Scenario Name:  Conquest of the Empire (v. 1.0)  
   Author:  Peter F. Delaney  
      Email:  delaney@psy.fsu.edu  
         Genre:  Fantasy (elves, dwarves, wizards...)  
            Length:  About 250 turns (moderate length)  
               Preferred Level:  Deity  
                  Bugs:  I did not include sound files in here, so some units sound funny. 
 
SCENARIO FILE:          empire.scn 
Alternate:              2000BC.scn (see section V) 
 
Art Credits:  I used Michael McCart's collection of units for some of these units.  Others 
are modifications of those included with Civ2.  Go ahead and use any of the art that I did, 
keeping in mind that virtually all of it is just pieced together work from other sources 
with a little bit of editing. 
  
 
Contents: 
	I.    Installation 
		A.  With Scenarios CD 
		B.  Without Scenarios CD (just plain ol' Civ 2 CD) 
	II.   Scenario Background 
	III.  The Major Players 
	IV.   New Units, Advances and Notes 
	V.    Using this as a MOD-pack to play fantasy Civ 
 
 
I.  Installation  
  
IF YOU HAVE "CIVILIZATION II SCENARIOS:  CONFLICTS IN CIV"  
	You are home free!  Create a new folder in your SCENARIOS folder called  
"Empire" and move all the junk that came in this ZIP file in there.  Then just start up Civ  
and load empire.scn just like you would load any of the other scenarios that came with the  
CD.  All the special modifications will *automatically* be taken care of for you, assuming  
you got all the files from the EMPIRE.ZIP file in there.  And, the next time you play Civ,  
if you don't load the scenario your units will be back to normal.  I also guarantee that the  
Civilopedia will work under this version of Civ.  
  
IF YOU DO *NOT* HAVE THE SCENARIOS CD  
	To prevent damage to your CIV II files, you will need to back up your files.  First,  
backup your current installation, especially any files you've changed personally, such as  
UNITS.GIF.  The standard copies of these files are on the CIV II CDR but you should be  
careful with files you've customized!  The easiest way to do this is to create a folder  
somewhere called CIVBACKUP and just copy the following files in there:  UNITS.GIF,  
PEDIA.TXT and RULES.TXT.  
	Next, create a new folder called Empire, and put the following files in there:   
EMPIRE.TXT, EMPIRE.SCN, and PETE.MP.  
	To uninstall, simply remove or change the UNITS.GIF, PEDIA.TXT and  
RULES.TXT files, and replace them with the original files.  If you're thinking of playing  
the Empire again, you might want to move them into the Empire folder for safekeeping.  
  
  
II.  Main Scenario Background (empire.scn) 
	The continent this takes place on is in the southern hemisphere, so there is a cold  
island at the southern part of the map where the Empire resides.  In the far north are the  
hot deserts of Trajamour.  
	In the original story, the Imperial Guard and Imperial Knights swept north through  
the great plains, capturing Lendol and Fort Provoc and the other plains states and  
establishing a powerful new Empire.  Over the succeeding generations, they unified the  
continent under a single ruler of the Rassandale line and established a bureaucratic  
Imperium that provided a common set of laws throughout the states.  Hence, the Empire  
is the nominal protagonist of this story.  Everyone's objective is the same, though:  unify  
the world under your rule and build an empire to remember!  
	I made nations more hostile and untrusting to help reduce tech trading.  You *can*  
win tech by stealing it or by conquest, as well as trade if they're willing.  
  
