THE VIKING AGE SCENARIO- VERSION 2.0
							by Harlan Thompson

(use the New Courier font and have the margins wide to best view this file)

	The year is 850.  After a period a chaos surrounding the fall of Rome,
Europe has settled down to a period of several hundred years of relative peace and
stabillity. All that is about to drastically change.  The Vikings have begun a two
hundred year period of pillaging and conquering that will leave almost no part of
the West untouched. Historically at one time or another they conquered most of the
cities in England, Ireland, France, Germany, European Russia, Sicily and even
looted as far as North Africa, Constantinople and the Caspian Sea.  By the time
they finally settled down after converting to Christianity they had profoundly
changed history.
	While the Vikings were helping make the Dark Ages dark, the Byzantines and
Abbasids were the keepers of the technological flame.  Both of these powers were
vibrant and militarily powerful during this era, but they were more or less in
entrenched positions, prevented from growing.  
	This game is particuarly designed for the human player to be the Vikings,
but after you've done that you should try being either the Abbasids or the
Byzantines for a different kind of game. I put a lot of effort into making all
three civs playable, with many unique units and technologies for each.  You
may even want to try playing against another person or people using the
Multiplayer Patch (download it at the Multiplayer Civ2 website: http://www.emi.u-
bordeaux.fr/~iav/mpciv2.html or at http://www.geocities.com/TimesSquare/
Castle/5314).  The Byzantines vs. Abbasids would make a particularly good matchup,
I think.

CHANGES IN VERSION 2.0
	The new version has a number of changes to make the scenario better and
more accurate, including changes in units, technologies and proper flags and
colors for all the civs.  The sound files have also been fixed to match the units.

INSTALLATION FOR THOSE WITH CONFLICTS IN CIVILIZATION CD-ROM
	This scenario is meant to be played with the changes to your Civ2 game that
come with the Scenarios CD-ROM.  It will still work without it, but there are
many features from the Events.txt file you will miss out on.  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 "Vikings" or whatever
you want.  Put all the files you downloaded in your new folder, and play. Make sure
that all the sound files are in a folder called "Sound" within your folder for this
scenario.  The file Game.txt will not work automatically like the others.  If you
would like that one to work as well, you will need to put it in the Civ2 directory
and replace the Game.txt there is already there by renaming or moving that one
first.  When done with the scenario, restore or move back the previous Game.txt file
to the way it was originally.

INSTALLATION FOR THOSE WITHOUT THE CD-ROM
	For those without the Scenarios CD, its a bit more tricky.  First, check what
version of Civ2 you have- MicroProse has released several patches onto the internet
designed to fix bugs and make slight changes to the game.  You will need at least
verion 2.42 of Civ2 for this scenario to work correctly.  If you don't have at least
that patch, you can download it at: the Ultimate Civ2 website's News page (http:
www.aim4game.com/civ2/civ2news.html).
	Before starting to play this scenario, make or make sure you have backup
copies of your Rules.txt, City.txt, Game.txt, Cities.gif, Icons.gif, People.gif,
Terrain1.gif and Units.gif in some folder other than Civ2.  Then put all the new
files you have here (including the Vikings.scn and Vikings.txt files) in the Civ2
folder.  Then you'll be able to play.  The Events.txt and Title.gif files won't work
for you so it doesn't matter what you do with them.  Once you're done, simply
replace these versions of your files you moved with the originals.  If you want to
hear the sounds, follow the same procedure with the sound files in your Sound
folder.
	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 -in order of playability
(starting government types in brackets; the Empire type is explained later. If I
refer to a civ having more than one capital that means it has more than one palace)

