Hammer of the North!

Joined
Apr 3, 2001
Messages
1,664
Location
Odense, Denmark
SOON TO BE RELEASED

I have been working intensely for weeks with this my first Civ2 scenario, and I'm finished! Almost! I realize there's still much playtesting to be done, and adjustments of play balance, minor changes to the techs, units and grapx etc. So you'll have to wait a week or so before I upload it. But here is some info + screenshots just for an appetizer! ....SORRY! No screenshots. it seems they have to be html, and not more than 20k, so they would be so bad quality, that I prefer not uploading them!

You'll have to do with a little back info.

My original idea was to set the scene for the terror of the viking raids of the 8th through to the 11th century in western Europe. -To really make the "feel" right. The vikings should be savage and heathen. And militarily very aggressive. I came upon the idea of a new way of using nukes. "Christianity vs the Terror from the North" -or Diplomacy/Development vs. Nuclear Weapons/Raiding".

The vikings should have powerful nuke ships, with a little alteration to the graphics and sounds. The path of murder and destruction would be the pollution that followed these attacks. Hunger, epidemics -the casualties of war. And the monks were there to sing their prayers for the dead. ("clean up pollution" -prayer "p").

The objective of the christian world would then be to send a stream of missionaries (agents) to convert nordic cities to the new faith (diplomats=missionaries).

Well, so long so far. Setting up the scenario has been, and still is, a lot of work. But I have had to scrap many ideas along the way. First of all, it was possible to make the AI PRODUCE these new weapons (the viking nukeships), but it had a tendency to hid them in the cities, and not wage war with them, and they so were never used for anything but defense situations -not as the powerful weapons they were. Instead of aggressive nordic militarilism, I got a "sit-tight on your nukes" kind of situation.. where the norsemen and danes didn't quite expand as expected.

So, after a little rethinking, I decided the development had to be a bit more subtle. It involved changing the tech tree (again...!), and the units, in a careful way.

PLAYING OBJECTIVES
BASIC PREMISE

The Norsemen and Danes start off with very aggressive weaponry. They have powerful naval units, naval wonders, and Danelagen pays all their city improvements with cost of 1. Viking warriors are cheap, can attack from ships, and can raid (paradrop) within 6 squares of the encampment or city they are based in. Furthermore, they are costfree for tribal kingdoms (viking fundamentalisms).

But there is a problem. City growth. The vikings cannot build abbeys and monasteries, manors and mills, which allows higher production and city growth. And as the viking empires grow (by military expansion, primarily), the more necessary it is to get the economy and the science up and running. -If they want to keep the war effort going -that is!

It is vital for the norse and danes to carve out their empires as fast as possible, to keep the economy running (from tributes and new cities), and to hinder the growth of the continental nations as well as the anglosaxon/celtic (which will probably be the best playground for viking expansion in the first place -because the continent is too big a piece to swallow just yet).

For the vikings to keep this empire, it is necessary at one point to switch to the new religion, Christianity, which involves all the good science/economic advances (as well as a lot of scrap ones). One needs to take considerate care at this point. Do it too early, and the empire falls apart, from the sudden military pressure from the outside. Do it too late, and the empire scrambles to dust from lack of economy within.

The thing is, that all the vikings weapons technology seem to become obsolete with this new christian faith. Suddenly there is a thing called chivalry, and siege towers. And feudalism, manorialism, heresy, cathedrals, etc. etc. Suddenly their ships can't sail as far as they used to (wonders obsolete) -and finally their viking raiders become unavailable, and so does the terrifying dragon ships. Everything gets more expensive, and more difficult. Of course, the danes and the norsemen can steer free of these new techs, but for how long, before the
christian nations eventually become too strong, economic-wise, scientifically -and militarily?

The strategy for the continentals and anglosaxon/celts, must be to try and buy off the vikings, either by money, diplomacy, or militarily, or even better yet : scientifically. Give them all the christian techs they want, but make sure that their military empire don't get too strong in the long run.

