THE MONGOLS SCENARIO
							by Harlan Thompson
	
	Halfway through making this scenario I bought the Scenarios CD-Rom and was
horrified to discover that a Mongol scenario was on it!  All that work in vain...
But when I took a look at it, I wasn't that impressed aside from some of the
new units.  So I've gone ahead and finished this, what I hope to be the definitive 
Mongol scenario.

BACKGROUND
	In 1209 Genghis Khan and his Mongol horde burst out of the steppes of Mongolia
onto the pages of history.  He and his successors created the largest empire in
the history of the world.  Can you equal or even surpass their incredible military
accomplishments?  You have only 75 years before cultural assimilation and hassles
of ruling domesticated the fierce Mongols, curbing their appetite for conquest (the
early 1280's were the last major Mongol attacks, near the end of Kubilai Khan's life).  
Each turn represents nine months for a total of 100 turns.
	I won't lie to you- this is a big and very detailed scenario.  It will take
a bit of time to learn how it works and much, much more time to finish a complete game!
Enjoy.

INSTALLATION
	This scenario is meant to be played with the changes to your civ2 game that
come with the Scenarios CD-Rom.  The game can still be played without it, but not as
well.  The events.txt file with the CD-Rom causes a number of different things to
happen: units like Generals are periodically made, certain countries are always at war
with each other, extra money goes to the Mongols when certain cities fall or units are
killed, and certain units such as the Khan get regenerated when killed.  Since some help
and some hurt the human player probably all in all it isn't easier or more difficult
to win either way.
	If you have installed this CD, follow this simple procedure:  Make a new folder
under your scenarios folder (which is inside your civ2 folder).  Call the folder
"Mongols" or whatever you want (but not "Mongol" as there probably already is one
from the CD-ROM with that name).  Put all the files you downloaded in your new folder,
and play.
	For those without the Scenarios CD, its a bit more tricky.  Before starting 
to play this scenario, make or make sure you have backup copies of your Rules.txt, 
Terrain1.gif, Pedia.txt, City.txt, Cities.gif, People.gif, Icons.gif, and
Units.gif in some folder other than Civ2.  Then put all the new files you have here
(including the Mongols.scn and Mongols.txt files) in the Civ2 folder.  Then you'll be
able to play.  Once you're done, simply replace these versions of your files you moved
with the originals.
	If you don't have the CD but you want your Civilopedia to work just like those
people who do have it (showing all the things the scenario has changed), rename or
move to another directory the GET_INFO.EXE file from the Pedia directory.  When you
want to go play a normal civ game put it back or give it the original name again.

**** THE PLAYERS ****
       It's not easy to represent the dozens of countries of Europe, Asia and even 
Africa with only 7 civilizations.  So most of these civs represent broad cultural 
groupings.  You can choose to be any civ of course (except the Barbarians) but this
game is designed for you to be the Mongols.  It might be interesting to be one of the
other civs such as the Turks but if you do unfortunately assume the computer will
screw up as the Mongols and not get very far with them.
	It is impossible to change forms of government, so the government types 
mentioned below after each country name are permanent.  The following are listed
roughly in order of playability for the human player.

The Mongols- Monarchy
	When you think about it, the rise of the Mongols is one of the most amazing
things of all time.  An extremely backwards people with no particularly special skills, 
unique technologies or military units and a very small population manages to create 
the largest empire ever in the history of the world!  From a few tent camps in
Siberia to attacking Germany, Java and Japan all in less than 100 years.  Certainly
it was no cakewalk and I've made this (IMHO) a very hard scenario to win.	 
	You start off with very little except lots of veteran troops.  You only have 
three small cities and virtually no technologies except for those needed for the units 
you have.  In truth the Mongols didn't even have an alphabet when they started 
conquering the world.  You are permanently at war with the Turks (with the events.txt
file) but destroying most of the Independents should be your first task.  If you want
a real challenge, play the Mongols as a Despotism. I originally wanted to make it that
way but decided it was just too hard.
	A few strategic tips- get spies and steal, steal, steal technologies.  Conquer
Lhasa, Ch'ang-an and Kaifeng early to get their useful wonders.  Don't fight Sung China 
until you're ready for it- they are tougher than you'd think.  You don't have an 
economic foundation to build lots of new troops so be extremely careful not to lose 
the ones you have!  

