Sureshot
Goddess
- Joined
- Feb 2, 2006
- Messages
- 3,771
All Armageddon Scenarios Download (works with 0.31 and 0.32)
I decided to make one thread for them all since I'm thinkin I'll make several. So here they are in chronological order ingamewise:
Chapter 0 : Pre-Armageddon Scenario V1.0 (download as part of the pack at top)
Description:
The lands as they were before armageddon came.
Ingame Image:
Notes:
This is a free form scenario of all the other scenarios lands in one. Any options are good, the ones set to default are geared toward the flavour of the map, but are by no means necessary.
All civilizations are playable and should be competitive.
Chapter 1 : Amurite Armageddon Scenario V1.0 Download
Description:
The Amurites have been dabbling in darker magicks, and while they claim it is for the sake of science, their neighbours disbelieve and have formed an alliance to stop them before it is too late.
As the Amurites you must hold off the alliance until you can achieve greater power. The three most immediate and obvious routes are through sorcery, priests, or a pact with Hyborem himself.
Ingame Image:
Notes:
Only Ashen Veil, the Order, and Runes are allowed and already researched. Ashen Veil will be founded in a random Amurite city, and the other two will be founded in the AI cities.
This scenario is pretty much a prequel to my Bannor Armageddon Scenario, the idea being that the Amurites were the ones to summon Hyborem into the world to defend themselves (to their dismay he will automatically declare on them) against the alliance (who attacked thinking they would do such a thing, causing that very thing).
The true to story victory of this is to switch to Hyborem and destroy everyone, including your old Amurite self.
Advice: Abandon your two front cities, you'll not have opportunity to properly defend them, and fall back to the hill cities where you can mount a more effective defense behind the safety of the forest wall.
Chapter 2 : Sheaim Armageddon Scenario V1.0 Download
Description:
The Sheaim, Balseraphs, Calabim, and Clan of Embers all vie for control of the center of the continent. Rumours of the rising power of the Infernal to the west has each wanting to be the dominant force when Hyborem's armies arrive to begin the war on the Bannor and their allies.
Be the one to dominate your 'allies' by building the Tower of Mastery so none can doubt who stands as Hyborems right hand.
Ingame Image:
Notes:
The only victory condition if Tower of Mastery.
The only religions are Ashen Veil and Octopus Overlords.
This scenario is more free form than the others, it's advanced start with a fair amount of points, peace and war are allowed, and theres many ways to achieve the victory condition, and with any of the civs. The easiest way is likely to dominate and vassalize your opponenets for their manas. There's also a fair amount of mana around the map.
Note that the map shown in the image is how it looked for my setup for sheaim on noble on turn 1, its likely to look different depending on settings and how you spend your points.
Timewise, this scenario takes place after the Amurite Armageddon scenario, but before the Bannor Armageddon scenario.
Locationwise, this scenario is east of the Amurite scenario, and north of the Bannor Scenario.
Storywise, Sheaim should win without completely destroying any opponent civilizations and summon Hyborem and form a permanent alliance.
Chapter 3 : Infernal Armageddon Scenario V1.1 (download as part of the pack at top)
Description:
Hyborem has brought the combined armies of the Sheaim, Balseraphs, Calabim, and Clan of Embers to destroy the great Bannor Empire.
The Bannor are the strongest good empire in all the lands, with hordes of demagogs just waiting for the final battle, they won't go down easy, but once they are beaten there will be no force capable of stopping Hyborem.
Ingame Image:
Notes:
Order is the only religion allowed, and Bannor/Mercurians have it researched already.
The Infernal forces have no real cities, just a gateway city so that hell terrain can spread, and immortals have a place to respawn.
Infernal also have control of the 4 horsemen and Avatar of Wrath, though they will take longer to get to the fight.
Infernal have a lot of Beast of Agares trailing, they act as reinforcements that are location delayed, also they keep the AC up so keep them alive for benefits (all major units have stygmata, so high AC is very useful).
Hellfire event will happen right off, make the best use of those hellfires to cause disarray in the Bannor empire.
The Infernal have a 5000 gold stockpile to keep them going despite their -50 or greater gold per turn maintenance costs, you'll need to pillage a lot if you plan to take longer than 100 turns, but theres plenty to pillage and plenty to raze.
Storywise, you take control of the Infernal and destroy the Bannor empire, though it could also prove interesting as a 2 player multiplayer game with one person as Infernal and the other as Mercurians.
Locationwise, this is east of the Sheaim Armageddon scenario, and northeast of the Bannor Armageddon scenario.
The settings are such that you can't control anymore cities, and research is nil and can be pretty much ignored completely, you have everything you need to take down the Bannor Empire.
