The second installment in the Wonder War series, this scenario (v2) is defferent from its predecessor (v1) in that it contains less water, and more of everything else. While v1 was "islands" based, this map is more of a cross between "arabia" and "black forest", with each player starting in an enclosure sporting one of 8 different environmental themes. I've thrown in a few special effects like snow, ice and a few retro units from Rise of Rome for your entertainment.
This is a basic Wonder War type scenario in which the objective is to complete a wonder as quickly as possible. Players are kept from attacking one another until a wonder gets built, at which time a trigger is activated. This scenario contains only one trigger: once a player completes a wonder, that player will get 3 seige onagers (which will be automatically rebuilt until that player's wonder is destroyed). With these seige onagers the player can then cut paths through the forest to assault rivals and gain territory.
This scenario can be played any number of ways: 1v1, 2v2, 3v3, 4v4, ffa, shimo, bloody, standard victory, time limit, score, conquest, etc. It is the opinion of the author however that the most challenging configuration is ffa or bloody shimo, standard vic. Players are encouraged to ally with their neighbors to facilitate trade later in the game. As computer opponents don't understand the importance of building a wonder, this scenario is less challenging in single player mode.
This map is designed to hold most Wonder War enthusiasts over until the xpack arrives.
I didn't. Those units were left in the sprite/resource table by game developers when they didn't make it into the final cut. Through careful manipulation I was able to access those units in the sprite table and assign a player # to each. Basically, I opened a scenario I created using ROR in AGE2. That gave me access to those units, which I then copied out into my map using the map copy feature. Using the move & copy technique (moving a unit causes it to be selected for placement) I was able to duplicate and assign a player # to each. There are a couple other cool sprites in the sprite table which I haven't yet figured out how to access, like a naked villager and something that looks like a tarkan (maybe its a hero, I can't tell). Once I figure it out tho I'll try to figure out a creative way to include them in another scenario :-)