

HEPTARCHY
THE UNIFICATION OF BRITAIN
A.D. 802 - 829

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Designed by:  John Mavin
Email:  mavin@tor.hookup.net

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WARNING:  DO NOT UNZIP THE HEPTRCHY.ZIP FILE INTO YOUR CIV2 DIRECTORY UNTIL 
YOU HAVE MADE A BACKUP OF YOUR CURRENT CIV2 INSTALLATION, INCLUDING ANY FILES 
YOU MAY HAVE MODIFIED YOURSELF.  WHEN YOU UNZIP HEPTRCHY.ZIP, YOU WILL 
OVERWRITE THE FOLLOWING FILES:

CITIES.GIF              CITY.TXT                BIGGUN.WAV      
ICONS.GIF               RULES.TXT               ELEPHANT.WAV
TERRAIN1.GIF                                    INFANTRY.WAV
UNITS.GIF                                       MCHNGUNS.WAV
						NAVBTTLE.WAV

AFTER YOU'VE MADE YOUR BACKUPS, INSTALL THE HEPTARCHY SCENARIO BY UNZIPPING 
HEPTRCHY.ZIP INTO YOUR CIV2 DIRECTORY. HEPTARCHY WILL ALSO UNPACK THE 
FOLLOWING FILES:

HEPTRCHY.SCN            HEPTRCHY.TXT

ONCE COMPLETED, ALL YOU NEED TO DO IS START CIVILIZATION II AND RUN HEPTARCHY 
AS YOU WOULD ANY OTHER SCENARIO.  HEPTARCHY WAS DESIGNED TO BE PLAYED AT
THE DEITY LEVEL.  GOOD LUCK, AND HAVE FUN.

TO UNINSTALL HEPTARCHY, SIMPLY REMOVE THE MODIFIED FILES AND REPLACE THEM 
WITH YOUR ORIGINAL CIV2 FILES.

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CONTENTS
--------
1. COMPLETE FILE LIST

2. RULE MODIFICATIONS

   2.1 NEW UNITS
       2.1.1 Saxons
       2.1.2 Vikings
       2.1.3 Native Tribes

   2.2 TECHNOLOGY ADVANCES
   
   2.3 CITY IMPROVEMENTS

   2.4 WONDERS OF THE WORLD
       2.4.1 Canterbury Cathedral
       2.4.2 King's Barrow
       2.4.3 London Market
       2.4.4 Miner's Guild
       2.4.5 Offa's Dyke
       2.4.6 Royal Granary
       2.4.7 Royal Mint

   2.5 TRADING COMMODITIES

   2.6 TERRAIN AND CITY GRAPHIC MODIFICATIONS

   2.7 SOUND MODIFICATIONS

3. HISTORICAL BACKGROUND


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1. COMPLETE FILE LIST
---------------------
HPTARCHY.ZIP
README.TXT

HEPTRCHY.ZIP
HEPTRCHY.SCN            

CITIES.GIF        
ICONS.GIF
TERRAIN1.GIF
UNITS.GIF

CITY.TXT                
HEPTRCHY.TXT
README.TXT
RULES.TXT

BIGGUN.WAV      
ELEPHANT.WAV
INFANTRY.WAV
MCHNGUNS.WAV
NAVBTTLE.WAV

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2. RULE MODIFICATIONS
--------------------

2.1 NEW UNITS
-------------
2.1.1 Saxons
------------
UNIT TYPE       Move   Hold   Att    Def    Hits   Fire   Cost   Role
----------------------------------------------------------------------------------
ENGINEER        1      0      0      1      2      1      4      Settle 
HERALD          2      0      0      0      1      1      3      Diplomacy
FYRD            1      0      1      1      1      1      1      Defend
----------------------------------------------------------------------------------
SPEARMAN        1      0      1      2      1      1      2      Defend
SWORDSMAN       1      0      2      2      1      1      3      Defend
SCOUT           3      0      0      0      1      1      2      Defend
----------------------------------------------------------------------------------
ARCHER          1      0      3      1      1      1      3      Attack
AXEMAN          1      0      4      1      1      1      4      Attack
HORSEMAN        2      0      3      2      2      1      5      Attack
----------------------------------------------------------------------------------
CATAPULT        1      0      6      1      1      1      6      Attack
LONGBOAT*       2      2      1      1      1      1      3      Sea Transport
GALLEY*         3      2      1      1      1      1      4      Sea Transport
----------------------------------------------------------------------------------
MERCHANT        1      0      0      1      1      1      5      Trade

*Ship must stay near land.


