War of the Jewels (c) 1999 by J. Dixon and Sirko Schmeling
VERSION 1.0

What comes along:
-----------------
The zip-file "jewel" must contain: Cities.gif
                                   City.txt
                                   Events.txt
                                   Game.txt
                                   Icons.gif
                                   Jewels.txt
                                   Jewels.scn
                                   Labels.txt
                                   Rules.txt
                                   Terrain1.gif
                                   Title.gif
                                   Units.gif
                                   Sound.zip (contains the new sounds!)
                                   
TO PLAY:
--------

1. **Back up these files**  They will be OVERWRITTEN by this scenario.
   units.gif, rules.txt, city.txt, cities.gif, icons.gif, terrain1.gif,
   game.txt, labels.txt

2. Unzip the second zipfile (the double-zip is to protect you from
   accidentally overwriting files before reading this).

3. If you have "Fantastic Worlds" installed simply create a new folder
   called "War of the Jewels" and put the files in it. A subdirectory
   called "sound" will supply new sounds. The title.gif and events.txt
   will also work only with FW.

KNOWN BUGS:
-----------

Nothing real nasty, I hope! (If discovered please report!)

Please email any comments, reactions, questions to: 

jdixon@ruf.rice.edu and
sirkschm@reality.biocip.uni-freiburg.de

Thanks for trying this one and I hope you enjoy it!

  --------------------------
  | BACKGROUND INFORMATION:|
  --------------------------

The scenario:
-------------

As per J.R.R. Tolkien's SILMARILLION, the Vala (higher power) Melkor
steals the beautiful and magical jewels, the Silmarils.  The other Valar
refuse to go to war against him, for fear of destroying the new race of
Men, which is just waking.  The high elves (Noldor) defy him, and Feanor
their King leads them away from the Undying Lands to Middle Earth.
Naming their foe Morgoth (the Black Enemy), they seek to establish
themselves and assualt his enormous fortress of Angband.  In 600 years,
a half-elf/half-man will plead the case of elves and men before
the Valar, and they will begin the War of Wrath, which will destroy this
realm of Middle Earth and end the reign of Morgoth.

The Map:
--------

The lands of Beleriand, the rich and beautiful realms of Western 
Middle-Earth, are the backdrop of this conflict. The fields of
Anfauglith will get burned and made into a desert of ash midway through
the war only if you've right installed "Fantastic Worlds". As per the 
universe of the Silmarillion, the world is flat.  Sources for the map
include the Silmarillion and David Day's TOLKIEN: THE ILLUSTRATED 
ENCYCLOPEDIA.

The Civilizations:
------------------

1. Morgoth rules as Dark Lord of Demons (Dark Empire government).  He
   begins with hordes of Orcs and well-prepared defenses.  However, Orcs
   unaided are little match for valiant warriors and he must research
   and summon Balrogs (powerful demons), Trolls, and Dragons. Morgoth must
   retain Angband (and the Silmarils within) at all costs! Without their
   magical power he will lose the controll of his empire.

2. Beor rules as King of the Edain, or Elf-Friend Men.  The race is new
   but has many settlers. Only men can build various knight-units.

3. Thingol rules as King of the Sindar, or the Grey-Elves that never
   journeyed to the Undying Lands.  In his realm of Doriath, he has
   the wondrous halls of Menegroth and many Elvish Bowmen.  However,
   as he has constructed defenses his realm has slowed its expansion.
   The Grey-Elves have the same units as High-Elves because of their
   common inheritage.

4. Azaghal rules as King of the Dwarves.  Their underground cities of 
   Belegost and Nogrod are their core, and they have focused on trade
   rather than building cities away from the Mountains. They are the
   most productive race in middle earth (Dwarven Mithril Mines!). Their
   units are relative expensive but sturdy.

The High-Elves that journeyed to Middle Earth are of three houses:

5. Maedhros, King of the Oath-Takers, rules the sons of Feanor, who was
   slain in battle ere the dawn of the First Age of the Sun.  His 
   civilization is sizeable but its cities are not yet developed.  His
   people are ever on cool terms with others, because of their Oaths
   to destroy anyone who keeps a Silmaril from them and the Kinslaying
   that occured during their flight to Middle Earth.

