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                       SCENARIO BUILDING CONTEST #2
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                   CODE NAME 'ARCHER' - 'READ ME'
    

(Version 1.2)

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This scenario has been specifically created to comply with the requirements of the Scenario Building Contest #2. In order to follow the controls, a codename ('Archer') is used to replace the author's name and e-mail.

CONTENTS

1.  INTRODUCTION
2.  REQUIREMENTS
3.  THE MAP
4.  THE CYBERIZATIONS
5.  SCENARIO LENGTH
6.  WINNING
7.  HUMANI
8.  UNITS
9.  WONDERS
10. TECHNOLOGY
11. MODIFICATIONS AND LEVEL
12. GRAPHICS
13. SOUND
14. FUTURE HISTORY


1. INTRODUCTION

It is the dawn of the Fourth Millenium. War and pollution have damaged the land and air 
until they are incapable of supporting life. All life now exists in undersea cities. 
Global cyber-corporations have replaced the nation-state. They now command virtual military forces which extend competition to all out war. Computer networks dominate all aspects of 
society and now control the corporate cyber-civilizations. They seek the construction of the OVERMIND, a meta-network which will eliminate the last vestiges of Shareholder (human) control. The remnants of human society maintain a seemingly hopeless struggle against the cyber-corporations. These are the HUMANI, who have built secret bases in the deepest recesses of the sea.


2. REQUIREMENTS

The scenario requires Civ2 Fantastic Worlds by MicroProse.

There are  sound files

The zipped package includes;

. Advice.txt    . Archer.scn
. City.txt      . Sound1
. Events.txt    . Sound2
. Game.txt      . Cities.gif
. Labels.txt    . Icons.gif
. Pedia.txt     . People.gif
. Readme.txt    . Terrain1.gif
. Archer.txt    . Terrain2.gif   
. Title.gif     . Barbarian Folder (Humani Sav.)   
. Units.gif        


3. THE MAP
 
The map has reversed land and sea. Fertile areas are limited to unpolluted continental shelf areas. The land may be crossed by robot (ship) units.




4. THE CYBERIZATIONS

The dominant civilzation is Microsoft Corp. It is the easiest to play. The others are Mitsubishi (second strongest), Volkswagen, McDonald's, Wal-Mart, British Petroleum and Sony. Sony is the weakest and most challenging civ to play. The Humani (Barbarians) represent human resistance to these Cyber-corporations. 




5. SCENARIO LENGTH

The scenario begins in 2999 AD and the length is the same as a normal game.




6. WINNING

This is not an objective based game. As in a regular Civ2 game, you win by conquering the world or by being the first to build the OVERMIND (reach Alpha Centauri). The OVERMIND is a project of the cyber-intelligences who rule the corporations on behalf of their Shareholders. Shareholders are elite groups of humans who technicaly own the cyber-corporations. In fact, cyber-intelligences make all decisions about the cyber-civilizations, including about peace and war. (Exception, under the Neo-capitalist form of government, the Board of Directors of the Shareholders can veto some decisions.) If a civilization can build the OVERMIND, the cyber-intelligences can overcome the last controls which the Shareholders have retained and dispense with humans altogether.




7. HUMANI (BARBARIAN) OPTION

I have included a save file made with the old Civ2 Hack program, which allows you to play the Humani (Barbarians). It has not been playtested, and I do not guarantee that it won't affect your other files. I have found that some of my games where I've used Civ2 Hack files the human player loses the ability to communicate with other civs. I've placed this file in a separate folder. I recommend that if you do use it, that you move your scenario and save files into a different folder before starting. The Barbarians are very different to play. They don't earn money or gain new technology, and new units appear randomly. They are weird and challenging.


8. UNITS

A pedia.txt file is included for easy reference on new units and city improvements.

