     				Readme for Hidden City 5.0
				A civ2 scenario by Mr. Temba

This readme might not be completely accurate, but its pretty close..

                                 Changes for 5.0
Now there is an event with the Protectors and Sacrifical Rites, basically if you play as the protectors don't research sacrifical rites. Its bad. I added an event so the barbarians get 1000 gold every other turn or so. This helps them build fishmen that sometimes swmap the dominicans and sometimes don't. The main way to beat the barbarains is to bribe them. This version is going to be sent through the reviewing thing in sleague. If you don't know about that go to the apolyton (http://civilization.gamestats.com/civ2/) I think thats it, if not just search for apolyton civilization on the internet. I toned down guerillas.

				Changes for 4.0
A few new units that are mostly barbarian...
One new unit is the Holy Wall it is a better wall unit that you get with Golden Dawn
Changed partisans so they cost more to make and are alpine units.
Every capital city has a rainbow (city wall) unit, you can tell they do because some of them I actually drew rainbows for! That was a pain in the ass...but it looks pretty good.
FIXED THE CITY.TXT FILE!!! YEEEHAAA!! Thanks to St. Leo!!!



Special Factors...
No government changing
No tech from conquest

Fixed Governments
Fanatics ... Fundamentalism
Tlincalli ... Monarchy
Golden Sun ... Republic
Coldscales ... Despotism
Northern ... Despotism
Protectors ... Communism
Dominicans ... Monarchy

				Great Walls
There are two great walls in this game. One is between the Fanatics and Coldscales. It is made of Stone and Dirt walls in fortresses. The other is between the Northern and Tlincalli. This wall is old and out of use, so some parts of it are missing.

				Wall Units
There are two wall units, units with a 0 movement. Dirt walls (mostly obsolete) and Stone Walls. There is more about these in the unit section. Because they have a zero movement you won't know when you build them unless you check the city. In my old scenario these walls were diplomatic units so the pop up box appeared when you first made them. I had to change this so that the great wall didn't get exported.

4.0 Note -- there are now Holy Walls

				Nuclear Weapons
There is one nuclear type weapon in this game. It is not available at the start of the sceanrio and it takes a while to build. 

				Air Units
Other than the aforemention Nuclear Unit there are (at the time I'm writing this) two air units. Gliders are the first expiremental units. They are just lizard people in gliders flying around. The attack is not high but for some reason they do well anyway. War Kites are fighter units, they somtimes scramble to defend cities. Imagine them being jerked around to cut the gliders apart.

				The Artillery Unit
The artillery unit is unique in this game. I have NEVER seen this done before. That doesn't mean it hasn't though. I thought my Great Wall idea was original but then I saw them in Harlan Thompsons Mongol Scenario. Anyway the Artillery unit is a land unit with low abilities and the speical purpose of holding air units and being alpine. There are three shot units, Roundshot, Case Shot, and Shells. Each is a missile type air unit with 3 movement points. The idea is that the artillery moves out and the shells land in the artillery unit. This works. The shots don't crash, when they near a target they can shoot out at it! I haven't seen the comptuer do this but you at least can have fun with it.

				Difficulty Level
Play on Komodo Dragon. It is probably too easy on any other.

				Units
I guess I have to give a description of every unit.  Here goes...

Unit Name		Duration			A/D/M/H/F	Function

Settlers 	Requires nothing ... never obsolete.	0/1/1/2/1	Settler
	Not changed at all from the basic game.

Warrior		Requires nothing to Fuedalism		1/1/1/1/1	Land
	Not changed at all from the basic game.

Phalanx		Bronze Working to Fuedalism		1/2/1/1/1	Land
	Not changed at all from the basic game.

Archers		Warrior Code to Guns			3/2/1/1/1	Land
	Guns is a late game advancement.

Legion		Iron Working to Guerilla Warfare	4/2/1/1/1	Land
	Guerilla Warfare provides Guerila Units which are better than legions.

