Old and New:  Scenario by Adam Stallard and others (see credits.)

Notes:

1.  All Civs are playable, and fairly balanced.
2.  Computer controlled Native civs with the exception of the barbarians
    are tough and competitive.  Even though they start out far behind in
    technology, it usually requires some skill to defeat them.
3.  Independent villages make easy targets for European and Native expansion
    alike, but don't wait too long or they will be reinforced by independent
    European forces!
4.  If you are going to play as a European you need to get cities established
    in the New World quickly!  This is the challenge, and where the computer
    controlled civs usually fail.  Sitting with one city back in Europe won't
    get you a win.
5.  Be sure to read the new Civilopedia descriptions.
	

Special rules:

1.  Iron working, Horseback riding, Christianity, and Temple Worship cannot be researched
     and must be acquired from through trade.
2.  Hidden somewhere is a secret site of ancient wisdom! (It's in a different place
     each game.)
3.  Hidden somewhere is a secret site of ancient riches! (It's in a different place
     each game.)
3.  Galleons are nice because they don't cause unhappiness (no attack), but beware:
    Defeating a Galleon results in the changing hands of 350 gold*! (*see bug report)
4.  Captured slaves can be resold for 150 gold*. (*see bug report)
5.  Beware:  With the discovery of Democracy, the Old European capitals will break off
    their ties.  So, unless you're the first one to discover democracy, it is recommended
    that you build a new capital in the new world before that time.
6.  The Europeans bring with them the threat of new diseases.  Each native civ will 
    probably have to face one major outbreak.
7.  No techs by conquest.

New Techs, Units, Wonders:

1.  The Piracy advance allows Privateer units.
2.  Slaves are cheap trade units that do not ignore zones of control. (no prereq.)
3.  Missionaries are Diplomats with good defense. (Monotheism)
4.  No Chariots, Catapults, Crusaders, Alpine Troops, Nukes, or Spaceships.
5.  Old names:  Knights, Horsemen
    New names:  Mercenaries, Mounted Braves (same adm, prereqs.)
6.  Slingers are available to all civs and are 4 1 1 ADM.
7.  Canoes are the equivalent of Tiremes and have no prereq.
8.  Raiders are available with Monotheism and have a 5 2 1 ADM.
9.  The Wheel is available for research without first having Horseback Riding.
10.  Polytheism is now called "Expansionism"
11.  Native Civs can benefit from "Attack Training" and build "Elite Warriors" 
     ADM 5 2 1, treats all squares as roads.  Europeans who acquire Attack Training can 
     build "Continentals" ADM 4 3 1 , treats all squares as roads.
12.  Native civs can never build Cannons, but can build Siege Cannons after Explosives.
13.  Siege Cannons are available with Explosives and have ADM 5 1 1 and 2 hitpoints,
     and ignore city walls.
14.  Native Muskets and Armed Horsemen have different ADM than their European counterparts:
     4 2 1 and 6 1 1 respectively, with 2 hit points each.  They also cost more to build.
15.  Garrisons are def. 4 (1 hitpoint) immobile units that cost 200 shields to build.
16.  Engineers require the new "Land Transformation" tech to be built.
17.  Atomic Theory is now "Thermodynamics"
18.  The requirements for Steam Engine is now Thermodynamics and Physics; The requirements
     for Land Transformation are Thermodynamics and Explosives.
19.  The requirements for Industrialization is now Steam Engine and Banking
20.  New Wonders:
       Huey Teocalli=Great Wall, Voyage to Polynesia=Great Lighthouse, First Thanksgiving=
       Marco Polo's Embassy, Great Law of Peace=Hanging Gardens, El Caracol=Copernicus'
       Observatory, Temple of the Warriors=Sun Tzu's War Academy, Telpuchcalli=Great
       Library, Great Highway=Colossus, Machu Picchu=Oracle, Grand Canyon=no effect,
       Niagara Falls=Cure for Cancer,Lewis and Clark's=SETI.
     Check the civilopedia or Rules.txt to see when they become available and are made 
     obsolete, and for their descriptions.

Recommended:

1.  Play one of the European civs and try to colonize as much of the New
    World as possible.
2.  Play one of the Indigenous civs and see what might have happened had
    events been slightly different in the colonizing of America.

Credits:

Invisioned by Adam Stallard.  Any part may be copied or modified and redistributed
provided that this paragraph appears with your distrubition verbatim.

Many of the graphics were created by me so please give me credit.

The following graphics were adapted from the hires modpack:
Continentals, Horse Archers, Cavalry, Mercenaries, Marines, Privateer, 
two of the barbarian city graphics, and several of the terrain graphics.

English city graphics from Leons Petrazickis' (St.Leo) imperial ambition.

Berndt Brosing aka BeBro for a lot of help with file conversion.  THANK YOU!

Thanks to Carl Fritz for his CivCity utility and James Dustin Reichwein for his
Map copy utility.

Carrack graphic from Arne Scmied.

Playtesters:

Henrik Lohmander, Johan Lohmander, Michael Witry, Berndt Brosing.

Very special thanks:

Henrik Lohmander, for the mac versions of the files and for debugging help.

If I used a graphic whose source is not mentioned here, and you know the source, please
contact me.  (Snog on the Apolyton forums.)

Much of the inspiration for this scenario came from Sid Meier's Colonization and from
several of the great civII colonization scenarios.

This scenario was not just thrown together, great pains were taken to make it what it is,
so please enjoy it!

Bug Report:

Occaisionally, upon discovery of democracy only one city will disappear instead of all of 
the the mother cities of all European tribes.  In this case, the next tribe to discover
democracy seems to trigger the disappearance of the other mother cities.

Sometimes a European tribe loses the ability to build churches.

The AI controlled Tenochcas/Incas like to bring canoes across to Europe to trade.  This 
shouldn't happen, but for some reason AI controlled canoes don't seem to ever 
get lost at sea. 

Because of the way the "anybody" keyword in the event language works, You can only receive
money from capturing slaves from ONE civilization: the civilization you whose slaves you 
first captured.  The same goes for plundering galleons.  Also, you will only lose money from
having your galleons plundered by the civ that was the first to do so to you.


Report bugs to spam@aspen.mine.nu or Snog on the apolyton forums.
