The Dark Tower:
A Tolkien-esque Heroic Fantasy scenario for Civ II, written for the Macintosh.  To be followed by a sequel, Tarantia.


This Scenario was created during a period of extended idleness by Michael Lacy (mike@srmdel.demon.co.uk).  The majority of the graphics were ruthlessly pillaged from a variety of sources; primarily the scenarios on the FW disc, as well as from several excellent scenarios on the net.   It is designed to be played as the Thurians, but can be played as any of the other "Free Kingdoms" (Volorians, Pathurians, Galanthians, Ilvani) but note the recommendations in the opening of the scenario, as some are much more difficult than others.

Scenario tips for the Dark Tower:

The Dark Tower scenario is limited to 120 turns, with a high tech paradigm, so you will not get to build many of the units or explore the tech tree to a great extent.  Don't worry; in the sequel Tarantia you get to do all that and more.

Each Civ is limited to certain types of infantry and cavalry, to reflect their unique national character.  Siege weapons, most warships and a variety of specialist units are available to all Chives with the requisite advances.

Note that the light cavalry unit is very useful because it has a 2 space visibility (light cavalry scouting capability).  It would be wise to produce a few of those before they go obsolete when you get Heavy cavalry.  (BTU, if any clever hacker-types out there know how to disable this annoying game trait, I would like to hear about it).

If you are playing one of the weaker kingdoms, be sure to use the 'exchange maps' diplomacy option with the other free kingdoms, as you will need it.

I have altered the Media text and Describe text files, so you should be able to find your way around the new city improvements, units and Wonders without any problem.

Basic Military Units: a general description

Type, (prerequisite: build/attack/defence/hits/firepower)
Names (Thurian, Galanthian-Volorian-Pathurian, Ilvani, Kheldanian, Tartessian)

Light Infantry (nil: 2/1/2/1/1/1) 
Militia, Levy, Elf Archers, Goblins, Skirmishers

Medium Infantry (Bronze: 3/3/2/1/1)
Auxillia, Archers, Elf Warriors, Orcs, Spearmen

Heavy Infantry (Iron: 4/4/3/2/1) 
Cohort, Mercenaries, Elf Cohort, Uruk-Hai, Jannisaries

Elite Infantry (Battle Drill: 6/6/5/2/1) 
Legion, Halberdiers, Elf Legion, Wraith Legion (Necromancy), n/a, n/a

Guards Infantry (Magic Weapons: 9/8/8/2/1)
Imperial Guard, n/a, n/a, Iron Guard, n/a

Light Cavalry (Horseback riding: 3/3/1/1/1)
Mdt. Archers, Lt. Cavalry, Elf Cavalry, Wolves, Turcopoles, n/a

Heavy Cavalry (Chivalry: 5/5/3/1/1)
Cataphracts, Knights, Elf Nobles, (Trolls - Steel Working), Elephants, n/a

Guards Cavalry (Magic Weapons: 9/10/6/2/1)
n/a, Royal Guard, Elven Guard, n/a, n/a, n/a

Special Infantry Units (available to all with requisite advance)
Asgeir Warriors (Mercenary Guild) Hvy Infantry, amphibious
Dwarves (Dwarven Alliance) Hvy Infantry, alpine
Great Eagles (Beast Summoning) 4/1/2/1/1, 12 move (air), 2 space visibility
Minotaurs (Beast Summoning) 4/6/2/1/1, ignore ZOC

Several Civilizations have a special advantages.  Most Thurian infantry units have +1 defence (superior discipline), all Ilvani infantry units have alpine ability (tireless runners, those Elves), and all Malgothian infantry units ignore zones of control (those sneaky orcs).


SPOILERS BELOW!
(only peek if your'e getting trounced)









































So, you are getting nowhere?  Dark hordes go you down?  Zombies rummaging in the garbage?

How to win:  Basically, trying to duke it out with the minions of hell is not a winning strategy, particularly if you are one of the weaker kingdoms (in which case simply holding the enemy at bay is going to be enough of a challenge).  In order to keep from being overrun, immediately begin to create as many heavy infantry units as you can, and fortify your strongest towns.  Smaller towns in the path of the Kheldanians (particularly if you are playing the Galanthians or the Ilvani) should be abandoned; sell off your improvements, transfer their garrisons to other towns (be sure to change their supporting city!) and hunker down for a siege.  Sell off any libraries or other un-military improvements you don't need, and set your taxation to maximum.  Try to obtain advances by trade with your fellow free kingdoms, and use your Sorcerer and Wizard(s) units to bribe any barbarians nearby.

To win, you will probably need to embark a sizeable force of your best units on a long a perilous quest to destroy Saloth, Liche King of Kheldania, in the best tradition of the Heroic Fantasy genre.  His fortress, the Dark Tower, is (as you may have picked up from the various clues in the game) in the Northwest corner of the map, surrounded by a wilderness of mountains.  The quickest way to get to it is to embark your army on a fleet, and sail West along the Southern coast of Thuria, and past the Tartessians.  This is the tricky part, as they will probably attack you with their formidable fleet.  After rounding the cape of Bezhiri, head North through the narrow channel through the mountains until you come across a fortress-island with a skeleton infantry unit.  To the East of this fortress is a swamp with a road.  Embark your army here (using light cav. to scout, so as not to alert the enemy to your presence) and move into position against the Dark Tower.  

The Ilvanians (if they have any units to spare) can use their alpine ability to attempt a ground assault over the mountains (be sure to bribe any Dwarves and Great Eagles you find along the way), although this method is fraught with difficulty, as there will probably be a number of enemy units wandering in the wasteland to contend with.  Make sure to take advantage of any Dwarven roads you come across, as they will greatly speed your passage.

When you have your units in position, use a Sorcerer or Wizard unit to breach the city walls with an earthquake spell (industrial sabotage) to improve you chances.  If you take the Tower and destroy the Liche King, the Kheldanian Empire will collapse, leaving you to pick up the pieces in the time remaining, or simply move on to the sequel.
