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Downloads Home » Scenarios » Brave New Riverland World (surface only, fixed starting positions)

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Brave New Riverland World (surface only, fixed starting positions)

Author File Description
Roger the Rampant
File Details
Ruleset: AoW: SM - Unofficial Patch 1.4
Map Size: XL
Levels: 1
Single Player?: Yes
Co-Op vs. AI?: Yes
PBEM/Hotseat?: Yes
Multiplayer Online?: Yes
# of Wizards: 8
# of players: 8
Skill Level: Any (depends on AI difficulty setting)
Password Protected: No

This is a rework of TalonThorn's excellent map, The Riverland Wars! V2.2, which in turn was a remake of an excellent AoW1 map, The Riverlands.

I have made a few changes for the latest version, where I have updated it from BNW 3.0 to BNW 3.2, including:

1) The yellow-roofed boathouses now have a few random units to recruit, as well as the boats.

2) Each race now starts with a lvl3 ranger, and an item.

3) I am very grateful to Kuma for taking the time and trouble to review the map here in the download section, so he is now the lvl3 Ranger for the Archons!

If you have just obtained Age of Wonders: Shadow Magic these are the steps that you would have to go through for this map to work:

1) Download Upatch 1.4 from
and RUN IT TWICE! The first time it will install patch 1.3
and the second time it will install Upatch 1.4

2) Download and install BNW2 from

3) Download and install BNW 3.0 Beta from

4) Download and install the update (which changes it from the beta to BNW 3.2) from

5) Run AoWSMSetup and ensure that the CUSTOM RESOURCES box is checked. Select BNW 3.2 from the dropdown list, then click on OK.

6) Load the game, select the map from where you have unzipped it in the /Scenario/Custom folder,
go into ADVANCED and uncheck SURRENDER.

7) Play!

Thanks again to Kirky for such a brilliant mod - it just keeps getting better and better!

Here's the story:

The lords of the Riverlands have lived restlessly together, but no longer. Now each lord will have to decide whether to defend or expand while other warlords take matters into their own hands. Some will try to maintain stability in the Riverlands. Others will try to control the rich lands for themselves. (See section titled "About the Scenario" for details on gameplay and setup.)

Much time has passed since one race ruled all the land; the previous dominant race has lost his grip, and history hardly remembers who that one race was. There are several who claim to have been that race, and who now demand that all other races submit to their lordship. As they attempt to diplomatically -- and threateningly -- regain their position, others prepare to build their armies to withstand them and even to conquer the land for themselves.

Despite the desires of the many lords and ladies who would rule, no one has been able to unite their race so as to have such power to even begin such a conquest. No one that is, until now. Be it the chess pieces of the gods, or just some odd twist of fate, but eight great wizards are vying for control of the riverlands.

Scenario Credits

This is a remake of the open-ended multiplayer AoW1 scenario of the same name, originally based on the AoW1 scenario "The Riverlands" by Joe Amstrong. Scenario is intended to be played as an open-ended game after the epic flavor of the AoW1 scenario, "After the Fall." Scenario should be balanced with dungeons, mana nodes, resources, and various other features to help keep the fussiest warlords happy.

About the Scenario

There are twelve playable races in this scenario, but only eight of them can be played in any one game. The initial scenario setup allows for instant play of all four good and all four evil races. Neutral races are set up with units set to "guard area." The AI setting for the neutral races can be edited as desired. For how to change the active starting races, see the section titled "Changing Active Starting Races."

Shipbuilding has been disabled. The only way to "build" a ship is by recruiting one from one of the marketplaces -- these being the "shipyards" for the scenario. I had wanted to make it take time to build a ship, but there is no easy way to do this with scripts (and have it be obvious to the player and let the AI use it as well), so I have instead set up marketplaces in strategic and hard to defend locations. Each "shipyard" is stocked with five warships. Use them wisely.

Every location is defended, or should be. Since I had to manually set them all up, let me know if I missed one and I'll update the scenario. Each dungeon should have prisoners (random) and each treasure site should have treasure. Once in a while, it may be possible that no guards are generated due to the randomness of the auto-generated defenders. Setting up "spawn unit" defenders was more than I could imagine doing.

Cities are not all created equal. I have disabled some features on certain cities. Some are "level 2" cities, while there are a few "level 3" and very few "level 4" cities. Each player has one "level 4" capitol city with a force field and lvl 3 wizard tower, a "level 3" city with a level 1 wizard tower, and a level 2 city that is much more developed than the others. Not all cities can build temples to the gods (there are also some quest stones that can be accessed on the map). No city can build ships.

The Goblins start out in a rock-shrouded land. Fear not! Scripts will convert this into earth so that they can dig tunnels to their heart's delight. There are some "diggers" located at key recruiting locations to aid those who are not so friendly to the Goblins. Unfortunately, there is no "drill" unit in the standard set of AoW:SM units.

Changing Active Starting Races

Each of the twelve races can be set up as an active starting race, but only eight of them can be active in any game (due to the game limitations). I recommend that the active starting races be "balanced" based on the starting races being played by humans. If one human (or AI for that matter) has too many adjacent starting races set to "independents," he may have an unfair advantage. (However, this might be a way to adjust the game, to a degree, for those who are not as experienced as others in the game.)

When changing an "independent" starting race into a playable (human or AI) starting race, first select one playable race/wizard to be converted into an independents starting race. You may want to consider player-order when doing this. Delete the wizard, and then convert the remaining units into "guard area" independent units (or some other AI setting if desired). Avoid using the "auto" setting, since the units may start out as "garrison" and be hireable.

Next, place the deleted wizard on the map next to the "independent" starting race's units. Be certain to change the AI setting of the units to "auto," especially if they will be an AI player -- the AI setting affects how the AI will be able to use the units. Setting it to "auto" allows normal AI play for the units. After changing the AI setting, set the unit ownership to match that of the placed wizard.

Last of all, be sure to change the starting race for the wizard, by going to options/map settings, selecting the Players tab, and changing to the appropriate Start Race.

For the "Azrac" starting race (they were Azracs in AoW1), the player/AI can have either Nomads or Tigrans as the starting race.

Special note: The morlocks have terrain changing scripts based on their first turn, to convert the rock in the goblin land to diggable earth. Keep this in mind when moving this wizard to a different starting race.

(and Roger)

Incidentally there is a new, improved version of this map available now which has caverns and random starting positions, which can be downloaded from here:
AuthorReviews   ( All | Comments Only | Reviews Only )
Kuma no Tsume
Map Design5.0
Playability: 4
(Insert Playability analysis here)

Balance: 5
(Insert Balance analysis here)

Creativity: 5
(Insert Creativity analysis here)

Map Design: 5
(Insert Map Design analysis here)

Story/Instructions: 4
(Insert Story/Instructions analysis here)

Additional Comments:

Enjoyed this one as an SP-map. Played it twice and finished on day 101 and day 74. Good fun.
Map Design5.0
This is an excellent adaption of a very good map for which I am happy to give top marks (except for the story which I never pay much attention to in any map) and also now that I understand the raiding boars have been / are going to be removed. Well done Roger!

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