The ULTIMATE ULTIMA X scenario for CivIII Conquest v1.22
by General Maximus

Win by be the first to score 50,000 victory points no later than the 260th turn limit. Note that this scenario is substantially different from the one created for CivIII v1.29 in terms of units, advances and strategy.  

In the kingdom of Britannia, Lord British lost hold of his kingdom with breakway of the other seven city states now ruled by deviant warlords. Play as British under civilization group Bards. Forces and castles 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 rebelion states begin marching towards Britain, the capital of Britannia for an  pre-emptive strike. With the help of the mighty Avatar and his heroic companions, reclaim your entire kingdom!

The companions of Avatar associated with each key city of virtue are isolated as they pledge loyalty to you and had turned their backs on their own home city. You either regroup them with the Avatar or go for risky solo rear strikes at the enemy. Your strategic resources are in the outer perimeter, so it will take some defending to hold it. You're at permanent war with all other seven factions except the evil Pirates. So diplomacy is not much of use other than with Pirates. Your have the ability to spy on the rebelious breakaway cities.



CHANGES that you should know (for serious gamers)
============================
TOPICS covered:-
A. RACE
B. UNITS
C. ADVANCES
D. WONDERS & CITY IMPROVEMENTS
E. CITY TYPE
F. GOVERNMENT
G. RESOURCES
H. CITIZENS
I. SCENARIO PROPERTIES


A. RACE
----------------
Format: <Race> of <CITY OF VIRTUE>, city of <associated virtue>
- brief special unit description

Bards of BRITAIN, city of Compassion (human player)
- has the Avatar & Lord British 'Hero' units, 9 other 'Companion of Avatar' units and Smith the Talking Horse unit. (see Units section for more details)
- Peasant Warrior(2/1/1) generated every 3 turns at Britain.
- Warrior of Destiny(4/2/1) generated every 10 turns at Stonegate. (Buildable by all at later stages)

Druids of YEW, city of Justice
- has Yew Longbowmen(4/1/1)

Tinkers of MINOC, city of Sacrifice
- has Fire Catapult, Sea Dragon, Musketeer(2/3/1)

Rangers of SKARA BRAE, city of Spirituality
- has Spiritwood Ranger(3/2/1)

Paladins of TRINSIC, city of Honor
- has Paladin Knight(4/2/2)

Fighters of JHELOM, city of Valor
- has Valorian Fighter(4/2/1)

Mages of MOONGLOW, city of Honesty
- has Archmage(4/1/1)

Shepherds of NEW MAGINCIA, city of humility
- has Shepherd Warrior(2/1/2)

Pirates of BUCCANEER'S DEN
- has Pirates(3/1/1)

Note:- 
Some future units given at start.
There are "anti" companion-of-Avatar unit from each breakaway virtue faction identified with name starting with the name 'Darklord..".


B. UNITS
--------

General:
No settlers! Hence every city counts! Once burn to the ground, they are forever gone.
Caravel availability brought forward to Higher Maths(Engineering) advance.
No Pikeman and Medieval Infantry at Feudalism. Feudalism more as a pre-requisite path to Chilvary to get Mounted Swordman unit (replaces Knight).

1) Hero (Avatar, Lord British & Blackthorne - BARDS & PIRATES)
6/3/2(A/D/M) + 5HP, has Radar, Blitz ability. Can convert allegiance(enslave) of defeated enemy unit producing Swordman. Not buildable. Golden Age(GA) unit. Value 150 shields.

2) Companion of Avatar units (and "Darklord..." units - ALL)
5/2/2 + 3HP, has Radar ability. Can convert allegiance(enslave) of defeated enemy unit producing Swordman. Not buildable. Value 100 shields.

3) Smith the Talking Horse unit (BARDS)
4/2/3 + 1HP, has Radar ability. Not builable. Lives near Britain and is the speediest land unit. Value 80 shields.

4) Peasant Warrior (BARDS)
2/1/1 generated every 3 turns at Britain by the Throne of Lord British wonder. Created from the fervent peasant supporters of the monarch. Can be upgraded to Swordman. Value 20 shields. Not buildable.

5) Mounted Swordman (ALL)
3/2/2, cost 40. Swordman but mounted available by Chilvary advance.

6) Warrior of Destiny (ALL)
4/2/1, cost 40. Powerful swordman unit available from Avatarhood advance. Can enslave enemy unit creating Swordman. Also generated every 10 turns at Stonegate wonder held by Bards at the start.

