Dark Sun Modpack for Civilization II
Version 1.0, 1997
by Aleksei Andrievski
<k24023@kyyppari.hkkk.fi>

Welcome to my Dark Sun modpack. It is based on the fantasy world of Athas,
made by TSR, Inc. for AD&D role-playing game. For the uninitiated: Athas is
a harsh, cruel world. It is mostly covered by barren deserts that were
created after centuries of use of life-sucking magic. It is a world of slaves
and masters, where mighty sorcerer-kings rule their city-states with an iron
hand. Dark Sun modpack is unlike any other Civilization game you'll experience.
It modifies almost all text and graphic files of the game. The following files
have been modified:
RULES.TXT
CITY.TXT
ADVICE.TXT
LABELS.TXT
PEDIA.TXT
UNITS.GIF
CITIES.GIF
CITY.GIF
ICONS.GIF
TERRAIN1.GIF
TERRAIN2.GIF

You should backup these files or get them later from your Civilization CD.
However, I recommend using Civ II Modpack Manager by Matt McLeod (available
from the WWW).

Additionally this modpack includes a map of the core lands of Athas, and a
scenario set in those lands. The following files are provided:
ATHAS.MP
URIKWAR.SCN
URIKWAR.TXT
EVENTS.TXT

This file will describe the changes made by this modpack in each file. The
civilopedia in the game should also work normally, if you use the text version.

RULES.TXT
This file, of course, has undergone the most changes. They are listed here:

Cosmic Principles
* Each road square now costs 1/4 of a movement point to enter, instead of 1/3.
* Athas is not very well-suited to rapid city growth. As a result, there are
  15 rows in the city food box, instead of the normal 10.
* On the other hand, settlers eat only one food in all government types.
* Athasians are a subdued bunch. Unhappy citizens only start appearing when
  the city hits size 10 at Chieftain level.
* However, large empires do not fit on Athas. Extra unhappiness appears when
  you have more than five cities.
* Aqueduct is needed for further growth when your city reaches size 6. Sewer
  System works normally at size 12, however.
* Scientific research doesn't flourish on Athas (anyone who is literate and
  is not a noble or a templar is killed). Thus, all research takes twice the
  time it would normally take.
* Engineers cannot transform terrain as fast as in a normal game... there is
  a whole lot of defiled land to deal with.
* Monarchy and Fundamentalism can support eight units per city for free.
* Maximum paradrop range is 20.
* Fundamentalism has no science cap, i.e. it can set the science rate as high
  as it wants, and get the benefit. Science is still divided by half, however.

Civilization Advances
This area has many major changes. Many advances have been completely removed,
and most that remain are totally different from normal ones. The following
list describes the advances and their effects (you can also look at them in
the civilopedia). Prerequisites for advances are listed in parentheses.