The Vikings (Despotism)
	This game is designed primarily for the human player to be the Vikings.	 The
Vikings were incredibly good at navally attacking cities and could sail their
boats far up most rivers (hence big rivers are made up of ocean squares).  However
they were just as bad in holding onto their conquests, either quickly leaving to
loot the next city or getting quickly absorbed into the local population due to
their small numbers.  Really bad too at conquering inland towns unreachable by
boat. So in this game the Vikings are all naval offense and no defense (their
"strongest" defensive unit has a defensive value of 1!).  Being essentially a
barbarian group they are also very weak technologically (except navally), still a
despotism and have a relatively small population in marginally fertile areas.  So
to succeed they not only must attack and expand, they also must cripple the more
advanced civs to prevent being left behind. And get monarchy already before your
cities starve to death!  Act quickly because soon other civs will get wise to
your attacks and build Coastal Fortresses to defend themselves.  The Abbasids
and Byzantines already start out with the necessary tech, but you should have
roughly 50 years before the other civs get it (barring lucky trading). 
	If you wish to raid like the Vikings, this is one unusual strategy I found 
successful.  Attack first with boat and sometimes Hirdmenn (to keep the boats
strong).  Move in the conquered city with a unit, sell some city improvement from
it, then put that unit on "sleep/ board next ship" mode.  Then bring the boat in
and take the unit away, which you can do even if the movement points are used up.
Thus you get away before the Peasants units even get unfortified (read below about
these) and when they do you'll be able to get them later from offshore, possibly
even take the town again (if you take the town a second time from the civ new
Peasants shouldn't appear).  Keep your treasury very low- spend your money when you
get it.  That way, when the cities you raid are reconquered you don't lose as much
as you gained.  Try conquering an island as a base and then following this
strategy in the Meditteranean.  The British Isles and France especially are full
of Cathedrals and Monasteries just begging to be conquered and sold for easy
money. Also the Vikings get money for every Monks unit, which appear only in
France, the Holy Roman Empire and the British Isles.  But don't forget to hurt the
Byzantines and Abbasids too since they are the biggest and most advanced civs.
Finally, in real life the Vikings kept a steady trade going with the city of
Constantinople, and you should do the save to solve your money problems.
Exclusive units: Stallari, Hirdmenn, Gestir, Bezerkr, Knarr, Karv, Longboat, Drakkar

	Note: since the computer has had some trouble playing the Vikings successfully
when the human player picks another civ, I have had to do a few unusual things to
fix that.  First, there is an invisible barrier across the top of Scandanavia- you
cannot walk across to Russia that way.  This is to prevent the computer from sending
all their troops overland that way and force them into boats.  Also, the Longboat
and Drakkar are identical units, except for the picture.  This encourages the rather
clueless computer intelligence to build more of this powerful unit.

The Byzantines (Empire)
	The Roman legacy carries on in the East through the Byzantines. During the
later part of the Viking Age the Byzantines enjoyed a resurgance after the initial
wave of Islamic expansion settled down.  Their capital Constantinople was far and
away the largest and most glorious city in the Western world, but technologically
and militarily the Abbasids held the advantage.  During this period the Byzantines
adopted a defensive posture mostly, since they were being attacked from nearly
every direction.  But perhaps, if you play this civ, might they reestablish the
glory of the Roman Empire? A few things are working in their favor.  The
Byzantines were the only ones to hold the secret of Greek Fire, a defensive weapon
similar to napalm. They also have the best naval technology in the Mediterranean
(note in particular the town of Cibyrrhaioton- to represent the fact all the best
Byzantine ships and sailors came from here, this is the only town with a Shipyards).
Also, the Byzantine naval ability is reflected in the fact that all their naval
units can move one extra space per turn.
Exclusive units: Greek Fire, Dromon, Galley, Knights, Crusaders