The Turks- Empire
	This is the Khwarazmian Empire which for ease of pronunciation I call the Turks.
This Empire was like the Mongols' in many ways.  It had appeared seemingly overnight and
was rapidly expanding and attacking everywhere when Genghis Khan appeared on the scene.
The Turks were even considering invading into China.  Most of their warriors were steppe
tribesmen like the Mongols and so they have the same military units the Mongols do and
then some.  The Turks are permanently at war with the Muslims, Mongols, and Indians.
	Although this scenario has been first and formost designed for the human player
to be the Mongols, I've play tested it as the Turks and it works quite well that way.
The Turkish Emperor has a brilliant son, Jalal al Din, who turned out to be the most
frustrating enemy the Mongols ever had, and had Genghis Khan not come along perhaps it
would have been Jalal al Din who forged a giant empire.

The Sung Chinese- Empire
	In real life this civ was one country.  Conquering China is no mean feat.  
The Sung Chinese were the most densely populated and technologically advanced civ of 
the time. It took over half a century for the Mongols to finally conquer it.
The capital Hang-chou was the largest city in the world at the time.  The Sung
Chinese are permanently at war with the Independents.  This could possibly be
played by the human player but I've never tried it.

The below civs have been designed only to be attacked and are not recommended to be
played as the human player.

The Independents- Monarchy
        The Independents really represent a number of countries.  Primarily
the Chin dynasty in Northern China plus Japan and a bunch of small states between
Sung China and the Turks.  Since all these countries are similar militarily and
technologically this isn't really a problem.  Being fellow East Asians, the
Independents have nearly the same units and technologies as the Sung Chinese, whom
they are permanently at war with.  The Chin dynasty was originally made by nomadic
tribes similar to the Mongols conquering the cities of China.  So this civ has many
of the same horse units the Mongols do (whereas the Sung Chinese to the south don't).

The Christians- Monarchy
        Any politically independent Christian state got lumped into this civ.
The most powerful of the time were Venice, Genoa and Kiev, plus the Byzantine
"Empire" which was more of a city state by this time.  The Christians were also
just barely holding onto their Crusader state in the Holy Land.
	At the time the Christian world was rather backwards technologically and 
militarily compared to Asia.  Only the tough defense of Constantinople and disunity
of the Muslims prevented the Muslims from overrunning much of Europe.  The Christians
are permanently at war with the Muslims.  The Christians also have a second palace
(and King unit) in Constantinople since that was an important capital in addition to
Rome.

The Indians- Empire
	Most of northern India was ruled by one empire ruled from Delhi.  Historically
in time this empire would come to encompass most of India.  For this game history
has been speeded up and then some because India incompasses all of that empire plus
the Southeast Asian kingdoms of Pagan, Angkor and Vietnam.  My main concern in
making this civ was making it tough to conquer.  Northerners such as the Turks and
Mongols were very out of sorts in the tropical jungle and fought very poorly there.
So the defense factor of jungle terrain has been raised to be the same as hills and
most cities are actually built on jungle squares.  Also the Indians are the only civ
to start out with the Guerrilla Warfare tech which causes partisan units to be created
every time an Indian city is conquered (note that if traded to the Sung Chinese or
Turks as empires they too can make partisans this way).  The Indians are permanently
at war with the Turks.  In addition to Delhi the Indians also have Palaces (and King
units) in Pagan and Angkor.

The Muslims- Monarchy
	This represents all the many Muslim states outside of the Turks and India.
Political divisions kept this civ weak until the later rise of the Mamluks from
Egypt.  This is represented by the Mamluks unit the Muslims will eventually develop.
The Muslims are permanently at war with the Christians and Turks.

