"THE MONGOLS: FROM GENGHIS TO KUBLAI KHAN" SCENARIO, VERSION 2.0
								by Harlan Thompson

(you may need to widen the margins and use the New Courier font to view this file
correctly, esp. the units chart)

	In 1211 Genghis Khan and his Mongol horde burst out of the steppes of Mongolia
and onto the pages of history.  He and his successors created the largest empire in
the history of the world.  Can you equal or even surpass their incredible military
accomplishments?  You have only 70 years before cultural assimilation and hassles
of ruling domesticated the fierce Mongols, curbing their appetite for conquest (the
last major Mongol attacks came around 1280, near the end of Kubilai Khan's life).  
Each turn represents nine months for a total of 100 turns.
	I won't lie to you- this is a big and very detailed scenario.  It will take
a bit of time to learn how it works and much, much more time to finish a complete game!
Enjoy.

CHANGES IN THE NEW VERSION
	This latest version was made primarily to get the sound files to go correctly with
the units.  Also along the way I made many changes here and there to reflect my new
knowledge of the time period and scenario making.  For instance, I added the Longbowmen
unit after finding out the longbow was one of the major military advances of the age.  I
also added a few towns (as if it needed more!), mostly barbarian, to better portray areas
outside the control of major powers.  The civ now have their colors and country flags as
historically accurate as I could get instead of generic colors.  Also, I made a major
change in playability.  Rather than have the game get easier as your empire gets bigger,
I've tried to make it get harder.  The Muslims, Sung Chinese and Japan especially should
be harder to conquer.  This is more in line with what the Mongols actually experienced.

INSTALLATION
	This scenario is meant to be played with the changes to your Civ2 game that
come with the Scenarios CD-Rom.  The game can still be played without it, but not as
well.  The events.txt file with the CD-Rom causes a number of different things to
happen: units like Generals are periodically made, certain countries are always at war
with each other, extra money goes to the Mongols when certain cities fall or units are
killed, and certain units such as the Khan get regenerated when killed.  Since some help
and some hurt the human player probably all in all it isn't easier or more difficult
to win either way.
	If you have installed this CD, follow this simple procedure:  Make a new folder
under your scenarios folder (which is inside your civ2 folder).  Call the folder
"Mongols" or whatever you want (but not "Mongol" as there probably already is one
from the CD-ROM with that name).  Put all the files you downloaded in your new folder,
and play.
	For those without the Scenarios CD, its a bit more tricky.  Before starting 
to play this scenario, make or make sure you have backup copies of your Rules.txt, 
Terrain1.gif, Pedia.txt, City.txt, Cities.gif, People.gif, Icons.gif, and
Units.gif in some folder other than Civ2.  Then put all the new files you have here
(including the Mongols.scn and Mongols.txt files) in the Civ2 folder.  Then you'll be
able to play.  Once you're done, simply replace these versions of your files you moved
with the originals.
	If you don't have the CD but you want your Civilopedia to work just like those
people who do have it (showing all the things the scenario has changed), rename or
move to another directory the GET_INFO.EXE file from the Pedia directory.  When you
want to go play a normal civ game put it back or give it the original name again.

**** THE PLAYERS ****
       It's not easy to represent the dozens of countries of Europe, Asia and even 
Africa with only 7 civilizations.  Several civs do correspond with real countries
(the Mongols, Turks, Sung Chinese and Indians) but the others more represent broad
cultural groupings, and then there are many barbarian cities here and there
representing independent forces.  You can choose to be any civ of course (except the
Barbarians) but this game is designed first and foremost for you to be the Mongols.
After that, it might be interesting to be one of the other "real" countries, but if
you do unfortunately assume the computer will not do nearly as well with the Mongols
as they should (which throws the "real" balance of power off).
	It is impossible to change forms of government, so the government types 
mentioned below after each country name are permanent.  The following are listed
roughly in order of playability for the human player.

