eric_A
Deity
It is the year 1410 and the Great Plague which devastated Europe has
finally died out. Only one in a hundred survived the Black Death, leaving
the Christian Kingdoms devoid of population. Only Iceland escaped
unscathed.
In Asia, Temur the Lame has been dead for five years and his vast empire
has split into 3 parts; the Ottomans in Asia Minor, the Delhi Sultanate on
the great plain of the Ganges and the Mongols in Central Asia.
China and Arabia are the two superpowers of this world, but far away in
the new lands across the oceans a group calling itself the Hodenosaunee
Confederation has developed a radical new form of government in which
all men are equal!
This is a beta version and is more or less complete for the 1st two ages up to
about 1800 AD.
The Civs can be divided into 4 groups. Most civs have 1 or more unique
units, some can trigger a golden age.
1. The remains of Temur's Empire:
The Ottomans: The smallest part of the remains and the land is a bit
hilly. But it is in the best position to exploit the empty lands of Europe.
Their unique unit is the Jannisary, the world's first professional army.
The Delhi Sultanate (i.e. Muhguls): Good, fertile land and
friendly people to the south. The same cannot be said of
your neighbors to the north, east and west but the Himalayas make
a very nice defensive barrier. Their unique unit is a mounted Afgan warrior.
The Mongols: Not as technologically advanced as your neighbors
but well placed to dominate the steppes. Your military is battle
hardened and mobile. Strike early and strike hard to try and knock
back your neighbors (especially China) before they get too powerful.
Unique unit: Keshik.
2. The Superpowers (no golden age for superpowers):
China: The most populous civ and rules the seas with the treasure
fleets. Technically advanced, the weak points are a. the government
and b. China is in a locked war with those pesky Japanese
Unique unit: Treasure Fleet.
The Mamluk Sultanate (Arabs): Technically advanced and ahead in terms of culture.
Your main enemy is geography. Apart from the fertile river lands, you
are surrounded by deserts which limits settlement to narrow coastal
strips. But you do have a foothold in The New World. Unique
units is the Mamluk and the Arab Scout.
3. The New World:
The Hodenosaunee: You have two advantages, a superior system of
government and a wide-open continent (until you run into the Aztecs).
If you can get on good terms with the Icelanders, they can teach you how
to navigate the great ocean. Unique units: javelin thrower.
The Aztec: Great builders with bad government. Unique unit: jaguar warrior
The Inca: Same as Aztecs, but wealthier. Unique unit: Chaqui Scout
4. The Others:
Japan: Sitting next to an 800 pound guerrilla (China) is never pleasant.
The Kinyama (Gold Mountain) colony gives you an opportunity to make first contact
with the new world civs. Unique units, Samurai and Atakebune.
Ethiopia: As above, but the guerrilla is Arabia. Terrain is also a problem,
too many mountains and deserts. Unique unit Numidian Mercenary
Travancore (A.K.A. India): Expansion is limited by the presence of the Sultanate to the north.
The pirates across the bay can make sea travel hazardous.
Advantages: Governments, the Kerela is the 2nd best of the early game governments (after
the Hodenosaunee league). The Travancore League allows you to switch a democratic gov. sooner
than most other civs. Unique unit is the War Elephant.
Zimbabwe: Not as technically advanced as the leading civs but no enemies nearby
and plenty of good land and resources to exploit. Unique uint: Impi.
Austronesians: Weak militarily and spread all across islands from Sumatra to Timor with only the capital Malacca on the mainland. Advantages: in the best position to colonize Australia. Unique units: pirate galley, a hidden nationality unit and gives you the ability to trigger
your golden age without being at war with another civ.
Iceland: These guys don't have a snowball's chance in h*ll of winning but
it is great fun to load up the longboats a go a-viking. Unique units: Norseman
and the longboat. The Norseman is the only early-game unit capable of amphibious
attack.
Also: Mali, Polynesia, The Barbary States and the Safavids.
Barbarians: Yes, great raging hordes of them everywhere except in the empty
lands of Europe.
To install:
1. Download the YRS_beta1.zip file from:
http://www.atomicgamer.com/files/89451/yrs_beta1
2. Extract the YRS folder and copy to conquests/scenarios/
3. Download the zipped scenario file below, extract the biq file and copy it to conquests/scenarios/
finally died out. Only one in a hundred survived the Black Death, leaving
the Christian Kingdoms devoid of population. Only Iceland escaped
unscathed.