Aarakocra Alliance (Halfling Alliance) - you ally with a tribe of Aarakocras
        and can build these units.
Alphabet (none) - leads to Writing.
Ancient Mysteries (Defiling Magic & Construction) - the study of Athas's
        ancient history and its secrets. Allows UnderCity, History Archives,
        Dark Lens, and Historical Finding. Leads to Psionic Enchantment.
Archery (none) - allows Archers. Leads to Gladiatorial Games.
Avangion Transformation (Psionic Enchantment & Preserving Magic) - the spell
        needed to become an avangion (a powerful creature of great goodness).
        Allows Avangion and Tutelage of Oronis. Leads to Future Technology.
Bardcraft (Thievery & Monarchy) - Athasian bards are notorious assassins.
        Allows Bards.
Bridge Building (Construction) - allows you to build roads over rivers. Not
        that useful, since Athas has few rivers.
Clairsentience (Psionics & Thievery) - the area of psionics that deals with
        divining information. Allows Psionicist and Spy Network. Leads to
        Psionocracy.
Construction (Currency & Masonry) - allows Aqueduct, leads to Bridge Building,
        Ancient Mysteries, and Silt Sailing. Allows to build fortresses.
Currency (none) - Allows Marketplace. Leads to Construction, Trade, & Thievery.
Defiling Magic (Writing & Mysticism) - the magic that carelessly draws upon
        plant life to power itself, thus defiling the land so that nothing
        can grow on it. Allows Defiler. Leads to Sorcerer-King Worship,
        Preserving Magic, Warcraft, and Ancient Mysteries.
Dragon's Levy (Sorcerer-King Worship & Psionic Enchantment) - the annual levy
        of 1000 slaves given to the Dragon (a terrible beast that can lay
        waste to a whole city). Allows Slave Levy.
Elemental Worship (none) - many Athasian priests worship the elements of air,
        earth, fire, or water. Allows Elemental Clerics and Elemental Temple,
        leads to Mysticism and Monarchy.
Elven Alliance (Trade & Thievery) - you ally with a tribe of quick-footed
        elves. Allows Elves and Elven Market. Leads to Halfling Alliance and
        Kank Riding.
Environment Preserving (Farming & Preserving Magic) - the idea that the land
        could be saved if treated right. Allows Druids, Druid Protection, and
        Queen's Gardens. Leads to Future Technology.
Farming (Slave Labor & Food Storage) - the ability to farm what meager land
        the city has. Allows Food Bureau and farmland. Leads to Environment
        Preserving.
Food Storage (none) - allows Granary. Leads to Farming.
Gladiatorial Games (Archery & Weaponmaking) - the bloody sport of the arena.
        Allows Gladiators and Gladiatorial Arena. Leads to Metalworking and
        Thri-Kreen Alliance.
Halfling Alliance (Elven Alliance & Thri-Kreen Alliance) - you ally with a
        tribe of savage halflings. Allows Halflings, leads to Aarakocra
        Alliance.
Kank Riding (Elven Alliance & Weaponmaking) - the ability to ride kanks,
        insect-like creatures. Allows Kank Cavalry. Leads to Mekillot Taming.
Masonry (none) - Allows Palace, City Walls, Great Ziggurat, and King's Statue.
        Leads to Construction.
Mekillot Taming (Psionics & Kank Riding) - the ability to tame mekillots (huge
        creatures that trample everything in their way). Allows Mekillot Wagon.
        Leads to Merchant Houses.
Merchant Houses (Trade & Mekillot Taming) - the large trade emporiums owned
        by a merchant family. Allows Merchant, Merchant House, and House Shom.
        Leads to Silt Harvesting.
Metalworking (Warcraft & Gladiatorial Games) - the art of making weapons from
        metal (which is very rare on Athas). Allows Elite Guards and Hamanu's
        War Academy.
Monarchy (Elemental Worship & Weaponmaking) - allows this government, which is
        basically the same as in the normal game (except that it can support
        eight units per city for free). Leads to Sorcerer-King Worship,
        Warcraft, The Republic, and Bardcraft.
Mysticism (Elemental Worship) - allows Oracle. Doubles the effect of Elemental
        Temples. Leads to Psionics and Defiling Magic.
Preserving Magic (Defiling Magic & Slave Labor) - magic that is used carefully
        so that the environment is not damaged. Allows Preserver, Veiled
        Alliance, and Korgunard's Patronage. Leads to The Republic and
        Environment Preserving.
Psionic Enchantment (Telepathy & Ancient Mysteries) - the ability to combine
        magic and psionics to create spells of mighty power. Allows Dragon.
        Leads to Avangion Transformation.
Psionics (Writing & Mysticism) - the ability to use powers of the mind. Most
        creatures on Athas possess some psionic power. Gives a free advance
        for the first civilization who discovers this. Leads to Telepathy,
        Psychokinetism, Clairsentience, and Mekillot Taming.
Psionocracy (Telepathy & Clairsentience) - a form of government where the
        ruler and his trusted telepaths psionically control much of the
        population to eliminate any resistance. This government replaces
        Fundamentalism and has much of the same characteristics (i.e. half
        science, no unhappiness, etc.).
Psychokinetism (Psionics & Silt Sailing) - the area of psionics that deals
        with moving objects by sheer will. Allows Kinetist Boat and Expedition
        to Ur Draxa. Leads to Silt Harvesting.
The Republic (Monarchy & Preserving Magic) - this government is exactly the
        same as in a normal game. Allows Promise of Freedom and Slave
        Liberation. Leads to Slave Tribes.
Silt Harvesting (Merchant Houses & Psychokinetism) - the skill to take the
        products of the Silt Sea. Allows Silt Harvest.
Silt Sailing (Construction) - the skill to build boats able to sail on the
        Sea of Silt. Allows Silt Skimmer, Harbor, and Lighthouse. Leads to
        Psychokinetism.
Slave Labor (none) - exploitation of one man by another. Allows Slave Pits,
        Slave Cleaners, Doubled Slave Labor. Leads to Farming, Preserving
        Magic, and Slave Tribes.
Slave Tribes (Slave Labor and The Republic) - escaped slaves often form
        tribes for mutual protection. Allows Slave Village.
Sorcerer-King Worship (Defiling Magic & Monarchy) - the worship of a monarch
        as a god. Allows Templar, King's Temple, and Templar Bureaus. Leads
        to Dragon's Levy.
Telepathy (Psionics) - the area of psionics that affects the mind. Allows
        Mindbender and Psionic Control. Leads to Psionocracy and Psionic
        Enchantment.
Thievery (Currency) - the profession of many members of the lower class. Allows
        Thief. Leads to Bardcraft, Clairsentience, and Elven Alliance.
Thri-Kreen Alliance (Warcraft & Gladiatorial Games) - you ally with a pack of
        wild thri-kreen (large mantis-like creatures). Allows Thri-Kreen. Leads
        to Halfling Alliance.
Trade (Writing & Currency) - allows Trader. Leads to Elven Alliance and
        Merchant Houses.
Warcraft (Defiling Magic & Monarchy) - the art of making serious war. Allows
        War Machine. Leads to Metalworking and Thri-Kreen Alliance.
Weaponmaking (none) - the art of crafting weapons from wood, bone, stone, or
        obsidian. Allows Guards, leads to Gladiatorial Games, Kank Riding,
        and Monarchy.
Writing (Alphabet) - Allows Royal Archives. Leads to Trade, Psionics, and
        Defiling Magic.
Future Technology (Avangion Transformation & Environment Preserving) - gives
        you bonus point to the score. You'll need them if you want a high score.

