Dawn of the Dead Scenario [Version 2.0]
Requires Fantastic Worlds
By Peter F. Delaney [Blackclove]
Comments to:  delaney@psy.fsu.edu or blackclove@geocities.com

FYI:  This is a hard scenario to win.

Contents:
	Section 1:  Installation
	Section 2:  Information on the Scenario
	Section 3:  Credits/Notes/Changes from Playtest Version
	Section 4:  Hints for Winning


                     SECTION 1:  Installation
========================================================================
   This scenario requires Fantastic Worlds.  To use it, unzip all of the 
files into a folder called "daydead" in the scenario folder.  Then move
all of the files with the .WAV extension into a new subfolder called
Sounds.  (If you used Winzip you may have had this folder created for
you already.)  That's it!  I recommend you play with the new sounds as
some of them are not the default Civ sounds.


                   SECTION 2:  Player Information
========================================================================

SUGGESTED LEVEL OF PLAY:  DEITY
   I recommend you play this on Deity level for maximum fun.  Because
you have no palace at the outset and are the equivalent of a Monarchy,
you will get increasingly nasty civil disorder as you recapture cities.  
It will limit your early expansion and put you on the defensive quickly.


Changes to Rules
================
   There are numerous small changes to the rules.  Here are some of the
highlights:

 *  No peace/negotiations with the zombies
 *  New governments:  "resistance" = monarchy, "resurgence" = republic
 *  Cities take longer to grow than usual
 *  Highways replace railroads (but are otherwise the same)
 *  Turns are monthly rather than yearly
 *  New wonders and city improvements [see the Civilopedia]
 *  New units (see below)
 *  New terrains (see below)
 *  Sped up research slightly to simulate the fact that you're just
     recovering/rediscovering most of it


Table of Military Units
=======================
  Only the human player can build these units.  Zombies just make
more zombies.  As always, you need the right tech advance to build a
type of unit.

MILITARY UNITS     Att  Def  MV   FP   HP   Cost   Specials
 Bulldozers        0    2    2    1    2    4      engineers
 Survivors         1    2    1    1    1    1      --
 Refugees          1    1    1    1    1    1      --
 Police            3    2    1    1    1    2      --
 Killer Mob        1    2    1    2    2    5      guerrillas
 Alpine Troops     4    4    1    1    2    5      all-terrain
 Mounted Survivors 1    1    2    1    1    3      --
 Crop Dusters      4    1   10(1) 1    1    4      Air
 National Guard    4    2    1    1    1    6      --
 Armed Forces      7    3    1    1    1    6      --
 Tanks             8    3    3    2    3    10     all-terrain
 Junk Artillery    5    1    1    1    2    4      --
 Howitzer          8    2    1    2    3    7      --
 Jet Fighter       7    3   16(1) 2    2    12     Air
 Bomber            11   1    8(2) 2    2    16     Air
 Helicopter        4    2    6*   2    2    10     Air
 Stealth Fighter   9    4   14(1) 2    2    16     Air
 Aurora            15   5   12(2) 2    2    20     Air
 Sailboat          1    1    3    1    1    4      Sea, Holds 2
 Frigate           5    4    6    1    3    12     Sea
 Cruise Missile    18   0   12(1) 3    1    6      Missile
 Armored Infantry  6    6    3    1    3    5      --
 Trucks            5    3    4    1    3    4      --
 Paratroopers      3    3    1    1    2    7      Paradrop

Terrains
=========
   I replaced Jungle (which isn't in North America) with a new terrain
called Buildings.  I think it makes some of the cities look more like
real sprawling metropoli.  There's even a Skyscrapers terrain that is a
"special resource" version of the Buildings terrain.  Buildings produce
1 Food, 2 Resources and 2 Trade.  Skyscrapers produce 0 Food, 2 Shields
and 6 Trade.
   I also got rid of the silk terrain as there is no silk in the USA,
replacing it with Wildlife (looks like bears).  Wildlife produces 2 Food,
2 Shields and 1 Trade.