2.1.2 Vikings
-------------
UNIT TYPE       Move   Hold   Att    Def    Hits   Fire   Cost   Role
----------------------------------------------------------------------------------
HERSAR          1      0      1      2      1      1      2      Attack
HUSKARLAR       1      0      2      2      1      1      3      Attack
JOMSVIKING      1      0      3      2      1      1      4      Attack
----------------------------------------------------------------------------------
BERSERKER       1      0      4      1      1      1      4      Attack
JARL            2      0      3      2      2      1      5      Attack
KNARR           3      2      1      1      1      1      4      Sea Transport
-----------------------------------------------------------------------------------
LONGSHIP        4      3      2      2      2      1      5      Sea Transport
DRAKKAR         5      4      3      3      2      2      6      Naval Superiority


2.1.3 Native Tribes
-------------------
UNIT TYPE       Move   Hold   Att    Def    Hits   Fire   Cost   Role
----------------------------------------------------------------------------------
WELSHMAN        1      0      1      2      1      1      2      Attack
CELT            1      0      2      2      1      1      3      Attack
SCOT            1      0      3      2      1      1      4      Attack
----------------------------------------------------------------------------------
PICT            1      0      4      1      1      1      4      Attack





2.2 TECHNOLOGY ADVANCES
-----------------------
In order to maintain the technological level of the time, most of the regular 
civilization technologies have been eliminated.  The table below lists all of 
the technologies included in the Heptarchy scenario.  The only new technology 
is Religion.  It simply replaces Future Tech.  Pursuing this advance will not 
bring any new units or city improvements, but will add points to your overall 
score.  When the scenario begins, you have the option of pursuing either 
theology or philosophy--you have already acquired the other advances.


Alphabet
Astronomy               
Banking                 
Bridge Building
Bronze Working          
Ceremonial Burial       
Code of Laws            
Construction
Currency                
Economics               
Engineering             
Horseback Riding
Iron Working            
Literacy                
Map Making              
Masonry
Mathematics             
Monarchy                
Monotheism              
Mysticism
Navigation              
Philosophy              
Polytheism              
Pottery
Religion                
Seafaring               
Theology                
Trade
Warrior Code            
The Wheel               
Writing



2.3 CITY IMPROVEMENTS
---------------------
The following tables lists the available city improvements for the Heptarchy 
scenario.  The improvements on the left have been renamed and given new 
graphics.  These improvements have not been altered in function or cost.

Castle (Palace)                 Market
Keep (Barracks)                 Library
Barn (Granary)                  City Walls
Chapel (Temple)                 Aqueduct
King's Court (Court of Laws)    Bank
Church (Cathedral)              Harbor



2.4 WONDERS OF THE WORLD
------------------------
Each capital city of the seven Saxon kingdoms contains a wonder of the world.  
Although this is historically inaccurate, it does balance out game play. 
Some of the wonders have been renamed to relate to the time period.

2.4.1 Canterbury Cathedral
--------------------------
Canterbury, Kent
Decreases unhappy citizens on same continent by 2 per city.

2.4.2 King's Barrow
-------------------
Ipswich, East Anglia
One extra happy citizen in every city.

2.4.3 London Market
-------------------
London, Essex
City produces one extra trade arrow in each square that already produces one.

2.4.4 Miner's Guild
-------------------
York, Northumbria
Every square in the city's radius produces an extra resource "shield."

2.4.5 Offa's Dyke
-----------------
Repton, Mercia
Enemy civilizations must offer cease-fire/peace in negotiations.
Combat strength doubled against barbarians.

2.4.6 Royal Granary
-------------------
Chichester, Sussex
Counts as a Granary in every one of your cities.

2.4.7 Royal Mint
----------------
Winchester, Wessex
Pays the maintenance for all city improvements which ordinarily cost
1 gold per turn.  City improvements requiring more than 1 gold per turn
maintenance are not affected.



2.5 TRADING COMMODITIES
-----------------------
Some of the trade commodities have been changed to reflect trade in 
ninth-century Britain.  The complete list of trade commodities is as follows:

Hides           Wool            Wheat           Cloth
Salt            Coal            Copper          Honey
Mead            Slaves          Silver          Tin
Gems            Gold            Perfume         Jewelry



2.6 TERRAIN AND CITY GRAPHIC MODIFICATIONS
------------------------------------------
Three terrain graphics have been changed.  Buffalo have been changed to 
waterfowl, shields to light woods, and the whale graphic has been changed.  
The terrain types give the bonuses of the originals.