City Improvements
The following list shows the new names of improvements, what normal improvement
they replace (the effects are the same), their prerequisite, and their building
cost (shields) and maintenance cost (gold).

Palace, Masonry, 100, 0
Barracks, none, 40, 1
Granary, Food Storage, 60, 1
Elemental Temple (Temple), Elemental Worship, 40, 0
Marketplace, Currency, 80, 1
Royal Archives (Library), 80, 1
Templar Bureaus (Courthouse), Sorcerer-King Worship, 80, 1 - the offices of
        the templars (priests who worship the king)
City Walls, Masonry, 80, 1
Aqueduct, Construction, 80, 1
Elven Market (Bank), Elven Alliance, 100, 0 - the nomadic elves' market where
        shady goods are often sold
King's Temple (Cathedral), Sorcerer-King Worship, 120, 1
Veiled Alliance (University), Preserving Magic, 160, 0 - the secret organization
        of preservers.
Druid Protection (Mass Transit), Environment Preserving, 200, 0 - a druid
        selects the city as his guarded lands, protecting the environment.
Gladiatorial Arena (Colosseum), Gladiatorial Games, 100, 1
Slave Pits (Factory), Slave Labor, 80, 0
Slave Levy (Manufacturing Plant), Dragon's Levy, 220, 3
Slave Cleaners (Recycling Center), Slave Labor, 80, 0
Slave Village (Power Plant), Slave Tribes, 160, 2
Merchant House (Stock Exchange), Merchant Houses, 140, 1
UnderCity (Sewer System), Ancient Mysteries, 120, 0
Food Bureau (Supermarket), Farming, 80, 1
History Archives (Research Lab), Ancient Mysteries, 200, 2
Harbor, Silt Sailing, 60, 1
Silt Harvest (Offshore Platform), Silt Harvesting, 160, 3

Wonders of the World
Quite a few wonders are not available at all because they would be too powerful,
like Leonardo's Workshop and Great Library. The new wonders are listed below,
along with the ones they replace, their prerequisite, construction cost, and
a short description if needed. None of the wonders expire.

Great Ziggurat (Pyramids), Masonry, 400 - a glorious temple to the king.
Queen's Gardens (Hanging Gardens), Environment Preserving, 400 - the ruler's
        private gardens.
King's Statue (Colossus), Masonry, 400 - a monumental statue of the ruler.
Lighthouse, Silt Sailing, 200
Oracle, Mysticism, 400
Hamanu's War Academy (Sun Tzu's W. A.), Metalworking, 400 - the training of
        elite army by the sorcerer-king.
Doubled Slave Labor (King Richard's Crusade), Slave Labor, 400
Spy Network (Marco Polo's Embassy), Clairsentience, 400
King's Worship (Michaelangelo's Chapel), Sorcerer-King Worship, 400 - the
        worship of the king as the one true god.
Korgunard's Patronage (Copernicus Observatory), Preserving Magic, 400 - the
        friendship and patronage of the avangion Korgunard, who knows many
        mysteries.
Expedition to Ur Draxa (Magellan's Expedition), Psychokinetism, 400 - a journey
        to Ur Draxa, the city of Borys the Dragon.
Psionic Control (Shakespeare's Theatre), Telepathy, 400 - the citizens of the
        city are telepathically controlled in order to suppress unhappiness.
Promise of Freedom (J.S.Bach's Cathedral), The Republic, 400 - the promise to
        free the slaves.
Tutelage of Oronis (Isaac Newton's College), Avangion Transformation, 400 -
        the study under the guidance of Oronis, king of Kurn and the first
        avangion.
House Shom (Adam Smith's Trading Co.), Merchant Houses, 400 - the set-up of
        House Shom, the richest merchant house around.
Dark Lens (Darwin's Voyage), Ancient Mysteries, 400 - the acquiring of the Dark
        Lens, an ancient artifact of great power.
Slave Liberation (Women's Suffrage), The Republic, 400
Historical Finding (SETI Program), Ancient Mysteries, 400