The Mongols- Monarchy
	When you think about it, the rise of the Mongols is one of the most amazing
things of all time.  An extremely backwards people with no particularly special skills, 
unique technologies or military units and a very small population manages to create 
the largest empire ever in the history of the world!  From a few tent camps in
Siberia to attacking Germany, Java and Japan all in less than 100 years.  Certainly
it was no cakewalk and I've made this (IMHO) a very hard scenario to win.	 
	You start off with very little except lots of veteran troops and the genius
of Genghis Khan and his Yasa Code.  You only have four small cities and virtually no
technologies except for those needed for the units you have.  In truth the Mongols
didn't even have an alphabet when they started conquering the world.   If you want a real
challenge, play the Mongols as a Despotism. I originally wanted to make it that way but
decided it was just too hard.
	A few strategic tips- get spies and steal, steal, steal technologies.  Conquer
Lhasa, Ch'ang-an and Kaifeng early to get their useful wonders.  Don't fight Sung China 
until you're ready for it- they are tougher than you'd think.  Early on you don't have
an economic foundation to build lots of new troops so be extremely careful not to lose 
the ones you have!  You cannot talk to Turks ever in the game (if you are using the
Events.txt file).  You start out with a cease fire with the Turks, but by 1218 that
will turn into a permanent state of war for the rest of the game.

The Turks- Empire
	This is the Khwarazmian Empire which for ease of pronunciation I call the Turks.
This Empire was like the Mongols' in many ways.  It had appeared seemingly overnight and
was rapidly expanding and attacking everywhere when Genghis Khan appeared on the scene.
The Turks were even considering invading into China.  Most of their warriors were steppe
tribesmen like the Mongols and so they have the same military units the Mongols do and
then some.  The Turks are permanently at war with the Muslims, Mongols, and Indians.
	Although this scenario has been first and formost designed for the human player
to be the Mongols, I've play tested it as the Turks and it works quite well that way.
The Turkish Emperor had a brilliant son, Jalal al Din, who turned out to be the most
frustrating enemy the Mongols ever had, and had Genghis Khan not come along perhaps it
would have been Jalal al Din who forged a giant empire.

The Sung Chinese- Empire
	China had been divided into two parts for many years, but the Sung Chinese
ruled over the bigger and more important part.  The Sung Chinese were the most densely
populated, developed and technologically advanced civ of the time. The capital Hang-chou
was the largest city in the world at the time.  The Sung Chinese are a real challenge
to conquer (it took over half a century for the Mongols to finally conquer it), but if
you play this civ as the human player it will be hard to break out of the natural barriers
on all sides.  The Sung Chinese are permanently at war with the Chin and Japanese.  Note
the Sung are researching Guerrilla Warfare at the beginning of the game, so if you are
playing another civ it may behoove you to conquer this civ before they get that tech in
twenty or so years.

The Indians- Empire
	At the beginning of this area, the Delhi Sultanate ruled over most of northern
India, but the southern part (the Deccan) remained a collection of fiercely independent
small states.  Eventually by the end of this game's time period the Delhi Sultanate
would conquer much of the south.  In addition, in Southeast Asia there were many
independent states, esp. the kingdoms of Pagan and Angkor that were near their peak
of glory at this time.  For this game, I decided to make the Indian civ the Delhi
Sultanate plus the kingdoms of Pagan and Angkor, and all the other areas are controlled
by the barbarians.  It may be a challenge to play this civ, cos the Indians are much
better on defense than offense.
	My main concern in making this civ was making it tough to conquer.  Northerners
such as the Turks and Mongols were very out of sorts in the tropical jungle and fought
very poorly there.  So the defense factor of jungle terrain has been raised to be the same
as hills and most cities are actually built on jungle squares.  Also the Indians are the
only civ to start out with the Guerrilla Warfare tech AND have Empire form of gvmt, which
causes many partisan units to be created every time an Indian city is conquered (note that
if traded to the Sung Chinese or Turks as empires they too can make partisans this way). 
The Indians are permanently at war with the Turks.  In addition to Delhi the Indians also
have Palaces (and King units) in Pagan and Angkor.  (One final thing I feel like pointing
out: if you build a city on the peninsula southwest of Angkor, you can sail ships between
the Indian and Pacific oceans).

The below civs have been designed only to be attacked and are not recommended to be
played as the human player.  They do not represent real countries, but rather many
countries rolled into one so it doesn't make historical sense to play them anyways.