Strong alliances, palisades, watch towers, city walls, chivalry, diplomacy, and a good money bag ---all this is neccessary to make things go the way they did in the history books. -turning their weak feudal monarchies into strong medieval war machines!

How does that sound for an opening?

And of course, the Holy Roman Church must play a significant part. I noticed that the AI is very fond of Area3 units (air superiority) and it doesn't care if they are landbased and very weak. So it is an excellent way of getting the AI to produce a bunch of useless priests to be massacred by invaders!

The map consists mainly of western europe and
scandinavia, with som rogue tribes in the east played by barbarians. Also, there's some new terrain called villages, baronies and abbeys, with appropriate rich ressources, to simulate the relative wealth of medieval europe, in contrast to the north.

TO BE RELEASED SHORTLY!
Please give me a hint by mail (hardjoy@worldonline.dk), if you would like to take part in playtesting. I really would appreciate some serious comment on the play balance etc, from the outside!

Yours Truly,
Morten

[This message has been edited by Morten Blaabjerg (edited April 17, 2001).]
 
sound cool! really cool!
I love the "prayer" order and this new use of nuke!



------------------
Here's I am...
Circee@bigfoot.com
 

Here's a little supplementary information.
The scenario is done with the original CIV2, so there is no events, except for those generated by barbarians and the tech tree itself. You can play as the Danes, Norsemen, Anglo-Saxons, Celts, Franks, Frisians and the Germans (Holy Romans), and I hope the game will be playtested thoroughly enough, so as to make it enjoyable whoever you chose to be.

Of course it will be a rather different experience from say the weak Celts to the rich Holy Romans/Germans, but I want to put in some quirks that make the smaller powers
objectives seem more feasable.

But here's what the map will look like :

<IMG SRC="http://forums.civfanatics.com/image_uploads/screen5.jpg" border=0>

Yours Truly
Morten
 
Not necessarily! But it might be worth considering, just to make Iceland more valuable for settlement/fighting. As it is
now it plays only a minor role in the scenario. I've had most trouble with focusing the fighting to England, but, yes, it might be worth a thought.

Yours Truly,
Morten

PS : Does any of you guys (you too, Circee) feel like participating in the playtesting? I have two playtesters now, but
I think the more suggestions and testing reports, the better the revised edition will be.

Send me a mail, and check out the betaversion if you like!
-NB! Sorry, but there's no nuke ships in this temporary version. I removed them for playbalance sakes, but I think I'll put them back in. -also to make the western powers more challenging.

I just have to make sure they don't tip everything in favor of the vikings. The AI can't figure out how to use them anyway, so they're only human player toys!


------------------
"A handful of might, works better than a bag full of right!"
Max Stirner (1806-56)
 
I would be pleased to play it, but I'm not an as well experienced scen maker to playTEST it, I feel.

Sorry



------------------
Here's I am...
Circee@bigfoot.com
 
Were is the Swedish Vikings? Waths their part of the story?

------------------
<IMG SRC="http://w1.316.telia.com/~u31613053/sign.gif" border=0>
 
Hi Håkan,

The reason why the "swedish" vikings aren't in it, is because the scenario is focused primarly to the raids in England and Western Europe, and the Swedish tribes primarily raided in the East, though it might be difficult to differentiate in these terms.

It's a little difficult really to talk about "nations" as such in those times, but to my knowledge there were a load of mostly danish and norwegian kings, who battled intensely for the supremacy of Scandinavia (mainly through control of the rich fields in England -Danegeld), but no swedish. The "swedish" tribes of Western Götland and along Götaelven subordinated themselves mainly to strong "danish" kings. (neither Denmark or Sweden was really nations as such). The scenario is really about the forging of those nations, and the coming of christianity and strong medieval monarchies. The "swedish" tribes are represented though, partly as "norse" cities, and as rogue cities (barbarians). There was a lot of fighting going on surely in these parts, but the danish kings ultimately proved to be stronger, mostly due to alliances with the christian Church. Lund and southern sweden are assigned to the Germans, due to the early bishoprics and abbeys in those parts.

