6 out of 10, and even then it seems a stretch that it scored so highly.
http://www.eurogamer.net/article.php?article_id=61124
http://www.eurogamer.net/article.php?article_id=61124
Talking of broken, it's time to talk about the combat. Running with the Good/Evil theme, your behaviour defines your alignment, and hence the way you play. Needlessly kill your people, and you're a mean god. Look after them well, and don't drop rocks on their houses, and you're lovely. This also extends to how you go about taking over each island. The angel imp insists that there's no need to go to war, the demon encouraging such violent behaviour enthusiastically. Create an army, and you can march them off to a neutral or enemy town, fight the locals if necessary, and then surround the central hub and take it over. This process is supposed to speed up when there are more men in your army, and when the town's defences are weaker. No evidence of this was apparent. In fact, when one platoon of 75 was reduced to a single solitary soldier by the enemy's Creature, the process continued at the same pace. Enemy platoons appear to work like those battery-driven toy cars you used to get that drove until they hit a wall, turned, and drove off in another direction. Should they stumble upon your army, they might fight it, or they might run about in confused circles. Should there happen to be something so enormously complex as a wall between your army and theirs, then they'll stand there, staring, dreaming crazy AI dreams of what must be on the other side.