Map with starting locations, specific cities, civs, etc, with or without modified game files
Entries
CIVILIZATIONS (8): Rome, France (Gauls), Persians, Greeks, Germans (German Tribes), Vikings, and Mongols (Huns).
MAP: La Petite Europe (a small map that provides more realistic unit movement based on default movement values and is also a relatively high fidelity map of Europe.
Player 1 is Rome. To select an alternative civilization go to the cheat menu and select the Empire you wish. Turn on "see map" and turn on "fog of war."
February 6, 2001
141.46 Kbytes
The map is based on the map presented in _The Discworld Mapp_, devised by Terry Pratchett and Stephen Briggs. Translated into CTP2 by Scott Nickell. The scenario icon comes from a Discworld desktop theme, about which I have no further information. Great Library text for some of the wonders has been adapted from _GURPS Discworld_ by Terry Pratchett and Phil Masters.
January 19, 2001
348.62 Kbytes
This scenario blends some historicity with wishful fancy. It assumes both Germany and Italy emerged as nation states, albeit somewhat weak in comparison to England, Russia, and France. For a reasonable challenge, choose Italy, Spain, or the Viking Nation for play. To play other than player1 (Italy) see the readme.
January 26, 2001
153.45 Kbytes
Notes about the Scenario:
A) To pick a civilization, Open your editor and simply switch via-cheat option
1) Be Egypt, Turkey, Assyria, Persia, Phoenicia, or Israel
2) Greece and Rome are very powerful they will be strong later in the game
3) Cities are not historically in right place
4) Best Played with AI Frenzy mod
5) Start with 2-4 cities depending on your civilization
February 6, 2001
99.45 Kbytes
One City Challenge (OCC) comes to CTP2. Can you conquer the world with one city?
The human player gets a settler, the AI gets as many as it can build - try to win. I forgot to include a readme file with the scenario, but it is just like other scenarios, unzip into the scenarios directory. (With WinZip for best results).
The map, I drew out, so that the 7 enemy civs are around your island, in the central lake. Be warned, SLIC is used to prevent you building settlers, and the AI will really hate you.
This scenario allows OCC as a viable gameplay option in CtP2.
Since science victories are impossible with one city, and diplomatic victories simply outrageously difficult, some changes have been made so that victory can be achieved by bloodlust. After a city is "captured", it is destroyed, automatically.
This scenario is very hard. The AI might not be up to much, but it outnumbers you, and will get well ahead in the tech race.
You will need all your skill to survive and win.
May 15, 2001
149.15 Kbytes
ASIER, Caranorn and Locutus have created this file. Contact: locutus at apolyton dot net
This is a Peleponnesian War Scenario for Call to Power 2, created by ASIER. It recreates the situation in Ancient Greece at the time of the Peleponnesian War (431-404 BC). You can play as either the Spartan Confederation or the Delian League (or, if you want a real challenge, one of the minor nations: Persia, Illirya, Macedonians, Cretans or Neutral States) and your goal is to establish dominance over the entire Greek world. The scenario is available in Italian and English (English translation made by Locutus).
The secondary file is an update for this scenario made by Caranorn. Although the first version is entirely playable, there are some graphics glitches - these are fixed in this update.
May 5, 2002
5.50 Mbytes
Dorian Credé has created this file. (dorian at crede dot com)
Earth map (400 x 400) ready to play. It is based on OmniGod's gigantic Worldmap. It comes with eight Nations (Germans, Indians, Chinese, Australians, Native Americans, Incas, Zulus, and Mayas). If somebody knows, how to add all nations to choice, please contact me!
March 11, 2001
380.98 Kbytes
.....the remainder of the map is populated by Barbarian
Provinces (i.e. Latium/Etruria/Campania/Samnium for Roman Italy) so that its not a game of colonization but as much of a wargame as i have been able to make it. Each nation has its own military units peculiar to it as well as generic types available to most, by using personalities and tech tree combined with government type the AI will build those units that were historically available to it, the map contains navigable major river, highland and lowland hills each with their own values, the nice villages from the samurai scenario that are now called Allied Tribe and provide better resources than any other terrain type, many changes to buildings abilities, tech tree stays pretty intact but some are renamed to stay in period but most give different bonuses, for instance city walls +1 happiness +100% defensive, this will be available as soon as i find a site to post it on, it is all complete except for the Great Library some is put some is not but I changed my mind about what info to put in it and have not finished it yet but there are two readmes that have most of the info you would want. This was inspired by harlan's Alexander scenario, which I used as a starting point for all my changes. In this mod I have linked types of troops that historically were used by a nation to the personalities that control the civilizations, this allows you via the unit build list to predict what will be produced by that country, thus Rome will produce Legions while Greece produces Hoplites, this will continue through the tech tree so that each country's army will have a more or less historical force mix of troop types. (Its not perfect but close enough for now) As i said before its a more combat oriented than research game so you will have to unlearn a few things about how you play but i believe you will find it very challenging.