Pikemen		Fuedalism to Guns			1/2/1/1/1	Land
	50% defense bonus vs. units with move 2
	
Fanatics	Fundamentalism ... never obsolete	4/4/2/2/1	Land
	Only Fundamentalists can build
	Changed movement to 2 instead of 1

Guerillas	Guerilla Warfare ... never obsolete	5/3/1/2/2	Land
	Treats all squares as roads
	Ignores Zones of Control
	These are the partisans that pop out of cities. They have a higher attack and
	lower defesne than in the normal game.

SpiderSnake	Tlincalli ... never obsolete		4/2/1/2/2	Land
	50% defense bonus vs. units with move 2
	Treats all squares as roads
	Unique units ... only the Tlincalli make these.

Partisans	Warrior Code to Guerilla Warfare	3/2/1/1/1	Land
	Ignores Zones of Control
	These are sort of a pre-Guerilla unit. They look very similar.
	Alpine

Submersile	Watertight to Submarining		3/1/2/1/2	Submarine
	Invisible to other ships
	The early version of submarines

Chariot		The Wheel to Polytheism		3/1/2/1/1	Land
	Not changed a bit from the basic game.

Giant Lizard	Polytheism to Monotheism		4/1/2/1/1	Land
	Elephant renamed, not changed other than that.

Crusaders	Monotheism to Leadership		5/1/2/1/1	Land
	Not changed from the basic game.

Dragoons	Leadership ... never obsolete		5/2/2/2/1	Land
	The most advanced cavlary unit in the normal game.
	Not changed from the basic game except normally Cavalry would replace it.

Submarine	Sumbarining ... never obsolete		5/2/2/2/4	Submarine
	The "late" version of submarines
	Invisible to other sea units

Gunners		Guns ... never obsolete			7/7/1/2/3	Land
	Totally new unit..one of the best in the game.

Catapult	Mathematics to artillery		6/1/1/1/1	Land
	Other than obsolescnce this is the same old catapult.

Shell		Artillery ... never obsolete		8/0/3/1/3	Missile
	Destroyed after attacking
	One of the three "shot" units

Artillery	Artillery ... never obsolete		1/2/1/2/2	Land
	Can carry four air units
	Intended to carry the shot units

Roundshot	Artillery ... never obsolete		5/0/3/1/2	Missile
	Destroyed after attacking
	One of the three "shot units"

Glider		Early Flight ... never obsolete		2/2/5/1/2	Bomber
	Two Space Visibility
	Has two move things

War Kite	Aerodynamics ... never obsolete		2/1/12/1/1	Fighter
	Can attack air units

Case Shot	Advanced Artillery ... never obsolete	10/1/3/2/4	Missile
	The last of the three "shot" units, and the best
	Destroyed after attacking

Knights		Chivalry to Leadership			4/2/2/1/1	Land
	I moved it down to the stealth fighter spot because of the strange bug in the Knights 		position

Trireme		Map Making to Navigation		1/1/3/1/1	Sea
	Must stay near land
	Carries two units

Caravel		Navigation to Magnetism		2/1/3/1/1	Sea
	Carries three units

Galleon		Magnetism ... never obsolete		0/2/4/2/1	Sea
	Carries four units

Frigate		Magnetism ... never obsolete		4/2/4/2/1	Sea
	Carries two units

Revenant	Alchemy ... never obsolete		99/0/6/1/1	Nuclear
	Destroyed After Attacking, Nuclear Unit
	Air unit with two moves

Diplomat	Writing to Fundamentalism		0/0/2/1/1	Diplomat
	Ignores Zones of Control

Missionary	Fundamentalism ... never obsolete	0/0/3/1/1	Diplomat
	2 Space Visibility
	Igonores Zones of Control
	The "spy" unit

Peddler		Trade to Economics			0/1/1/1/1	Trade
	Ignores Zones of Control
	The "Caravan" unit

Merchant	Ecnomics ... never obsolete		0/1/2/1/1	Trade
	Ignores Zones of Control
	The "Freight" unit

Explorer	Seafaring to Warrior Code		0/1/1/1/1	Land
	Treats all squares as roads
	Ignores Zones of Control

Stone Wall	Masonry ... never obsolete		0/4/0/1/1	Wall
	Can't move

Dirt Wall	Requires Nothing to Masonry		0/3/0/1/1	Wall
	Can't move

Warrior		Tlincalli ... never obsolete		4/2/1/2/1	Land
	Unique unit, only the Tlincalli make them
	