UNITS:-------------------------------------------------------------------------------

RoboticDSE,     0-1-1 2/1    Terminology:--------------------------------------------
HyperDSE,       0-2-2 2/1               AMS            Advanced Military System
GPS I,          2-2-1 2/2       	DSE            Deep Sea Engineer
CybDefSys I,    0-3-0 2/2     		GPS            General Purpose System
GPS II,         3-2-1 1/1      		CybDefSys      Cyber Defense System
GPS III,        4-3-1 1/1               CybMine        Cyber Mine
GPS IV,         5-3-1 1/1               Teleborg       Teleportation Cyborg
AMS I,          5-4-2 1/1               BFWS           Bio-Fractal Weapons System
AMSmod,         6-4-2 1/1               HyperBF        Hyper Bio-Fractal
CybMine,        4-4-2 1/1               MetaBF         Meta Bio-Fractal
AMS II,         6-5-2 1/1               FSEgen         Focused Sonic Energy generator
CybDefSys II,   0-6-2 1/0               SSI            Sea-Space Interceptor
AMS III,        8-5-2 1/1               SSDS           Sea-Space Drop Ship
Teleborg I,     0-2-2 1/1               SSWDS          Sea-Space Weapons Delivery System
AMS IV,         6-6-3 1/1               RPV            Radiation Proof Vehicle
BFWS/proto,     2-1-3 1/2               LBWS           Land Based Weapons System
BFWS I,         3-1-3 1/2               VirTaGos       Virus Targeting General Operating System
BFWS II,        4-2-3 1/2               
BFWS III,       5-2-3 1/2               
BFWS IV,        4-3-3 1/2               
HyperBF I,      5-3-3 1/2               
HyperBF II,     8-4-3 1/2               
MetaBF,        10-5-3 1/3               
FSEgen I,       6-1-2 2/1               
FSEgen II,      8-1-2 2/1               
FSEgenIII,     10-1-2 2/1               
AdvFSEgen,     12-2-3 2/2              
SSI mkIX,       4-3-2 2/10             
SSDS mkIV,      8-4-2 3/8             
SSWDS,         12-3-2 2/12                  
SSI mkX,        8-4-2 2/7              
SSDS mkVI,     10-6-2 2/12               
RPV 1.4,        1-1-1 1/4                
RPV 1.7,        2-1-1 1/5                
RPV 2.1,        0-2-2 1/6                 
RPV 2.3a,       4-4-2 1/6                 
LBWS(l) I,      4-4-3 1/6                 
LBWS(l) II,     5-4-3 1/8                 
LBWS(m) I,      6-6-3 2/7                 
LBWS(m) II,     8-8-3 2/7                 
LBWS(h),       12-12-4 2/6              
BFWS x-1,       7-4-3 2/2             
BFWS x-2,       9-6-4 2/3              
RPV 5.0,        0-3-3 1/7              
Teleborg II,    0-4-2 2/1             
Meta Virus,    99-0-1 1/1            
HyperProbe I,   0-0-1 1/2           
HyperProbe II,  0-0-1 1/3            
BioData,        0-1-1 1/1                 
Hyper-field,    0-1-1 1/2             
Humani Base,    0-6-4 2/0             
Antique Sub,    8-1-1 1/2              
Omini Fractal, 12-8-2 2/2               
VirTaGos 1,     1-0-1 1/1            
VirTaGos 2,     1-0-1 1/1            
VirTaGos 3,     1-0-1 1/1            
VirTaGos 4,     1-0-1 1/1           
VirTaGos 5,     1-0-1 1/1            
VirTaGos 6,     1-0-1 1/1            
VirTaGos 7,     1-0-1 1/1             
VirTaGos 8,     1-0-1 1/1           
Humani Ultima, 99-6-0 0/1           




9. WONDERS OF THE WORLD

All Wonders are available to be built.

Bill Gates' Mausoleum (Pyramids)
Jovian Orbiter (Hanging Gardens)
Metalossus (Colossus)
Ionic Locator System (Lighthouse)
Great Net Bot (Great Library)
Pacification Mega Link (Oracle)
MetaViral Projector (Great Wall)
Sandhurst Project (Sun Tzu's War Academy)
Anti-grav City (King Richard's Crusade)
Cyber-Hacker Instalation (Marco Polo's Embassy)
Loboto-Human Incubation (Michelangelo's Chapel)
Bio-Fractal Institute (Copernicus' Observatory)
Cetacian Transformation (Magellan's Expedition)
Para-Nominal Inducer (Shakespeare's Theatre)
Cyberbotic Replicator (da Vinci's Workshop)
Clone Deregulation (Bach's Cathedral)
Non-Binary Architecture (Newton's College)
Ultimat II Megaserver (Adam Smith's Trading Co)
Alien Artifacts (Darwin's Voyage)
AI Deregulation (Statue of Liberty)
Asteriod Warning System (Eiffel Tower)
Big Brother Net (Women's Suffrage)
Hyperonic Lens (Hoover Dam)
Bill Gates' Project (Manhattan Project)
Crypto-viral Net (United Nations)
Final Solution (Apollo Project)
Cyber-clone Linking (SETI Program)
Hypothalmic Manipulation (Cure for Cancer)



10. TECHNOLOGY

As far as possible, the existing technology tree has been retained. It has been entirely re-named, though. Democracy (Access Denied) has been made unavailable, as it is incompatible with Cyber-corporate rule. Several of the extra techs have been used as Hyper-Viruses. They cannot be researched. (Believe me, you don't want them).




11. MODIFICATIONS AND LEVEL

The game should be played at Deity level to ensure a good challenge and so the first turn Y3K Bug works properly.

Globalism (Monarchy) pays support for units past 3.

Hyperglobalism (Communism) suffers minimal corruption, with the Palace distance set at 8 It pays support for units past 3.

Trancendentalism (Fundamentalism) has had its science penalty lifted entirely and its effective science rate is 100%. It pays support for units past 6.


