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).