Chapter 4 : Grigori Armageddon Scenario V1.0 (download as part of the pack at top)
Description:
The Calabim and Balseraphs have been dispatched to deal with the small empires of the Grigori, Kuriotates, and Lanun.
A group of Grigori adventurers have decided to set out to try to aid their allies while seeking a route of escape. The mysterious maelstrom of the sea is said to transport those brave enough to sail in to random locations, a perfect and untraceable escape...
Ingame Image:
Notes:
Time Limit for Victories is 250 turns. Feel free to turn that victory off, its mainly there so that you can win the story way.
Octopus Overlords and Ashen Veil are the only religions allowed, and the Balseraphs/Calabim have them researched already.
Storywise, you play as the Grigori and attempt to get as many of the heroes to the Maelstrom to escape the armies of evil (reaching the maelstrom can be considered a win, though you can keep playing). Another fun option could be to play as the Kuriotates and attempt to finish the Altar of the Luonnator before you are destroyed (they already have the required techs and the first level of the altar, so they need several prophets and time); also you can try to get Divine Essence (about 30+ turns) and build the gold dragon to win a conquest.
Locationwise, this is north of the Sheaim Armageddon scenario and the Infernal Armageddon scenario.
The settings are such that you can't easily control anymore cities, and research is nil and can be pretty much ignored completely, you have nearly every tech and can upgrade your adventurers in Lanun cities (so save up your gold).
There is a barbarian boat beside the far right Lanun city, you can capture it with any of your hero units (they all have the boarding promotion), though that is not the only way to reach the maelstrom.
You can acquire gold by pillaging, or by finding tribal villages, which you'll need if you want to upgrade your units. The Lanun cities will allow a unit to upgrade to any unit that doesn't require a resource; for upgrades that require a horse you need to upgrade in the Lanun city near the Kuriotates, and if you want to upgrade a mage to an archmage you need to do it in the rightmost Lanun city.
Chapter 5 : Werewolf Armageddon Scenario V1.0 (download as part of the pack at top)
Description:
When Baron Duin Halfmorn visited the Lanun city of Kingsport, he wrecked devastation on the city and reduced it to ruins, and turned all the populace to werewolves like himself.
More cities, in fact whole upstart civilizations, lie nearby. They are weak and ripe for the razing, but the Baron must be quick if he hopes to destroy them all.
Ingame Image:
Notes:
Time Limit for Victories is 480 turns. Feel free to turn that victory off, its mainly there so that you can win the story way.
Leaves, Empyrean, and Esus are the only religions allowed.
Storywise, you play as the Werewolves and destroy all the other civilizations by conquest before they mount a real defense. Another fun option is to play as one of the other civilizations and try to survive, some civilizations are better at this than others heh.
Locationwise, this is north of the Amurite Armageddon scenario and west of the Grigori Armageddon scenario.
As the werewolves you can't take anymore cities, and only have 5000 gold, so itll run out if you get too many werewolves and take too long, at which point you'd start losing some.
Chapter 6 : Bannor Armageddon Scenario V1.2 (download as part of the pack at top)
Description:
Hyborem has dominated Erebus with his Clan and Sheaim allies, all that remains of decent civilization is a small colony of the Bannor that was hidden in southern tundra regions.
The colony of the Bannor cannot stay hidden long and will soon fall to the tide of evil...
There is small hope for the Bannor, they have a few angels left over from before Basium's fall, the hero Donal Lugh, a cursed paladin in need of powerful healing, a reknowned champion general who is well equiped, and a dragon slaying hero who escaped the fall of the Grigori. Their only other friends are the protectors of the Elohim sanctuary, but they may not be receptive and are no match for the forces aligned against them.
Ingame images:
Notes:
The only religions in the scenario are Ashen Veil and the Order.
It'll say that the Order has been founded somewhere at some point, but it won't actually be founded anywhere on the map. The idea behind this is that the Order was already founded a while back and the holy city destroyed along with everyone else. For production abilities of the cities of the Bannor and Elohim techwise are backwards reflecting their remoteness which is represented in their much lessened technological advancement.
Bannor and Elohim can still get the Order in their cities by researching the Order tech and using the acolyte (you'll get a popup asking which religion you want to found, but you won't actually found any).
Designed for Marathon speed, the rest of the game options set in the scenario are highly recommended for consistancy. For additional challenge I suggest Double Armageddon option.
All civs are playable, but the scenario was designed around the Bannor and giving them a nice challenge.
For perspective, this actual map should be considered a very very small part of Erebus, with the rest being filled with Infernal, and this map being a fairly untouched remote area near artic wastes; the reason for this area being remote is due to the Lich king residing there and surrounding inhospitable land (the bannor colony and elohim sanctuary are in hidden valleys that are more pleasant).