King		Can't be Built				0/6/0/2/2	Wall
	Can't Move
	x2 defense vs. air units
	Each civ has one to start out with, they can't be built or replaced

Savage		Savage Tech ... never obsolete		5/2/2/2/1	Land
	Unique Unit ... only the Coldscales make them	
	x2 Defense vs. air
	Two space visibility

Giant Crab	Holy Protection ... never obsolete	5/1/3/2/1	Submarine
	Unique unit .... only the protectors make them
	Invisibile to most ships
	x2 defense vs. air units (it can go underwater)

Protector	Holy Protection ... never obsolete	6/5/2/2/2	Land
	Unique Unit ... only the protectors make them
	These are the mammal like reptiles that move faster than the lizards
	Can make amphibious assualts
	Can attack air units
	Can make paradrops
	x2 defense vs. air units

There are also some strange units that you can't make but might be able to if a special event comes along or you do something... here they are...you don't need to know the stats
Iceberg
Dragon
Dragonslayers
Dark Rider
Bloody Rider
Mercenaries
Assassains
Night Rider
Deep One
Fishman

				City Improvements
		These Improvemetns are uncahnged from the normal game
Palace, Granary, Barracks, Marketplace, Library, Courthouse, Bank, University, Colloseum,     Sewer System, Harbor

			These were renamed for the game
Sacred Grove (Temple), Plantation (Aqueduct), 

				Here are the changed improvements
Name			AKA		Requires	Maint

Miracle			Cathederal	Monotheism	2
	Changed Maintence to two, 

Temple			SDI Defense	Golden Dawn	4
	Protects from Nuclear Attack.

Counterfeiting		Stock Market	Counterfeiting	4
	Increases tax from Markets and Banks

Observatory		Research Lab	Astronomy	3
	Increases science from Librarys and Universities

Firecracker Launcher	SAM		Firecrackers	2
	Protects ciy from air attacks

Alchemy			Captilization	Alchemy		0
	Converts production into trade

				Rainbows
Rainbows (city walls) are unique structures found only in each capital city. They can never be built.

				Wonders of the World
Name		Req		Obsolete	Posessed?	AKA
Hive		Masonry		nil*		Tlincalli	Pyramids
	*for some reason the thing keeps chaning it to Sacrifical Rites

Ice Sculptures	Pottery		nil		Coldscales	Hanging Gardens

Colossus	Bronze Working	nil		Golden Sun	Colossus

Ice Map		Map Making	nil		Northern	Lighthouse

Guru		Literacy	nil		Protectors	Great Library

Oracle		Mysticism	Theology	Coldscales	Oracle

White Serpent Flag Fuedalism	Nil		Fanatics	Sun Tzus

Great Serpent Rider Engineering	nil		no		King Richards

Avatar		Monotheism	nil		no		Mikes Chapel

Grand Observatory Astronomy	nil		Golden Sun	Corpenicus

Worlwide Map	Naviagation	nil		no		Magellans

Serendipity	Medicine	nil		no		Shakespeares

Flying Lizards	Invention	nil		no		Lenoardos

Stone Tribute	Theology	nil		no		JS Bachs

Non Euclidian Gemetry Theory of Gravity nil	no		Issac Newtons

Steel		Ecnomics	nil		no		Adam Smiths

Breakthrough	Mathematics	nil		no		Darwins

Bones of Law	Democracy	nil		no		Liberty

Tame the Wild Snake Warrior Code nil		no		Eifel tower

Sacrifical Ceremony  Sacrifical Rites  nil	no		Manhattan

Gladiator Pit	Warrior Code	nil		no		Cure for Cancer

                   		****PROBLEMS******
1.  Bugs in FW
	Sometimes the computer changes the events so that the barbarian units are
	actually "TRIGGERATTACKER" units, meaning they don't pop up when they should.

	Sometimes it changes the obsolete thing for the Pyramids (Hive) it is not ever
	supposed to be obsolete.


Any questions or answers email to dust_tsm@hotmail.com
These scenarios and others can be found at http://www.geocities.com/Hollywood/Bungalow/7808/zation.html