KingArthur
Searching for the Holy Grail
I'm putting the final touches to a scenario about the Vikings. It puts you in the shoes of a Viking Chieftain trying to win booty and fame in France, Britain and Ireland. 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).
Of course they have a host of indigenous locals to contend with and these are:
Francia; Mercia; Wessex; East Anglia; Northumbria; Pictavia; Scotia; Strathclyde; Cymru; Connacht; Ui Neill; Mumhain; Laighin.
Gameplay changes (I am listing only the major ones - there's lots of others!)
* 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.
* Using the Treasure unit as a flag that can be captured and turned into gold -all the local civs have booty at the start.
* All civs have king units and regicide is turned on.
* Two new govnt's: Viking Rule and Christian kingship.
* New 'buildings': Drinking Hall; Skald; Chief's Hall; (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.
Here is the download link. Constructive criticism welcome:
http://www.civfanatics.net/downloads/civ3/scenarios/Going_Viking_beta.zip
13.41 MB
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).
Of course they have a host of indigenous locals to contend with and these are:
Francia; Mercia; Wessex; East Anglia; Northumbria; Pictavia; Scotia; Strathclyde; Cymru; Connacht; Ui Neill; Mumhain; Laighin.
Gameplay changes (I am listing only the major ones - there's lots of others!)
* 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.
* Using the Treasure unit as a flag that can be captured and turned into gold -all the local civs have booty at the start.
* All civs have king units and regicide is turned on.
* Two new govnt's: Viking Rule and Christian kingship.
* New 'buildings': Drinking Hall; Skald; Chief's Hall; (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.
Here is the download link. Constructive criticism welcome:
http://www.civfanatics.net/downloads/civ3/scenarios/Going_Viking_beta.zip
13.41 MB