 
               SECTION 3:  Credits and Design Notes
========================================================================

   I've tried to keep the initials of those who drew the art, but I may 
have lost it for some of them if the colors weren't coming out right.  
The units and map were downloaded off the internet and taken from various
mod packs, as were most of the icons for wonders and such.  I did draw a
few of the icons myself (or, more accurately, modified them from existing
units) and you're free to use these however you like, no credit required.
  Unit:  Police (recolor of union infantry from Conflicts).  
  Icons:  Bourbon Street (from Will Shakespeare - very bad icon), Black 
   History (from the civil disorder symbol), Confederate Capitol, The
   Pentagon (from a sattelite photograph shrunk 96%) and Disney World.

City Sizes and Selections
========================= 
   The astute will notice a few cities have mysteriously moved, while 
others are absent (Baltimore and some KY/TN cities in particular are
possibly disturbing).  I basically tried to fill the map up more cleanly
than it is in real life.  Baltimore didn't fit between Richmond and DC,
so... I lost it somewhere.  Also, a few city names may look strange 
because I pooled two cities together... e.g., Minneapolis/SP includes
Saint Paul (hence, SP), and Dallas includes Fort Worth.  I based the city
sizes on the actual sizes listed in the World Almanac and Book of Facts,
which doesn't include metropolitan areas.  Unfortunately I couldn't find
comparable figures for Canadian cities so I used a scaling factor based
on the average ratio between a figure for metropolitan area population
for US Cities and their city-only population (roughly 45%), and used the
Canadian 1996 Census data (which has metropolitan areas).  Edmonton got
lost in the shuffle; it's too far north to be on the map.  Other cities
I shrank because of "zombie influences"... although they probably would
really grow in real life, b/c who'd risk being out in the country when
there were zombies on the loose?  I'd go where the soldiers are.  I also
picked a few small cities that were in convenient (generally low-pop)
areas and put them on the map, like Tallahassee, FL and Gary, IN.

Road/Highway Placement
======================
  The highways are somewhat true to life.  I figured, hey, maybe they'd
move by 2010.  I also figured resistance people and zombies would tear
them up quite a bit to slow the other side's units, so some of the roads
are gone or damaged.

Playtesters
======================
  Special thanks to:  Michael Polansky, Julia Sasson, Juan Carlos Smith,
and The Nazghul.

Changes Since Playtest
======================
 * Playtesters felt the scenario was too hard, so I upped the power of
some of the early units a bit.  I also made airplanes better.
 * Added flags and changed colors for Americans and Zombies (for Nazghul)
 * Made the cities look better (for Nazghul)
 * Updated the Pedia.txt file a bit
 * Reactivated some of the Wonders, created a few new Wonders to build
or capture, and changed some of the art.
 * Changed Temples to Malls, Cathedrals to Movie Theaters, and changed a
couple of other icons around a bit
 * You can now distinguish corpses from zombies (for Julia)
 * The useless cropduster unit now moves further, so it is useful for
recon after you pillage away a lot of roads. (for JCS)
 * The Americans don't get to move much on Turn 1 and there are NO new
units built as the scenario opens.  This prevents the "turn one movement
glitch" from happening. (for JCS)
 * Added a few more events to spice things up a bit (for Julia and Mike)
 * Added decaying faces for zombie "people"
 * It is now possible to build some new improvements


              SECTION 4:  Help Me, Obi-Wan (Hints)
========================================================================
1) Immediately alter the science rate upwards and sell off some of your
useless city improvements.  Although you can't rebuild many of these
until much later, you need cash right now more than you need huge cities.

2)  Zombies are much tougher than your survivor and refugee units, which
are all you can build at the outset.  Use them mostly to tear up roads
and highways to slow down the enemy assault.  You need to buy time for
your scientists!  Your best bet is to get police as fast as possible and
then try to stall the enemy.

3)  Use your remaining high-tech units to press the assault.  Explore
roads and highways as much as you can without risking these units too
much.  Survivors and refugees also make great human shields to form a
ring around your important units.

4)  You're going to lose some cities.  There's nothing you can do about
it.  And once your high-tech units start dying you won't get more for a
LONG time.  So use them sparingly and *always* on offense.

5)  Try to capture some of the wonders of the world.  Use the pedia to
select your targets.

6)  Don't ignore Savannah, Georgia.  I always forget I own it and it gets
captured by zombies.