I decided to make one thread for them all since I'm thinkin I'll make several. So here they are in chronological order ingamewise:
Chapter 0 : Pre-Armageddon Scenario V1.0 (download as part of the pack at top)
Description:
The lands as they were before armageddon came.
Ingame Image:
Notes:
This is a free form scenario of all the other scenarios lands in one. Any options are good, the ones set to default are geared toward the flavour of the map, but are by no means necessary.
All civilizations are playable and should be competitive.
Chapter 1 : Amurite Armageddon Scenario V1.0 Download
Description:
The Amurites have been dabbling in darker magicks, and while they claim it is for the sake of science, their neighbours disbelieve and have formed an alliance to stop them before it is too late.
As the Amurites you must hold off the alliance until you can achieve greater power. The three most immediate and obvious routes are through sorcery, priests, or a pact with Hyborem himself.
Ingame Image:
Notes:
Only Ashen Veil, the Order, and Runes are allowed and already researched. Ashen Veil will be founded in a random Amurite city, and the other two will be founded in the AI cities.
This scenario is pretty much a prequel to my Bannor Armageddon Scenario, the idea being that the Amurites were the ones to summon Hyborem into the world to defend themselves (to their dismay he will automatically declare on them) against the alliance (who attacked thinking they would do such a thing, causing that very thing).
The true to story victory of this is to switch to Hyborem and destroy everyone, including your old Amurite self.
Advice: Abandon your two front cities, you'll not have opportunity to properly defend them, and fall back to the hill cities where you can mount a more effective defense behind the safety of the forest wall.
Chapter 2 : Sheaim Armageddon Scenario V1.0 Download
Description:
The Sheaim, Balseraphs, Calabim, and Clan of Embers all vie for control of the center of the continent. Rumours of the rising power of the Infernal to the west has each wanting to be the dominant force when Hyborem's armies arrive to begin the war on the Bannor and their allies.
Be the one to dominate your 'allies' by building the Tower of Mastery so none can doubt who stands as Hyborems right hand.
Ingame Image:
Notes:
The only victory condition if Tower of Mastery.
The only religions are Ashen Veil and Octopus Overlords.
This scenario is more free form than the others, it's advanced start with a fair amount of points, peace and war are allowed, and theres many ways to achieve the victory condition, and with any of the civs. The easiest way is likely to dominate and vassalize your opponenets for their manas. There's also a fair amount of mana around the map.
Note that the map shown in the image is how it looked for my setup for sheaim on noble on turn 1, its likely to look different depending on settings and how you spend your points.
Timewise, this scenario takes place after the Amurite Armageddon scenario, but before the Bannor Armageddon scenario.
Locationwise, this scenario is east of the Amurite scenario, and north of the Bannor Scenario.
Storywise, Sheaim should win without completely destroying any opponent civilizations and summon Hyborem and form a permanent alliance.
Chapter 3 : Infernal Armageddon Scenario V1.1 (download as part of the pack at top)
Description:
Hyborem has brought the combined armies of the Sheaim, Balseraphs, Calabim, and Clan of Embers to destroy the great Bannor Empire.
The Bannor are the strongest good empire in all the lands, with hordes of demagogs just waiting for the final battle, they won't go down easy, but once they are beaten there will be no force capable of stopping Hyborem.
Ingame Image:
Notes:
Order is the only religion allowed, and Bannor/Mercurians have it researched already.
The Infernal forces have no real cities, just a gateway city so that hell terrain can spread, and immortals have a place to respawn.
Infernal also have control of the 4 horsemen and Avatar of Wrath, though they will take longer to get to the fight.
Infernal have a lot of Beast of Agares trailing, they act as reinforcements that are location delayed, also they keep the AC up so keep them alive for benefits (all major units have stygmata, so high AC is very useful).
Hellfire event will happen right off, make the best use of those hellfires to cause disarray in the Bannor empire.
The Infernal have a 5000 gold stockpile to keep them going despite their -50 or greater gold per turn maintenance costs, you'll need to pillage a lot if you plan to take longer than 100 turns, but theres plenty to pillage and plenty to raze.
Storywise, you take control of the Infernal and destroy the Bannor empire, though it could also prove interesting as a 2 player multiplayer game with one person as Infernal and the other as Mercurians.
Locationwise, this is east of the Sheaim Armageddon scenario, and northeast of the Bannor Armageddon scenario.
The settings are such that you can't control anymore cities, and research is nil and can be pretty much ignored completely, you have everything you need to take down the Bannor Empire.