7) Riders of Destiny (ALL)
4/2/2, cost 60. Powerful mounted knight available from Avatarhood advance. Can enslave enemy unit creating Swordman. Exerts ZOC. 

8) DRUID special unit - Yew Longbowmen
4/1/1, cost 40. Deadly woodland archers using bow made from the Yew log. GA unit.

9) TINKER special units
From Tinker's machine and craft ingenuity, they have specialized units such as
- Fire Catapult. Bombard str 8, cost 40. Lethal land+sea bombardment. GA unit. Replaces Catapult & Trebuchet.
- Sea Dragon. 2/1/4, cost 30. Bombard str 2, ROR 2. Lethal sea bombardment. Replaces Warship.
- Musketeer. 2/3/1, cost 50. Available by Powder Keg advance. Second best in defense to the elite hero/hero-like units.

10) RANGER special unit - Spiritwood Ranger
3/2/1, cost 30. Hunters of Spiritwood. Same attribute as Swordman but doesn't need iron. GA unit. Replaces Archer.

11) PALADIN special unit - Paladin Knight
4/2/2, cost 60. One of the most deadly unit in the game that will menace you from the start. GA unit. Replaces Horseman.

12) FIGHTERS special unit - Valorian Fighter
4/2/1, cost 40. Fearless warriors in the tradition of Valor. GA unit. Replaces Swordman.

13) MAGES special unit - Archmage
4/1/1, cost 40. Powerful mage capable of magical attack. GA unit.

14) SHEPHERD special unit - Shepherd Warrior
2/1/2, cost 20. Speedy shepherd warrior that strikes fast. GA unit.

15) PIRATES special unit - Pirates
3/1/1, cost 30. Ruthless pirates capable of enslaving enemy units becoming worker. GA unit.

16) Guardsman (PALADIN and FIGHTERS only)
2/2/1, cost 20. Alternative to spearman but require iron. Boosted attack capability.

17) BARBARIAN units
- Orcs 1/1/1, value 10 shields. Basic unit.
- Troll 3/1/1, value 30 shields. Advance unit.
- Sea Raider 1/1/3, value 20 shields. Basic sea unit.

18) Flag Ship. (Golden Ankh and Blackthorne Flagship - BARDS & PIRATES)
4/2/5, bombard 4, ROR 2. Lethal sea bombardment. Value 80 shields. Powerful flagship available one each to Lord British and Lord Blackthorne respectively. Not builable.

19) Spear of Armageddon (ALL)
Medieval weapon of mass destruction derived from the most powerful of magic. Range 12, cost 300(Behaves like tactical nuke). Need Moonstone, Saltpeter & Shards of Chaos resources. Available by Avatarhood advance.

20) Caravel available early by Higher Mathematics(Engineering) advance.

21) Galley moves 4 steps, upped from 3.


C. ADVANCES
-----------
Advance paths are about the same, tech name changes merely to make it more Ultima-like. Press F6 in game to see differences. Only first two era advances researchable. All optional advance has been made compulsary. 
Important notes:-
1) The highest level advance is Avatarhood (Military Tradition) that will require Higher Alchemy(Metalurgy), Inner Circle of Magic(Gravity) & Artisan Guild(Free Artistry). 
2) After this Avatarhood is reserached, Music Theory-Stones is next with a huge research cost of 400 (same as future tech). This is to prevent going into next era. 
3) The arrows in F6 screen is not reflected correctly for point#1,2 above only. Right clicking on their advance icon for further description will show the updated correct pre-requisites.
4) Advances that give new buildable units/improvement are
- Chilvary gives Mounted Swordman
- Avatarhood (Military Tradition) gives Warriors of Destiny, Riders of Destiny & Spear of Armageddon 
5) Note that Pikeman, Medieval Infantry, Longbowman and Musketman is not buildable (except by Druid & Tinker for the last two). Your basic Spearman and Swordman will serve you almost all the way to the end! No Calvary of course.
6) Armory Workshop(Factory) buildable by Invention advance. Reduced pollution effect. Need iron.
7) Moongate(Astronomy) advance allows building of Moongate(Airport) that cost 60 and require Moonstone resource. Moongate allow instant teleportation of a unit to another moongate(Airlift).
8) Research cost for the following has been doubled, Monarchy, Ascension(Republic) and Avatarhood.
9) Advances leading to any new Government, namely Monarchy and Monarchic Republic (democracy) cannot be traded. Affected are: Mysticism, Polytheism, Philosophy, Path of Virtue(Monotheism), Theology, Printing Press, Disciple of Learning(Education) and Minting(Banking). This will help slow down research speed especially thru AI advance swapping. Avatarhood and Music Theory also cannot be traded. Actually I do not expect the end of the 2nd era to be researched due to the # of bases limitation and their size but at higher difficulty levels where AI swap techs often, it might be possible. Who knows, some human players could achieve that too. 


