*** THE ARAB CONQUESTS ***
by Aleksei Andrievski
<k24023@kyyppari.hkkk.fi>
Parts of this scenario (like units graphics) have been adapted from the Jihad
scenario and are copyrighted by Microprose.

Welcome to my first scenario ever. It is set in an era that interests me
very much, namely the early Middle Ages and the Arabic culture. I am aware
that Microprose released a Jihad scenario that portrays the same events, but
I daresay that this one is better. But you be the judge.

What's New In The Scenario
Changed Files:
RULES.TXT, CITY.TXT, UNITS.GIF. The scenario also includes EVENTS.TXT file
for those with the Scenario CD, and three CUSTOM?.WAV sound files, which
must be placed into the SOUND directory.
There is also the map file ARABS.MP used in this scenario. It could also be
used for many ancient world scenarios, as it covers "the cradle of
civilization".

New Advances:
- Holy War is the advance that is the greatest thing the Arabs have. It is
not available to anyone else and cannot be traded. It allows the construction
of Holy Warriors (the attackers), Defenders (uh.. the defenders ;), and
Hashishin (ancient missiles ;)
- Horsemanship is an advance belonging only to the Byzantines (no trading
is allowed). It allows the construction of Cataphractoi.
- Greek Fire is also a Byzantine-only advance. It allows the construction
of Dromonds.

New Units:
- Holy Warriors: Att 5, Def 3, Move 2, HP 1, Fire 1, Cost 50. The fierce
desert horsemen feared throughout the world. Only Arabs can build them, and
they should be used to attack in great numbers.
- Defenders: Att 1, Def 3, Move 1, HP 1, Fire 1, Cost 20. These are the city
dwellers who prefer to guard their homes to rampaging in the foreign lands.
- Hashishin: Att 7, Def 0, Move 3, HP 1, Fire 1, Cost 70. The sinister
Hashishin are religious assassins who slay anyone so much as speaking a wrong
word against their religion. They have an awesome host of special abilities:
They ignore zones of control, they do not cost any support for Fundamentalism,
they see two spaces, and, most importantly, they ignore city walls! Hashishin
are not cheap though.
- Cataphractoi: Att 4, Def 2, Move 2, HP 1, Fire 1, Cost 40. The heavy cavalry
of the Byzantines, perhaps their only defense against the nomad hordes.
- Dromond: Att 3, Def 2, Move 4, HP 1, Fire 1, Cost 50. The Dromond is a
trireme equipped with Greek Fire. It has improved attack and defense, but
may be lost in the open sea (if you don't have the Lighthouse).
- The Knights have been altered slightly. They now have an attack of 5 and
their defense is doubled against mounted units. They now cost 50 shields.

Other Notes:
- The scenario starts in 634 AD and ends in 750 AD. That means you have 116
turns in which to conquer the world.
- You cannot change governments.
- Scientific research is at 1000/10 rate, which means: DON'T BOTHER. However,
the Arabs are on the verge of discovering Map Making (so they can take to
the seas after a while).
- If you play the Persians, don't be surprised if some cities go into
disorder right at the start. It's all supposed to happen - the Persian
Empire was on the verge of collapsing when the Arabs came. Maybe you can
repair the situation!

Hints and Tips:
The scenario has been playtested with all available nations, and all of them
can be safely played. Some are, however, more difficult to play than others.
- Arabs
  They are recommended for first-time players of this scenario. They have a
  powerful army and can quickly make more units. The Arabs are the protagonists,
  so go and get some cities. Those infidel dogs are weaklings! Let your Holy
  Warriors loose on them and watch the rivers run red with blood of the
  faithless. Use Hashishin to take out tough cities.
  NOTE: If you'd like to do it historically, build two new cities: Cairo near
  Alexandria and Memphis, and Qairawan south of Carthage. Also, move your
  capital first to Damascus, then to Babylon (rename it Baghdad).
- Byzantines
  They can be played well, too. They are the only nation in the game that
  has contact with everyone else, and everyone else doesn't like them very
  much! The Arabs are going to be on you in a moment, and you are going to
  lose some cities, face it. However, start building City Walls and veteran
  Cataphractoi and you may yet drive the savages back into the desert. All the
  while, watch your back - you never know when the Franks decide to rid the
  world of all non-Catholics.
- Franks
  They are fairly powerful as well, and it's doubtful that you are going to
  face the Arabs. However, your hands are full as it is. The Visigoths are a
  worthy opponent, even though they are not as powerful as you. Try to conquer
  them as quickly as possible, if you can. The Langobards are weak, so you
  can probably leave them for later, or kill them now, as suits you. Watch
  the Byzantines carefully. Though they are sorely pressed in the East, they
  are still quite powerful.
- Visigoths
  They have about mid-level power. The Franks are going to attack you sooner
  or later, but there are hardly any other opponents. So try to hold on and
  maybe do something nasty to the Franks.
- Persians
  Your empire is collapsing, the Byzantines are pressing on you, the Arabs
  stand at your borders. What could be worse? It is a miracle if you can
  hold on to your western cities, but later the Arab offensive will perhaps
  slow down, and then you can build up your defenses.
- Langobards
  You have only four cities right in the middle of Byzantine territory. Guess
  if they like it? Well, the best advice here is to buy City Walls in your
  capital, Pavia, and try to hold on at least to it. The other cities likely
  cannot be saved.
- Berbers
  You like a challenge, don't you? Well, with your technology level and army,
  you can forget conquest of the world, and just try to save what you have.
  Although there doesn't seem to be anything other than a few Byzantine
  troops around, the Arabs are bound to arrive sooner or later, and then the
  fun begins!

