The Warlord 4/25/2002 (Version 1) 4/29/2002 (Version 2) A Civ 3 map/scenario by Ed "O'War" Green In the aftermath of the Apocalypse War the Earth is a shattered wasteland. Bands of nomads wander the wastelands, scrounging whatever they can to survive one more day. With time, various factions come to settle down and form communities of people with a shared common purpose. With the rebirth of civilization, though, comes the rise of The Warlord: a survivor of the Apocalypse War, leading his former Marine unit of hardened war vets. The Warlord has a purpose too...to conquer the wasteland. Instructions: Unzip 'The Warlord.bic' to your scenario folder. Then start a scenario and select 'The Warlord'. You can choose your own difficulty level, but I've turned off culturally linked starting, and I've set the victory conditions to Conquest and Domination. Feel free to use the editor to change these if you like. Changes with Version 2: - Cleaned up the upgrade chain - Enabled the Brotherhood to build Panzers - Enabled the Smokers to build Jet Fighter - Adjusted Nationalistic gov't. to have Problematic corruption and 1/2/3 unit support - Enabled Reavers to build Cavalry Changes with Version 3: - Gave Continental League (U.N.) +50% luxury output- did this because Diplomatic victory is disabled, so it was otherwise almost completely useless--still not the greatest, but at least you get something for it now - Tweaked the Corruption slider to 85% for all difficulty levels - Removed 'Starts Goldern Age' for all units - Adjusted Golden Age duration to 25 turns, from 20 turns Set-up: This scenario is designed to have only one human-playable race: The Warlord (M/E). The Warlord starts with one unit of Marines, one Rifleman and one Explorer. As you start with no settlers, you must either conquer a city from another civ, or find a settler in a goody hut. Keep in mind, if you lose a unit before you conquer/found your first city, you will lose automatically. The Warlords UU is the Marine, representing The Warlords old unit from the Apocalypse War. The Warlord starts with The Wheel and Warrior Code. When you reach the Middle Ages, you will automatically receive Military Tradition. When you reach the Industrial era, you will automatically receive Amphibious Warfare. There are eight other unique computer controlled civs. These civs have received additional starting units as well, depending on their civ traits (religious, militaristics, etc.). All start with 1 Settler, 1 worker and 1 Rifleman. Militaristic = Knight (i.e. Heavy Horse) Religious = Immortals (i.e. Fanatics) Expansionist = Explorer Industrious = extra Worker Scientific = Cannon Commercial = extra Settler Map: I generated a random pangea standard size map with 60% water and 3 billion years old. Then I went through a altered the terrain to reflect the results of a nuclear war...most of the terrain has been turned into Badlands or Wastelands. I've added plenty of infrastructure to represent the remains of civilization. Also, lots of barbarians to ruin your day. Computer Controlled Civs: The Reavers (C/E): Descendents of raiders who finally settled down, though they haven't given up their violent ways. UU = Cossack (4/2/2, hidden nationality). Glowfreaks (R/E): Descendents of Air Force personnel who manned ICBM silos. Their prolonged exposure to radiation has increased their tolerance, but also mutated them. UU = Warrior (2/1/1). MILFORCOMUS (M/S): MILitary FORce COMmand, United States. The remnants of the western military forces. As far as they are concerned, the war isn't over yet. UU = Helicopter (0/2/1, OpRng = 6, 3/0/3 bombardment). The Comms (I/S): Remnant forces of the PRC's Red Army, still fighting for world-wide revolution. UU = Rider (4/3/3) The Smokers (M/C): Descendents of naval personnel who survived the effects of nuclear armageddon by staying on the water. Having a military background, and possessing better watercraft, they survived through piracy. UU = Privateer (2/2/4, hidden nationality, 2/1/2 bombardment). Trade League (I/C): Shortly after communities began to grow again, trade was rekindeled. Tired of constant raids, a group of merchants formed the Trade League for mutual protection (and to make it easier to fix prices). UU = Man O'War (3/2/4, transport 1, 3/1/2 bombardment). The Seekers (S/E): The Seekers are a quasi-religious cult who believe that the war was a test from aliens who will come to Earth to retrieve the true believers (i.e., The Seekers) and bring them to a paradise planet. They search the wastelands for signs of the alien's arrival. UU = Explorer (1/1/1, all terrain as roads). The Brotherhood (S/R): A techno-religious cult dedicated to finding and restoring the artifacts of the Pre-Apocalypse world. Their followers often use pre-apocalypse equipment that they have restored to enhance their effectiveness. UU = Muskeeters (3/4/1, radar, amphibious, cost: 7) Barbarians: Barbarians are set to Raging. The basic barbarian is the warrior (2/1/1), representing mutants and survivors of the Apocalypse War who have regressed to a more feral state. The advanced barbarian is the Cossack (4/2/2). These are horse mounted raiders armed with crude or salvaged firearms who raid settlements and communities to survive. The sea barbarian is the Privateer (2/2/4, 2/1/2 bombardment) representing pirates and other sea-borne survivors of the war. Terrain: Badlands (Desert): Produces 1 food, 0 shields; +1 food with irrigation; +1 shield w/ mines Wastelands (Floodplains): Irradiated land poisoned by atomic fallout. Produces 0 food, 1 shield; +1 food with irrigation; +1 shield with mines. Note: Settling near wastelands may kill off your population from radiation poisoning! Jungles: 2 food, 0 shields; +1 shield with mines. Hills: 1 food, 1 shield; +2 shields with mines. New Governments: 1) Survivalism (default): All units supported for free; science cap is 70%; no rush building; worker rate = 2; assimilation = 1%; military police = 1; draft = 1; regular diplomats and conscript spies; standard tile penalty; communal waste; no war wariness 2) Despotism (req: Code of Laws): All settlements support 4 units; science cap is 80%; forced labor; worker rate = 2; assimilation = 1%; mil. pol. = 2; draft = 2; regular diplomats and spies; standard tile penalty; rampant waste; no war wariness 3) Neo-Feudalism (req: Feudalism): Unit support: 2/4/8; science cap = 90%; forced labor; worker rate = 2; assimilation = 2%; mil. pol. = 3; draft = 2; regular diplomats and spies; problematic waste; no war wariness 4) Enlightenment (req: Democracy): Unit support: 1/1/1; science cap = 100%; paid labor; worker rate = 3; assimilation = 4%; mil. pol. = 1; draft = 1; veteran diplomats; regular spies; standard trade bonus; minimal waste; high war wariness 5) Nationalistic (req: Nationalism): Unit support: 1/2/4; science cap = 100%; paid labor; worker rate = 3; assimilation = 3%; mil. pol. = 2; draft = 2; regular diplomats; veteran spies; standard trade bonus; nuisance waste; low war wariness Other Changes: 1) Most of the monuments have been renamed to reflect a post-apocalyptic setting. However, their function/benefits/abilities have not been altered at all. 2) Roadbuilding requires Masonry. 3) Mining requires Bronzeworking. 4) The default defensive unit is now the Spearman (no tech requirement). 5) All artillery units have lethal sea bombardment. Cannons, artillery, and radar artillery also have lethal land bombardment. 6) Marines have been given +1 hp. 7) Tanks are now 12/6/2, blitz, cost: 10, to represent crude, ponderous early tanks of WWI and the early 1920s. They are available with Combustion. 8) All civs can build Panzers (16/8/3, blitz, cost: 11), which represent the fast and manueverable medium tanks of WWII era. Panzers are still available with Motorized Transportation. 9) Modern Armor costs 140 shields 10) Mech Infantry costs 120 shields 11) Plant Forest now requires Ecology technology. 12) The resources have been tweaked a little bit. For example, horses and furs now provide +1 food (hey, protein is protein). Also, the types of terrain some resources appear on have been changed as well. 13) General Note: There are not enough resources of each type to go around for all 9 civs. So, you will most likely have to fight for what you need. Suggestions/Strategy: I've only played a couple of partial playtest games on Warlord level. If you encounter any problems/bugs, or anything that unbalances the game, please let me know. 1) The small map means it will be explored pretty fast. Those goody huts will go fast. Also, you will get into a lot of fights with the computer because things will get tight. 2) Conquer another city ASAP so you don't fall too far behind the other civs. 3) Grab as many goody huts as you can as early as you can--you'll need the bonus money and technologies when you finally get a city. Also, you might get lucky and find a settler or another bonus unit. 4) Preserve your Rifleman and Marine as best you can. It will be a long time before you can replace these units (these two units alone saved me in one test game when I was fighting all the other civs at once--that was a close one).