Ultima X scenario
=================
-required Civ3 v1.29

In the kingdom of Britannia, Lord British(LB) lost hold of his kingdom with breakway of the other seven city states now ruled by independent warlords who were once friends of Lord British(LB) himself. Play as LB under civilisation group Bards. Forces or cities still loyal to you are now isolated in hostile teritory and may not hold for long. With news of the arrival of the hero of Britannia, the Avatar, the rebelions states has begin marching towards Britain, the capital of Britannia for an  pre-emptive strike. With the help of the mighty Avatar and his companion Iolo, reclaim your entire kingdom!

Important notes:

Savegame file difficulty is DEITY i.e. the correct way to play war strategy maps:) You should survive if you're not dumb;)
Advance cost has been increased x10 to maintain medieval era. Game is expected to end during mid-period of the second age. Win through bloodlust conquest method, domination victory insufficient (you suppose to reclaim your ENTIRE kingdom you know!)
LB of the Bards is scientifically most advance and have the highest culture. Government type is monarchy while all others are despotism. Maintain your cultural lead or else you gonna have problems of resistance.
Defend your Horse and Iron strategic resource, you only have one each. Of course they placed in a compromising position... to make you fight hard to hold it. Loose those, you can't built your specials and swordmen. Your highest offense and defense values will then be reduce from 3 to 2(suicidal..muahahaha!).

Following section for ULTIMA fans and those serious military tacticians who reads all info:

There are 9 'civilisations', eight races representing the eight virtues and the rogue pirates. Center of governance for each sides has the city named in block letters in the map.
The plains of the Britain city is theaten from the west and north. Forces from Skara Brae pose the most direct danger from west. Forces from Yew descend from Serpent Spine mountain range from north. Your outer towns/villages are lightly defended. Paws in the south is threaten from Trinsic forces from the south. Your 'second' capital Cove and surrounding villages the face the forces of Minoc in the east as well troops of Yew from north. 
Your concentration of fighters are in LB Castle and Britain. You have to quickly fan out to defend your perimter towns. The challenge is how many towns can you hold. Retreat strategically and counter-attack accordingly. You may not want Cove to fall though as it has the Governer House (Forbidden Palace).
The cities of Empath Abbey, Lycaeum and Serpents Hold, each housing the flame of love, truth and courage respectively(in which the eigth virtues are derived) are still under LB control. The same goes for the Temple of the Codex. These strongholds are isolated and their survivability depends on you. There are isolated elite/special units loyal to LB scattered on the wild realms. Either regroup them or use them or harass behind enemy frontlines.

Map size is large with 9 civilisations groups which are described as follows:

CAPITAL		Civilisation	Leader		Special units
-------		------------	------		-------------
LB Castle	Bards		Lord British	Hoplites(1/3/1), Riders(3/1/2)
MINOC		Tinkers		Julia		Mounted Warriors(3/1/2)
TRINSIC		Paladins	Dupre		Legionaires(3/3/1),Immortals(4/2/1)
YEW		Druids		Jaana		War Chariots(2/1/2)
SKARA BRAE	Rangers		Shamino		Bowmen(2/2/1)
MOONGLOW	Mages		Mariah		nil
NEW MAGINCIA	Shepards	Katrina		Impi Warriors(1/1/2)			
JHELOM		Figthers	Geoffrey	Immortals(4/2/1)
BUCCANEER'S DEN	Pirates		Blackthorne	nil (Man-of-War too far up in techtree)



GAME MODIFICATIONS (patience! you're about halfway through the readme.txt)
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a)	UNITs:

Superunits:
1) Your Avatar, Iolo and LB uses the Samurai unit with +7 HP. If you loose them, you loose them forever. 2) You're given at least one special unit of your oppositon forces normally isolated in hostile teritory, consider them as rebels to their own civ class still lotal to you.
3) All opposition civilisation starts off with one army lead by their respective leaders.
4) Future units are given to opposition civs to spice things up. Don't be surprise to see several Longbowmen or Knights. These units are given names and not buidable until the relevant advance is researched. Pirates for example has the powerful Blackthone Flagship(Man-0f-War). Don't worry, you have LB Flagship named Golden Ankh(Frigate). 