III.  The Major Players  
	THE EMPIRE is the most technologically advanced society, beginning the game  
with The Imperium government and the technology to build guardsmen (a kick-ass  
fighting units).  The Empire is a bureaucratic machine:  they build tech and grow faster  
than others because of the complex, stable government they enjoy.  They are at the  
southern edge of the map.    
	TRAJAMOUR is their main enemy.  They are the masters of intrigue, and begin  
with the thief unit and a network of Thieves Guilds.  Historically, they founded an empire  
int he north that rivalled that of the Empire, and was only "captured" through the marriage  
of their king to the Empress.  Their reputation is none too good, though; no one is your  
ally.  Let's face it, you're part of a nation whose culture is based on assassinating leaders  
and taking their place in complex machinations.  
	RIVERSIDE is a collection of maritime merchant states in the northeast.  They are  
very rich and quite powerful, but their military forces are limited.  
	THE ELVES control the western forests.  They are at peace with nature, and their  
powerful rangers scout their territory carefully and effectively.  Recently, Trajamour  
captured the city of Elvenfort.  Enemy forces are near at the beginning of the game.  
	THE DWARVES control the mountains and are well-fortified.  They can fix  
anything, kind of like that guy down at the garage, only better.  Their mastery of The  
Forge lets them build things faster than the other races, and they're well-defended.  They  
are allied with the Plains States at the start of the game.  
	TCHA is a swampy island nation.  They are allied with the rogue trolls, and  
initially start with a powerful invasion force.  They're backwards as far as technology,  
however.  
  
IV.  New Units, Advances and Notes  
 
4.A:  MOD Notes 
	There are a lot of changes to the game for this scenario.  For example, The  
Imperium is a good form of government that works like Communism, except that settlers  
eat only one food.  Theocracy is similar to Fundamentalism, including tithes and fanatics,  
except that settlers eat only one food and that they tend to build a lot of priest units.   
Several of the wonders have been changed or made more expensive to build.  None of  
them become obsolete.  Wizards and archmages can "teleport" (paradrop) up to 10  
squares away.  Early boats are slower and weaker.  There are two special units (Tcha's  
trolls and the Elves' unicorn) that cannot be replaced if they die in battle.  
	The four CorelDRAW! files (.CDR) included are technology trees.  If you have  
Corel, you can print them out for viewing.  Please alert me to any errors. 
	The Civilopedia should work; I know it does if you have the Civ II Scenarios CD  
(which is quite good, BTW).  
	There are several good "technology tracks" to follow.  Magic advances will get  
you wizards and other high-attack units.  Military and social advances will get you  
Warships, Guardsmen, Knights, etc.  Dwarf advances (mining, building, engineering and  
machines) will get you high-attack units quicker than magic advances, but they're not as  
effective.  It'll also get you city walls.  Combining this with military and social advances  
will get you a variety of cool things.  Priesthood-related advances (scriptures and stuff)  
get you priests, which are good for defense.  
 
4.B:  Scenario Notes 
	This is a total war scenario.  Each turn is 1 year.  The tech rate progresses at  
faster than normal science speed.  You can only become a Democracy if you build  
Mezhulka's Statue.  Pollution is not a factor.  This is a total war scenario, but under  
Democracy and Republic you still get unhappiness when units leave the city.  
 