The Ismailis- Barbarians
	At the beginning of the game the Barbarians firmly control one city, Alamut,
in the middle of the Turkish Empire.  In real life this city and area was controlled
by the Ismailis, an unusual Islamic sect better known today as the Assassins (where 
the word "assassin" comes from). This is because one of their main military weapons 
was simply assassinating anyone who bothered them.  It was devastatingly effective 
and no one could conquer their mountain strongholds until the Mongols came along.  
In addition to the horse unit this city is building, every so often a Barbarian 
Assassin unit appears in this area.

**** THE UNITS ****
	There are many new units that more closely reflect the militaries of the time.
Many older units have been changed.  If you have the Scenarios CD it's really easy
to check up on unit properties with the civilopedia but to help you out here's
a table.  In my opinion these units are much more representative of the military
situation than the units given in the Mongols scenario that comes with the CD.  Here's
a rundown of what exists in the scenario.  All capitalized names (KHAN) indicate these
units cannot be researched and built in the conventional way.  The last column of this
chart, EXCLUSIVE, means just that- only the civs listed for each unit start the game
with the ability to build that unit type and no other civ can ever do so; even stealing
the prerequisite tech is impossible (a little trick I learned courtesy of Dirk Weber's
FAQ on this subject in the FAQ section of the ModHeaven website, http://www.aim4game.
com/modheavn/homepage.htm).  The downside is that such units don't show up in the
Civilopedia with the Scenarios CD, so check this chart if you don't see a unit there.

NAME            COST ATT DEF MOVE HP FIRE SPECIAL  PREREQ. TECH    OBSOLETE?  EXCLUSIVE?
Archers          30   3   2   1   1   1   12       Warrior Code    Crossbow         
Assassin         60  10   0   2   2   3   6        --exclusive--   no          M,T
Ballista        120  10   1   1   1   2   3,8      Ballistics      no
Battering Ram    70   8   1   2   2   1   3        Seige Expert.   no
Cameleers        60   5   2   2   1   1   2,4      --exclusive--   no          M,T,I,MG
Cannon           40  10   1   2   2   1            Metal Casting   no
Caravan          40   0   1   1   1   1   1        Trade           Merchants
Catapult         40   8   1   1   1   1            Mathematics     Cannon       
China Infantry   40   4   2   1   2   1            --exclusive--   no          S,IC,MG
China Phalanx    20   1   2   1   1   1            --exclusive--   Musketeers  S,IC,MG
Crossbowmen      50   3   2   1   2   2   12       Crossbow        no
Crusaders        50   5   1   2   1   1            --exclusive--   no          C
Diplomat         30   0   0   2   1   1   1,       Writing         Spy
Elephant         60   4   3   2   3   1   5        --exclusive--   no          I
EMPEROR          --   7   7   1   3   1   2,4      --none--        --          S,T,I
Explosives       60   9   0   2   1   4   6,8      Explosives      no
GENERAL          --  10   5   2   2   2   2,4      --none--        --          all civs       
City Defense     80   0   3   0   3   1            City Fortific.  no          C
Heavy Cavalry    90   7   3   3   2   1   4        Horse Armor     no
Horse Archers    60   5   2   2   3   1   1,12     Compound Bow    no
Huo P'ao         20   9   0   1   1   1   6        --exclusive--   no          S,IC,MG
Indian Pikemen   30   1   2   1   3   1            --exclusive--   Musketeers  I
Indian Infantry  40   4   2   1   3   1   5        --exclusive--   no          I
Indian Cavalry   70   6   3   2   2   1            --exclusive--   no          I
KING             --   0   6   1   3   1   2,4      --none--        --          C,M,B
KHAN             --  10   6   2   3   2   2,4      --none--        --          MG
Knights          50   4   2   2   1   1            --exclusive--   no          C
Lancers          20   1   2   1   2   1   5        --exclusive--   Musketeers  M,T
Light Cavalry    50   5   2   4   2   2            --exclusive--   no          M,T,I,MG
Mamluks          70   7   3   2   2   1   4        Mamluks         Horse Armor
Merchants        40   0   1   2   1   1   1        Guilds          no
Musketeers       30   3   3   1   2   1   5        Guns            no
Ninja            60  10   0   2   1   4   6        Japanese Lore   no
PARTISANS        --   3   2   2   2   1   1,2      Guerilla War.   no
Peasants         80   0   2   1   2   1            Oriental Desp.  no
Phalanx          20   1   2   1   1   1            Bronze Working  Pikemen
Pikemen          20   1   2   1   1   1   5        --exclusive--   Musketeers  C
Samurai          50   4   3   1   3   2   5        Samurai Code    no
Sappers          60   8   1   2   2   3   3,7      Mining & Sap.   no
Scouts           40   0   2   3   1   1   1,2,4,10 --exclusive--   no          MG
Seige Tower      60   6   1   1   2   2   3        Engineering     Seige Expert.
Settlers         60   0   1   1   2   1            --              Peasants
Spy              40   0   0   2   1   1   1,4      Espionage       no
WALL DEFENSE     --   0   5   0   4   1   4        --none--        --          IC