D. WONDERS & CITY IMPROVEMENTS
------------------------------
Almost all wonders are renamed with something relevant to Ultima series and already placed in key cities so they are not buildable. If effect is modified from original, description is given. None of the wonders ever expire.

Buidable Wonder that is available on the onset of later advances: 
1) Avatar's Voyage(Magellan) from Celestial Navigation(Navigation). Cost 500.
2) Orb of Moons(Apollo) from Higher Magic(Physics). Add a moongate in every city. Pre-requisite: need to build at least 3 moongates. Cost 500.
3) The Great Playhouse(Shakespear's) from Artisan Guild(Free Artistry). Cost 400.
4) Call of Armageddon(Manhattan Project) from Inner Circle of Magic(Theory of Gravity). Require Shards of Chaos and Moonstone resource. Allow construction of Spear of Armageddon. Cost 500. 

Pre-placed Wonder list with renaming + description:
1) Pyramid - Shepherd's Granary in New Magincia.
2) Hanging Garden - Supreme Court of Britannia in Yew. Reduce corruption in city and a free courthouse to all city in same continent.
3) Colussus - Thieves' Guild in Buccaneer's Den allows exotic item trading boosting well.. trade!
4) Great Lighthouse -  In Buccaneer's Den. The +1 movement allows Pirates to strikes fast. Plus allow city to grow to level 3.
5) Great Library - The Codex of Ultimate Wisdom in Temple of the Codex. Enough said.
6) Oracle - Shrine of Spirituality in Shrine of Spirituality village near Skara Brae.
7) Great Wall - Great Wall of Trinsic in Trinsic of course. These walled fortresses of the Paladin will be hard to breach.
8) Art of War - Way of the Fighter in Jhelom. The fighters in their best tradition.
9) Sistine Chapel - Empath Abbey in Empath Abbey. On top of doubling effect of Temple of Virtue(Cathedral), add 3 happy face to city it is located.
10) Copernicus - Moonglow Observatory in Moonglow. +50% Science output (not 100%).
11) JS Bach - Temple of the Avatar in Cove. Add 2 happy face to all city on same continent + two more on city where it resides.
12) Newton's University - Library of Lycaeum in Lycaeum. Adds one library to all city on same continent. (note not 100% increase in Science output)
13) Iron Works - Britannia Mining Company in Vesper. +100% shields production. Pollution effect from wonder reduced.
14) Forbidden Palace - Mayor House (multiple location such as Paws, Terfin for example). Buildable from the research of Code of Laws. 
15) Pentagon - Demon Gateway in Terfin. Changed to Great Wonder. One troll summoned every 5 turns. Plus allow city to grow to level 3.
16) Military Academy - Order of Silver Serpent in Serpent Hold. Changed to Great Wonder. Produced veteran ground unit and one Mounted Swordman produced every 5 turns.
17) Templs of Artemis - Stonegate shrine in Stonegate. Add one happy face and produces Warrior of Destiny every 10 turns who are Disciples of the eight virtues.
18) Status of Zeus - Throne of Lord British in Britain. Produces Peasant Warrior every 3 turn. Effects of British's loyal subject responding to the monarch's call to arms. Allows espionage. Note that only Bards has this ability as Britannia was once Lord British's and there are presence of informants from loyal elements.
19) Mausoleum of Mausollos - Crypt of the Dead in Empath Abbey. Add 3 happy face in the city it reside, for the dead rest in peace here.  
20) Knight Templar - Paladin Knights in Trinsic. Veteran ground units and one fearsome Paladin Knight every 5 turns. 
21) Universal Suffrage - Path of Humility in Shrine of Humility. One happy face in every city in the same continent. Reduces corruption, same area effect as Mayor House all as the result of reduction in human greed.
22) Cure for Cancer - Spiritual Healing in Skara Brae. Add one happy face to all cities + one more on city it reside and allow healing in enemy teritory.
23) Leonardo's - Tinker's Workshop in Minoc. The skilled craftmen of Minoc at their best.
24) Adam Smith - Britannian Trading Company in Britain as former centre of trade for the entire of Britannia before this conflict.
25) Longevity - Ankh of the Avatar in Britain. Add 2 happy faces and increase production by 25% in city it reside. Citizens finds peace and strength from the Avatar fountain memorial in the city square. 
26) Wall Street - Royal Mint(small wonder), need to own 2 mints(banks) as pre-requisite and require Trade advance.
27) Aquedect & Hospital - Township & City of Virtue. They cannot be buily technically as their pre-req is tied to an unresearchable hidden advance. These two improvements are solely for city size control to maintain the correct tone of this scenario and have been selectively pre-placed. Rivers still do allow base to grow to city size, such bases obviously will not have the Township improvement. For City of Virtue, one happy face added and city corruption is reduced.