The first scenario dealt with Dacia, this one deals with Carthage and their 2nd Punic War with Rome, regarded by most as Hannibal's War.
Hannibal with his army arrives north of Massilia heading for northern Italy, Scipio, a roman consul, by chance puts in at Massilia for supplies for his army in route to spain where he expects to find Hannibal, a sharp cavalry action follows and Hannibal force marches to the alpine pass he has selected to lead him into Italy. A second consul is tasked with the complete conquest of Sicily. At this point history is now yours to make.
All other nations are playable some more interesting than others.
Recommended Selucia, Dacia, Germania as interesting and challenging to play.
March 23, 2001
5.84 Mbytes
Present you all a medieval period scenario on the RPG Ultima series:
Excerpt from Intro in Great Library:
Play as Lord British with the help of the powerful Avatar unit to bring the entire Britannia back under his rule. Lord British had lost hold of his kingdom with the breakaway of the other seven city states. Each of these cities are now ruled by independent warlords, once companion of Avatar himself. Choose "Bards" for race class selection to play from the city of Britain, stronghold of the king...... So build up your armies and devise a strategy to reconquer the lands to unite Britannia.
SITUATION....
Lord British is still marshalling his subjects to raise an army to retake his kingdom. But renegade cities anticipating his counterattack since the arrival of the Avatar made an early strike! Mounted armoured knights from Trinsic posed a grave threat to town of Paws from the south. Forces backed by archers and catapults of Skara Brae and Yew are moving in fast from west and north threatening the outskirts of Britain itself. Forces of Minoc not to be left out are poised to strike from east, threatening the town of Cove and Shrine of Compassion, the virtue that Britain signifies! Pirates infest the water off Britannia Bay, ready to take advantage of the situation. The outer cities are lightly defended by the local militia conscripted from the peasants. If you can survive the initial onslaught, build your forces and plan your strategy to reverse your poor fortunes!
I have finish playing the scenario and won after about 200+turns on hardest level. Ran on v1.11, no modified MOD used. Thorough details on map and careful city placement reflecting the original Britannia. I hope you enjoy it as I do.
August 25, 2002
424.54 Kbytes
This is a world map scenario meant exclusively for WAW. Play as either the Germans, Americans, Chinese, Brazilians, Ethiopians, Australians, Indians, or Russians.
This map requires World at War! v1.04.
May 26, 2002
180.19 Kbytes
This is one in a whole series of scenarios made by ískallin. The series consists of world map scenarios for various mods in varying sizes. This is a scenario for Medieval Pack 2 v2.2. It is based on Omnigod's 400x400 earth map. You can play with all nations that are also in the Medieval Pack, with historic starting locations. If you are up to the challenge, you can now truly become ruler of the world!
This map requires Medieval Pack 2 v2.2.
July 23, 2002
408.44 Kbytes
This is one in a whole series of scenarios made by ískallin. The series consists of world map scenarios for various mods in varying sizes. This is a scenario for World at War! v1.04. It is based on Omnigod's 400x400 earth map. You can play with all nations that are also in World at War!, with historic starting locations. If you are up to the challenge, you can now truly become ruler of the world!
This map requires World at War! v1.04.
July 23, 2002
369.12 Kbytes
This is one in a whole series of scenarios made by ískallin. The series consists of world map scenarios for various mods in varying sizes. This is a scenario for the Super Apolyton Pack. It is based on Omnigod`s 400x400 earth map. You can play with all nations that are also in the regular game, with historic starting locations. If you are up to the challenge, you can now truly become ruler of the world!
this map requires Super Apolyton Pack v2.0.
July 23, 2002
240.91 Kbytes
World War II Scenario created by Activision. Start either as the Germans or the French.
January 20, 2001
11.77 Mbytes
This is primarily for those who the Activision ww2.exe installer doesn't work, or have problems installing. Just unzip as instructed and it's ready.
November 7, 2002
10.23 Mbytes
This is primarily for those who the Activision ww2.exe installer doesn't work, or have problems installing. Just unzip as instructed and it's ready.
November 7, 2002
9.94 Mbytes
This is primarily for those who the Activision ww2.exe installer doesn't work, or has problems installing. Just unzip as instructed and it's ready.
November 7, 2002
9.90 Mbytes
This is primarily for those who the Activision ww2.exe installer doesn't work, or has problems installing. Just unzip as instructed and it's ready.