Military Units

There are fewer units than normally, but they are diverse enough so that the
others need not be missed. The following list describes the new units.

Slaves, Att 0, Def 1, Mv 1, HP 10, FP 1, Cost 40, none
        Slaves are the lowly units that perform standard settler functions.
        Obsolete with Environment Preserving (Druids).
Druids, Att 2, Def 2, Mv 2, HP 20, FP 2, Cost 40, Environment Preserving
        Druids are priests who guard a specific piece of land. They function
        just like Engineers in the standard game. Because of their intimate
        knowledge of the land, they can see two squares and ignore ZOC.
Militia, Att 1, Def 1, Mv 1, HP 10, FP 1, Cost 10, none
        The weakest unit. Militia are citizens or slaves poorly armed and
        ordered to fight.
Guards, Att 1, Def 2, Mv 1, HP 20, FP 1, Cost 20, Weaponmaking
        Guards are standard soldiers armed with nonmetal weapons.
        Obsolete with Metalworking (Elite Guards).
Archers, Att 3, Def 2, Mv 1, HP 20, FP 1, Cost 30, Archery
        Archers are soldiers armed with missile weapons.
Gladiators, Att 4, Def 3, Mv 1, HP 20, FP 2, Cost 40, Gladiatorial Games
        Gladiators are fine early all-purpose units.
Elite Guards, Att 2, Def 3, Mv 1, HP 20, FP 1, Cost 30, Metalworking
        Elite Guards are soldiers armed with metal weapons (which are very
        rare on Athas). Their duties include regular patrols, so they can
        see two squares.
Templar, Att 5, Def 5, Mv 1, HP 20, FP 2, Cost 80, Sorcerer-King Worship
        Templars are the personal servants of the sorcerer-king. They are
        fine attackers and defenders. Templars employ spells allowing them
        to see two squares, and they are so self-confident that they can
        go wherever they wish, ignoring zones of control.
Thri-Kreen, Att 5, Def 5, Mv 3, HP 20, FP 2, Cost 100, Thri-Kreen Alliance
        Thri-Kreen are large, intelligent, mantis-like creatures who roam
        the wastes in packs, hunting other creatures for food. They are very
        fast, do not sleep, and use very little water, so they treat all
        terrain as roads (potentially covering great distances). In addition,
        thir-kreen send scouts ahead, allowing them to see two squares.
Halflings, Att 3, Def 5, Mv 1, HP 20, FP 1, Cost 50, Halfling Alliance
        Halflings are savage warriors who eat other races. They make fine
        defenders. Halflings are very fast and stealthy, allowing them to
        treat all squares as roads and ignore ZOC. They are also in touch with
        the environment, able to see two squares.
Elemental Cleric, Att 4, Def 6, Mv 1, HP 20, FP 1, Cost 80, Elemental Worship
        Elemental Clerics are priests who worship one of the elements. They
        make awesome city defenders, especially in the early game. Clerics
        use spells allowing them to attack air units, ignore ZOC and see two
        squares.
Defiler, Att 7, Def 3, Mv 1, HP 10, FP 3, Cost 70, Defiling Magic
        Defilers are mages who drain life from plants to power their spells.
        They are geared towards attacking. Defilers use many auxiliary spells
        allowing them to attack air units, teleport (paradrop), ignore ZOC,
        and see two spaces.
Preserver, Att 6, Def 4, Mv 1, HP 10, FP 3, Cost 70, Preserving Magic
        Preservers are mages who power their spells by life force of plants,
        yet do not drain anything that cannot be replaced. They basically have
        the same characteristics as Defilers, except they are more defense-
        oriented.
Kank Cavalry, Att 4, Def 1, Mv 3, HP 20, FP 2, Cost 40, Kank Riding
        Kanks are insectoid creatures used as mounts. They have two-space
        visibility.
Mekillot Wagon, Att 8, Def 2, Mv 2, HP 30, FP 3, Cost 100, Mekillot Taming
        Mekillots are huge beasts often used to draw large war wagons.
