Notes on Scenario
In this scenario, victory is possible by Conquest, Domination, or on Victory Points. The only realistic option for our game is by Victory points. VP's are awarded for tech advances, unit kills, and by returning Holy Relics to Jerusalem. Each Relic is worth 10K VP, and victory comes at 35K VP, so two returned relics are the likely requirement to win the game. We will obtain these relics by beating up the Christian civs.
Units
Our UU is the familar Berzerk (6.2.1, 70 shields, amphibious), and we also have Longships (3.2.6, 50 shields, capacity of 4). We can build more 'zerks from the start, but are required to research Seafaring to be able to build more Longships.
Other units available to us include standard C3C fare (warriors, archers, spear, swords, cats, trebuchet, horseman, MDI), a few familiar units with tweaked stats (Crusaders are 4.3.1, Pikes are 2.4.1, Swiss Mercenaries are 3.5.1, Longbows are 6.1.1), and some units unique to this scenario (Assasins 5.1.1, invisible, stealth attack; Spies, 2.2.1, ATR, detect invisible; Inquisitors, 4.1.1, ATR, detect invisible). We do not appear able to build any mounted units beyond Horsemen, so it looks like a naval/infantry game for us.
Technology
There are 3(4) eras of tech in this scenario. All civs appear to start with all Ancient Age techs, so we're really only playing 3 eras. In the Viking! (2nd) era, only HBR and Castle Building (walls, river crossings) are required technologies. On the Viking tree, the research path after the entry tech is: Seafaring (Longships) --> Smithing (Blacksmith (100-shield factory)) --> Viking Sagas (Norse Saga small wonder). The Norse Saga gives +2 movement to ships, and acts as the Heroic Epic, so we'll want that ASAP.
The 2nd era also includes the Byzantine flavor tree. The entry tech is Byzantine Ingenuity confused: where have I seen that before ... ), followed by Lost Roman Secrets (aqueducts and colosseums). The later techs on that tree allow for an Intelligence Agency small wonder and a Battlefield Medicine small wonder, as well as drafting and spies. At first glance the later techs look more like "trade-fors" than things we'd want to devote time to researching. Our inital research will be slow, until we either grow or acquire more cities. Since we'll likely be running min sci anyway, the (expensive) entry tech to the Byz tree could be tempting.
The 3rd era required techs allow for Courthouses, catapults, MDI, and the Bayeux Tapestry wonder (Sun Tzu's). The Arab and Christian flavor trees appear here. The Arab tree is noteworthy as the other opportunity to get an "aqueduct tech". The Christian tree allows Crusaders (which I think we can build), Monasteries (libraries), and Manor houses (+50% taxes). The Christian tree also contains a pair of Great Wonders.
The final tech era contains no flavors, as all techs are required and researchable by all.
Of note is that no unit has a defense >2 until the Crusader. Not until the final tech era is there a unit with a defense of 4, so Berzerks will have a long useful life.
First question for the team: We will have to research the entry tech to at least 1 non-Viking tree. The Byzantine tree has the smallest benefits to us, really only aqueducts and Colosseums, but the entry tech can be the first tech we research. Since we are likely to run min-sci on our first research, we can research the high-cost entry tech essentially for free (relative to a non-entry tech). Do we want to do this, or should we head up the Viking tree to get to Blacksmiths ASAP? Should we save our entry-tech research for the Christian or Arab trees? Do we think we should do more than 1? It may be simpler to steal the entry tech to the Christian or Arab trees.
One note to emphasize: While we cannot trade for an entry tech, we can trade for all techs that follow. So we aren't committing ourselves to researching/stealing any more than one tech per flavor.
Wonders
There are some neat Wonders in this game, especially in the 4th era. But I don't see anything we have to bend our game plan towards, besides an early Norse Saga. Although the absurdity of building the Holy Roman Empire (TOE, Pentagon, Heroic Epic) in a Viking city is quite appealing.
Terrain
In this Scenario, Forests produce 2 food and 2 shields (equivalent to a mined BG!). So cutting down forests can be really counter-productive, unless it is imperative to get a city some irrigation. Rivers allegedly give no defensive bonus. Everything else looks normal.
Governments
We start in Monarchy, and can't change. Looks like standard issue Monarchy as far as MP and unit support is concerned.