6. Fingolfin assumed the Kingship of the Noldor following Feanor's death.
   His people are valiant warriors, but he is more measured in his thought
   than the sons of Feanor.  His civilization is small but includes his
   son Turgon's well-defended city of Gondolin.

7. Finrod Felagund rules as King of the Half-Noldor.  His father wed one of
   the Teleri elves and this cost the house some amount of respect from the
   other houses of Noldor, especially Feanor's.  As his father refused to
   lead his house to Middle-Earth, Finrod assumed their kingship in this
   realm.  He controls the major Havens (port cities) of Beleriand and
   several guard-points in addition to his magnificent capital of 
   Nargothrond.

   The Elves have some unique and relativly powerful units like Eagle
   and Elf Lord - perhaps the most powerful besides the creatures of
   Morgoth.

The terrain:
------------

There are some graphical changes wich does'nt alter the gameplay (e.g.
the new glacier graphic). But there are some more important changes to:

Ash Side (with Bones and crystal as special resources): instead of desert,
         For event-reasons only! Nothing to settle on...
Cattle: instead of buffalo, good food and some production
Tiber: instead of pheasant, a few food and good production
Mithril: If you're common with Tolkien's Middle Earth you know what it is:
         Hard but light metal - best used for armour. Tons of production
         and nearly as expensive as gold (very good trade)!
Yak: instead of tundra-game but nearly the same, a bit more production
     (think of the wool) and less food, a few trade
Walrus: I think that's the name of the animal that provides Ivory (instead
        of this)! good food, some production and a few trade
Elk: instead of fur (I think an elk has fur to!) good food, a few
     production and a few trade
Penguin: O.K. not really important for the surviving of mankind but the
         polar bear I had first could not be seen at the white glaciers.
         instead of glacier-oil, a few food and a few production
Herbs: instead of spice (I found it more suitable), same dates as spice
Game: instead of silk, some food and production and a few trade

The units:
----------

All units were changed I think. Many of them are unique to one race. Here
they are:

Settler: the same as in the usual game, Preq: none
Dwarf Settler: the Engineer, Dwarves only (Preq: Dwarven Secret)
Warrior: the same as in the usual game, Preq: none, not for Dwarves
Dwarf Warrior: medium attack and good defense capabilities but (like all
               Dwarf units) sturdy, Preq: Iron working, Dwarves only
Elf Warrior: medium attack and good defense, good eyes (like all Elves),
             Preq: Iron working, Elves only
Swordsman: medium attack and defense, Preq: Iron working, Man only
Pikeman: the same as in the usual game with slightly improved attack
         capability, Preq: Feudalism
Outlaw: like the Partisan in the usual game, medium attack but weak 
        defense, Preq: Rebellion, available for all races
Mercenary: medium attack and defense, Preq: Warrior Code, available for
           all races
Dwarf Berserk: good attack and defense, Preq: Bloodthirstiness, Dwarves
               only
Undead Warrior: weak attack and defense, Preq: appears only per events, 
                Dark only
Horseman: the same as in the usual game, Preq: Horseback Riding, not for
          Dwarves
Dwarf Rider: medium attack and defense, Preq: Horseback Riding, Dwarves
             only
Early Gun: very good attack and weak defense, Preq: Gunpowder, Man only
Paladin: good attack and medium defense, Preq: Monotheism, Man only 
Knight: the same as in the usual game, Preq: Chivalry, Man only
Champion: good attack (better than Paladin) and defense, Preq: Leadership,
          Man only
Elf Lord: the same as Champion, Preq: Leadership, Elves only
Gem: for event-purpose only
Catapult: the same as in the usual game, good attack and weak defense,
          Preq: Mathematics, all races
Archer: medium/good attack and weak defense (If bowmen are engaged in
        close combat they have little chance to survive!), Preq: Archery,
        Man only
Elf Archer: good attack and weak defense, Preq: Archery, Elves only
Dwarf Crossbowman: the same as Archer but more sturdy, Preq: Archery,
                   Dwarves only
Eagle: good/very good attack and good defense, "fighter-unit", expensive,
       very sturdy, Preq: Master of the Sky, Elves only
Dragon: very good attack and defense, "helicopter-unit", very expensive,
        most sturdy unit of the game, Preq: Dragon Invocation, Dark only
Eldar Ship: medium attack and weak defense, "ship-unit", can carry 4
            units, fast, Preq: Seafaring, Elves only
War Galley: medium attack (bit better than the Eldar ship) and defense,
            "ship-unit", can carry 2 units, slower than the Eldar Ship,
            Preq: Navigation, all races
Inferno Fireball: Uh, the big bang, ya know! Preq: Infernal Flames, very
                  expensive! (really!)
Thief: the same as the diplomat in the usual game, Preq: Thieving, 
       obsolete with Assassination, all races
Assassin: the same as the spy in the usual game, Preq: Assassination,
          all races
Merchant: the same as the caravan in the usual game, Preq: Trade,
          all races
Scout: Replaces the explorer which I never used in the normal game, 'cause
       it has no attack capability. The scout has...
       weak attack and defense, Preq: Warrior Code, all races
Orc: The mass of evil creatures! medium attack and weak defense,
     "fundamentalist-like" (they don't need much to live), Preq:
     Warrior Code, Dark only
Troll: good attack and defense, very sturdy, Preq: Dark Magic, dark only
Balrog: The best attacker besides the Dragon! very good attack and defense
        (only a bit weaker than dragon), Preq: Eternal Fire, Dark only

