SuedecivIII
Warlord
- Joined
- Apr 20, 2019
- Messages
- 147
Maze Of The Goblin King is a Civ 3 based role playing game. It is inspired by high fantasy, and starts with your heroes trapped inside a twisted labyrinth, owned by The Goblin King. The goal is to escape the maze, by taking the prophecy to one of the gates visible on the map, in as few turns as possible. To do so, you will need to kill monsters, find treasures, solve puzzles, and level up your heroes.
How Do I play?
There are two ways
-As a role playing game, with the dungeon master controlling the units within the scenario, and the players telling the dungeon master what they want their characters to do.
-As a single player scenario in Civ 3. There are a few role-playing prompts (IE guiding conversations with NPCs) that you will have to do yourself. See the post below.
What are the treasures?
-Gold can be found around the dungeon. Can be used to rush units.
-Magic Amulet: Carried by the scout. Can be used to revive a player from the dead, or rush a wonder or unit. To revive a player or rush a unit, first rush a building, then switch to the unit. The shields should carry over.
-Tent: Carried by the scout. Can be used to build a wizard hut (airbase) or a city wherever you would like.
-Eagles: Carried by the scout. Can be used to make an outpost, a radar tower, or it can be used as a cruise missile (with lethal land and sea bombard).
Outposts can be placed on mountains for 3 tiles of vision in all direction. This will always reveal 2 or more secrets or pieces of treasure! You are highly encouraged to place outposts on mountains. I know that when you play RPGs you probably hoard your consumables, but don’t do this here! You’ll miss a ton of cool stuff.
What are the puzzles?
Puzzles reward players with creativity or good knowledge of the Civ 3 game mechanics. Here’s a refresher on how airbases work.
Wizard huts (airbases) appear across the map. They allow your party members to warp (airlift) to any other wizard’s hut that they control. Only one unit can warp from a wizard hut each turn.
You can also teleport (airdrop) from a wizard hut. This can be done by all of your party members on the same turn, but it can only be done if your unit has full movement points (AKA, they started the turn on the Wizard’s Hut). You can only teleport onto a tile that isn’t fog of war (hint hint, use the eagles). If you teleport onto an occupied tile, your unit will die, so check first.
If barbarians seize a wizard hut, they will destroy it.
What are the heroes?
You start the game with 5 heroes. The scout, the guardian, the barbarian, the ranger, and the engineer. They may die. If they die, you may revive them. You upgrade the heroes by taking armories and arsenals (cities, often designed as boss fights). In terms of non-combat abilities:
Characters start with a teleport range of 4. They get +1 range when they level up. They also all get +1 movement point, and +1 HP
The scout holds treasure, and as a result can never be put on a boat. Sorry, scenario editor mechanics. Do not lose the scout, or it will be very difficulty to revive your party members.
Tier 1 scout holds 3 treasure. Tier 2 scout gets the “radar” ability and holds 6 treasures. Tier 3 scout has amphibious, blitz, radar, and can see invisible units. It can hold 10 treasures.
The ranger starts with blitz. The tier 3 ranger has lethal bombard.
The tier 2 engineer gets lethal bombard. Tier 3 engineer has blitz and lethal sea bombard.
The tier 2 guardian gets detect invisible.
The tier 2 barbarian gets blitz and amphibious assault.
What are the monsters?
Yellow units belong to the goblin king. Purple units are barbarians, wild monsters or rebel tribes. In this scenario, there is no starting combat bonus vs barbarians. You may build a wonder, the war academy, that gives you a +100% bonus vs barbarians.
There may be invisible monsters and traps throughout the dungeon. Level up your heroes and they may be able to detect them.
Generally the encounters get more difficult the further you travel from the center of the maze. Bones (tundra) represent a spike in difficulty. But harder encounters yield better treasure.
What are the buildings/units?
-Elf bait (looks like deer) is distributed around the map. Building a city on it allows you to build an elvish worker. This unit can build roads through the walls of the maze.
-Boats: You can build them in coastal cities. They allow travel over coast! Note that the scout cannot go in a boat, but most tiles you can land on should have a wizard hut near so you can warp him in.
-Border Expansion just gives you 10 culture per turn. Having expanded borders can give you important pieces of vision.
-The War Academy gives a +100% bonus vs barbarians (so purple enemies, not yellow enemies)
-The Dwarven Bank Account gives 5% interest on your treasury. It is build in 2 parts, and so it requires 2 amulets to be built.
-Orcish Medics act just like battlefield medicine. Might be quite useful in some boss fights where you’re unable to heal.
-Elven Spy Center allows you to spy on the goblins. You can steal their maps, their unit locations, and look inside their cities.
-Wizard’s Pilgrimage places an airport in all cities on the same continent.
Limitations
There are a few things I wasn’t able to program into the scenario. You should follow them as rules even if they aren’t enforced mechanically.
-There’s nothing stopping you from “reviving” a player who’s not dead, and having 2 copies of the hero. Don’t do that.
