Required Modpack (if not included with the download):
Step into the boots of the legendary Rurik, as he leads his men on a series of raids into the heart of Russia intend on glory and plunder! Loot villages or steal treasure to fund your raids, and choose among various objectives in order to achieve victory.
Multiple difficulty levels have been implemented for standard, moderate, and hard. Each has an effect on overall gameplay difficulty but also effect the number of victory conditions needed to be fulfilled to obtain victory.
In order to view the scenario as designed you should have the following graphic mods in the WK mod override folder;
[MON] TriRems & Age of Realms Mongol Architecture
[SLA] Gwotyng's Magyar Buildings for Slavs
These can be had from the "Independent Architecture Collection" mod file here on the blacksmith.
Updated on 08/07/18 to fix terrain compatibility for WK 5.8 and an up to date WK 5.8 is now needed to play the scenario. No balance changes or bugfixes included.
Cataphract887 Official Reviewer
Posted on 08/09/18 @ 06:20 PM
Updated on 08/09/18 to fix multiple major bugs regarding tributes and cutscene-related transport ship unloading. Many smaller revisions and corrections. No non-bug-related balance changes included at this time.
Cataphract887 Official Reviewer
Posted on 09/02/19 @ 03:51 PM
Updated on 09/02/19 to address a number of bugs, oversights and add some features.
Fixed Smolensk sending you tribute from start of the game (wow, how did I miss this)
Sacking Smolensk Town Center now gives a one time tribute bonus (was lame to not get anything and also have to wait for their tribute)
Fixed a few innacurate sacking resource gain messages.
Map now has shallows in many areas in addition to the beach terrain in an attempt to make transport ships work better.
AI now more intelligent about regrouping scattered units and not camping landing spots (IE kata now more intelligent about triggers)
Kievan gates now tougher. I hate the method I had to use and am researching alternatives.
Kiev, Polotsk and Smolensk increase their standing troop quantity in response to any of the group being vassalized\made a tributary state. (Scenario became a cakewalk after getting all techs+poplimited.)
AI now trains units ten seconds slower on all difficulty levels (their replenishment rate was a bit too spammy)
Fixed problems with shared vision on subjugated cities, AI no longer makes military after being defeated. (AI can be cheesed by destroying their buildings in violation of treaty, potential problem to fix)
The steppeland and polotskian region is now firmly seperated and the forest thickened to reduce nonsensical crossover engagements. (horse archers firing across forests are bad as are light cav chasing you into polotsk)
Player no longer has a visible horse in the corner (....)
Enemy galleys have one less range so they dont whittle down your longboat fleet so easily when your not looking.
Longboats are now repaired rapidly near your own docks.
Improved dialogue on city combat messages to be more clear about who is speaking.
Fixed a typo or two.
Throwing Axemen -3 attack, +20 HP (they are not OP as an only-unit but I did find when you mix them half and half they are insanely good...they are slow so I didnt like using them much in old playtests)