Exact attack-, defense- and move-values you can see in the rules or - I
hope so - thru the Civilopedia.

The technologies:
-----------------

I don't want explain all the changes I made in the tech-tree (the readme
is already very long); only this:

-some tech's are old, some are new
-some prerequisites for old tech's have changed (look in the rules or the
 Civilopedia!)
-tech's in brackets are not researchable at all (they are for game purpose
 only - specify a race)
-tech's with a star in front and rear (*) are researchable only for
 specific races (they have a "bracket-tech" as prerequisite)

The city improvements:
----------------------

Some city improvements are old, some are "new" (from graphic or details 
like costs, prerequisite tech or upkeep). Others (e.g. University and
Manufactoring Plant) cannot be built at all. Here the changes:
  
Place of Execution:  the same as Court, upkeep: 1$, Preq: Code of Laws
Fortifications: the same as City Walls, upkeep: 1$, Preq: Masonry
Mint: the same as Bank, upkeep: 3, Preq: Coinage
Cathedral: upkeep: 3$
Sewer System: the same as Mass Transit, upkeep: 2$, Preq: Sanitation
Arena: the same as Colosseum, upkeep: 3$, costs: 10, Preq: Construction
Manufactory: the same as Factory, upkeep: 4$, costs: 22, Preq:
             Manufacturing
Doctor: the same as Sewer System, upkeep: 1$, costs: 8, Preq: Medicine
Fruit Plantations: the same as Super Market, upkeep: 2$, costs: 10,
                   Preq: Horticulture 
Watchtower: the same as Aerial Warding, upkeep: 1$, costs: 6, Preq:
            Fortification
Water Mill: the same as Solar Plant, upkeep: 2$, costs: 18, Preq:
            Waterworks
Goldmaking: the same as Capitalization, Preq: Stone of the Wise

About the wonders I will say not much: Some are already built. Some others
can be built with the right advance; and the effects: Let's wait and see!
Wonder comes from wonder...

You can play any civ in the game, but playing the Demons will not be too
funny - they have to many units!


Thanx:
------

Thanks go to:
* Microprose (for developing CivilizationII - the best game forever!)
* J.R.R. Tolkien (for writing that nice fantasy novels)
* J.Dixon (for delivering the backbone of this scenario - the map & the
  storyline!)
* M.D.McCart (for delivering his "Huge Collection of Units" - especially
  the "Warlords-Units"!)
* Stephan Meissl (for his nice Doom-Mod; I got the cities from)
  meissl@icg.tu-graz.ac.at
* SSG/Red Orb Entertainment (for "WarlordsIII" - where  I grabbed some
  units from & the title.gif)
* all scenario-creators out there for providing so many good scenarios
  and utilities 

A last: You can use and distribute this scenario freely and you can also
use graphics from it to create your own ones. But please don't erase my
initials from where I wrote them! A written acknowledgement - that's
what I did just above - would be nice...


That's all folks; now go on and play!
            