        Mekillot riders send scouts to increase visibility. Also, few creatures
        are foolish enough to stand in a mekillot's way, so they ignore ZOC.
Mindbender, Att 7, Def 4, Mv 1, HP 20, FP 2, Cost 80, Telepathy
        Mindbenders are psionicists trained for mental combat. Their many
        psionic powers allow them to attack air units, teleport (paradrop),
        see two spaces, and ignore ZOC.
Elves, Att 5, Def 4, Mv 3, HP 10, FP 2, Cost 60, Elven Alliance
        Elves are a nomadic race living in tribes. They are known for their
        treachery. Elves can run very fast, treating all squares as roads.
        They can stealthily attack a city, ignoring city walls. Elves can
        also see two spaces and ignore ZOC.
War Machine, Att 8, Def 1, Mv 1, HP 10, FP 3, Cost 50, Warcraft
        War Machines are used to batter down enemy defenses. They ignore
        city walls when attacking cities.
Aarakocra, Att 5, Def 4, Mv 8, HP 20, FP 2, Cost 80, Aarakocra Alliance
        Aarakocra are intelligent bird-like creatures. They can attack other
        air units and see two spaces. Aarakocra must return to a city to rest
        every second turn.
Avangion, Att 9, Def 9, Mv 15, HP 40, FP 2, Cost 200, Avangion Transformation
        Avangions are preservers who combine magic with psionics to transform
        themselves into a higher creature of goodness. They make awesome
        defenders, almost unbeatable when fortified in a city. They have a
        host of protective magical effects (thus their high hit points) and
        a multitude of other special abilities. They must return to a city
        every fourth turn.
Dragon, Att 14, Def 4, Mv 15, HP 20, FP 4, Cost 200, Psionic Enchantment
        Dragons are defilers who combine their magic with psionics to become
        a terrible creature that can lay waste to entire cities. Few defenders
        can withstand a dragon attack, delivered with spells, psionics, claws
        and a scorching sand breath. Dragons have many special abilities. They
        must return to a city every fourth turn to rest.
Silt Skimmer, Att 1, Def 1, Mv 3, HP 10, FP 1, Cost 40, Silt Sailing
        Silt Skimmers are small boats that can sail on shallow silt. They can
        carry two other units and may be lost away from shore.
Kinetist Boat, Att 2, Def 1, Mv 3, HP 10, FP 1, Cost 40, Psychokinetism
        These boats are moved by psionicists using kinetic powers. Thus they
        can move away from shore safely. They can see two squares and carry
        three units.
Bard, Att 10, Def 1, Mv 3, HP 20, FP 2, Cost 80, Bardcraft
        Bards are often employed as assassins. They ignore ZOC and see two
        squares. When bards attack, they ignore city walls, but are destroyed
        afterwards.
Thief, Att 0, Def 1, Mv 2, HP 10, FP 1, Cost 30, Thievery
        Thieves perform all the functions of standard Diplomats. They can see
        two spaces and ignore ZOC. Obsolete with Clairsentience (Psionicist).
Psionicist, Att 0, Def 2, Mv 3, HP 20, FP 1, Cost 30, Clairsentience
        Psionicist are an upgraded version of thieves, functioning as stanrard
        Spies. They can see two spaces and ignore ZOC.
Trader, Att 0, Def 1, Mv 2, HP 10, FP 1, Cost 50, Trade
        Traders move from city to city, dealing in goods and earning profit.
        They function as standard Caravans. Traders see two spaces and ignore
        ZOC. Obsolete with Merchant Houses (Merchant).
Merchant, Att 0, Def 2, Mv 3, HP 20, FP 1, Cost 50, Merchant Houses
        Merchant are upgraded Traders, functioning as Freight. They can see
        two spaces and ignore ZOC.


Terrain Types
Athasian terrain is drastically different from the normal worlds. One major
difference is that on Athas, terrain with good resources is at a premium. The
various terrain types and their special resources are described below.