Otherwise I need all 7 tribes to maintain game balance on the continent (franks and germans fighting for the "middle kingdom" of Lothar (allied to the frisians), and Anglosaxons fighting the "Celts"), so there's no slots left! England is also difficult to differentiate, because it mainly consisted of a number of small petty kingdoms, eventually united by King Alfred the Great of Wessex, and (after the invasions) the danish kings Sven Forkbeard and his son Canute the Great.

But I might do another scenario about the Eastern Vikings and the Rus, something like "The Viking Road to Byzantium" -that could be very interesting!

Yours Truly,
Morten

------------------
"A handful of might, works better than a bag full of right!"
Max Stirner (1806-56)
 
I just hope you won't place german cities on polish territory, as it often happens in medieval scenarios.
 
Burak, I don't think that Poland really was a state in these times. But there's a territory (city) in the scenario, called Polonia, and it belongs to the rogues (barbarians) at the game start. But it probably will be among the first targets of german imperialism... It's incredible how many invasions your country has suffered -and survived!

Mike, I'll give you a hint when it's finished in this topic. I just finished the second beta version, but I'm afraid there is still some bugs due to the constant revisions, and it's a huge work to find them and pick them out. But, in a couple of days. I too, really need to do something else in my life! These past weeks has been nothing but Civ2....!

Yours Truly,
Morten

<IMG SRC="http://forums.civfanatics.com/image_uploads/dragonship.gif" border=0>
 
Finally! It's finished! At least version 1.1 is....

For weeks now my social life has been deteriorating, but now...! I'm going to have a life again!

I just uploaded the first public version of
this my very first Civ2 Scenario "Hammer of the North" -simulating the Viking Raids of the 8th through to the 10th century. The scenario should be ready for download in the downloads section sometime soon, hopefully.

It's a big one, for size, especially in regard to sound and the altered "tiles.dll". It takes up a lot of space, but I think it is worth it, as it really enhances the overall impression of the scenario. But neither the sounds or the tiles.dll is necessary in a strict sense to play the scenario. But they DO make the scenario more of a different experience and enhances the atmosphere greatly!

The scenario is written for the standard Civ2 Game, but is fully functional with the MGE
version, and in fact, is a very entertaining multiplayer game.

As this is the first version, there might still be need of minor fixes and I'm going to make a final update when I have got more play reports and bug reports etc. If you experience anything funny or strange, it might be intended, but also might be a bug.

I would greatly appreciate any comments, criticisms, bug reports, play reports that anyone of you might have. You can post them at my email adress : hardjoy@worldonline.dk or in this forum. Thanks a lot!

Yours Truly
Morten Blaabjerg,

May 2001, Odense, Denmark




------------------
"A handful of might, works better than a bag full of right!"
Max Stirner (1806-56)
 
Sorry guys,

You'll have to wait a few days, because I found too many bugs in the first version -due to many rounds of revisioning, neatening etc. There is still some playtesting going on, and I would prefer you to get the most up-to-date and playable version of the scenario.

Be patient,

Yours Truly,
Morten


------------------
"A handful of might, works better than a bag full of right!"
Max Stirner (1806-56)
 
I am also very interested in this scenario (even though the swedes arent included, well since I live in Lund I wouldnt be considered a Swede back then (come to think of it nobody was cosnidered Swedes more like Götar and Svear, etc)).
But since I play on a mac I would apprieciate if you you could publish the pictures from the dll file so that I can use them (I cannot open dll files on a mac, we dont use them).
 
I know they arent necesary but they are cool (I use them myself in the scenario I am making right now) and yes I can open zip files (we use a program named zipit though
wink.gif
)
 
This looks like a very good scenario
smile.gif
I look (impatiently) forward to play it.

Morten, perhaps you can ask Thunderfall if he can post the DLL stuff in a separate zip (like usually the sounds) so that the player can download the "normal" scenario data without downloading the whole package? It would save a lot of time for us "slow-modemers"
wink.gif
, and one who likes the DLLs can still download them separately...

------------------
Civ2000 hosted by CivII Universum
 
Back
Top Bottom