The Abbasids (Empire)
	This civ represents all the various forces of Islam.  In fact there was much 
infighting within the Islamic world (so much so that during this time their
population actually went down), but for most of the Viking Age the Abbasids really
were recognized (kind of like the Pope) as the supreme authority over most of
their territory on the map (the major exception being Spain which was ruled by
another Islamic faction).  The exceptional infighting is represented by bunch of
Independents in the Sahara at the beginning of the game (they represent barbarian
attacks but I used Indepedents instead so the computer doesn't always show them).
Compared to the Abbasids, Europe outside of the Byzantine Empire was considered an
underdeveloped backwater. Can the Abbasids conquer the most prized city in the
world, Constantinople, and beyond?  Because their country is so big the Abbasids
have two capitals, Cordoba and Samarra.
Exclusive units: Lancers, Genitors, Moors, Assassins, Slaves, Devotees
  
The Franks (Empire)
	Shortly after the glory of Charlemagne the Franks have been severely
weakened. Inept leadership and political infighting rapidly reduced the once mighty
empire to a very vulnerable backwater.  They are totally unprepared for the Vikings
and can't hold a candle to the more advanced civs of the Byzantines and Abbasids.
In fact, for example, in reality Muslim Cordoba was at least twenty times the size
of any city in France during this age.  Being this civ would be quite a challenge.
Exclusive units: Knights

The Holy Roman Empire (Empire)
	Their situation is similar to the Franks.  The northern cities are a bit
more prepared against the Vikings, having already been raided frequently (so
some of these towns have Coastal Fortresses even though the H.R.E. doesn't have
the tech for it yet).  But they are also a target of the Hungarians. In the south a
few of the cities have naval power (represented by Shipyards) and trade connections
in the Mediterranean.  As with the Franks this is not the easiest civ to play.  This
civ has two capitals, Rome and Aachen.
Exclusive units: Knights

The Hungarians (also known as the Magyars) (Despotism)
	The Hungarians are basically like the Vikings (ruthless barbarians), except
on land.  Christian prayers in this era would often end with the line: "And Lord,
protect us from the Vikings and Magyars" because it seemed no town was safe from
these two marauding groups. Their Horse Archers terrorized all of Central Europe
until their conversion to Christianity around 1000.  Hungarians also have little
technology and poor defense.  They loot and conquer.  Because I was limited by only
seven civs maximum, I lumped the Khazars of the Steppes of Russia together with the
Hungarians.  This all-Jewish (believe it or not!) Turkish barbarian group was very
similar in spirit to the Hungarians; once again Horse Archers were their chief
weapon.  The capital of the Khazars is in Itil and the Hungarian capital is the
twin towns of Buda and Pest.
Exclusive units: Horse Archer, Steppe Pikemen

The Independents (Empire)
	Limited by a maximum of 7 civs, I lumped all the remaining smaller countries
into one civ.  There would be no point in choosing this civ since it is so big and
doesn't make any historical sense as a single entity.  You can think of the
Independents as the individual countries in it.  There are the tiny Christian
countries of Northern Spain holding out against the Abbasids.  The capital here is
Leon.  There is Burgandy between Franks and the Holy Roman Empire represented by
two towns.  There are the many tiny governments of England and Ireland.  The
center of power here was in Wessex so the capital for the region is there
(Winchester).  Four cities represent the country of Bulgaria, eventually conquered
by the Byzantines. Most of the Independent towns are located in Eastern Europe and
the area soon to be known as Russia.   At the beginning of the Viking Age no
dominant power had emerged yet in this region of tiny regional powers, though this
would soon change with Viking-led Kiev dominating the region and becoming the
biggest city.  Thus Kiev is the capital here.  There are a number of other
Independent towns here and there, such as Naples, Croatia, and Georgia.  Finally,
if you play the Vikings watch out that the towns of Truso, Grobin and Riga start
out with Coastal Fortresses, representing their improved defense against the
Vikings from having been frequently raided already.
Exclusive units: Knights

	With the Scenarios CD, the Independents, Vikings, Abbasids and Byzantines
are always at war with each other.  Without it they still all begin the game that
way.  Also with the CD, the following countries are always at war with each other:
the Franks and Holy Romans, the Holy Romans and Hungarians, and the Hungarians and 
Independents.

