		      ****************************
		      * The Ascendance of Europe *
                      *       Version 2.3        *
***********************   *   *   *   *   *   *  ****************************
		      *    By Nick Holzapfel     *
                      * father.black@virgin.net  *
                      ****************************

IMPORTANT: This scenario only works with Fantastic Worlds.
           Also, to use the sound files, create a folder WITHIN the folder
           you are putting this scenario in and name it "Sound". Put the two
           wav files (Custom2.wav and Elephant.wav) in this folder.

After playing "The Age of Discovery" scenario from Civilization II Scenarios,
I was disapointed to find that it did not play very well at all. The "Neutral
Alliance", supposedly only there to "block expansion to the east" dominated
the whole game and ended up colonizing most of the world themselves! Also,
if the Natives aquire gunpowder (from an alliance for example), they are
suddenly transformed into a world superpower! In this scenario I have used
the old Age of Discovery scenario as a base for this one. It plays very
differently however, the Europeans are much more dominant as it should be. I
have made numerous changes to the rules and graphics. The civilopedia should
explain most of these. The tech tree has been modified slightly as well in
order to slow the advent of certain technoligies. You may notice some
technoligies apparently missing. These are deliberate tweaks on my
part in order to manipulate the progression of the game and keep it close
to history.

Many thanks to all those people who designed the units I used.
Unfortunately I can't thank most of you by name because I have no idea who
you are! Two people I can thank are Michael Raley for his flags and Harlan
Thompson for his huge collections of icons and ancient units.

This scenario is best played on harder difficulty levels as it very easy for
a human player to quickly take over all the barbarian cities and so the
computer loses out.

Note that the spice and gold terrains now give greater amounts of trade.
This reflects the importance of colonising these areas.

Don't be surprised if colonists (settlers) occasionally appear for no
apparent reason. This is meant to happen. They represent independant citizens
of your nation (religous dissidents, merchant companies and such like) who
have taken it upon themselves to help populate the New World. Actually, the
real reason for their existence is that the computer civs do seem to like
using their boats and need a bit of encouragement to make them colonise
properly.

Also, to widen the gap between the cities of the Old World and the colonies.
Sewer systems are only needed to advance beyond a pop of 15 (rather than 12),
while aqueducts are needed to advance beyond a pop of 6 rather than 8.


If am very interested in what people think of the scenario,
please send all comments to father.black@virgin.net