Scenario Design Notes

Article written by Kor
Published on 09-28-2008; updated on 08-17-2014

Scenario Design Notes

When working with the scenario editor, a few things are now different. To make it easier for designers to understand why things are going differently from how they used to, here’s a few pointers.


One of the biggest changes in the game has to do with technologies. The new policy decision technologies have a much greater effect than any technologies you’re used to, and require you to cautiously consider what you’re doing.

For example, for Bohemia the policy decisions are:

Hussite Beliefs - enable War Wagon, Jan Zizka, Arbalester, Halberdier, Close Order Drill, archers +1 attack
Luxembourg Dynasty - enable Imperial Knight, Karel IV, Ius Teutonicum, Chivalric Order, Royal Knight

So what does this do? New editor objects Well, they both activate different unique units and heroes to the player (War Wagon/Jan Zizka for the Hussites, Imperial Knight/Karel IV for the Luxembourgians) and enable and disable certain technologies. The player chooses their policy decision in the 14th century, and so, when you, as a designer, set the Bohemia civilisation to start in the 15th century, typically the policy decisions should be researched. However, because the policy decisions also disable each other, only the first of the two is researched.

I’m sorry to say we didn’t check which one of these two technologies would be considered the first in the game – whether it’s the one that’s in the first location to be researched, or the one that has the first tech id, we don’t know. However, just give it a test and if you can train halberd militia in the 15th century, you know you’re a Hussite!

If you want the player to start in 15th century but not with the default policy decision, I’m afraid you’ll have to set his tech level manually using the ‘research technology’ effect. Sometimes there are multiple technologies with the same name, in which case you’ll have to test which one affects your civilisation.


Also suffering from some new problems are the units. In standard AoK, all units were the same, with minor differences. However, now units can vary widely between civilisations. For example, for the Bavarians and Saxons the Rhenish Knight replaces the Ruiter (the unique unit of Guelders). But not only does it now have a different name, it regenerates and can be found under the heroes tab.

Another, more common occurrence is the Pikeman, which has one range for France, Helvetia, Flanders, Scotland, and some other civilisations, but none for the majority, such England, Wales, Burgundy, Friesland, etcetera.

Yet another example is the Welsh Saethwr. To many players he will first resemble the Longbowman. This is slightly misleading, because the English Longbowman is now simply their Archer unit, which has received a significant boost. For other civilisations, however, like Guelders and Burgundy, the Saethwr is available as the Mercenary Longbowman. And again, more than just the name has been altered.

As these examples make clear – and we could go on – finding the right unit may be a little more complicated, but there’s a greater variety. Choosing the right civilisation for your players is now more important.

Note: special UU/UT systems
Bohemia and France do not have a normal UU system, but rather have to research techs unlocking them.

Bohemia can choose between Imperial Knight, which is unlocked after researching Luxembourg Dynasty or War Wagon, which is unlocked after researching Hussite Beliefs, which also unlocks the War Wagon upgrade tech. They can research only one of these two.

France can train Scots Guards after researching Auld Alliance; in 15th century they can improve this unit by researching Order of the Fleur de Lys.
If France researches the policy decision Papal Protector, they can also research Eternal Peace in the 15th century, which unlocks Swiss Pikemen.

New units

  • Forester (male villager archer)
  • Forester (female villager archer)
  • Serf (male villager infantry)
  • Serf (female villager infantry)
  • Camel Rider (old Camel)
  • Ghulam (old Heavy Camel)
  • Mamluk (old Mameluke)
  • Lion (gaia only)
  • Rowing Boat
  • Carroccio (moveable banner on a cart)
  • Starosta (Slav infantry)

New buildings

  • Arab House (six variants)
  • Farmhouse (two variants)
  • Monastery
  • Basilica (Church)
  • Village Church
  • Chapel
  • Wooden bridge
  • House (200 population)
New editor objects


  • Coat of Arms (English coat of arms)
  • Gallows
  • Market stall
  • Objects (barrels, wells, wheelbarrows, etc)
  • Ice patch
  • Bamboo stumps
  • Capture Point
  • Additional rocks
  • Fountain
  • Waterfalls

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