              ***  The Gates of Wrath  ***
             ***  Version 1.0--7/2/96  ***
***  A Civilization II Scenario by Sherry K. Shaw  ***

1.  WARNING--DO NOT unzip GATES.ZIP into your CIVII directory!!!  "The Gates of Wrath" updates (replaces) THREE of the original CIVII files (City.txt, Rules.txt, and Units.gif).  BACK UP THESE FILES IN ANOTHER DIRECTORY before copying these files into your CIVII directory!

2.  Installation
    2.A.  Backup--If you don't already have a CivII backup directory, create one now (i.e., \civ2\backup).  Copy the ORIGINAL City.txt, Rules.txt, and Units.gif files from your CivII directory into your backup directory.
    2.B.  Installation--Create a directory to hold the files for "The Gates of Wrath" (i.e., \civ2\gates).  Unzip gates.zip into this directory.  (If you're using WinZip, you can create the directory at the same time you unzip the file.)  Your new directory should contain the following files:
	City.txt
	Custom1.wav
	Custom2.wav
	Custom3.wav
	Gates.mp
	Gates.scn
	Gates.txt
	Readme.txt (this file)
	Rules.txt
	Units.gif
    2.C.  Preparing to play--COPY all the above files (except Readme.txt; the scenario doesn't use it) into your CivII directory.  Answer "yes" to any "replace" prompts.  You're now ready to play.

3.  Playing the scenario--Start CivII.  Select "Begin A Scenario" from the first menu.  Select "Gates.scn" from the list.  Pick a level.  Pick a guy.  You're now playing "The Gates of Wrath."

4.  About the scenario
    4.A.  History--Once upon a time, a long time ago (about 4000 BC, actually), on the peaceful world of B'ton, a nerdy-but-nice little boy named Prince William became the leader of the M'ai-gro.  After his rise to power, however, Prince William became a convert to the religion of the dire deer-headed god known as Almighty Buck.  Soon, young William's dreams began to boil with strange visions--visions of world domination!  "Sure, that sounds good," thought William, and so he was launched upon the path of conquest.
    4.B.  The World
        4.B.1.  Its Origin--Located in the very boonies of the galaxy, B'ton is a somewhat ordinary world, except for its size (a bit large), its shape (rather severly flattened at the poles), and its spin (way fast).  In fact, some B'tonian scientists suspect that its spin may have been doctored in the distant past, by the same half-mythical humanoid terraformers who are believed to have reupholstered and colonized B'Ton.
        4.B.2.  Its Climate--The poles are cold.  The equator is hot.  For the sake of simplicity, I have assumed prevailing winds always blowing from west to east, so land west of mountain ranges is wetter than land east of them, and so on.
    4.C.  The People--B'ton is peopled by seven distinct races, each with its own notable characteristics.  They are as follows:
        4.C.1.  The M'ai-gro.  Believed by themselves to be the principal people of B'Ton, the M'ai-gro were once a peaceful race of fisherfolk and asparagus farmers.  Since the rise of William, however, they have beaten their plowshares into swords and sworn to join his quest for world domination.  The Gates, capital city of the M'ai-gro, draws its name from the intersection of four narrow waterways near which it is built.
        4.C.2.  The Fruitfolk.  Once a peaceful race of banana farmers and sheepherders, the Fruitfolk, led by Mac the Blade, have begun to nurture their own dreams of conquest.  Believed by some to be of Elvish descent, the Fruitfolk are masters of the ancient Lore of Sprites, unknown to the M'ai-gro.  These Sprites, resembling cute cheerleaders with gauzy wings, attack viciously in battle, ignoring enemy zones of control, though they have little capacity for defense.  As winged creatures, they travel easily over all sorts of terrain; however, as they tend to fly very low, making frequent stops to apply lipgloss and to fluff their hair, they are unable to cross the oceans of B'Ton.  The capital city of the Fruitfolk is called Fruitopia.
        4.C.3.  The Ai B'yemmis.  Never a peaceful race of anything, the Ai B'yemmis have sworn to trample the M'ai-gro and anyone else who gets in their way.  Their mad queen, Cyan Cerulean, has established a state religion, with herself as both High Priestess and Goddess, and rules her capital of Rochester with an iron hand.  Like the Fruitfolk, the Ai B'yemmis have studied "many a quaint and curious volume of forgotten lore," and have gained mastery of the ancient Lore of Cobolds.  Huge and heavy-handed, the Cobolds are mighty in battle and can easily break through city walls.  Though ponderous and slow, they possess a deadly grace and have endured where other monsters have fallen by the wayside.
        4.C.4.  The Tan D'ai.  Noted for their lovely leather trousers and digital alarm clocks, the armies of the Tan D'ai are led by their queen, Traa Shati.  Her motto is "What the heck--let's conquer the world, too!"  The capital of the Tan D'ai is Ol Tan D'ai (or, in their harsh, roynish tongue, "Capital of the Tan D'ai").
        4.C.5.  The Nin Tan D'ai.  Eastern cousins of the Tan D'ai, the Nin Tan D'ai (or "Eastern Tan D'ai") are led by the implacable Mortimer Kombat.  Physically, the are quite similar to the Tan D'ai, only without the leather pants.  In ages past, they all but annihilated their sworn enemies, the Commies, and today they're out to conquer the world.  The capital city of the Nin Tan D'ai is (you guessed it) Ol Nin Tan D'ai.
        4.C.6.  The Commies.  Despite their ancient defeat at the hands of the Nin Tan D'ai, the Commies, ruled by Lionel the Rich, have sworn to bring World Peace and Socialist Unity to B'Ton even if they have to kill everybody else to do it.  The Commies possess the ancient Lore of Sprites, which, according to Fruitfolkish legend, was captured from the Fruitfolk by either the mythical Prometheus Spritelover or his cousin Vinnie.  The capital of the Commies is the ancient City of 64 Gods.
        4.C.7.  The Websters.  Little is known of the mysterious Websters and their evil queen, Slink Webby.  Ensconced on an island somewhere in the eastern hemisphere of B'Ton, the Websters seek to dominate the world by means of their dread Spydermen.  Hacking their way into the hidden vaults of foreign loremasters, the Spydermen steal secret scrolls of wisdom and spread them among their people.  Their capital is known only as Webville, possibly because that's what it says on the city limits signs.
    4.D.  Victory conditions--In order to achieve a decisive victory you must control ALL SEVEN capitals named above by the year 2049 AD.  Marginal victory = five or six capitals; marginal defeat = three or four capitals; decisive defeat = zero, one, or two capitals.