Chin and Japanese- Monarchy
        This civ is mainly the Chin dynasty (they controlled most of Northern China) plus
Japan and a bunch of small states between China and the Turks.  Since all these countries
are similar militarily and technologically this isn't really a problem.  There is a King
unit and Palace in the Chin capital of Keifeng and other King unit and Palace in the
Japanese capital of Kamakura.  Being fellow East Asians, the Chin and Japanese have nearly
the same units and technologies as the Sung Chinese, whom they are permanently at war
with.  The Chin dynasty was originally made by nomadic tribes similar to the Mongols later
conquering the cities of China.  So this civ has many of the same horse units the Mongols
do (whereas the Sung Chinese to the south don't).  There are Coastal Fortresses in the
three cities in Japan, even though the Chin/Japanese don't have the tech for it yet.  This
is to reflect how incredibly difficult it was to invade Japan.  The Mongols failed despite
two huge efforts.

The Christians- Monarchy
        Any politically independent Christian state got lumped into this civ. The most
powerful of the time were Venice, Genoa and Kiev, plus the Byzantine "Empire" which was
more of a city state by this time.  The Christians were also just barely holding onto
their Crusader state in the Holy Land.  In addition, the far away land of Abbysinia
(Ethiopia) in Africa was an isolated Christian stronghold.
	At the time the Christian world was rather backwards technologically and militarily
compared to Asia. They start out with the most cities of any civ, but few of the cities
are very impressive.  Only the tough defense of Constantinople and the disunity of the
Muslims prevented the Muslims from overrunning much of Europe.  The Christians are
permanently at war with the Muslims.  The Christians also have additional Palaces in
Constantinople, Georgia and Abbysinia, plus a King unit in Constantinople.

The Muslims- Monarchy
	This represents all the many Muslim states outside of the Turks and Delhi Sultanate.
Political divisions kept this civ weak until the later rise of the Mamluks from Egypt.
This is represented by the powerful Mamluks unit the Muslims will eventually develop.  The
rise of the Mamluks happened to come right when the Mongols were invading, and they were
the first to succeed in stopping to Mongol advance.  The Muslim captial is Baghdad, but
they also have a second Palace and King unit in Cairo. The Muslims are permanently at war
with the Christians and Turks.

The Barbarians- Despotism
	The barbarians, which usually don't play an important role in most civ games, play a
more important one in this game.  Barbarians actually control many cities at the beginning
of the game.  This is to better represent how many areas faced a lot of internal battles
instead of always sending their troops to fight far away. For example, the Christians
tended to fight more amongst themselves than against the Muslims and other non-Christians,
so I put some barbarian towns right in the middle of Europe to keep them occupied.  Two of
the barbarian towns are in Africa, five in Europe, four in Southeast Asia, four in India
and one in Persia.  Once a barbarian town starts building a certain kind of unit, it will
keep building that unit type forever.  All the barbarian towns are filled with and are
building units that are appropriate to their areas.  For instance, the Indian barbarians
will build things like Elephants and Indian Infantry.  Two towns located on islands, one
in Europe (Palermo) and one in Southeast Asia (Sea Pirates) are building naval units.
	The Persian barbarian town, Alamut, is the most important and interesting of all
these towns.  In real history this city and area was controlled by the Ismailis, an
unusual Islamic sect better known today as the Assassins (where the word "assassin" comes
from). This is because one of their main military weapons was simply assassinating anyone
who bothered them. It was devastatingly effective and no one could conquer their mountain
stronghold until the Mongols came along.  This town is always making Assassin units.  In
addition, if you are using the Events.txt file, more Assassins appear periodically via
events in that file.  The other barbarian towns are of only marginal importance so long as
their forces are kept in check, but Alamut has its own King unit and is a major objective.

**** THE UNITS ****
	There are many new units that more closely reflect the militaries of the time.
Many older units have been changed.  If you have the Scenarios CD it's really easy to
check up on unit properties with the civilopedia but to help you out here's a table. Here's
a rundown of what exists in the scenario.  All capitalized names (KHAN) indicate
these units cannot be researched and built in the conventional way.  The last column of
this chart, EXCLUSIVE, means just that- only the civs listed for each unit start the game
with the ability to build that unit type and no other civ can ever do so; even stealing
the prerequisite tech is impossible (a little trick I learned courtesy of Dirk Weber's
FAQ on this subject in the FAQ section of the ModHeaven website, http://www.aim4game.
com/modheavn/homepage.htm).  The downside is that such units don't show up in the
Civilopedia with the Scenarios CD, so check this chart if you don't see a unit there.