E. CITY TYPE
-------------------

City sizes of 
1-3 is village
4-6 is town (+50% defense)
7 and above is city (100% defense)

Only selected base can grow into city-size of 7 and above. City of Virtue status(Hospital) in each Virtue City and two selected Pirate city wonders allow this ability. Pirate uses these Wonders instead as they are not associated with any virtue. Selected bases are located beside river, freshwater or with Township improvement(aquedect) to allow it to grow to city-size of 4-6. All other base remain as village. This ensure key cities and important locations in Ultima are not overshadowed by something that should not be.

F. GOVERNMENT
-------------

Four government type.
1) Anarchy
2) Despotism. All except Bards start with this. Rampant corruption. Base free support 16/16/16. Police 2.
3) Monarchy. Nuisance corruption. Base free support is 8/16/24. Police 3.
4) Monarchic Republic. Minimal corruption. Base free support is 4/8/12. Police 2. Republic's Trade bonus. Cost/unit 1.

G. RESOURCES
------------

1) Strategic resource disappearance probability set to zero except Shards of Chaos(Uranium).
2) Other resources with name change is 
- Moonstone(Coal) typically located in remote hilly areas
- Blood Moss(Dye) found in the Bloody Plains
- Sulfurous Ash(Incense), found in volcanic area of the Isle of Avatar and Terfin Isle. 
- Mandrake&NightShade(Spices) are found in poisonous swamp area.
- Spider Silk(Silk) in Spider Cave.

H. CITIZENS
-----------

1) Lord's Officer reduces corruption by 1. Pre-req Code of Laws.
2) Heavy Laborer increase shield for building construction by 2. Pre-req Construction.

I. SCENARIO PROPERTIES
----------------------

Remember, get 50,000 points before anyone else does it and do it before the limit of  260 turns. Ways to earn points:-
1) Wonder. Build worth is shield costx2. e. Avatar's Voyage that cost 500 shields gives you a 1000 VP.
2) Destroy enemy unit, 1 pt/cost.
3) Advance, research costx5.
4) Capturing enemy city. 100pts x pop size.
5) VP location. 20pts per turn.
Point#4 & 5 are your primary way of securing points. Point#2 will be earned anyway along the way. Wonder is hard to get at at higher levels and advance research is slow to come by.
Conquest and domination victory allowed too.
Adjacent opponent has locked alliances to prevent them turning against one another. That should help them focus on you only :-)
-Druids, Tinkers and Rangers are allied.
-Paladin and Fighters are allied.
-Mages and Shepherds are allied.
-Bards and Pirates are alone by themselves.

Enjoy the game. It has been 2 months since I started, 3/4 of the time fine-tuning it ensuring it is 'bug-free' and looking into game balance. Game is created with Sid level in mind as that is the way I intend to play it. Feedback to the email address below if any... hey do feedback! Thank you for reading this far.

Best regards,
General Maximus (RKS Lee)
rlks8@yahoo.co.uk
16 Oct 2004

My other creations since days of CivII - WWII Scenario on Europe and Pacific, Gulf War2000, India-Pakistan War: Nuclear Millenium and my favourite Ultima X series (versions from  CivII, Test of Time, Call to Power, CivIII v1.29 and now Conquest v1.22). Downloadable from Civfanatic & Apolyton websites in archive section or top rated scenario section.