Kingdoms Reborn: A Scenario in Progress

Are you interrested in this scenario?

  • Yes, very much so

    Votes: 11 57.9%
  • Maybe

    Votes: 6 31.6%
  • No

    Votes: 2 10.5%
  • Too many Medieval Scenarios Already

    Votes: 0 0.0%
  • Not Sure

    Votes: 0 0.0%
  • Don't Care, not Interested in new Scenarios Anyhow

    Votes: 0 0.0%

  • Total voters
    19

Arturus

Warlord
Joined
Jan 19, 2005
Messages
159
Right now I am looking for anyone who might be interested in a new scenario. The scenario will encompass technology from the Dark Ages and Medieval period thought it will not be based on historical events nor will it use a world map or world civilizations. There will be some parallels with the world, this has been partly due to what units are currently available and partly due to my own personal desire to create a scenario, and hopefully a complete mod, based upon the technology and units from this time frame. This scenario will alter much of civilization and while much of it is still under way, I can give a summary of some of the many highlights to come and a historical background to provide context and an overview in regards to what the scenario will be like. If some of the historical background does not make sense, I apologize in advance. As I test more of the mod and work on the map, I will be able to alter it so as to provide a more cohesive context for this scenario.

Background:

It is an age of darkness. The foundations of civilization have completely eroded from the destructive wars of yesteryear. Much of what was known is now lost. The civilized empires of old lie in ruin and the people of these lands have lived the past generations as nomads or simple hunter-gatherer societies. The maps and knowledge of the world outside these lands have been burned or lost in the chaos of the great wars.

However, the tides of civilization have begun to change. The tiny northern societies have begun to reorganize themselves, starting the beginning of a new period of feudal kingdoms. Many primitive skills have been rediscovered and technology has begun to advance. In the west, the clans of the fanatic highlanders have begun to expand west. Their swords long and sharp, their valour high, their bravery unmatched. Many are seen to bear wearing only basic clothing, their fanaticism so strong that they are willing to sacrifice themselves to defend their lands. In the south, the descendents of the ancient empires have begun to rebuild their society to its former glory. Organized militaries have been rediscovered and economies have begun to advance. To the east, the merchant and slave trading societies have become prosperous from raiding and looting from nomadic tribes and weaker kingdoms. A new age of construction and wealth appears to be emerging on the fertile lands and plains of the southern shores. Off the southern shores, pirates and raiders continue to raid and clash with the merchant vessels as they seek to rediscover and re-chart the world. What lies beyond these ancient lands is a mystery. Finally in the far north, the people have sought to undertake their own expeditions as they raid and pillage the feudal kingdoms. The strong and sturdy warriors of the northern lands have caused those in the kingdoms to flee into the woods where new dangers have emerged. The people of the woods have been reawakened to the world around them and their exceptional skill in forest combat have added to the threats faced by the fledgling kingdoms. The people of the woods fled during the great wars of old and have passed down much of their knowledge to their descendents.

All of these societies have their own challenges and threats as these lands remain unstable and dangerous. With the rediscovery of much of what had been previously learned and the reconstruction of economies and kingdoms, the next centuries will prove critical for the fate of these lands and its people. Will one society or group of societies secure the lands for the future or will another great war be the final step in the eradication of civilization and possibly humanity from these lands?

Highlights:

-Brand new tech tree with a customized tree for each category of civilization (Highlander, Forest Kingdoms, Feudal Kingdoms, Kingdoms of the far North, Reborn Ancient Empires, Merchant, Slave-trader)
-New techs include: Fishing, Herbalism, Ornate Weaponry, Forging, Lumber-working, Advanced Archery, Fire Tactics, and Siege Defence.
-Many new units, most civilizations have their own units or shame some units with similar civilizations.
-Several government types including: Chivalric Order, Absolute Monarchy, Feudalism, Highland Clan Hierarchy, Imperial Aristocracy, Fundamentalism, Mercantilism, and Hunter-Gatherer.
-New kings units that can be upgraded throughout the scenario
-The ability to expand has been significantly altered
-Many new resources and luxuries
-Several more features to be announced over time (I have to give you something to look forward to in the months ahead)

I hope to have the first beta version up by late July. As I am new to modding, it has taken me a considerable amount of time to figure out how to make many changes but I am becoming increasingly comfortable with the Civedit program. If anyone were interested in helping me by creating a design team that would be greatly appreciated. I am unfortunately, completely lacking in artistic creativity and lack any skill in computer graphics or unit making. Right now, most of the scenario has been planned out with the exception of the wonders and some of the improvements. The map will take the longest to complete but I believe it can be done in a timely fashion.

Thanks:

So far I would like to thank the following people from whom I have used graphics or units in order to complete what I have of this mod to date.