NAME            COST ATT DEF MOVE HP FIRE SPECIAL  PREREQ. TECH    OBSOLETE?  EXCLUSIVE?
Archers          30   3   2   1   1   1            Warrior Code    Crossbow         
Assassin         60  10   0   2   2   3   6        --exclusive--   no          M,T
Ballista        120  10   1   2   1   2   3        Ballistics      no
Battering Ram    60   8   1   2   1   1   3        Seige Expert.   no
Cameleers        60   6   2   2   1   1   2,4      --exclusive--   no          M,T,I,MG
Cannon           50  10   1   2   2   1            Metal Casting   no
Caravan          40   0   1   2   1   1   1        Trade           Merchants
Catapult         40   8   1   1   1   1            Mathematics     Cannon       
China Infantry   40   4   2   1   2   1            --exclusive--   no          S,CJ,MG
China Phalanx    20   1   2   1   1   1            --exclusive--   Musketeers  S,CJ,MG
City Defense     80   0   2   0   4   2            City Fortific.  no          C
Crossbowmen      50   3   2   1   1   2            Crossbow        Longbow
Crusaders        60   4   2   2   1   2            --exclusive--   no          C
Diplomat         30   0   0   2   1   1   1,4,8    Writing         Spy
Elephant         60   4   3   2   3   1   5        --exclusive--   no          I
EMPEROR          --   7   7   1   3   1   2,4      --none--        --          S,T,I
GENERAL          --  10   5   3   2   2   1,4,8    --none--        --          all civs       
Heavy Cavalry    90   6   2   3   3   2   1,4,5    --exclusive--   no          MG,T
Horse Archers    50   5   2   2   3   1   1,5      Compound Bow    no
Huo P'ao         30   9   0   1   1   1   6        --exclusive--   no          S,CJ,MG
Indian Pikemen   30   1   2   1   3   1   5        --exclusive--   Musketeers  I
Indian Infantry  40   4   2   1   3   1   5        --exclusive--   no          I
Indian Cavalry   70   6   3   2   2   1            --exclusive--   no          I
KING             --   0   6   1   3   1   2,4      --none--        --          C,M,B
KHAN (3 kinds)   --  10   5   3   3   2   1,3,4,5  --none--        --          MG
Knights          60   4   2   2   2   1            --exclusive--   no          C
Lancers          20   1   2   1   2   1   5        --exclusive--   Musketeers  M,T
Light Cavalry    40   5   2   4   2   2   5        --exclusive--   no          M,T,I,MG
Longbowmen       50   4   3   1   1   2            Longbow         no
Mamluks          70   7   3   3   3   2   4        Mamluks         Heavy Cavalry
Merchants        40   0   1   3   1   1   1        Guilds          no
Musketeers       30   3   3   1   2   1            Guns            no
Ninja            60  10   0   2   1   4   6        Japanese Lore   no
PARTISANS        --   4   2   2   2   1   1,2      Guerilla War.   no
Peasants         80   0   2   1   2   1            Oriental Desp.  no
Phalanx          20   1   2   1   1   1            Bronze Working  Pikemen
Pikemen          20   1   2   1   1   1   5        --exclusive--   Musketeers  C
Samurai          50   4   3   1   2   2            Samurai Code    no
Sappers          70   8   1   2   2   3   3,6      Mining & Sap.   no
Scouts           40   0   2   3   1   1   1,2,4,7  --exclusive--   no          MG
Seige Tower      60   6   1   1   2   2   3        Engineering     Seige Expert.
Settlers         60   0   1   1   2   1            --              Peasants
Spy              40   0   0   2   1   1   1,4,8    Espionage       no
WALL DEFENSE     --   0   5   0   4   1   4,9      --none--        --          CJ

NAVAL       HOLD    
Caravel      2   50   2   1   5   1   1            --exclusive--   Magnetism    C
Dhow         2   40   2   1   8   1   1            --exclusive--   no           I,M,T
Frigate      2   60   4   2   6   2   1            Magnetism       Warship
Galley       0   80   3   2   5   1   1            Seafaring       Magnetism    C
Junk         2   40   2   1   7   1   1            --exclusive--   no           S,I,MG
Saboteur     0   60   6   0   12  2   4    6
Warship      0   60   5   2   6   2   1    4       Chinese Nav.    no

C= Christian, CJ= Chin and Japanese, I= Indian, MG= Mongol, M= Muslim, S= Sung Chinese,
B= Barbarian