NAVAL       HOLD    
Caravel      2   40   2   1   5   1   1            Seafaring       Navigation   C
Dhow         2   40   2   1   8   1   1            --exclusive--   no           I,M,T
Dromon       0   50   3   2   5   2   1    4       --exclusive--   Frigate      C
Frigate      2   60   4   2   6   2   1            Magnetism       Warship
Junk         2   40   2   1   7   1   1            --exclusive--   no           S,I,MG
Warship      0   60   5   2   6   2   1    4       Chinese Nav.    no

AIR      TURNS AWAY
Balloon      5   60   0   1   6   1   1    1,4,10  Ballooning      no

C= Christian, IC= Independent Chinese, I= Indian, MG= Mongol, M= Muslim, S= Sung Chinese,
B= Barbarian (city of Alamut)

Special abilities:
1: ignores zone of control
2: moves as if all terrain were roads (i.e. alpine troops)
3: ignores city walls
4: can see up to two squares away
5: defense times 2 vs. units with movement of 2.
6: can attack directly from boats
7: destroyed after attacking
8: ship must stay near land (like trireme)
9. can paradrop.  Paradrops limited to five spaces not ten.
10: invisible like a submarine
11: can see and attack invisible and balloon units

**** SPECIAL UNITS ****

THE KHAN
	There can only be one Khan in the world.  Only the Mongols have one and they
cannot build any more. This is the strongest unit in the world but don't be too
reckless with it.  If it dies you will automatically get a new one in Karakorum, but
this can only happen a maximum of twice.  After that, no more Khan (the Khans are
numbered like this: (1), so you'll know how many you have to go). Beware of
losing your Khan in other ways!  Meaning don't let it get bought by another civ or
accidently disbanded.  If something like this happens you won't get the extra lives.
Keep it stacked with other units if possible and especially be wary of putting it in
small cities that an enemy spy or diplomat could buy.

THE EMPEROR
	Each Empire (the Turks, Sung Chinese and Indians) has one Emperor. Plus the Pope
in Rome is considered an Emperor. Like the Khan no extra Emperors can be built by anyone.
Emperors are defensive units and so unlikely to leave the capital cities they start out
in.  Whenever an Emperor dies a new one arises somewhere else in the empire until the
empire is destroyed.  If the attacker was the Mongols, the Mongols get a certain amount
of money for the killing.

THE KING
	The King is essentially the same as the Emperor except less powerful.  The
Christians, Muslims and Independents have Kings in their palace cities and the
Christians have an extra King in Tyre (the Crusader city).  The Barbarians in Alamut 
have their own King too.  Also, the Indians have two cities with Kings starting in them
(Pagan and Angkor).  The Mongols get less money for killing a King than an Emperor.
They also can only be replaced by a new King once.