4.C:  Wonders of the World 
 
	Forge of Virtue (Mithril Working):  The forge of the virtuous women of Athgate 
was constructed by the dwarven priests to bring order throughout the land.  In the city it's 
built in, it makes three content citizens happy; all other cities get one content citizen made 
happy. 
	Colossus (Magic):  The Colossus was a symbol of the might of the wizards of 
Lordshome and drew tradesmen from the far corners of the world.  +1 trade in every 
square that already produces a unit of trade. 
	Great Library (Literacy):  No changes. 
	Oracle (Faith):  The Gatze clerics built this oracle to guide their people in their 
everyday lives and to resolve disputes.  Its wisdom touches all temples, making them twice 
as effective. 
	Great Wall (Fortification):  No changes. 
	Imperial War Academy (Tactics):  Built in Farlcrowne, the Imperial War Academy 
produced veteran troops throughout the Empire. 
	Gorgrim's Forge (Dwarflore):  The dwarven adventurer Gorgrim retired late in life 
to found a smithy.  That forge made the great city of Stone Gate one of the most 
productive in the world.  +1 production in every square for the building city. 
	Great Stone Ship (Stone & Sea):  The voyage of the Stone Ship took Imperials to 
the Dark Continent and the South Pole.  Their great adventures were not only a way to 
keep excess soldiers occupied, but a legendary trip that brought the Empire into contact 
with new civilizations (to conquer).  +2 movement on all ships. 
	Fighter's Guild (The Imperium):  The Imperial Fighter's Guild, first built in Lendol, 
provided training for generations of soldiers.  It also incidentally provided one of the best 
police forces in the Empire in the Plains States' former capitol.  All unhappy citizens in the 
city become content. 
	Thaegar's Duplicator (Machinery):  Thaegar was arguably the most powerful 
wizard of all time.  His dark skin and strange, foreign appearance made him instantly 
recognizable; his family appeared mysteriously on the eastern shores of the Plains States 
when he was young.  His Duplicator allows obsolete units to be replaced, free of charge, 
with their modern counterparts. 
	Great Temple (Ancient Scriptures):  The Great Temple reduces the number of 
unhappy citizens by 2 per city on the continent it is built on.   
	Sage's Guild (University):  The Imperial Sage's Guild was a center of knowledge.  
Built at Lordshome, it complemented the Colossus.  Doubles science output of city. 
	Krelth's Underworld (Thieves' Guilds):  Of all the guilds, that founded by the dwarf 
Krelth and his human friend Wyga was the most powerful.  Based in Trajamour, the 
Underworld secretly controlled vast amounts of property and kept illegal activities in 
check (other than their own, of course).  All improvements that normally cost 1 coin are 
now free. 
	Ebsxjo's Travels (Serenity):  The elven wanderer Ebsxjo catalogued the natural 
wonders of the Empire during his long life.  The fruits of his labors produced great 
knowledge.  Two free tech advances. 
	Mezhulka's Statue (Intrigue):  Mezhulka was a dictator from the city of Mansmere 
who rose up through the Trajamouran government by cutthroat politics and bloodthirsty 
social policies.  His statue still stands at the gates of Mansmere as a reminder to all of his 
long, oppressive reign.  The statue provides an easy reminder of what has been to the 
populace, and allows revolutions to produce any government type without a period of 
anarchy, whether it is discovered yet or not.  ONLY with this statue can you form a 
democracy! 
	Great Tree (Elf Lore):  The elves built this at Elvenhome to symbolize the peace 
that their nation sought.  It improves your reputation. 
	Temple of Healing (Faith Healing):  The clerics of the Gatze church built this 
temple at Fort Provoc to heal wounded soldiers.  It quickly opened up to the entire 
populace, healing the sick and the injured without question.  +1 happy person in every 
city. 
 
 
V.  Playing CIV2 Fantasy-Style (3000BC.scn & your own fantasy worlds) 
 
5.A.  Using 2000BC.SCN 
        You can start a game on a fantasy world that starts everyone equally using the 
2000BC.scn file.  Just follow the directions for empire.scn, but temporarily rename 
XCITY.TXT to CITY.TXT in the Empire directory.  You'll need to backup your original 
CITY.TXT and copy the Empire version if you don't have the Scenarios CD (if you do 
have the Scenarios CD, this is done automatically).  Then load 2000BC.scn just like any 
other scenario file from within Civ2.  You can be any of the different nations in this 
scenario. 
 
5.B.  Your own fantasy worlds 
	You can also use this as a "Fantasy MOD-Pack".  To do so, you must first make a 
backup of the following files:  CITY.TXT, CITIES.GIF, PEDIA.TXT, UNITS.GIF and 
RULES.TXT. I recommend creating a folder in your CIV2 folder called "Backups" and 
then using copy/paste to put the files there (for WIN95 users).   
	Next, rename the XCITY.TXT file CITY.TXT.  Note that if you want to play the  
regular scenario again, you should change this back to XCITY.TXT! 
        The next step is to copy the CITY.TXT, CITIES.GIF, UNITS.GIF, PEDIA.TXT 
and RULES.TXT files from the Empire folder into your main CIV2 folder.  This will 
replace the originals (this is why we made a backup!).
	Fourth, start CIV normally and create a new world.  Immediately enable "Cheat 
Mode" and save as a scenario in the Empire folder.  You may want to check the victory 
conditions and make sure that the objectives system is turned off (you want normal 
scoring).  It's also a good idea to turn off the wonders movies. 
	Now quit and reload the scenario with the fantasy mods installed.  If you have the 
Civ 2 Scenarios CD, you are allowed to put your old Civ2 files back in the Civ2 folder  
from your backup, if you want to, because the scenario manager in your Civ 2  
program will automatically swap in your MOD when you play a scenario with MODs  
stored in the same folder.   
 
VI.  Send comments to:  delaney@psy.fsu.edu 