-Kinboat
-Camjh
-Aaglo
-Utahjazz
-JimmyH
-Frenchman
-Civarmy
-I am sure I have forgotten some but I will update this as I go through what I have acquired to date as it is entered into the editor.
 
Looks like it could well be interesting! Get working :whip:
 
It sounds very interesting - especially the separate tech trees. Be careful you don't get more into the write up than you do with the gameplay. If you get working you'll soon find out what's workable or not. Anyway, sounds good.
 
Sounds great - I'd certainly be interested to see this one.

It also sounds like this could be a very viable mod (ie, random map) as well as a scenario with a set map.

How many eras are you anticipating? Because it's worth bearing in mind that seven different tech trees could give you an awful lot of work - even if you have only a single era and twenty techs in it, that's 140 techs to do, considerably more than the 80 or 90 or so of the standard game.
 
The scenario is already 25% complete. I held off on posting this write up until I ensured that I was able to accomplish everything I wrote about. The only stickler I see is solving balance issues. I am sure I will have to make some changes to ensure tha game is balanced, I will rely on the beta-testers for their much needed input in that regard. I will post some screenshots of the tech trees and other interresting points once they are fully completed and I have thorougly tested them. Since I am not 100% confident with Civedit I am rigorously testing all possibilities with everything to ensure it works. I am sure those who beta-test will find many things I didn't but that's the nature of the beast. Anyway, more updates soon, thanks to everyone who has posted so far.
 
As I indicated, this scenario will have some parallels to historical civilizations. For example, the Ancient Empires will have some parallels to the Rome, the Highlanders have some similarities to the Celts, and the Kingdoms of the far North have some parallels to the Vikings. However, there will be many differences as well. The parallels are due primarily to the fact that I am unable to create units so I have to work with what I can find from this time frame. I am trying to put as much originality as possible in though.
 
Alright, for all you creative minds out there I could use a hand. I knew this would be the most difficult problem for me going in and I am rather stuck on this. Creating civilization and city names is very difficult. Any creative minds out there feel like helping me create a few? Once I have a good list I can finish up creating them in the scenario so I can finish the tech trees. I really don't want to have to go back and start editing the civ-type specific parts once I am done, last thing I need is to go back and make a major change that throws it all off.

If you don't know what kinds of names I'm looking for, read the description at the top. Any help would be greatly appreciated.
 
You said that the "Kingdoms of the far North" are much like Vikings, so I think they should have some city names that sound Scandinavian. I once made a "Viking" country called Rosvang for some roleplaying I did with some friends. I think I still have the papers somewhere... it should be quite easy for me to make a city list... are you interested?
 
Try to make names etc logical, that is, following certain patterns and rules for each culture. Failing that, try these links -

http://www.fourteenminutes.com/fun/words/

http://sundown.greyledge.net/pages/2004/06/cromulac.html

http://www.gammadyne.com/rndword.htm

Also, have a look at the "New World" section of this link - http://www.giantitp.com/Form.html - it's not exactly what you're doing, of course, but it gives good advice for this sort of thing. Check out the comic while you're at it...
 
Ok, you asked for it :) ... please change anything you don't like...
Civ name: Rosvang
Noun: Rossians
Adjective: Rossian
Culture group: Far Northern
Leader: King Roar (the Great) - male
(Leader graphics: Ragnar of Scandinavia (middle ages))
Favorite/shunned government: Monarchy/Despotism
Aggresion level: 3 or 4
Colors: Red (Rome) or Dark Red (Byzantines), maybe Black
Bonuses: Industrial and Seafaring (if they're not near water, replace Seafaring with Agricultural or maybe Militaristic)
Military Leaders: Abel Jernnaeve, Kjeld Kjeldsteen, Eigil Goul
Scientific Leaders: Eben Goul
City List ("ø" kan be replaced by "ö" or "oe", "å" kan be replaced by "aa"):
Kronkøbing, Hedestaden, Malmby, Sølverhøj, Hvalvig, Skovenborg, Fjordsted, Vejensby, Kildeflod, Virkestad, Nørredal Port (Port=Gate), Vesterskov Huse, Bjergenfod, Jernhøje, Havnen, Vester Tårnby, Tårnmidte, Sønder Tårnby, Tindedal, Fjordenmunding, Ødenkyst, Marksby, Søstad, Klintenborg, Lysninge, Brynenby, Nørredal Vejstad, Passensborg, Mosekøbing, Engsby, Højege, Søndrefjordsby, Fiskerlille, Gårdby, Markenfjeld, Kroby, Højensby, Tindefod, (I can think of more cities if you need them)

Story: Roar, chieftain of Krigersborg, has recently united the Rossian tribes (by force). He is now king and rules from his city, which has been given a new name: Kronbøbing. He is a great warrior, but also a clever man, who has been able to get the support of the few remaining lords and the people. After his victory over the rebellion of the disobedient lord of Malmby, he is now known as Roar the Great - will he be worthy of that name?
 
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