulty settings.....
But sadly the game was too easy after you get the hang of it, i beat Emperor(Hardest setting) in about 7 years.....
All i can say is amazing....
Very inovative....Nice trigger work, very nice....but none of the random events ever happen to me when i play...
Map Design: 4.5
Good...but not the most beautiful ive seen...Very well fit for the scenario, just think there could have been a bit more detail.
Good Instructions, after i got the hang of it the scenario became easy.
I LOVE this scenario, very inovative...I would like more scenarios like this....
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