Special abilities:
1: ignores zone of control
2: moves as if all terrain were roads (i.e. alpine troops)
3: ignores city walls
4: can see up to two squares away
5: defense times 2 vs. units with movement of 2.
6: destroyed after attacking
7: invisible like a submarine
8: can see invisible units
9: cannot ever be attacked

**** SPECIAL UNITS ****

THE KHAN
	The strongest type of unit in this game is the Mongol Khan.  The Mongols start
the game with Genghis Khan, who is the strongest of the three (he has two extra attack
points and an extra firepower point).  If and when he dies, he is replaced by Ogodai
Khan.  When he dies, the replacement is Kublai Khan.  After Kublai Khan the Mongol
leaders got soft and weren't the great military leaders they once were, so Mongols get
only three khans.  Beware of losing your Khan in other ways!  Meaning don't let it get
bought by another civ or accidently disbanded.  If something like this happens you won't
get any more leaders.  Keep it stacked with other units if possible and especially be
wary of putting it in small cities that an enemy spy or diplomat could buy.

THE EMPEROR
	Each Empire (the Turks, Sung Chinese and Indians) has one Emperor. Plus the Pope
in Rome is considered an Emperor. Like the Khan no extra Emperors can be built by
anyone.  Emperors are defensive units and so unlikely to leave the capital cities they
start out in.  Whenever an Emperor dies a new one arises somewhere else in the empire
until the empire is destroyed.  If the attacker was the Mongols, the Mongols get a
certain amount of money for the killing.

THE KING
	The King is essentially the same as the Emperor except less powerful.  The
Christians have a King in Constantinople and another in Tyre (the Crusader city). The
Muslims have one in Baghdad and one in Cairo.  The Chin/Japanese have one in Kaifeng 
and one in Kamakura.  The Indians have them in Pagan and Angkor.  Finally, the Barbarians
have one in Alamut.  The Mongols get less money for killing a King than an Emperor.
Kings when they die are not replaced.

THE GENERAL
	The General is a very powerful offensive unit that cannot be built by anyone.
Each civ starts out with one or two, and the events file randomly generates new
generals occassionally.  Some civs are more likely to get more generals more quickly,
but its all a matter of luck.  Every time the Mongols kill a General they get 100 gold.
Having a General die does not instantly make a new one like the above units- you have
to wait until luck comes your way again.

WALL DEFENSE
	In addition to the Great Wall wonder, the Great Wall is physically there
on the map, represented by Wall Defense units.  These units cannot move or be moved.
They cannot be built by anyone and cannot attack either.  They're just there, just like
a wall.  In addition, I noticed that when the computer plays the Mongols they stupidly
kill their units attacking the Great Wall, so I've made it so no units can attack them
either.
	Their location represents the real extent of the Great Wall at the time of
the game.  Luckily for the Mongols there are several large gaps between sections of
the Wall.  Certain sections are homed to nearby cities, so if you conquer those cities
those wall sections will go away, and if you bribe those cities those wall sections
will become yours.  But for the sections not connected to cities, the only way to
get rid of them is to destroy the entire Chin and Japanese civilization.  Note also that
this unit has an ability to see two units away, allowing the Chin/Japanese to see enemy
movements.

CITY DEFENSE
	These are similar to Wall Defense units except that they can be built with the
proper prerequisite.  They represent all the various weapons and techniques like moat
building, hot oil, boulder dropping and so on that a really tough city defense would
employ.   Like Wall Defense, they cannot move or attack- they are just there to defend.
Since they can't move, they can only be found in cities because when they're completed
that's where they go.

HUO P'AO, NINJA AND ASSASSIN
	These units are all very similar.  The Huo P'ao was a kind of chemical hand 
grenade perfected by the Chinese.  Ninja and Assassin hopefully need no explanation.  
All are destroyed after attacking.  The Huo P'ao is much cheaper but also less powerful
than the other two.

SAPPERS
	For the Mongols and others, the most effective way of capturing cities with
really tough city walls were with Sappers.  They could either tunnel under the walls
to allow troops to sneak in or they could dig up to the walls and weaken them until
a section fell down.  They are destroyed after attacking.  They aren't as strong on
the attack as other assassin type units, but they avoid city walls so they are the
most powerful unit for attacking cities.

SABOTEURS
	Sneaking into a city's harbor underwater with explosives to blow up key defenses
was actually practiced by some countries in this time period.  The Saboteur operates
like a naval unit, but only attacks once and dies after attacking.