Chapter 4 : Grigori Armageddon Scenario V1.0 (download as part of the pack at top)
Description:
The Calabim and Balseraphs have been dispatched to deal with the small empires of the Grigori, Kuriotates, and Lanun.
A group of Grigori adventurers have decided to set out to try to aid their allies while seeking a route of escape. The mysterious maelstrom of the sea is said to transport those brave enough to sail in to random locations, a perfect and untraceable escape...
Ingame Image:
Notes:
Time Limit for Victories is 250 turns. Feel free to turn that victory off, its mainly there so that you can win the story way.
Octopus Overlords and Ashen Veil are the only religions allowed, and the Balseraphs/Calabim have them researched already.
Storywise, you play as the Grigori and attempt to get as many of the heroes to the Maelstrom to escape the armies of evil (reaching the maelstrom can be considered a win, though you can keep playing). Another fun option could be to play as the Kuriotates and attempt to finish the Altar of the Luonnator before you are destroyed (they already have the required techs and the first level of the altar, so they need several prophets and time); also you can try to get Divine Essence (about 30+ turns) and build the gold dragon to win a conquest.
Locationwise, this is north of the Sheaim Armageddon scenario and the Infernal Armageddon scenario.
The settings are such that you can't easily control anymore cities, and research is nil and can be pretty much ignored completely, you have nearly every tech and can upgrade your adventurers in Lanun cities (so save up your gold).
There is a barbarian boat beside the far right Lanun city, you can capture it with any of your hero units (they all have the boarding promotion), though that is not the only way to reach the maelstrom.
You can acquire gold by pillaging, or by finding tribal villages, which you'll need if you want to upgrade your units. The Lanun cities will allow a unit to upgrade to any unit that doesn't require a resource; for upgrades that require a horse you need to upgrade in the Lanun city near the Kuriotates, and if you want to upgrade a mage to an archmage you need to do it in the rightmost Lanun city.
Chapter 5 : Werewolf Armageddon Scenario V1.0 (download as part of the pack at top)
Description:
When Baron Duin Halfmorn visited the Lanun city of Kingsport, he wrecked devastation on the city and reduced it to ruins, and turned all the populace to werewolves like himself.
More cities, in fact whole upstart civilizations, lie nearby. They are weak and ripe for the razing, but the Baron must be quick if he hopes to destroy them all.
Ingame Image:
Notes:
Time Limit for Victories is 480 turns. Feel free to turn that victory off, its mainly there so that you can win the story way.
Leaves, Empyrean, and Esus are the only religions allowed.
Storywise, you play as the Werewolves and destroy all the other civilizations by conquest before they mount a real defense. Another fun option is to play as one of the other civilizations and try to survive, some civilizations are better at this than others heh.
Locationwise, this is north of the Amurite Armageddon scenario and west of the Grigori Armageddon scenario.
As the werewolves you can't take anymore cities, and only have 5000 gold, so itll run out if you get too many werewolves and take too long, at which point you'd start losing some.
Chapter 6 : Bannor Armageddon Scenario V1.2 (download as part of the pack at top)
Description:
Hyborem has dominated Erebus with his Clan and Sheaim allies, all that remains of decent civilization is a small colony of the Bannor that was hidden in southern tundra regions.
The colony of the Bannor cannot stay hidden long and will soon fall to the tide of evil...
There is small hope for the Bannor, they have a few angels left over from before Basium's fall, the hero Donal Lugh, a cursed paladin in need of powerful healing, a reknowned champion general who is well equiped, and a dragon slaying hero who escaped the fall of the Grigori. Their only other friends are the protectors of the Elohim sanctuary, but they may not be receptive and are no match for the forces aligned against them.
Ingame images:
Notes:
The only religions in the scenario are Ashen Veil and the Order.
It'll say that the Order has been founded somewhere at some point, but it won't actually be founded anywhere on the map. The idea behind this is that the Order was already founded a while back and the holy city destroyed along with everyone else. For production abilities of the cities of the Bannor and Elohim techwise are backwards reflecting their remoteness which is represented in their much lessened technological advancement.
Bannor and Elohim can still get the Order in their cities by researching the Order tech and using the acolyte (you'll get a popup asking which religion you want to found, but you won't actually found any).
Designed for Marathon speed, the rest of the game options set in the scenario are highly recommended for consistancy. For additional challenge I suggest Double Armageddon option.
All civs are playable, but the scenario was designed around the Bannor and giving them a nice challenge.
For perspective, this actual map should be considered a very very small part of Erebus, with the rest being filled with Infernal, and this map being a fairly untouched remote area near artic wastes; the reason for this area being remote is due to the Lich king residing there and surrounding inhospitable land (the bannor colony and elohim sanctuary are in hidden valleys that are more pleasant).