In this scenario, victory is possible by Conquest, Domination, or on Victory Points. The only realistic option for our game is by Victory points. VP's are awarded for tech advances, unit kills, and by returning Holy Relics to Jerusalem. Each Relic is worth 10K VP, and victory comes at 35K VP, so two returned relics are the likely requirement to win the game. We will obtain these relics by beating up the Christian civs.
Units
Our UU is the familar Berzerk (6.2.1, 70 shields, amphibious), and we also have Longships (3.2.6, 50 shields, capacity of 4). We can build more 'zerks from the start, but are required to research Seafaring to be able to build more Longships.
Other units available to us include standard C3C fare (warriors, archers, spear, swords, cats, trebuchet, horseman, MDI), a few familiar units with tweaked stats (Crusaders are 4.3.1, Pikes are 2.4.1, Swiss Mercenaries are 3.5.1, Longbows are 6.1.1), and some units unique to this scenario (Assasins 5.1.1, invisible, stealth attack; Spies, 2.2.1, ATR, detect invisible; Inquisitors, 4.1.1, ATR, detect invisible). We do not appear able to build any mounted units beyond Horsemen, so it looks like a naval/infantry game for us.
Technology
There are 3(4) eras of tech in this scenario. All civs appear to start with all Ancient Age techs, so we're really only playing 3 eras. In the Viking! (2nd) era, only HBR and Castle Building (walls, river crossings) are required technologies. On the Viking tree, the research path after the entry tech is: Seafaring (Longships) --> Smithing (Blacksmith (100-shield factory)) --> Viking Sagas (Norse Saga small wonder). The Norse Saga gives +2 movement to ships, and acts as the Heroic Epic, so we'll want that ASAP.
The 2nd era also includes the Byzantine flavor tree. The entry tech is Byzantine Ingenuity confused: where have I seen that before ... ), followed by Lost Roman Secrets (aqueducts and colosseums). The later techs on that tree allow for an Intelligence Agency small wonder and a Battlefield Medicine small wonder, as well as drafting and spies. At first glance the later techs look more like "trade-fors" than things we'd want to devote time to researching. Our inital research will be slow, until we either grow or acquire more cities. Since we'll likely be running min sci anyway, the (expensive) entry tech to the Byz tree could be tempting.
The 3rd era required techs allow for Courthouses, catapults, MDI, and the Bayeux Tapestry wonder (Sun Tzu's). The Arab and Christian flavor trees appear here. The Arab tree is noteworthy as the other opportunity to get an "aqueduct tech". The Christian tree allows Crusaders (which I think we can build), Monasteries (libraries), and Manor houses (+50% taxes). The Christian tree also contains a pair of Great Wonders.
The final tech era contains no flavors, as all techs are required and researchable by all.
Of note is that no unit has a defense >2 until the Crusader. Not until the final tech era is there a unit with a defense of 4, so Berzerks will have a long useful life.
First question for the team: We will have to research the entry tech to at least 1 non-Viking tree. The Byzantine tree has the smallest benefits to us, really only aqueducts and Colosseums, but the entry tech can be the first tech we research. Since we are likely to run min-sci on our first research, we can research the high-cost entry tech essentially for free (relative to a non-entry tech). Do we want to do this, or should we head up the Viking tree to get to Blacksmiths ASAP? Should we save our entry-tech research for the Christian or Arab trees? Do we think we should do more than 1? It may be simpler to steal the entry tech to the Christian or Arab trees.
One note to emphasize: While we cannot trade for an entry tech, we can trade for all techs that follow. So we aren't committing ourselves to researching/stealing any more than one tech per flavor.
Wonders
There are some neat Wonders in this game, especially in the 4th era. But I don't see anything we have to bend our game plan towards, besides an early Norse Saga. Although the absurdity of building the Holy Roman Empire (TOE, Pentagon, Heroic Epic) in a Viking city is quite appealing.
Terrain
In this Scenario, Forests produce 2 food and 2 shields (equivalent to a mined BG!). So cutting down forests can be really counter-productive, unless it is imperative to get a city some irrigation. Rivers allegedly give no defensive bonus. Everything else looks normal.
Governments
We start in Monarchy, and can't change. Looks like standard issue Monarchy as far as MP and unit support is concerned.