KingArthur
Searching for the Holy Grail
This scenario puts you in the shoes of a Viking Chieftain trying to win booty and fame in France, Britain and Ireland. Capture the booty from the locals and return it to your base to win.
Important: you need the Conquests version of CivIII with the 1.22 patch in order play this scenario.
The viking civs are:
Skullsplitter Vikings led by Thorfinn Skullsplitter start in Orkney (Kirkjuvagr).
Hrolf's Vikings led by Hrolf Ganger (i.e. Rollo) start in Francia (Rouen).
Bloodaxe Vikings led by Erik Bloodaxe start in York (Jorvik).
Flatnose Vikings led by Ketil Flatnose and start in the Hebrides (Sudreyjar).
Guthorm's Vikings led by Guthorm and start in East Anglia (Harwik).
Boneless Vikings led by Ivar the Boneless and start in Dublin (Dubhlinn).
The locals to rough up are:
Francia; Mercia; Wessex; East Anglia; Northumbria; Pictavia; Scotia; Strathclyde; Cymru; Connacht; Ui Neill; Mumhain; Laighin.
Main Gameplay changes:
* Viking longboats, Flagships and Dragonships have bombard ability to simulate raiding the coast line (I have renamed the labels text file so it says "Viking surprise raid destroyed improvements" and such like). Longboats have a bombard range of 2 because it is imagined that they can travel up river and strike further inland.
* Berserkers have "Nuke" flag - Berserks are basically the dark age equivalent of weapons of mass destruction. The pollution graphic is now the graveyard pollution and shows dead bodies and the text is renamed appropriately. You can only produce Berserkers if you build Berserker Quarters- this is a building that can 'meltdown' so if you allow your berserks to get bored they may decide to rip up your settlement and kill lots of people just for fun and the chance to get to Valhalla.
* There is a Treasure unit which can be captured and turned into gold and victory points when you return it to your capital. The Viking Raider unit has the enslavement ability to produce more booty. Treasure units can also be produced by building certain trade-producing "buildings": Weavers, Fur Trappers and Slave Traders. These buildings can only be built where the required resource is within the borders of a city.
* Two new govnt's: Viking Rule and Christian kingship.
* New 'buildings': Drinking Hall; Skald; Chief's Hall; Boat Builder; Harbour; Fisherman; Smithy(and some others I can't remember spent too long in the Drinking Hall last night).
* Wonders: Hall of Champions; Odin's Wisdon; Thor's Hammer; Leif Eriksson's Voyage; Great Saga; (some others I can't remember spent too long in the Drinking Hall last night).
* Armoured units have +1 Hit point bonus and movement of 1; light armoured have no hit point bonus and move 2. Zone of Control is turned on for skirmishing units.
* Viking units are typically good in offence but poor in defence making it harder for them to hold onto their gains.
* Most local civs get a unique unit with the tech "Assimilation" which basically spells the end of the Viking Age. Cymru have Hill Fighters; Scots have Clansmen; Franks have Chevaliers; Irish civs have Galloglass; Anglo Saxon civs have Huscarls. This tech also causes many of your fighting units to upgrade to Farmers.
Download link here ~15MB
http://www.civfanatics.net/downloads/civ3/scenarios/GV4.zip
Important: you need the Conquests version of CivIII with the 1.22 patch in order play this scenario.
The viking civs are:
Skullsplitter Vikings led by Thorfinn Skullsplitter start in Orkney (Kirkjuvagr).
Hrolf's Vikings led by Hrolf Ganger (i.e. Rollo) start in Francia (Rouen).
Bloodaxe Vikings led by Erik Bloodaxe start in York (Jorvik).
Flatnose Vikings led by Ketil Flatnose and start in the Hebrides (Sudreyjar).
Guthorm's Vikings led by Guthorm and start in East Anglia (Harwik).
Boneless Vikings led by Ivar the Boneless and start in Dublin (Dubhlinn).
The locals to rough up are:
Francia; Mercia; Wessex; East Anglia; Northumbria; Pictavia; Scotia; Strathclyde; Cymru; Connacht; Ui Neill; Mumhain; Laighin.
Main Gameplay changes:
* Viking longboats, Flagships and Dragonships have bombard ability to simulate raiding the coast line (I have renamed the labels text file so it says "Viking surprise raid destroyed improvements" and such like). Longboats have a bombard range of 2 because it is imagined that they can travel up river and strike further inland.
* Berserkers have "Nuke" flag - Berserks are basically the dark age equivalent of weapons of mass destruction. The pollution graphic is now the graveyard pollution and shows dead bodies and the text is renamed appropriately. You can only produce Berserkers if you build Berserker Quarters- this is a building that can 'meltdown' so if you allow your berserks to get bored they may decide to rip up your settlement and kill lots of people just for fun and the chance to get to Valhalla.
* There is a Treasure unit which can be captured and turned into gold and victory points when you return it to your capital. The Viking Raider unit has the enslavement ability to produce more booty. Treasure units can also be produced by building certain trade-producing "buildings": Weavers, Fur Trappers and Slave Traders. These buildings can only be built where the required resource is within the borders of a city.
* Two new govnt's: Viking Rule and Christian kingship.
* New 'buildings': Drinking Hall; Skald; Chief's Hall; Boat Builder; Harbour; Fisherman; Smithy(and some others I can't remember spent too long in the Drinking Hall last night).
* Wonders: Hall of Champions; Odin's Wisdon; Thor's Hammer; Leif Eriksson's Voyage; Great Saga; (some others I can't remember spent too long in the Drinking Hall last night).
* Armoured units have +1 Hit point bonus and movement of 1; light armoured have no hit point bonus and move 2. Zone of Control is turned on for skirmishing units.
* Viking units are typically good in offence but poor in defence making it harder for them to hold onto their gains.
* Most local civs get a unique unit with the tech "Assimilation" which basically spells the end of the Viking Age. Cymru have Hill Fighters; Scots have Clansmen; Franks have Chevaliers; Irish civs have Galloglass; Anglo Saxon civs have Huscarls. This tech also causes many of your fighting units to upgrade to Farmers.
Download link here ~15MB
http://www.civfanatics.net/downloads/civ3/scenarios/GV4.zip