PARTISANS
	I have arranged it so that civs can't actually build Partisans. But for civs 
having the Guerrilla Warfare tech, most anytime a city is conquered, Partisans will
spontaneously appear.  Empire is Communism renamed (but with some corruption).  Confusing,
but its the only way I found to get the Partisan effect so early in the technology tree.
Only the Indians and Muslims start out with Guerrilla Warfare, but the Sung Chinese
are working on it.

SCOUTS
	The Mongols had incredible knowledge of the countries they would attack, often
better than the leaders of those countries themselves!  This is because they would
send out many people disguised as traders to survey and make note of all they saw.
These units cannot do the functions of diplomats or spies and they cannot attack.  But
they can travel quickly over any terrain to scout out the enemy.  Like submarines,
they cannot be seen by enemy units unless a unit tries to walk directly into their
path.  The exception to this are Generals, Diplomats and Spies, which can see Scouts
from one square away.

**** CITY IMPROVEMENTS ****
	One can't actually change what city improvments do, but I changed the
names, pictures, upkeep and costs of many.  The prerequisites of many city 
improvements have been changed as well.  Use the civilopedia to look these up 
if interested.

BAZAAR-
	Marketplace renamed since that's what they're called throughout Asia.

POST HOUSE-
	Courthouse renamed.  Genghis Khan developed a particularly effective series
of post houses that made rapid communication over large distances possible, but
other large empires had the same idea too.  They made the empire more manageable, 
reducing corruption just as this improvement does.  Post Houses are cheaper than 
Courthouses, costing only 60 gold.

MONASTERY-
	This is the Stock Exchange renamed but it can be built after Marketplace
and before Bank (whereas Stock Exchange comes after those two).  I did this in my
Viking Age scenario too but I have a new picture here that is more culture neutral.
Monasteries cost 100 to make and require no upkeep.

MOSQUE-
	Colosseum renamed.  Islam was popular throughout most of Asia at this time
and the Christians already have their happiness problem solved via wonders.  So I
thought it more appropriate to not make all the religious improvements so West
European.

PAGODA-
	Cathedral renamed.  Similar reasoning as Mosque.  This only costs 2 in
upkeep.

INTENSIVE IRRIGATION-
	Supermarket renamed.  Obviously you can't have supermarkets at this time
but certain parts of the world were much more intensively irrigated than others esp.
rice growing China.

CARAVANSERAI-
	Superhighways renamed.  Costs only 100 and no upkeep.  All along the Silk
Road and other trade routes Caravanserais were built to facilitate the flow of trade.
Traders could sleep there and restock their supplies, and were safely protected.  So
the one extra trade for each road square I think is very appropriate.

SHIPYARDS- 
	Port Facility renamed.   Costs only 2 in upkeep.

(LUXURY GOODS)-
	This is (Capitalization) for an earlier era, allowing you to make money instead
of shields in a city.  If you do well and get to have a big empire, it can start taking
an annoyingly long amount of time to get through one turn.  I recommend having the cities
in the heartland of your empire "make" Luxury Goods, and use the extra money to speed up
production in cities near your borders.  This way you don't have to move every unit
halfway across Asia.

TECHNOLOGY TREE
       With the new freedoms given by the Scenarios CD, I took the liberty of radically
changing the technology tree.  I made up the new techs willy-nilly without much thought
so don't put too much stock in the tech names.  The reason was to spread out all the
rearranged and new units, wonders and so on onto as many different techs as possible to
make the stealing or trading of any one not so important.  Also, most of the really
advanced techs simply don't exist in this world.  Nothing from Steam Engine and beyond.
If you're really interested in knowing the exact layout of this tree you can use the
civilopedia if you have the Scenarios CD.  If not, look at the rules.txt file.
	Otherwise, in brief I have a few main branches coming from the otherwise
mostly unchanged ancient techs.  Generally one is for the Islamic civs, another Chinese,
and another horse related techs used by the Mongols.  But there are overlaps and 
branches and so on.  Some of the advances are just for cosmetic reasons, to get the
People.gif and Cities.gif files to work out.  These are Islamic Architecture, Mongol
Appearance, and Asian Architecture.  Just ignore them.  There also are some techs with
Secrets in the title like Islamic Secrets.  These are there to make the exclusive units
work out and can't be traded, stolen or researched at all so ignore them too.
	One final note- when looking these up in the civilopedia unfortunately they
don't re-alphabetize the list so it can be hard to find a tech in the list.  Even some
basically unchanged civ advances (like Invention) have been relocated on the list
for reasons too confusing to explain here.  So just keep looking; chances are its there.