12. GRAPHICS

This scenario includes all new images for units and icons. Images have been taken from MANY internet sites. Icons were modified from images found on various sci-fi and cyber-art pages. Units are mostly modified images from other games, including StarCraft and MechWar. I used Paintshop Pro 5.0 to modify and re-size the images. The People gif is from John Mavin's 'Centauri' scenario. He obviously converted it from Sid Meier's 'Alpha Centauri.'


13. SOUND

I have taken many of the new sounds from the Sound America site, others are from my own archive. Many of these have been modified, including the Fanfare and Drum waves from the original Civ2. A number of new sounds have been made from scratch. I used Goldwave sound editing shareware to create and modify the sound files. The 'Spit' wave is from Jeff Head's "Mammoth" scenario.

14.FUTURE HISTORY

	21st Century: Throughout the 21st century, environmental conditions worsened. By the middle of the century floods and droughts had reduced the arable land on the earth by 40%. Widespread population loss began occuring in the last 25 years of the century. Politically and militarily the NHTO (Northern Hemispheric Treaty Organization) alliance dominated the world scene. A brief war with China cost it Tibet and its' claim to Taiwan. Unrest built up in underdeveloped countries. Terrorism grew rapidly. 

	22nd Century: By 2230, Earth's population had declined from a high of 27 billion in 2068 to 13 billion. A major international effort to scientificaly manage the oceans got under way. Widespread avilability of cheap and portable nuclear devices in the 2080's created international chaos and a dramatic worsening of the environment. Major global corporations took a direct role in NHTO decisions. Computer networks developed self-awareness. They began to make independent decisions about all aspects of society and business.

	23rd Century: The 23rd century was the second Dark Age, much worse than the first. Humanity was almost extinguished by famine, disease and war. Corporations began the final dismantalling of national govenments, building their own armies to protect their facilities and market areas. By this time, most warfare took place over the internet. Portable nuclear weapons were the significant exception. Terrorist groups, inable to match Corporate military strength, made widespread use of them. The results were horrendous.

	24th Century: The time of the 24th century was one of exhausted semi-peace. Corporations and the remaining governments struggled to re-establish themselves. Underground and undersea cities were built and the inventions that would lead to the Hyper-net were discovered. Attempts to protect the ocean and its life forms were partially successful. Shareholders, the owners of the corporations, had long ago given up real decision making power. Now they began to fear that the Cyber-Intelligences (CIs) would eliminate them altogether. They developed the Hyper-Override which could block any hostile act by CIs.

	25th Century: As population rebounded, the remaining nations, centered in China, India and Africa, began to reassert themselves. They began large scale attempts to reclaim land and restore the atmosphere to health. They reasserted sovereignty over corporate activities within their territory. The corporations responded with an economic blockade.

	26th Century: The economic blockade, begun in 2496, was successful in forcing the nations to reallow corporate sovereignty within their territories by 2511. This led to the formation of the Humani League, a coalition of  world religions, cyber-democrats, and agnosto-socialists. It was dedicated to restoring human culture and power. They set about overthrowing the collaborationist governments which had surrendered to the corporate blockade.

	27th Century: The Humani League grew in strength, briefly taking power in several countries. In 2658 joint corporate/collaborationist offensive overthrew the Humani governments. Their leader, Marcos G. was executed. The Humani League was placed under a worldwide ban. This ended the First National-Corporate War.

	28th Century: The Humani League went underground. Despite fierce repression, they grew in strength. Gaining technology and skill, they began to challenge the military power of the Cyber-corporations. An elite military unit, the Humani Hackers, caused significant economic damage to Microsoft and caused the bankruptcy of Hyundai, Starbucks and several other corporations. They retook power in several areas. This time the Cyber-corporations (CCs) were too involved in fighting each other to intervene.

	29th Century: In 2816, led by Dan Q., the Humani launched the Second National-Corporate War. Shutting down many corporate systems, they gained control of the Hypernet. They urged humans in corporate areas to revolt. The CCs responded by shutting off life support to their own populations, killing millions. Unable to regain control of the Hypernet, Corporate Shareholders approved an CI plan to use micro-nuclear weapons against the Humani. The Cyber-corporations won a victory at a cost of billions of lives and the final destruction of the atmosphere. Life on the surface rapidly became impossible.

	30th Century: The wholesale migration to seabed cities began. By 2923, nothing was left on the surface but radioactive ruins. The emmense cost involved left only 7 Cyber-Corporations able to remain in business. As the CCs re-established themselves on the sea floor, they began the construction of the Metanet, an ultra-high capacity network that allowed virtual-solid holo communication. Meanwhile, the Humani retreated to a handful of underwater cities in landlocked bodies of water, out of reach of the Metanet. Unknown to the CCs, they built secret bases in the deepest parts of the ocean. There, they had stored dozens of ancient nuclear submarines, still powerful despite their age. Dismissing the Humani threat, the Cyber-Corporations resumed attempts to put each other out of business, one way or another. In the meantime, deep in the cyber-minds of the CIs, a plan for a supernetwork which could overcome the Hyper-Override began to take shape. It will be known as the OVERMIND.

 


