I don't have a problem with the scenario's length. It's also a great story line.
Problem I have it's the surrounding features:
- You get a city in each map, but it serves zero purpose other to perpetuate your research.
- Your research tree is the same for all three maps. No new techs can be obtained, so your city just gets to rebuils itself three boring times.
- Since no new research is added, you can just reseach everything while on map 1 and than ignore your city for the rest of the scenario.
- Combat's are WAY too easy in the scenario. There should have been a way to change the difficulty upon entering the scenario.
- There should be a way to deny heroes joining your group. As is, as soon as you bump into one of them, they join you....you have no choice.
- There should be a way to get rid of heroes you don't want in your party anymore.
- There should have been more cycling of heroes throughout each map. I really liked it that one hero left the party at the end of map one (I won't say which one to avoid spoilers)...there should be been more of that.
- Netural cities needed to have more unique items for sale....not just all the mundane stuff that you'll never want to buy anyways.
- There should have been more secret areas on the maps. More eastereggs too.
- You should of had to conquer enemy cities along the way at some point, fighting those siege works.
Overall, so many aspects of tha sandbox mode that could have and easily should have been included into the campaign, but weren't.
As is, it's a tutorial for 'how to build a hero'.
I really hope and wish that the individual responsible for the storyline of the campaign has been hired on to write up storylines for each of the sovereigns in the sandbox mode. The stories can be attached into the RPG victory conditions, needing to complete them before the Master Quest can be started.