THE UNITS
	When I say exclusive units in the above paragraphs, I mean just that- only
the civs that start the game with those units can possibly ever build those unit
types; even stealing the prerequisite tech is impossible (a little trick I learned
courtesy of Dirk Weber's FAQ on this subject at the ModHeaven web site). 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.
	There are many new units that more closely reflect the militaries of the
time. The Vikings, Byzantines and Abbasids in particular have many unique new
units. The names and roles are as accurate as I could get. Here's a rundown of
what exists in the scenario:

NAME             COST ATT DEF MOVE HP  FIRE SPECIAL  PREREQ. TECH    OBS. BY
Archers           40   4   2   1    1    1           Archery         Crossbowmen
Assassin          80  10   0   2    2    2    7      Islamic Tech    --
Bannerets         90   6   1   2    3    2    4      Elite Nobility  --
Battering Ram     60   6   1   2    1    2    3      Seige Engin.    --
Bezerkr           80  10   0   2    2    2    7      Viking Tech     --
Caravan           50   0   1   1    1    1    1      Trade           Merchants
Cataphracts       70   5   3   2    2    1    4      Byz. Tech       --
Catapult          40   6   1   1    1    1           Mathematics     Battering Ram
City Defense      80   0   3   0    3    1           Adv. Seige Tech --
Crossbowmen       30   4   2   1    2    2           Crossbow        --
Crusaders         40   5   1   2    2    1           Crusading       Bannerets
Devotees          40   4   2   1    2    2           Islamic Tech    --
Diplomat          50   0   0   2    1    1    1,4    Literacy        Spy
Explorers         30   0   1   1    1    1    1,2,4  Seafaring       --
Freeholders       60   0   1   1    2    1    9      Free Peasantry  --
Genitors          60   5   2   2    2    2           Islamic Tech    --
Gestir            30   4   1   1    1    1           Viking Tech     --
Greek Fire        50   3   3   1    2    1           Byz. Tech       --
Hirdmenn          40   6   1   1    2    1    6      Viking Tech     --
Horse Archers     50   7   2   2    2    1    2,4    Hungar. Tech    --
Infantry          30   3   2   1    1    1           Iron Working    --
King              500  4   4   1    2    2    4      none            --
Knights           40   4   2   2    1    1           Secret Tech     --
Lancers           20   1   2   1    2    1    5      Islamic Tech    Musketeers
Merchants         40   0   2   2    2    1    1,4    Magnetism       --
Monks             30   0   2   1    1    1           none            --
Moors             60   6   1   3    1    2           Islamic Tech    --
Musketeers        40   4   3   1    2    1           The Musket      --
Peasants          80   4   2   2    2    1    1,2    none            --
Phalanx           20   1   2   1    1    1           Bronze Working  Pikemen
Pikemen           20   1   2   1    1    1    5      Feudalism       Musketeers
Sappers           60   8   1   2    2    3    3,7    Adv. Seige Tech --
Serfs             60   0   1   1    2    1    9      Serf System     Freeholders
Siege Tower       60   6   1   1    1    1    3      Astronomy       Battering Ram
Slaves            60   0   1   1    2    1    9      Islamic Tech    --
Spy               60   0   0   3    1    1    1,4    Espionage       --
Stallari          60   6   1   2    1    1    4,5    Viking Tech     --
Steppe Pikemen    20   1   2   2    1    1    5      Hungar. Tech    Musketeers
Varangian Guard   60   6   3   2    2    2    4,5    none            --

NAVAL     TROOP HOLD                                    
Caravel      3    40   3   2   4    2    1           Navigation      Galleon
Drakkar      2   100   8   1   10   2    1    4      Viking Tech     --
Dromon       0    80   5   3   5    2    1    4      Byz. Tech       --
Frigate      2    60   5   2   4    2    1           Magnetism       --
Galleon      4    60   0   3   4    2    1           Magnetism       --
Galley       2    40   3   2   4    2    1    8      Byz. Tech       --
Karv         4    40   4   1   12   2    1    8      Viking Tech     --
Knarr        3    70   6   1   8    2    1           Viking Tech     --
Longship     2   100   8   1   10   2    1    4      Viking Tech     --
Saboteur          60   6   0   12   2    5    3      Subsurface A.   --
Trireme      2    40   2   1   3    1    1    8      Map Making      Caravel