THE GENERAL
	The General is a very powerful offensive unit that cannot be built by anyone.
Each civ starts out with one or two, and the events file randomly generates new generals
occassionally.  Some civs are more likely to get more generals more quickly, but its
all a matter of luck.  Every time the Mongols kill a General they get 100 gold.  Having
a General die does not instantly make a new one like the above units- you have to
wait until luck comes your way.

WALL DEFENSE
	In addition to the Great Wall wonder, the Great Wall is physically there
on the map, represented by Wall Defense units.  These units cannot move or be moved.
They cannot be built by anyone and cannot attack either.  They're just there, just like
a wall.  Their location represents the real extent of the Great Wall at the time of
the game.  Luckily for the Mongols there are several large gaps between sections of
the Wall.  Only a few pieces of the Wall are homed to any particular city which means
the only way they will go away short of killing them one by one is if the entire 
Independent civ is destroyed.  Note also that this unit has an ability to see two units
away, allowing the Independents to see enemy movements.  Also, be sure to check the
hidden terrain before attacking one- most are on hills.

CITY DEFENSE
	These are similar to Wall Defense units except that they can be built with the
proper prerequisite.  They represent all the various weapons and techniques like moat
building, hot oil, boulder dropping and so on that a really tough city defense would
employ.   Like Wall Defense, they cannot move or attack- they are just there to defend.
About the only thing they can do is fortify.  Since they can't move, they can only be
found in cities because when they're completed that's where they go.

BALLISTA AND EXPLOSIVES
	The Ballista was essentially a giant crossbow that hurtled boulders great
distances.  It avoids city walls.  Explosives represent all kinds of gunpowder based
weapons the Chinese had, usually fired out of long bamboo tubes.  To repesent the fact
that these units could be fired over great distances, they operate like paratroopers- 
they can move five squares (instead of ten) via paradrop before attacking.  Explosives
units are always destroyed after attacking but not Ballistas.

HUO P'AO, NINJA AND ASSASSIN
	These units are all very similar.  The Huo P'ao was a kind of chemical hand 
grenade perfected by the Chinese.  Ninja and Assassin hopefully need no explanation.  
All are destroyed after attacking.  The Huo P'ao is much cheaper but also less powerful
than the other two.

SAPPERS
	For the Mongols and others, the most effective way of capturing cities with
really tough city walls were with Sappers.  They could either tunnel under the walls
to allow troops to sneak in or they could dig up to the walls and weaken them until
a section fell down.  They are destroyed after attacking.  They aren't as strong on
the attack as other assassin type units, but they avoid city walls so they are the
most powerful unit for attacking cities.

SAMURAI
	The Samurai is there to make an invasion of Japan that much more difficult
(the Mongols twice failed horribly in attacking Japan).  Samurai can eventually be 
researched and built but there are a number of Samurais already placed in Japan
at the beginning of the game.

PARTISANS
	I have arranged it so that civs can't actually build Partisans. But for civs 
having the Guerrilla Warfare tech AND Empire form of government, most anytime a city 
is conquered, Partisans will spontaneously appear.  Empire is Communism renamed (but
with some corruption).  Confusing, but its the only way I found to get the Partisan 
effect so early in the technology tree.  Only the Indians start out with Guerrilla
Warfare.

SCOUTS
	The Mongols had incredible knowledge of the countries they would attack, often
better than the leaders of those countries themselves!  This is because they would
send out many people disguised as traders to survey and make note of all they saw.
These units cannot do the functions of diplomats or spies and they cannot attack.  But
they can travel quickly over any terrain to scout out the enemy.  Like submarines,
they cannot be seen by enemy units unless a unit tries to walk directly into their
path.  The exception to this are archer-type units (Archer, Horse Archer, and 
Crossbowmen) which can see them from one square away (archer type units can also
attack Balloons, by the way).