-The game doesn’t stop you from teleporting on top of impassible terrain, such as jungle walls or magic barriers. Don’t do that.
Credits
Thanks to all the play-testers in the Civ 3 Multiplayer discord! And thanks to CFC for hosting an archive of unit assets.
How Do I play?
There are two ways
-As a role playing game, with the dungeon master controlling the units within the scenario, and the players telling the dungeon master what they want their characters to do.
-As a single player scenario in Civ 3. There are a few role-playing prompts (IE guiding conversations with NPCs) that you will have to do yourself. See the post below.
What are the treasures?
-Gold can be found around the dungeon. Can be used to rush units.
-Magic Amulet: Carried by the scout. Can be used to revive a player from the dead, or rush a wonder or unit. To revive a player or rush a unit, first rush a building, then switch to the unit. The shields should carry over.
-Tent: Carried by the scout. Can be used to build a wizard hut (airbase) or a city wherever you would like.
-Eagles: Carried by the scout. Can be used to make an outpost, a radar tower, or it can be used as a cruise missile (with lethal land and sea bombard).
Outposts can be placed on mountains for 3 tiles of vision in all direction. This will always reveal 2 or more secrets or pieces of treasure! You are highly encouraged to place outposts on mountains. I know that when you play RPGs you probably hoard your consumables, but don’t do this here! You’ll miss a ton of cool stuff.
What are the puzzles?
Puzzles reward players with creativity or good knowledge of the Civ 3 game mechanics. Here’s a refresher on how airbases work.
Wizard huts (airbases) appear across the map. They allow your party members to warp (airlift) to any other wizard’s hut that they control. Only one unit can warp from a wizard hut each turn.
You can also teleport (airdrop) from a wizard hut. This can be done by all of your party members on the same turn, but it can only be done if your unit has full movement points (AKA, they started the turn on the Wizard’s Hut). You can only teleport onto a tile that isn’t fog of war (hint hint, use the eagles). If you teleport onto an occupied tile, your unit will die, so check first.
If barbarians seize a wizard hut, they will destroy it.
What are the heroes?
You start the game with 5 heroes. The scout, the guardian, the barbarian, the ranger, and the engineer. They may die. If they die, you may revive them. You upgrade the heroes by taking armories and arsenals (cities, often designed as boss fights). In terms of non-combat abilities:
Characters start with a teleport range of 4. They get +1 range when they level up. They also all get +1 movement point, and +1 HP
The scout holds treasure, and as a result can never be put on a boat. Sorry, scenario editor mechanics. Do not lose the scout, or it will be very difficulty to revive your party members.
Tier 1 scout holds 3 treasure. Tier 2 scout gets the “radar” ability and holds 6 treasures. Tier 3 scout has amphibious, blitz, radar, and can see invisible units. It can hold 10 treasures.
The ranger starts with blitz. The tier 3 ranger has lethal bombard.
The tier 2 engineer gets lethal bombard. Tier 3 engineer has blitz and lethal sea bombard.
The tier 2 guardian gets detect invisible.
The tier 2 barbarian gets blitz and amphibious assault.
What are the monsters?
Yellow units belong to the goblin king. Purple units are barbarians, wild monsters or rebel tribes. In this scenario, there is no starting combat bonus vs barbarians. You may build a wonder, the war academy, that gives you a +100% bonus vs barbarians.
There may be invisible monsters and traps throughout the dungeon. Level up your heroes and they may be able to detect them.
Generally the encounters get more difficult the further you travel from the center of the maze. Bones (tundra) represent a spike in difficulty. But harder encounters yield better treasure.
What are the buildings/units?
-Elf bait (looks like deer) is distributed around the map. Building a city on it allows you to build an elvish worker. This unit can build roads through the walls of the maze.
-Boats: You can build them in coastal cities. They allow travel over coast! Note that the scout cannot go in a boat, but most tiles you can land on should have a wizard hut near so you can warp him in.
-Border Expansion just gives you 10 culture per turn. Having expanded borders can give you important pieces of vision.
-The War Academy gives a +100% bonus vs barbarians (so purple enemies, not yellow enemies)
-The Dwarven Bank Account gives 5% interest on your treasury. It is build in 2 parts, and so it requires 2 amulets to be built.
-Orcish Medics act just like battlefield medicine. Might be quite useful in some boss fights where you’re unable to heal.
-Elven Spy Center allows you to spy on the goblins. You can steal their maps, their unit locations, and look inside their cities.
-Wizard’s Pilgrimage places an airport in all cities on the same continent.
Limitations
There are a few things I wasn’t able to program into the scenario. You should follow them as rules even if they aren’t enforced mechanically.
-There’s nothing stopping you from “reviving” a player who’s not dead, and having 2 copies of the hero. Don’t do that.
-The game doesn’t stop you from teleporting on top of impassible terrain, such as jungle walls or magic barriers. Don’t do that.
Credits
Thanks to all the play-testers in the Civ 3 Multiplayer discord! And thanks to CFC for hosting an archive of unit assets.