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"THE WHEEL OF TIME" Scenario for Civilization II
 v1.0

 By Kurt Stoyle (kstoyle@iname.com)


Thank you for your interest in this scenario; its current state is the result
of a lot of work on my behalf, and more work is still to come in the form of
future versions.  I would be interested to hear any comments you might have
to make, and I am open to suggestions as to what to include in the next
version of this patch.  If you have anything to say, let me know.


 COPYRIGHT NOTICES

This scenario is copyright 1999 by Kurt Stoyle.  The copyright will be
enforced only insofar as you may not distribute this scenario without
including an unedited copy of this text file.

"The Wheel of Time" is copyright Robert Jordan.

"Civilization II" is copyright Microprose.

The terrain improvements found in this scenario are the work of Andrew 
Livings, and can also be found in his excellent "Europe 1939" Scenario.

The map file used by this scenario I found on the Internet without proper
author identification attached, and has been changed only insofar as I have
removed part of the Seanchan continent on the western edge of the map, and I
have applied Andrew Livings' terrain improvements.


 WHAT DO I NEED TO PLAY THIS SCENARIO?

Obviously enough, you need a copy of "Civilization II", but this scenario
also makes use of several functions unique to the "Conflicts in Civilization"
add-on.  "Fantastic Worlds" is not required, but I'm not aware as to whether
or not it would in fact hinder gameplay, not as yet owning this add-on.

I've reasoned that most people who've downloaded this scenario will have read
Robert Jordan's works.  Most, but perhaps not all.  If you haven't read his
series of books, you'll miss out on part of the experience of this scenario.
I'll refrain from writing a short summary of the books here - I don't see how
a three paragraph spiel can do an eight-book series justice - but I would
certainly recommend that if you enjoy the scenario, have a read of the books!


 ARE THERE ANY SPECIAL RULES THAT APPLY TO THIS SCENARIO?

They aren't actually enforced by the game engine, but there are several rules
that I suggest you use:

Special units and cities.

If Moridin is defeated, the Forsaken are limited to a Marginal Victory.
If the Car'a'carn unit is defeated, the Dragonsworn are limited to a Draw.
If Shayol Ghul is taken and held to the end of the game by a foreign power,
the Forsaken suffer a Marginal Defeat, regardless of the number of objectives
they hold - unless they would otherwise suffer a Decisive Defeat.

Weaker Civilizations.

Let's be frank.  Although all civilizations are awarded victory or defeat
based on the number of Forsaken objectives, only the Dragonsworn will play a
decisive role in halting the Forsaken onslaught.  For that reason, it seems
unfair to award victory or defeat to a weaker civilization based on a war in
which they played a periphery role.  I have defined some very simple (and
perhaps not much better) indicators for determining whether a given
civilization will emerge victorious or suffer defeat.  Note that holding zero
objectives at the end of the game means a Decisive defeat for the empire in
question.

For the Tower Aes Sedai to be awarded a Decisive Victory, they must:
    (1) Hold the city of Tar Valon at the end of the game; and
    (2) Have defeated the Rebel Aes Sedai; and
    (3) Keep foreign units out of Tar Valon's city radius on the last turn
For the Tower Aes Sedai to be awarded a Marginal Victory, they must:
    (1) Hold the city of Tar Valon at the end of the game; and
    (2) Have destroyed the Gareth Bryne unit; and
    (3) Keep foreign units out of a one-square radius around Tar Valon
For the Tower Aes Sedai to force a Draw, they must:
    (1) Hold the city of Tar Valon at the end of the game
For the Tower Aes Sedai to suffer only a Minor Defeat, they must:
    (1) Retain at least one objective city

For the Rebel Aes Sedai to be awarded a Decisive Victory, they must:
    (1) Hold the city of Salidar at the end of the game; and
    (2) Hold the city of Tar Valon at the dn of the game; and
    (3) Have defeated the Tower Aes Sedai; and
    (4) Keep foreign units out of Tar Valon's city radius; and
    (5) Keep foreign units out of a one-square radius around Salidar
For the Rebel Aes Sedai to be awarded a Marginal Victory, they must:
    (1) Hold the city of Tar Valon at the end of the game; and
    (2) Have destroyed the Gawyn Trakand unit; and
    (3) Keep foreign units out of a one-square radius around Tar Valon
For the Rebel Aes Sedai to force a Draw, they must:
    (1) Hold the city of Tar Valon at the end of the game
For the Rebel Aes Sedai to suffer only a Minor Defeat, they must:
    (1) Retain at least one objective city

For the Seanchan to be awarded a Decisive Victory, they must:
    (1) Hold the city of Ebou Dar; and
    (2) Hold the city of Salidar; and
    (3) Hold the city of Falme; and
    (4) Hold the city of Tanchico; and
    (5) Hold the city of Amador; and
    (6) Hold the city of Bandar Eban; and
    (7) Hold the city of Tear; and
    (8) Hold the city of Illian
For the Seanchan to be awarded a Marginal Victory, they must:
    (1) Hold the city of Ebou Dar; and
    (2) Hold the city of Salidar; and
    (3) Hold the city of Amador; and
    (4) Hold the city of Illian
For the Seanchan to force a Draw, they must:
    (1) Hold the city of Ebou Dar; and
    (2) Hold the city of Amador; and
    (3) Keep foreign units out of Ebou Dar's city radius; and
    (4) Keep foreign units out of Amador's city radius
For the Seanchan to suffer only a Marginal Defeat, they must:
    (1) Retain at least one objective city

For the Borderlanders to be awarded a Decisive Victory, they must:
    (1) Hold at least two objective cities
For the Borderlanders to be awarded a Marginal Victory, they must:
    (1) Hold at least two objective cities

Note that when I talk of defeating a foreign civilization, I mean only that
the civilization in question must be overcome, not that the player need be
the instrument of its downfall.

When I talk of destroying a unit, the same principle applies.

The Neutrals are not covered in these optional rules; I don't see why anyone
would actually want to play them.


 GREAT SCENARIO!! WHAT CAN WE EXPECT IN THE FUTURE?

Hmm.  How about:
    (1) Play balance (between Dragonsworn and Forsaken)
    (2) More appropriate looking units
    (3) A more comprehensive readme.txt
        - including rules for Neutrals!
    (4) More technologies
    (5) A more comprehensive events.txt
    (6) The scenario will be more faithful to Jordan's world

That's a good start, but any suggestions that you have would be appreciated,
and I would give proper consideration to.  So drop me a line; my mailbox is
always open.  And if it isn't just try again a few weeks later.

Cheers, :)


Kurt Stoyle
kstoyle@iname.com