**** CITY IMPROVEMENTS ****
	One can't actually change what city improvments do, but I changed the
names, pictures, upkeep and costs of many.  The prerequisites of many city 
improvements have been changed as well.  Use the civilopedia to look these up 
if interested.

BAZAAR-
	Marketplace renamed since that's what they're called throughout Asia.

POST HOUSE-
	Courthouse renamed.  Genghis Khan developed a particularly effective series
of post houses that made rapid communication over large distances possible, but
other large empires had the same idea too.  They made the empire more manageable, 
reducing corruption just as this improvement does.  Post Houses are cheaper than 
Courthouses, costing only 60 gold.

MONASTERY-
	This is the Stock Exchange renamed but it can be built after Marketplace
and before Bank (whereas Stock Exchange comes after those two).  I did this in my
Viking Age scenario too but I have a new picture here that is more culture neutral.
Monasteries cost 100 to make and require no upkeep.

MOSQUE-
	Colosseum renamed.  Islam was popular throughout most of Asia at this time
and the Christians already have their happiness problem solved via wonders.  So I
thought it more appropriate to not make all the religious improvements so West
European.

PAGODA-
	Cathedral renamed.  Similar reasoning as Mosque.  This only costs 2 in
upkeep.

INTENSIVE IRRIGATION-
	Supermarket renamed.  Obviously you can't have supermarkets at this time
but certain parts of the world were much more intensively irrigated than others esp.
rice growing China.

CARAVANSERAI-
	Superhighways renamed.  Costs only 100 and no upkeep.  All along the Silk
Road and other trade routes Caravanserais were built to facilitate the flow of trade.
Traders could sleep there and restock their supplies, and were safely protected.  So
the one extra trade for each road square I think is very appropriate.

SHIPYARDS- 
	Port Facility renamed.   Costs only 2 in upkeep.

(LUXURY GOODS)-
	This is (Capitalization) for an earlier era, allowing you to make money instead
of shields in a city.

TECHNOLOGY TREE
       With the new freedoms given by the Scenarios CD, I took the liberty of radically
changing the technology tree.  I made up the new techs willy-nilly without much thought
so don't put too much stock in the tech names.  The reason was to spread out all the
rearranged and new units, wonders and so on onto as many different techs as possible to
make the stealing or trading of any one not so important.  Also most of the really
advanced techs simply don't exist in this world.  Nothing from Steam Engine and beyond.
If you're really interested in knowing the exact layout of this tree you can use the
civilopedia if you have the Scenarios CD.  If not, look at the rules.txt file.
	Otherwise, in brief I have a few main branches coming from the otherwise
mostly unchanged ancient techs.  Generally one is for the Islamic civs, another Chinese,
and another horse related techs used by the Mongols.  But there are overlaps and 
branches and so on.  Some of the advances are just for cosmetic reasons, to get the
People.gif and Cities.gif files to work out.  These are Islamic Architecture, Mongol
Appearance, and Asian Architecture.  Ignore them and please don't trade them!  There
also are some techs with Secrets in the title like Islamic Secrets.  These are there
to make the exclusive units work out and can't be traded, stolen or researched at all
so ignore them.
	One final note- when looking these up in the civilopedia unfortunately they
don't re-alphabetize the list so it can be hard to find a tech in the list.  Even some
basically unchanged civ advances (like Invention) have been relocated on the list
for reasons too confusing to explain here.  So just keep looking; chances are its there.

**** WONDERS ****
	The wonders have been changed to reflect the real wonders of the time.  There
are no expiration dates for any wonders.  All wonders not mentioned below don't
exist in this scenario.  The prerequisites for many have been changed but since they're
already built it doesn't matter really.