**** WONDERS ****
	The wonders have been changed to reflect the real wonders of the time.  There
are no expiration dates for any wonders.  All wonders not mentioned below don't
exist in this scenario.  The prerequisites for many have been changed but since they're
already built it doesn't matter really.

NEW NAME                      OLD NAME                    CITY
Academy of Wisdom             Copernicus' Observatory     Baghdad
Al-Koran                      Cure for Cancer             Medina
Angkor Wat                    Eiffel Tower                Angkor
Dome of the Rock              Hanging Gardens             Jerusalem
Control of the Silk Route     Colossus                    Samarkand
Discovery of the New World    Magellan's Expedition       available (w/ Age of Discovery)
Forbidden City                Leonardo's Workshop         available (w/ Imperial Majesty)
Gardens of West Lake          Lighthouse                  Hang-chou
Grand Canal                   Pyramids                    Hang-chou
Great Library                 --                          destroyed
Great Wall                    --                          Keifeng
Hagia Sophia                  Adam Smith's Trading Co.    Constantinople
Ka'aba                        Isaac Newton's College      Mecca
Marco Polo's Embassy          --                          available (w/ Guilds)
Mosque of al-Mutawakkil       Darwin's Voyage             Baghdad
Pagan Pagodas                 Statue of Liberty           Pagan (already obsolete)
Potola Palace                 Oracle                      Lhasa
Pyramids                      Hoover Dam                  Cairo (already obsolete)
Saladin's Citadel             King Richard's Crusade      Cairo
Stupa of the Wild Goose       J. S. Bach's Cathedral      Constantinople
The Teachings of Buddha       Shakespeare's Theatre       Delhi
Temple of Heaven              SETI Program                available (w/ Imperial Majesty)
Travels of Ibn Battuta        Apollo Program              available (w/ Safe Roadways)
The Vatican                   Michelangelo's Chapel       Rome
Yasa Code                     Sun Tzu's War Academy       Karakorum

OTHER CHANGES AND NOTES:
- Twice as much food is required to increase population and settlers are a bit 
harder to make.  Each person in a city eats THREE food, not two, per turn.  This 
makes growth much slower, but to compensate a bit I let some of the terrain types
produce a bit more food.  Population size was increasing very slowly at this time. 
- Scientific advances are six times harder to accomplish. This is after all still the
Middle Ages.
- There is a new type of terrain- dunes.  I didn't like how deserts are so easy to
cross and I didn't think having both swamp and jungle was that useful in this part of
the world, so I replaced swamp with dunes.  Dunes represent very severe deserts.  They
cost 3 movement points to cross, reflecting the near impossibility of crossing large
deserts without dying of thirst or starvation (amongst other things).  They are
good-for-nothing squares production-wise. The two speciality squares for dunes are
oasis (but not as productive as an oasis in a normal desert square) and ruins, which
only gives up one shield.
- Mountains now cost 5 movement points to cross.
- Some of the special terrain squares have been changed.  Since buffalo don't exist
in the Old World, that has been changed to the more generic "game".  A more vivid
picture of silk is in place (which by the way only exists in the China area). Some of 
the special terrain squares have been tweaked with to be even more productive too.
In particular, silk is now a great one to have (eight trade!).  Jungles are more
productive since India is nearly all jungle.  Finally, the old gems spot in jungles has
been replaced by spice which I thought was more jungle-y.
- A few of the trade goods were changed to fit the times (i.e., slaves instead of 
uranium, silk becomes one of the best to make, jade replaces the old silk spot). 
- There are not many goody boxes left.  These are located in the few places left in
the world unexplored at that time.  These are the far northern regions of frozen
Siberia.
- Pollution doesn't matter.
- Tech from conquest is forbidden.
- I have tried to limit the trading of technlogies.  Kind of strange to have Mosques
in Rome and Mamluks in China.  But since I've spread out the units and things over
so many different civ advancements I'm not so worried about it.  Also, most
immediate neighbors can't talk to each other (being at permanent war) so most tech
trading is limited to stealing.  Also, in the beginning there are no embassies in the
world.
- The barbarian level is set at "raging hordes", but in fact there are hardly any
barbarian uprisings since so much of the world is occupied already.