Sandy Wastes (Desert), Mv 1, food 0, shld 1, trd 0, Irr +1 food, Mine +2 shld,
        transform to Scrub Plains
        Oasis +3 food, +1 trd
        Animals +2 food
Scrub Plains (Plains), Mv 1, food 1, shld 1, trd 0, Irr +1 food, Mine no,
        transform to Verdant Belt
        Herds +1 food, +2 shld, +1 trd
        Plants +2 food
Verdant Belt (Grassland), Mv 1, food 2, shld 2, trd 1, Irr +1 food, Mine no,
        transform to Forest
Forest, Mv 2, Def +50%, food 2, shld 2, trd 1, Irr Scrub Plains, Mine no,
        transform to Verdant Belt
        Game +2 food
        Silk +5 trd
Rocky Badlands (Hills), Mv 2, Def +100%, food 0, shld 1, trd 0, Irr +1 food,
        Mine +3 shld, transform to Stony Barrens
        Obsidian +2 shld
        Silk +5 trd
Mountains, Mv 3, Def +200%, food 0, shld 1, trd 0, Irr no, Mine +2 shld,
        transform to Rocky Badlands
        Gold +10 trd
        Iron +5 shld
Stony Barrens (Tundra), Mv 1, Def +50%, food 0, shld 1, trd 0, Irr +1 food,
        Mine no, transform to Scrub Plains
        Cactus +2 food
        Herds +1 food, +2 shld, +1 trd
Salt Flats (Glacier), Mv 2, food 0, shld 0, trd 0, Irr no, Mine +1 shld,
        transform to Sandy Wastes
        Weeds +2 food
        Animals +1 food, +1 shld
Lake (Swamp), Mv 1, food 2, shld 0, trd 2, Irr no, Mine no, transform to Jungle
        Note that Lake is a land terrain type, and thus land units can move
        on it, sea units cannot, and it cannot be used for irrigation.
Jungle, Mv 3, Def +100%, food 3, shld 1, trd 0, Irr Scrub Plains, Mine no,
        transform to Forest
        Gems +12 trd
        Fruit +2 food, +2 trd
Silt Sea (Ocean), Mv 1, food 0, shld 0, trd 0
        Mudflat +1 food, +1 shld
        Mudflat +2 food, +2 shld
        There are two types of mudflats. Note that Silt Sea replaces Ocean,
        so you can irrigate next to it. This wouldn't be very realistic,
        though, so decide yourself whether to do it or not.

Rivers and roads add trade normally.

Civilizations
All the civilizations have been replace with those native to Athas. The
following civilizations are recommended because they have the best starting
locations on the Athas map, including rivers for irrigation:
Balikites, Urikites, Tyrians, Draji, Raamites, Gulgs, Nibenese.

UNITS.GIF
Most unit pictures in this file were taken from ALLUNIT2.GIF file by Michael
McCart. I have added some touches in many cases (such as enlarging the unit
pictures).

ICONS.GIF
The icons for various improvements have been edited by me. Be careful, because
some icons are from the standard game, yet they are put in a different slot.
For example, the icon for Darwin's Voyage is in the slot of Slave Liberation
(which has the effects of Women's Suffrage).

ATHAS.MP
This is the map of the core lands of Athas, where the seven city-states stand.
Those who are familiar with Dark Sun will note that the map is somewhat
stretched from west to east. This is because I have transferred this map
directly from a hex map using the scale 1 hex=1 square. If there is enough
interest, I might make a more accurate map (perhaps even including a larger
area) for the next version of this modpack.
It is recommended that you play on this map, NOT randomizing starting positions
or resources. If you insist on playing another map, it's best to make it
yourself, similar to this one in terrain availability. Civilization's map
generator will probably create way too many Verdant Belts (grasslands) and
Forests, and not nearly enough Stony Barrens (Tundra) and Salt Flats (Glaciers).
If you customize a random map, make the following choices: large land mass,
continental land form, arid climate, warm climate, 3 billion years.
To get the "feel" of Athas, I also recommend playing on at least Prince level,
with at least Restless Tribes of Barbarians, with maximum number of opposing
civilizations, and with Bloodlust turned on (there are no spaceships anyway).

URIKWAR.SCN
This is a scenario using this modpack. It includes the file EVENTS.TXT for
those who have the Scenarios CD. The scenario takes place during the Tyr's
war with the city-state of Urik. It continues for approximately 10 years
(120 turns), until Rajaat the First Sorcerer is freed from his prison and
this forces a truce between the city-states.


Well, this is it. As this is my first modpack, please e-mail me and tell me
what you think, what is good and what could use improvement.