NEW NAME                      OLD NAME                    CITY
Academy of Wisdom             Copernicus' Observatory     Baghdad
Al-Koran                      Cure for Cancer             Medina
Angkor Wat                    Eiffel Tower                Angkor
Dome of the Rock              Hanging Gardens             Jerusalem
Control of the Silk Route     Colossus                    Samarkand
Discovery of the New World    Magellan's Expedition       available (w/ Age of Discovery)
Forbidden City                Leonardo's Workshop         available (w/ Imperial Majesty)
Gardens of West Lake          Lighthouse                  Hang-chou
Great Library                 --                          destroyed
Great Wall                    --                          Keifeng
Hagia Sophia                  Adam Smith's Trading Co.    Constantinople
Ka'ba                         Isaac Newton's College      Mecca
Marco Polo's Embassy          --                          available (w/ Guilds)
Mosque of al-Mutawakkil       Darwin's Voyage             Baghdad
Potola Palace                 Oracle                      Lhasa
Pyramids                      --                          Cairo
Saladin's Citadel             King Richard's Crusade      Cairo
Sun Tzu's War Academy         --                          Hang-chou
Stupa of the Wild Goose       J. S. Bach's Cathedral      Constantinople
The Teachings of Buddha       Shakespeare's Theatre       Delhi
Temple of Heaven              SETI Program                available (w/ Imperial Majesty)
Travels of Ibn Battuta        Apollo Program              available (w/ Safe Roadways)
The Vatican                   Michelangelo's Chapel       Rome

OTHER CHANGES AND NOTES:
- Twice as much food is required to increase population and settlers are a bit 
harder to make.  Each person in a city eats THREE food, not two, per turn.  This 
makes growth much slower, but to compensate a bit I let some of the terrain types
produce a bit more food.  Population size was increasing very slowly at this time. 
- Scientific advances are five times harder to accomplish. This is after all the Dark
Ages.
- There is a new type of terrain- dunes.  I didn't like how deserts are so easy to
cross and I didn't think having both swamp and jungle was that useful in this part of
the world, so I replaced swamp with dunes.  Dunes represent very severe deserts.  They
cost 3 movement points to cross, reflecting the near impossibility of crossing large
deserts without dying of thirst or starvation (amongst other things).  They are
good-for-nothing squares production-wise. The two speciality squares for dunes are oasis
(but not as productive as an oasis in a normal desert square) and ruins, which only gives
up one shield.
- Mountains now cost 5 movement points to cross.
- Some of the special terrain squares have been changed.  Since buffalo don't exist
in the Old World, that has been changed to the more generic "game".  A more vivid
picture of silk is in place (which by the way only exists in the China area). Some of 
the special terrain squares have been tweaked with to be even more productive too.
In particular, silk is now a great one to have (eight trade!).  Jungles are more
productive since India is nearly all jungle.  Finally, the old gems spot in jungles has
been replaced by spice which I thought was more jungle-y.
- A few of the trade goods were changed to fit the times (i.e., slaves instead of 
uranium, silk becomes one of the best to make, jade replaces the old silk spot). 
- There are not many goody boxes left.  These are located in the few places left in
the world unexplored at that time.  These are the far northern regions of frozen
Siberia.
- Pollution doesn't matter.
- Tech from conquest is forbidden.
- I have tried to limit the trading of technlogies.  Kind of strange to have Mosques
in Rome and Mamluks in China.  But since I've spread out the units and things over
so many different civ advancements I'm not so worried about it.  Also, most
immediate neighbors can't talk to each other (being at permanent war) so most tech
trading is limited to stealing.  Also, in the beginning there are no embassies in the
world.
- The barbarian level is set at "raging hordes", but in fact there are hardly any
barbarian uprisings since so much of the world is occupied already.