Other unit changes:
1) NO settlers units! They are not buidable! We certainly don't want Roman or Greek cities populating the continent of Britannia, right?
2) Galley and Privateer are the primary way of sea transport and naval superiority respectively. Galley load capacity increased from 2 to 3. Both can travel in coast and sea tiles.
4) Riders(Chinese special unit) A/D/M attribute changed from 4/3/3 to 3/1/2, available to Bards only, requiring iron and horses. 

b)	CITY IMPROVEMENTS AND WONDERS:

1) Wonders are renamed/modified to better reflect the scenario setting. During gameplay, check Wonder hotkey to see their locations. All placed Wonders do not expire. Main addition to wonders attribute is to add corruption reduction and add +50% tax to help balance the treasury at tax to science ratio setting of 50:50. Towns and cities are located far-flung in the contient of Britannia, you know how bad corruption can be...

Original:		In Scenario:
Pyramids		Magincia Granaries(add +50% tax)
Hanging Gardens 	High Court of Justice(add reduce corruption)
Colussus		Pillars of Avatar(+50% tax/research,reduce corruption)
Great Lighthouse	Great Lighthouse
Great Library		Codex of Ultimate Wisdome(add reduce corruption)
Oracle			Shrine of Spirituality
Great Wall		Great Wall of Trinsic
Art of War		Library of Scars
Sistine Chapel		Empath Abbey(add 2 happy, reduce corruption)
Copernicus		Moonglow Observatory		
Leonardo's Workshop	Tinker's Workshop
Newton Uni		Library of Lycaeum(add reduce corruption)
Smith's Trading Com	Britannia Trading Com(add +50%tax/luxury)
Forbidden Palace	Governer House
Military Academy	Serpent Academy(change to Wonder,reduce corruption,Barrack on continent)

2) Given wonders has civilisation characteristic removed to prevent triggering of Golden Age at turn#1.
3) Cost of Governer House reduce from 200 to 100 so it does not take forever to built one when you really need one at faraway places.
4) Since corruption will be a problem in Monarchy, police station renamed to Royal Guard Station  is available. Prequisite: Monarchy and Barrack. So now you have another city improvement other than courthouse to fight corruption. 
5) Palace gives 50% tax to further help balance cash flow.
6) Harbor prerequisite is aquedect(available later in Engineering advance). This is to prevent early blooming of minor coastal villages/towns to sizes that rival the key cities. Harbor cost increased to 100 from 80 and gives +50% tax output to help balance cashflow.
7) Aquedect availabiliy moved from Construction to Engineering to prevent early population bloom. You will noticed that key cities always has a river so that it doesn't need the aquedect. It is intentional to block the growth of minor cities so that they do not reach city size.

c)	ADVANCE

1) Bridges are available early in Mathematic instead of Engineering.
2) Aquedect availabiliy moved from Construction to Engineering for the reason explained previously.
3) All other civilitions start two advances behind you, they lack Polytheism and Monarchy.

d)	GOVERNMENT

1) Monarchy support 3 units per town (city 6 and below) instead of 2. Unit support for city remain unchanged at 4.
2) AI set to dislike Republic.


ADVICE
======

1) Your first step is to prevent yourself of being overran by endless streams of AI attack units. 2) You will have to learn to fall back if an outer city in not defendable. 
3) You have three superunits, use them together or separate them to support the different fronts. 
4) Do not loose BRITAIN at all cost. It will be difficult to recover.
5) Ensure sheild production in cities are optimum, i.e. producing net amount of 10 or 15 sheilds(when city large enough) per turn to maximise efficiency of unit production cost of 20(hoplites) or 30(swordman/riders). Do partial rush build to help speed production.
6) Most city size will be stuck at 6(aquedect n/a), in these cases shift from food to shield producing tiles.
7) Don't loose sight of your defense of your iron resource and the road linking it. Remember iron can 'disappear', secure second closest source asap.
8) Remember to plan attacks. Where do you want to attack first? Britain is in the centre of the empire hence surrounded by hostile forces. When attacking on one front, another front must be protected either through well placed defensive units or ...peace treaty.
9) In Deity, there is a # of turn limit of about low 200's. So you will HAVE TO ATTACK. Island hopping in the later stage will take time as Galleys are slow and load only 3 units and cannot fit full size army unit)
10) Riders offers the best way to attack. As a mounted unit, it might withdraw before being destroyed unlike swordmen. But note poor defense, require backing of higher defense units. The horse resource is placed quite a distance from 'safe' teritory so good luck! :)

END

-RKS Lee a.k.a. General Maximus
Sept 1, 2002
p/s Have created Ultima scenario on Civ2, Test of Time, Call to Power II and now Civ3. Old files should be archived somewhere in Apolyton directory.