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 a movement of 2.
6: can attack directly from boats
7: dies after attacking
8: ship must stay near land (like trireme)
9: performs functions of settlers

	A few things I feel I should point out in case you missed 'em.  Freeholders
perform settler functions twice as fast as Serfs or Slaves but they can't use the
"transform" command until the Explosives tech is researched..  The Vikings have a
special trade unit called Merchants that are more hardy and can travel quicker than
Cavarans.  They're even cheaper, packing all the punch of the usual 50 shield
Caravan for the low low price of only 40!  The Vikings were in fact probably even
more successful in trade than conquest.  Send traders repreatedly into certain big
cities of other civs and you will be rewarded with a steady supply of gold.  For
instance, the right commodity from a far away Viking city put into Constantinople
can instantly give up to 800 gold.

THE PEASANT UNIT AND "EMPIRE"
	I did a very strange and complicated thing with the Peasants unit.  This
unit is an early version (in historical time) of the Partisan unit.  The idea is
that since the Vikings tended to attack a city and quickly move on, the Peasants
unit represents the angry peasants who would quickly retake their city after being
kicked out.  Otherwise even with such poor defensive units I think the Vikings
would have no problem keeping their conquests.  I have arranged it so that no civs
can actually build Peasants (it is too strong a unit) but for all civs except the
Vikings and Hungarians, most anytime the civ has one of its cities conquered,
Peasants will spontaneously appear.  
	Unfortunately under Monarchy I couldn't get this effect to happen.  So I
had to change all the Monarchy governments to Communism which I then retitled
Empire.  Confusing, but it is the only way I found to get the Partisan effect so
early in the technology tree.  For the purposes of this game Communism is
basically the same as old fashioned Monarchy except corruption is spread out more
evenly (distance to Palace doesn't matter) and its easier to keep cities happy.
The Empire tech cannot be traded or stolen like over techs (I'm pretty sure).

THE KING UNIT
	Another very special unit is the King unit.  There is no way to build them
but each civ has one or a few at the start of the game. This of course physically
represents a country's leader and the leader's personal guard.  For those with the
Scenarios CD, the killing of a King always nets the killer two hundred fifty gold.
Once a King is gone, that's it- there's no way to make more.  All official capitals
have Kings and some other cities do too, since these cities were capitals of
smaller, independent territories. Just to make it absolutely clear, here is a list
of all the cities that have Kings in them at the beginning of the game:
Aachen, Budapest, Bulgar, Bulgaria, Burgandy, Castile, Constantinople, Cordoba,
Georgia, Itil, Jelling, Kiev, Leon, Naples, Navarre, Paris, Rome, Samarra, and
Winchester.

THE MONK UNIT
	The Monk unit appears via the Events.txt file in France, the Holy Roman
Empire and the British Isles.  This unit is pretty useless for any purpose.  It
exists to provide more looting revenue for the Vikings.  Monasteries were the
banks of the Middle Ages, and fleeing monks often attempted to escape with 
treasures and gold, so every Monk unit killed by the Vikings gives them 100 gold.

VARANGIAN GUARD
	This unit also only appears via the Events.txt file, at random times.  As the
reputation of the Vikings spread, many were hired by the Byzantines and came to form
an elite guard that regularly replenished its strength with new Viking mercenaries. 
Even by high Byzantine standards the Varangian Guard was the cream of the crop of
their military.

THE CITY DEFENSE UNIT
	This unit doesn't appear until late in the game, if at all.  If you do
get to make this unit, note it has no movement abilities at all- it is purely
a defensive unit for the city it is built in.  It represents the improved defensive
strength cities could possess as the art of seige technology improved throughout the
Middle Ages.