5. Miscellaneous technical stuff
    5.A.  Civilization II Version--This scenario was built under the Version 1.11 patch.  I don't know if it will work right with earlier versions or not.  If in doubt, download the latest patch from Microprose.
    5.B.  Ship movement--Due to the large size of the world, ship movement has been increased somewhat.
    5.C.  Custom units and advances--The three custom advances have very high-tech prerequisites; therefore, nobody will be developing any of them on their own any time soon.  All three custom units are (A) cheap and (B) powerful.  Combined with the increased ship movement, this should produce a real bloodbath--uh, that is, an intellectually stimulating game.  The units and advances are as follows:
        5.C.1.  Sprites--allowed by Sprite Lore.  Sprites have lots of attack and movement but very little defense; therefore they can easily capture a city but are unlikely to hold it.  In a battle between Sprite armies, cities tend to change hands repeatedly.
        5.C.2.  Cobolds--allowed by Cobold Lore.  Cobolds are essentially Marines without the amphibious assaults.  Yes, the spelling is deliberate.
        5.C.3.  Spydermen--allowed by Spyder Lore.  Spydermen are like Alpine Diplomats, very useful if your neighbor has some technology you want.
    5.D.  City names--Each of the tribes has an appropriate list of city names.  I've added to the list of extra city names as well.
    5.E.  Personalities--Everybody is expansionist.

6.  The usual disclaimer and stuff
    6.A.  This scenario is provided AS-IS, without any warranties, guarantees, or promises of marriage.  Don't come whining to me if your monitor explodes in a shower of leopard skins, spider legs, and little gauzy wings.
    6.B.  Any resemblance to real living people, real dead people, real companies, real planets, real programming languages, real monsters, or reality in general is purely coincidental and should be ignored, disregarded, shrugged off, and/or taken with a grain of salt, as should any and all references to reality whenever and wherever encountered in one's life.  C'mon, can you say "satire"?
    6.C.  This scenario is, as usual, a work in progress.  Comments, suggestions, expressions of delight, and/or bug alerts should be E-mailed to TenMoons@aol.com.

7.  Additional comments and observations
    7.A.  Exploration--Sprites and Spydermen are very useful for exploration, except for a slight tendency to be cooked and eaten by barbarians... (Spydermen can sometimes bribe their way out of trouble, though.)
    7.B.  Relative strengths--The Websters start out with a big advantage in technology, population, units, and money.  The Mai-gro are almost as advanced and have (I think) a better location.  The Tan D'ai and the Nin Tan D'ai are the weakest but can prosper under good management (how's that for weasly?).  The Nin Tan D'ai have the [advantage/disadvantage--choose one] of being rather isolated, plus they're rather hard to dislodge from their capital in the hills.  The Ai B'yemmis can use their Cobolds to dig in securely, though their Fundamentalism tends to retard their technology.  The Fruitfolk and the Commies can wreak serious havoc with their ninja sprites, but they can't necessarily keep what they take.  The Commies, being Communist (duh), can spread out without corruption penalties.  (I know I'll need to play a lot more complete games before I can really predict how the AI will actually handle the computer guys' personalities, but that's the general idea.)
    7.C.  Victory--You must CONTROL all seven capitals for a decisive victory.  DESTROYING them doesn't count.  Note the population before you attack.
    7.D.  Bad puns--No, sorry, no puns in THIS scenario.  You must be thinking of "Alexander the Grape."
    7.E.  Personal experiences--I've played this scenario twice to a decisive victory, once as William (at Chieftain level--how embarassing!) and once as Slink Webby (at Warlord level).  The other guys have been tried out to varying degrees, but not for a whole game.  Any additional info/insight will be greatly appreciated, so feel free to E-mail me your observations, comments, and/or goofy anecdotes about "The Gates of Wrath" at (in case you missed it) TenMoons@aol.com.
    7.F.  Have fun!