OBJECTIVES
	There are 100 total objectives in the game.  Major cities are worth 3 each, minor
cities 1 (wonders do not count as objectives due to a bug that happens when I select that).
For those without the Scenarios CD (I assume) all are worth 1 so you'll need to use the 
chart below to see how you really fared.  To reach a decisive victory one needs a total of
80.  For a marginal victory one needs 60 objectives.  That is about how many the Mongols
had at their height of power.  A marginal defeat is less than 35 objectives, and 20 or less
objectives is a decisive defeat. Here are the cities that are considered objectives and the
number of points they're worth each:

BARBARIANS                  Pagan (1)
Alamut (3)                  Patna (1)
Deogir (1)
Pegu (1)                    MONGOLS
                            Karakorum (1)
CHRISTIANS                  Naimans (1)
Constantinople (3)   
Kiev (3)                    MUSLIMS
Rome (3)                    Baghdad (3)
Venice (3)                  Bulgar (3)
Abyssinia (1)               Cairo (3)
Athens (1)                  Jerusalem (3)
Budapest (1)                Mecca (3)
Genoa (1)                   Aden (1)
Georgia (1)                 Damascus (1)
Novgorod (1)                Medina (1)
Tyre (1)                    Sarai (1)

CHIN AND JAPANESE           SUNG CHINESE
Ch'ang-an (3)               Fu-chou (3)
Kaifeng (3)                 Hang-chou (3)
Kamakura (3)                Kuang-chou (3)
Kashgar (3)                 Cheng-tu (1)
Balasaghun (1)              Fancheng (1)
Huining (1)                 Yunnan (1)
Koryo (1)                   Zaiton (1)
Kyoto (1)
Lhasa (1)                   TURKS
Shang-tu (Khanbalik) (1)    Balkh (3)
                            Bukhara (3)
INDIANS                     Samarkand (3)
Angkor (3)                  Itil (Astrakan) (1)
Delhi (3)                   Kabul (1)
Cambay (1)                  Shiraz (1)
Hanoi (1)                   Tabriz (1)
Lahore (1)                  

PROBLEMS AND BUGS
	Around the year 1230 messages say many or all the wars determined by the events.txt
file have ended.  I don't know why this happens, but they haven't.  For some reason the
computer players treat units that can paradrop as defensive units only, so I had to
abandon using that function.  If a civilization gets completely destroyed, you might
continue to get messages that that civ gets new generals and such, but of course it
doesn't.

FINAL NOTES
	Making this scenario was a great opportunity for me to learn about the history
of the 1200's.  I skimmed a good number of library books on the subject so I think
it's pretty accurate.  All the pictures of wonders were taken from real pictures of 
those things, generally taken off the internet.  For version 2, I learned many new
things about the time and made things even more historically accurate.  Apologies for
any inaccuracies you find- if you have any improvements or comments to make, please let
me know.  My name is Harlan at harlant@hawaii.edu.
	I hope others will make use of this scenario or map as a springboard for other
scenarios.  The rise of Tamerlane, for instance, could involve nearly the exact
same technologies and units.  Hopefully the units and such here will make East Asian
centered scenarios easier to do.  There have been almost none so far it seems.
	Speaking of the map, I made two versions of this map for people who may want
to base a game or scenario on it.  One is called Asia.mp and is meant to be used with
the same Terrain.gif file I'm using here since all the Swamp squares have been changed
to Dunes.  The other one, Asia2.mp, is basically the same except Dunes have been
converted to regular desert squares. 
	Free distribution of this scenario on the internet is encouraged, but please do
not attempt to sell or make money from this scenario in any way.

THANK YOUS
	Many of the units were based on those I saw from other scenarios- sorry I can't
keep straight which came from where but thanks to all who made them.  The World Wide
Web didn't have nearly as much info on Mongols as I was able to find on my earlier
scenarios, the Viking Age and Lord of the Rings, but still I was able to get lots of
useful information and graphics from here and there on the internet.  I found most of
the pages linking from the Seven Wonders of the Ancient World page (http://pharos.
bu.edu/Egypt/Wonders/) and the general history index at http://kuhttp.cc.ukans.edu
/history/index.html.
