Craig_Sutter
Deity
This is a mod that I have been working on, off and on, for about 4 years through various iterations of Civ V. However, the scenario actually has a much longer history... I played a solo variation of it from Civ III at the beginning. With Civ IV, I returned to the concept when the Medieval Mod for Civ IV was initiated. I had a part in the Medieval Mod's creation and incorporated elements of that mod, notably the tech tree with some variation, in two scenarios that I had developed, one of which was the Viking Age. My scenario was fairly well received at that time though the Medieval Mod itself collapsed with various of its creators moving on... it was never updated for Beyond the Sword and is almost never played (although I have the files for the Civ IV version if anyone asks).
Then on came Civ V... I was very happy to learn that Civ IV maps could be converted to Civ V. I am inordinately proud of the map I made for the Viking age . So I set about converting the map and using some of the broader ideas that were introduced in the Civ IV version.
The Scenario runs from 500 AD to 1235 AD, 1500 turns. As yet, I only have Domination and point victories set.
Currently, the game is very playable. I have tested it extensively. I would consider it about 80% finished. There are a number of text entries that need to be finished. As well, changes need to be made to some game elements such as the league of nations and cultural victories et. al. to make them more fitting to the Medieval theme. I also need to rework the Science victory and work on some custom victories to add to the Scenario flavor. As well, though extensive testing has been done using Autoplay, balance may need to be worked on... I am hoping player input will assist in this.
There are 19 civs on the map. They include, in alphabetical order...
The Britons: "One and All" - +25% Production towards any buildings that already exist in the Capital. Glastonbury subkingdom.
Connacht: "Neither Fear, nor Spurn" - Food and Culture from friendly City-States increased by 50%. Gain 90 Influence with a Great Person gift to a City-State.
Cymru: "High King's Legacy" - City-State Influence degrades at half and recovers at twice the normal rate. Pengwern subkingdom.
Dal Riata: "Spare not!" - Buildings produced 1/3 faster. Pastures give +1 food and production.
Denmark: "From the fury of the Northmen release us, O Lord!" - Naval Melee units receive the Longship promotion. Free Great Heathen Army units with capture of enemy cities. Free pillage moves for melee.
Domaine Royal of France: "The City of Light" - Only one city allowed. No annexing. All cities transferred to Franks. Gain Science and Gold from buildings built by Franks. Construction of iron and horse units spawns units in Frank cities that have improved iron and horse resources.
Frisia: "Eala Frya Fresena!" - Resource diversity grants twice as much Gold in Trade Routes. Fort improvements yield +1 food and production. Unimproved Marsh yields extra food and can build Polder Improvement in Marsh.
Hladir: "Norse Sagas" - Naval Melee units recieve the Longship promotion. Units may embark across any water hex in any era. All coastal Cities get a free Harbor. +1 culture and science from fishing boats.
Holy Roman Empire: "Carolingian Legacy" - No settlers nor annexing of cities. Purchase in puppeted cities. Puppets give bonuses towards Gold, Great Persons and Golden Age generation and length. In Golden Ages, units have +1 Movement and a +10% Strength. Bruges subkingdom.
Mercia: "Let Thine Enemies be Scattered" - Combat Strength +20% when fighting City-State units or cities. Receive 50% culture from kills. Founded cities and the capital get free Bretwalda Hall. Lindisware subkingdom.
Munster: "The Strong Hand Uppermost" - Units fight as though they were at full strength even when damaged.
Normandy: "Look I have already grasped my Kingdom" - All melee and mounted units receive the Conqueror promotion. Sheriff unit can be expended to construct the Norman Keep unique improvement in the same way a Great General constructs a citadel.
Northumbria: "Let Us Seek the Best" - Strategic Resources provide +1 Production and Horse and Iron Resources provide double quantity. Deira subkingdom.
Norway: "Going Viking" - Naval Melee units receive the Longship promotion. Units embark across any water hex. Receive +2 Gold and +1 Culture per foreign Trade Route. Trade Route owners get +1 Gold.
Pictland: "The Hills have 'Ayes'" - Units ignore terrain costs when moving into any tile with hills. No maintenance costs for improvements in hills; half cost elsewhere. There are 2 Jewelry resources in the capital. South Pictland subkingdom.
Saxony: "The strength of Irminsul shall sustain!" - +1 Faith per city with an adjacent unimproved Forest, +2 if they have 3 or more such tiles. Improved combat within 2 hexes of Irminsul. Hamburg subkingdom.
Strathclyde: "God Feeds the Ravens" - Combat bonus (+20%) when fighting units from a Civilization with more Cities than Strathclyde.
Sweden: "Varangian Spirit" - Naval Melee units receive the Longship promotion. All land military units have +1 sight. All units move faster along rivers. Rivers act as roads for trade.
Wessex: "Calling the Fyrd" - Wessex melee units have +1 movement points and receive the free promotion Discipline. Unit maintenance is reduced 25%.
There are some new concepts I have introduced. A number of civs have subkingdoms with which they obtain very positive diplomacy numbers and bonuses. At some point, many of these subkingdoms amalgamate with the civilization in question upon the acquisition of either Nobility or Chivalry techs. Additionally, there are many scripted actions on behalf of AI civilizations that allow for a bit more historical accuracy. This mostly has to do with historical Viking attacks... the point being that for now, even given a peace treaty, the Viking civs are not to be trusted. I am going to work on refining these scripted events as time goes on to make them seem more rational and random at the same time.
During the course of creating this scenario, I used a variety of resources provided by members of this site plus many of my own creation. I have lost track of many of the creators however, because of computer wipes and interruptions in work. Because of this, I would ask that if anyone sees their own work, they let me know so I can properly credit it in the mod description and in the thread. I will list some that I do recall below (I will collect spelling of names as I return to this thread over time):
CREDITS:
wHoward - longship, assistance with much code. probably etc.
Machiavelli - his unit promotion code, assistance with code creation, probably etc.
Gedemon - city state's UU code
Don Quixote - Ingame Editor for testing, assistance with code creation
Iceco - not another city state's mod code elements
R8XFT - Some leader portraits from his mod.
JFD - Norway map
FramedArchitecture - lua from his National Park mod
LeeS - code assistance
? - Smarter Tech Tree Pipes code
? - Standing Stones Mod code
? - many unit graphics
The mod is available in my dropbox Viking Age folder.
The link follows. I hope it works:
https://www.dropbox.com/s/a4kwwipabenxgiu/The Viking Age for BNW (v 4).zip?dl=0
Please feel free to comment on the scenario... I am especially interested in balance and the late game. I also want to determine if unit and building costs are too fast or too slow. I don't want people to run out of things to build. I also would like an idea of whether tech development should be slowed down or sped up... any ideas are welcome although I do not guarantee they will be implemented.
I have added an autoplay function... simply open a new panel in firetuner and type Autoplay(100) where 100 could be any number of turns...