CITY IMPROVEMENTS
- Port Facility has become Shipyards, still available with Amphibious Warfare.  It
is both cheaper (100 shields) and less costly to maintain (1 per turn).  
- The Stock Exchange becomes Monastery, available with Monotheism. Recall this 
boosts trade by 50% in the city.  It is now available after a Marketplace is built 
and building it enables a Bank to be built (if one has the Banking tech).  A
Monastery is reasonably cheap (only 80 shields) and requires no maintainence.
This is because Monasteries were both the banks of the Middle Ages and self-
maintaining.
- I was hoping to make a looting strategy more profitable, but most of the
expensive city improvements that can be sold tend to disappear (i.e, the
Cathedral).  So I made a new city improvement, the Church, that does the usual
work of the Cathedral.  Then I made the Cathedral a totally useless improvement
that does nothing but sit there waiting to be looted!  Its shield cost (and thus
the money you get for selling one) is 250, and has no upkeep.  I'm pretty sure no
civ would want to make any more but I put them in most towns of France, Germany
and the British Isles.
- The Colosseum is now called the Mosque, and is available with the Islam tech 
advance.  The Abbasids can't build Churches (they have the Al-Koran (i.e.,
Michelangelo's Chapel) wonder) and Christian countries can't build Mosques (unless
they steal the Islam advance first).
- Supermarket has been radically altered.  It is now called Castle.  Food
production was able to increase slightly with the increased organization and
security lords in their castles could provide.  But since this improvement is now
available with Chivalry, the farmland settler function doesn't come with it (real advances in agriculture didn't come until later).  So you only get one extra food
in the city.  Not much, but given how tough it is for a city to grow in this
scenario, it can make a difference.  Plus, the cost is cheap too- reduced to 60
shields and no upkeep.
- The name and look of Courthouse has been changed to Prison since that seems a
more "primative" form of justice appropriate for the age.  Prisons also have no
upkeep cost.
- Coastal Fortress city improvement has been moved from Metallurgy to Engineering.  
Moved to give civs some chance of defending themselves from Viking ships. At the
beginning of the game only the Abbasids and Byzantines have the tech, but I put
Costal Fortresses in all the Independent and Holy Roman cities on the Baltic and
North Seas, representing their greater vigilance after already being frequently
attacked by the Vikings. 
- City Walls cost more to make, 100 instead of 80.

TECH TREE
	The tech tree has been drastically pruned.  More or less, all Industrial
Revolution and Modern civ advances (the purple and pink ones on the civ chart)
plus The Republic have been done away with.  The advanced techs that remain are
Amphibious Warfare, Explosives, Economics, Espionage and Sanitation (with their
prerequisites generally changed).  Meanwhile, there are a number of "new" techs.
The new ones include:
Crossbow, Elite Nobility, Empire, Exploration, Free Peasantry, Guilds, Islam,
Seige Engineering, Serf System, The Musket, Archery, Crusading, and Adv. Seige Tech.

You may see a few other strange ones if you look under your Science Advisor, with
names like Secret Tech and Byzantine Tech.  All of those are only to help me make
up the scenario and can't be researched, traded or anything else-  ignore them. A
few techs, Islamic Dress and Viking Dress 1 and 2, exist only to allow changes in
the People.gif file.  Ignore (and hopefully don't trade) these too.
	Many other techs have had their prerequisites changed, or the things you
can make with them changed.  You can look up these changes and the attributes of
the new techs with the Civilopedia (if you have correctly installed the Pedia.txt
file).  

WONDERS
	The wonders have been changed to reflect the real wonders of the time.