In Asia, Temur the Lame has been dead for five years and his vast empire
has split into 3 parts; the Ottomans in Asia Minor, the Delhi Sultanate on
the great plain of the Ganges and the Mongols in Central Asia.
China and Arabia are the two superpowers of this world, but far away in
the new lands across the oceans a group calling itself the Hodenosaunee
Confederation has developed a radical new form of government in which
all men are equal!
This is a beta version and is more or less complete for the 1st two ages up to
about 1800 AD.
The Civs can be divided into 4 groups. Most civs have 1 or more unique
units, some can trigger a golden age.
1. The remains of Temur's Empire:
The Ottomans: The smallest part of the remains and the land is a bit
hilly. But it is in the best position to exploit the empty lands of Europe.
Their unique unit is the Jannisary, the world's first professional army.
The Delhi Sultanate (i.e. Muhguls): Good, fertile land and
friendly people to the south. The same cannot be said of
your neighbors to the north, east and west but the Himalayas make
a very nice defensive barrier. Their unique unit is a mounted Afgan warrior.
The Mongols: Not as technologically advanced as your neighbors
but well placed to dominate the steppes. Your military is battle
hardened and mobile. Strike early and strike hard to try and knock
back your neighbors (especially China) before they get too powerful.
Unique unit: Keshik.
2. The Superpowers (no golden age for superpowers):
China: The most populous civ and rules the seas with the treasure
fleets. Technically advanced, the weak points are a. the government
and b. China is in a locked war with those pesky Japanese
Unique unit: Treasure Fleet.
The Mamluk Sultanate (Arabs): Technically advanced and ahead in terms of culture.
Your main enemy is geography. Apart from the fertile river lands, you
are surrounded by deserts which limits settlement to narrow coastal
strips. But you do have a foothold in The New World. Unique
units is the Mamluk and the Arab Scout.
3. The New World:
The Hodenosaunee: You have two advantages, a superior system of
government and a wide-open continent (until you run into the Aztecs).
If you can get on good terms with the Icelanders, they can teach you how
to navigate the great ocean. Unique units: javelin thrower.
The Aztec: Great builders with bad government. Unique unit: jaguar warrior
The Inca: Same as Aztecs, but wealthier. Unique unit: Chaqui Scout
4. The Others:
Japan: Sitting next to an 800 pound guerrilla (China) is never pleasant.
The Kinyama (Gold Mountain) colony gives you an opportunity to make first contact
with the new world civs. Unique units, Samurai and Atakebune.
Ethiopia: As above, but the guerrilla is Arabia. Terrain is also a problem,
too many mountains and deserts. Unique unit Numidian Mercenary
Travancore (A.K.A. India): Expansion is limited by the presence of the Sultanate to the north.
The pirates across the bay can make sea travel hazardous.
Advantages: Governments, the Kerela is the 2nd best of the early game governments (after
the Hodenosaunee league). The Travancore League allows you to switch a democratic gov. sooner
than most other civs. Unique unit is the War Elephant.
Zimbabwe: Not as technically advanced as the leading civs but no enemies nearby
and plenty of good land and resources to exploit. Unique uint: Impi.
Austronesians: Weak militarily and spread all across islands from Sumatra to Timor with only the capital Malacca on the mainland. Advantages: in the best position to colonize Australia. Unique units: pirate galley, a hidden nationality unit and gives you the ability to trigger
your golden age without being at war with another civ.
Iceland: These guys don't have a snowball's chance in h*ll of winning but
it is great fun to load up the longboats a go a-viking. Unique units: Norseman
and the longboat. The Norseman is the only early-game unit capable of amphibious
attack.
Also: Mali, Polynesia, The Barbary States and the Safavids.
Barbarians: Yes, great raging hordes of them everywhere except in the empty
lands of Europe.
To install:
1. Download the YRS_beta1.zip file from:
http://www.atomicgamer.com/files/89451/yrs_beta1
2. Extract the YRS folder and copy to conquests/scenarios/
3. Download the zipped scenario file below, extract the biq file and copy it to conquests/scenarios/