OBJECTIVES
	There are 110 total objectives in the game (cities plus wonders). Major cities
are worth 3 each, minor cities 1 (plus one for each wonder).  For those without the 
Scenarios CD (I assume) all are worth 1 so you'll need to use the chart below to see
how you really fared.  To reach a decisive victory one needs a total of 90.  For a
marginal victory one needs 65 objectives.  That is about how many the Mongols had at
their height of power.  A marginal defeat is less than 40 objectives, and 20 or less
objectives is a decisive defeat. Here are the cities that are considered objectives
and the number of points they're worth each:

BARBARIANS (the Ismailis/Assassins)
Alamut (3)

CHRISTIANS
Constantinople (4)   
Rome (4)             
Venice (3)           
Kiev (3)             
Budapest (1)         
Genoa (1)            
Tyre (1)             
Moscow (1)           
Georgia (1)         

INDEPENDENTS (Chin Chinese and Japanese)
Kaifeng (4)          
Ch'ang-an (4)        
Khanbalik (3)        
Kamakura (3)         
Kashgar (3)          
Lhasa (3)            
Balasaghun (1)       
Kyoto (1)            
Liao Yang (1)        

INDIANS
Delhi (4)          
Angkor (4)          
Pagan (1)            
Patna (1)            
Deogir (1)           

MONGOLS
Karakorum (3)        
Mongolia (1)         
Naimans (1)          

MUSLIMS
Baghdad (5)          
Cairo (5)            
Jerusalem (4)        
Mecca (4)            
Bulgar (3)           
Medina (2)           
Damascus (1)         
Shiraz (1)           
Aden (1)             
Sarai (1)            
Basra (1)            

SUNG CHINESE
Hang-chou (5)       
Kuang-chou (3)      
Fu-chou (3)          
Fancheng (1)         
Yunnan (1)           
Zaiton (1)           

TURKS
Samarkand (4)        
Bukhara (3)          
Balkh (3)            
Kabul (1)            
Tabriz (1)           
Itil (Astrakan) (1)  

PROBLEMS AND BUGS
	Scenarios seem to have more bugs than usual.  One bug I've noticed playing
scenarios is that often new wonders can't be built even when the proper technology
has been researched.  This happened to me play testing this scenario too.  If this
happens to you, I know one crude way of fixing it.  Turn on cheat mode, and just before
the end of your turn switch to another civ.  Use the change maps option under "cheat"
and select "entire map".  Then, (no peeking!) quickly go to the city you want to 
start the wonder in and change the production to that wonder.  Finally, put the
map mode back to your country's view of the world and switch back to your original
civ.  For some reason, although the wonders don't work for the human players, they still
work for the computer ones.
	Around 1230 messages say all the wars determined by the events.txt file have
ended.  I don't know why this happens, but they haven't.

FINAL NOTES
	Making this scenario was a great opportunity for me to learn about the history
of the 1200's.  I skimmed a good number of library books on the subject so I think
it's pretty accurate.  All the pictures of wonders were taken from real pictures of 
those things, generally taken off the internet.  Apologies for any inaccuracies- 
if you have any improvements or comments to make, please let me know.  My name is 
Harlan at harlant@hawaii.edu.
	I hope others will make use of this scenario or map as a springboard for other
scenarios.  The rise of Tamerlane, for instance, could involve nearly the exact
same technologies and units.  Hopefully the units and such here will make East Asian
centered scenarios easier to do.  There have been almost none so far it seems.
	Speaking of the map, I made two versions of this map for people who may want
to base a game or scenario on it.  One is called ---- and is meant to be used with
the same Terrain.gif file I'm using here since all the Swamp squares have been changed
to Dunes.  The other one, ------, is basically the same except Dunes have been
converted to regular desert squares. 
	Free distribution of this scenario on the internet is encouraged, but please do
not attempt to sell or make money from this scenario in any way.

THANK YOUS
	Many of the units were based on those I saw from other scenarios- sorry I can't
keep straight which came from where but thanks to all who made them.  The World Wide
Web didn't have nearly as much info on Mongols as I was able to find on my earlier
scenarios, the Viking Age and Lord of the Rings, but still I was able to get lots of
useful information and graphics from here and there on the internet.  I found most of
the pages linking from the Seven Wonders of the Ancient World page (http://pharos.bu.edu/
Egypt/Wonders/) and the general history index at http://kuhttp.cc.ukans.edu/history/
index.html.  And thanks to Mike McCart at ModHeaven and any other website masters who
make distribution of these scenarios possible.