NEW NAME                  OLD NAME                 CITY            OBSOLETE WITH?
Al-Koran                  Michelangelo's Chapel    Samarra         never
Church of Holy Sepulchre  Sun Tzu's War Academy    Jerusalem       never
Code of Justinian         Colossus                 Constantinople  never
The Crusades              King Richard's Crusades  not yet built   never
The Dome of the Rock      Hanging Gardens          Jerusalem       never
Great Library             --                       destroyed       --
Great Mosque              Copernicus' Observatory  Cordoba         never
Hagia Sophia              Shakespeare's Theatre    Constantinople  never
Leif Erikkson's Voyage    Magellan's Expedition    not yet built   never
Lighthouse                --                       Alexandria      alrdy obsolete
Marco Polo's Embassy      --                       not yet built   never
Mausoleum                 Oracle                   Smyrna          Elite Nobility
Mosque of al-Mutawakkil   Cure for Cancer          Samarra         Banking
Pyramids                  --                       Cairo           never
The Roman Legacy          Isaac Newton's College   Constantinople  never
Theodesian Walls          Great Wall               Constantinople  Seige Engineer.
Theme System              Adam Smith's Trading Co. Ancyra          The Musket
The Vatican               J. S. Bach's Cathedral   Rome            never

	Of the three wonders still available to build, all the prerequisites have
been changed.  Marco Polo's Embassy is available with Economics, Leif Erikkson's
Voyage with Exploration and the Crusades with Leadership.  I needed to make Marco
Polo's harder since his journey didn't take place till the 1300's, and I wanted to
give the Christian countries a logical head start on the Abbasids with the Crusades
(although who knows, howabout a Muslim crusade on Europe?).
	You can read brief descriptions of each wonder (in addition to what it does
in the game) in the Civilopedia for thosewho are able to use the Pedia.txt file.

OTHER CHANGES AND NOTES:
- Twice as much food is required to increase population and settlers type units
(slaves, serfs and freeholders) are a bit harder to make.  Plus, the Vikings and
Hungarians need to get the Serf System tech before they can build any settler-
type units.
- Each "citizen" now eats three food instead of two, which slows down population
growth even more.  In partial compensation I improved the food production of some
terrain squares, or else most cities would be starving.
- The look of terrain has slightly changed too. The Buffalo special square has
been changed to Game since there of course are no buffalo in Europe.  The Silk
square has been changed to Timber since silk was much more an import from the East
and just starting to be grown well locally during this time.
- Scientific advances are five times harder to accomplish. This is after all the 
Dark Ages.
- A few of the trade goods were changed to fit the times (i.e., slaves instead of 
oil). 
- Pollution doesn't matter.
- 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 in the
frozen top edge of Russia and the unexplored islands of Iceland and Greenland.
- Tech from conquest is forbidden.
- Changes in government are allowed.  However, the government form of Empire is
only available to those civs that have it at the beginning of the game.  Other
civs are unable to even steal the prerequisite tech.
- At the beginning of the game no civs have embassies with any other civs.
- Existing barracks are made obsolete with Gunpowder.

OBJECTIVES
	There are 80 total objectives in the game (cities only- wonders don't count
due to a bug that would happen when that option is turned on).  To reach a decisive
victory one needs a total of 35.  For a marginal victory one needs 25 objectives.  A
marginal defeat is less than 15 objectives, and 10 or less objectives is a decisive
defeat.  The "protagonist" is supposed to be the Vikings, but in case you aren't
playing the Vikings it shouldn't matter at all how many objectives the Vikings get
(since they will be so ineptly played by the computer) but whether your civ can
reach those numbers.  For the Abbasids and Byzantines add ten to the above numbers
(since those civs start out with more objectives and have more resources) and you
should have a better estimate of how well you did.
Here are the cities that are considered objectives:

ABBASIDS                      Salzburg
Alexandria                    Verona
Antioch                       Wollin (later Stettin)
Cairo
Cordoba                       HUNGARIANS
Damascus                      Berezany
Fez                           Buda and Pest (later they merged into one)
Jerusalem                     Esztergom
Messina                       Itil (later Astrakhan)
Palermo                       Pecs
Palma                         Sarai
Samarra                       Zagreb
Seville
Tabert                        INDEPENDENTS
Toledo                        Bulgar
Tripoli                       Bulgaria
Tunis                         Cracow
                              Dublin
BYZANTINES                    Kiev
Adrianople                    Leon
Ancrya                        London
Athens                        Minsk
Cherson                       Moravia
Constantinople                Naples 
Cyprus                        Navarre
Rhodes                        Novgorod
Salerno                       Odessa
Smyrna                        Riga
Trebizond                     Smolensk
Tarentum                      Sudzal
Tarsus                        Tana (later Azov)
Thessalonica                  Varna
Venice                        Winchester
                              York
FRANKS 
Barcelona                     VIKINGS
Bordeux                       Birka
Marseilles                    Gotland
Orleans                       Hedeby
Paris                         Jelling
Rheims                        Kaupang
Tours                         Normandy
                              Roskilde
HOLY ROMAN EMPIRE             Straja Lagoda
Aachen                        Trondheim
Dorestad                      Westness
Mainz
Prague
Rome

BUGS
	On my computer at least, on the first turn there is a problem with the 
display of units and the uncovering of unexplored squares, but it should go away
by the second turn.  The bug preventing the buildings of new wonders plaguing the
last version of this scenario should be fixed in this one.  Also, if you are able
to use the Events.txt file, you may occasionally see messages contradicting the
treaty statuses determined in that file.  For instance you may see a message stating
the Vikings and Byzantines are at peace when they are supposed to always be at war.
If this happens, ignore it- it is only wishful thinking on the computer's part.

FINAL NOTES
	Starting out I knew very little about The Viking Age, but I'd like to think 
this is pretty accurate.  Making this civ was kind of my way of learning about
this time period.  It's amazing what you can learn off the internet, a couple of
good historical atlases and a trip to the library.  It's hard to know how big
cities were, which ones to include and all that.  A certain amount of fudging was
needed.  All the pictures of wonders were taken from real pictures of those things
(even the Leif Erikkson dragon was taken from a close up view of a replica of his
sailing craft, I'm happy to say).  Some wonders have very little left in the way
of photos or drawings to remember them by so I had to make do.  Apologies for any
inaccuracies- if you have any improvements or comments to make, please let me know.
My name is Harlan at harlant@hawaii.edu.
	I think now it's done elements of this scenario would make a good starting 
point for other scenarios based in a similar time and place, such as the Crusades, 
the Mongol invasion of Europe, the rise of Charlemagne, the Hundred Years War and
so on.  If you're a scenario maker, feel free to use the units, wonders, map, whatever.
	Free distribution of this scenario over the internet is encouraged (i.e., you
don't need to ask for my permission to put it on your website as long as it is
not at all altered), but please do not attempt to sell or make money from this
scenario in any way.

THANK YOUS
	This map is based on the one named Europa.mp made by Pedro Lopez Rodriguez.  
Thank you, though I'm really perplexed why you made most of the Sahara mountain!
I adapted it a little, for instance there was a lot more forest in Europe at that
time than today.  Most of my units were developed from pictures and ideas I saw in
the books Medieval Warlords, Celtic Warriors and The Barbarians, all by Tim Newark.
Lotsa good pictures in there.  Some of the units were stolen outright or stolen and
modified a bit from other scenarios.  I also used many great web sites to download
pictures to edit.  A few web sites I'd recommend to get started in case you're
making your own historical scenario or just want to know more: http://www.execpc.
com/~dboals/hist-gen.html and http://kuhttp.cc.ukans.edu/history/index.html. Both
are general history indexes with hundreds of links for just about anything you'd
want.  The Seven Wonders of the Ancient World has all kinds of good links (http://
pharos.bu.edu/Egypt/Wonders/) and the Viking Home Page has everything there is to 
know about Vikings (http://control.chalmers.se/vikings/).