The city graphics for stone age, far east, and classical have all been 
modified.  They are now variations on the medieval scheme.  Although some 
cities of similar size may look smaller, these graphic changes do not impact 
the way the cities grow.



2.7 SOUND MODIFICATIONS
-----------------------
The following .wav files have been altered to accommodate the new unit types:

SWORDFGT.WAV to INFANTRY.WAV
SWORDFGT.WAV to MCHNGUNS.WAV

SWRDHORS.WAV to ELEPHANT.WAV

CATAPULT.WAV to NAVBTTLE.WAV
CATAPULT.WAV to BIGGUN.WAV


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3. HISTORICAL BACKGROUND
------------------------
During the seventh and eighth centuries, Anglo-Saxon royal power consolidated 
itself into roughly seven major kingdoms--East Anglia, Essex, Kent, Mercia, 
Northumbria, Sussex, and Wessex.  This political situation has become known 
to history as the Heptarchy.  This name is misleading, however, as it implies 
there were only seven Anglo-Saxon kingdoms roughly equal in power and 
prominence.  The actual number of kingdoms fluctuated constantly, and these 
monarchs were definitely not equal in wealth, prestige, or military strength.
The smaller Anglo-Saxon kingdoms that grew after the Roman legions left
Britain were gradually absorbed into the larger ones.  This process 
continued, until, by the late seventh century, three kingdoms--Northumbria, 
Mercia, and Wessex--began to overshadow the others.  Although the Kingdom of 
Kent was once a dominant power, Northumbria became the leading Anglo-Saxon 
kingdom in the seventh century, Mercia in the eighth, and Wessex in the ninth 
and tenth.

The political ascendancy of the West Saxons in early ninth century Britain 
was brought about in part through the work of one man--King Egbert of Wessex 
(802-839).  Returning to Britain from his exile at the court of Charlemagne 
in 802, Egbert quickly seized the reigns of his kingdom and set out to win 
the hegemony that Mercia had enjoyed in the previous century under such 
powerful kings as Offa and Ethelbald.  At the battle of Ellendon in 825, he 
routed the Mercian army and gained control of the southern Saxon 
nations--Kent, Sussex, and Essex.  Shortly afterwards, East Anglia and 
Northumbria submitted to Egbert, and for a time, he even ruled Mercia.  
Although not as far-reaching as Offa's power, Egbert's reign was indeed 
impressive. Unlike Mercia, who declined in power after a succession of weak 
kings, Egbert's line produced only strong monarchs.  When Egbert was 
proclaimed Bretwalda, or Overlord, of England, he was the first of the
West Saxon monarchs to become sole ruler of Britain.  With heirs such as 
Alfred the Great, Egbert's descendants were to become the first kings of 
England.  Except for a short period of Danish rule, Egbert was the first 
of the line of British kings who continue to the present day. 


3.1 A Brief Note on the Vikings
-------------------------------
Although Vikings had sacked Lindisfarne in Northumbria in 793, and even 
attacked the Dorset coast of Wessex in the 780s or 790s, it wasn't until 850 
that the Viking attacks on England began to change from plundering 
expeditions to campaigns of conquest.  As such, the Vikings only play a small 
role in this scenario.  The threat of Viking attack is present, but
historically they were not attacking in sufficient numbers as to affect the 
outcome of the Saxon power struggle.


3.2 A Brief Note on the Saxon Kings
-----------------------------------
Not all of the king's names are historically correct for the period A.D. 802 
to 829.  I have chosen the Saxon kings who were alive as close to 829 as
possible--these being the kings who fought directly against Egbert of Wessex.
The kings for some of the kingdoms were under Mercian domination at this time,
so I gave the name of the king from the closest time when that kingdom enjoyed
some suzerainity.


EAST ANGLIA
Aethelstan (829-839)
East Anglia was under Mercian rule from 793-829

ESSEX
Aethelwulf (825)
East Saxon king from the ninth century

KENT
Baldred (805-823)
Kent submitted to Wessex rule in 825

MERCIA
Wiglaf (827-828, 830-839)
Mercia submitted to Wessex in 829
Other Mercian kings from the time were:
     Coenwulf (796-821)
     Ceowulf I (821-823)
     Beornwulf (823-825)
     Ludecan (825-827)

NORTHUMBIA
Eanred (810-841)
Other Northumbrian kings from the time were:
     Eardwulf (796-806,  808-810)
     Aelfwold II (806-808)

SUSSEX
Aethelwalh (681)
South Saxon king from the seventh century

WESSEX
Egbert (802-839)

