Readme for Earth 3000 Scenario Contest Entry by "Sagan"

========
INTRO
========

I have taken a typical "Doomsday" approach to the start of the
scenario, Azothoth, one of HP Lovecrats Demon Sultans walked
by the earth one day, destroying most of its life without even
thinking about it.  The few that survived went mad just at the
thought of him.

If you know nothing about Lovecraft and his creations, just accept
that the world as we knew it was destroyed around the year 2000 AD.

For the next hundreds of years mankind slowly recovered, humanity
had to relearn everything, the children were bright as before but
could learn nothing from thier parents, who had been stricken mad,
and had to remake everything, language, interactions, rituals, 
everything.

There was no organization at all until they year 2657 when the first
new city was founded. It was called Lhasa, as the name was found
in the stones.  This place was very peaceful, and many made it the 
center of a new religion.  Divine Beings called the Luohans made
them feel at home until Lhasa was invaded by bandits. It remains
in thier control at the present day.

Soon after Lhasa was founded the sons of the saints from aeons long
past felt strange stirrings in thier blood and souls.  God was speaking
to them once again, and pretty soon the concept of Monotheism was
gripping Europe like never before.  They made thier capital in a city
that was filled with beautiful buildings, the Vatican City. The angels
of God made this city beuatiful and spiritual yet again. Until, like
Lhasa, it was invaded by crooks and bandits in 2902.

From the 28th to the 30th centuries humanity once again centralized
into shelters and buildings.  Many of them reinhabited the great 
cities that weren't completely destroyed by looters and disasters.
Many of these cities still live in a state of anarchy.  They fly
gray flags and have no leadership at all.  Some of them hide treasures
in the bowels of the city, others are worthless shells.

The exception to this is Australia.  For some strange reason the 
Australians kept thier flags and cities when the started to reinhabit.
They like thier state of Anarchy, four great Australian cities guard
the interior against the invasion of the forces of sanity. Remember
that there are Australians who oppose this, most of them are in hiding
in the wilderness.  The key to Australia is Brisbane, where the rebels
meet.  If you take Brisbane then the rebels across Australia will act.

The first of the Seven Great leaders came to power in 2956, Michael 
Amadore who came from the island formerly known as Ireland. He united
first his islands and then most of Europe in what he called his "Union"
He organized a European Infantry that for the time being made all the 
forces of anarchy and chaos tremble.  But he couldn't capture the
Vatican City.  The Europeans have many great cities left, and, with the
exception of Italy, are almost wholly unied. They are the easiest to
play and win as.

The second of the Seven Great leaders, Magi Yaran, a Morroccon rose
to power in Tehran in 2961. He spread a faith of his own, Islam. The
name he took from an old book, but he made most of it up himself. This
new religion was so compelling that within a decade most of the Middle
East, Northern Africa, and Indochina had pledge allegience to him. Only
India remained defiant.  The Muslims have many unique events that 
happen only to them, because they are split they can have some problems
but if they take out India then victory is not too hard.  The Muslims
are the next easiest to win as.

The third leader, Tang June of Peking, came to power in 2972. China was
her home country and her sensible policies, most of which she stole 
from a book by man named "Confucius" warmeds the publics heart to her.
India, seeing her rise to power merged with her republic and the Asian
empire is born again.  Tang June is working on several secret projects,
including finding the ancient tomb of Emperor Chin and working on new
defenses for New Delhi.  Beacause of thier small territory but good
location they are the third easiest to play as.

The fourth leader, Nok Sese Seko, was born in Johannesburg just before
it was taken by criminals and anarchists. Since learning of the way
they slaughtered her mother and father she has vowed the bring order
to the world, and she don't care how she does it. Seko has pledged
her aid to the cannibals in the rain forest near Freetown and they 
will help her one they retake that city.  The africans have only one 
border, the Muslims to the north. Other than that they just have 
to deal with barbarians, thier bad starting position make them the 
middle difficulty. 

The fifth leader, Anna Kourlman, was made the mayor of Koznyshev in 
2974, just two years after the asian rise to power.  Russians under
her control joined mostly just to avoid being assimilated by the 
three strong cultures around them.  The Russians are spread out and
have bad terrain, the Europeans outproduce them and they have three
long borders to protect. If you play as the Russians be sure to ally
with someone to ensure your surivial.  The russians are third most
difficult to win as.

Order in the Western Hemispher was even later than in the east.

The sixth leader, and the first in the New World came to control 
New England in 2987, Sam Gate was his name and he revived the 
American flag. Currently he has taken most of the Eastern United
States under his control, the West remains under anarchy. Fortuanately
he has also managed to join Mexico and Canada into his alliance, the
Inuits have pledged to help him. Because of thier bad position and
no one to trade techs with for a long time the Americans are the second
hardest to win as.

The last of the great leaders, Atan Lupan, won his rulership of the
Andes by caliming to be a direct descendent of the last great Incan
Chief in 2996.  His empire is the smallest on the planet, and all
the choice cities and terrains of South America are sill under the 
ugly hand of Anarchy.  He has a few secret plans up the mix, but he 
will need quite a lot if he hopes to succeed.  If you can win as the
Incans you are a civver indeed!

=========
SECRETS
=========

This scenario is jam packed with secret stuff, special event triggers
and the like.  Money is plundered my capturing major barbarian cities,
special units and such are given to you by receiving certain techs
and there are special trigger units hidden around the world that can
give you very powerful units.

Exploring is a great idea in this scenario, boats are not far away in 
the tech tree, but you might be hard pressed to produce any number
of them.  It will be tough but you must explore.

==========
WONDERS
==========

My goal in this scenario is to give you not one recycled wonder. I 
am hoping to have all 28 by the time this scenario is finished, 
currently I have these ===

The Usual Suspects 
This is my favorite movie of all time, and liked by many others as 
well, when your civilization discovers the Movie Networks they 
can program in The Usual Suspects, this makes your movie theatres
more productive.

Salma Hayeks Clone
What would the fourth millenium be like without Salma? Fortuantely
you won't have to find out, once you discover Human Cloning you can
clone her and make all your citizens on that island happier.

Calming Sonar
Giant Squids and Whales have a tendency to attack freighters now, 
they have lost all respect for humanity.  Fortuanately once you start
cloning them you can find out thier secrets and make a Calming Sonar
that will let your boats go much quicker over water. 

The Matrix
I hated this movie but the Matrix was a good concept. Your civilization
has the option of storing its people in a grid and harvesting them for
electricity once you start Recovering materials from Space. The picture
isn't very good, I had to shrink down a huge image. My apologies.

Alien Overlord
When you first make contact with Aliens it is with a dislocated Alien
Overlord, this strange Alien knows all about how to manage a city better
so that resources aren't squandered.  Letting him be in charge gives you
an extra resource shiled in every square.

Pink Floyd
The Wall has to be the best CD ever released. Once you start recovering 
these relics of the 2nd Millenia you can start editing them to make your
propoganda unmatched around the world.  Building Pink Floyd makes other 
civilizations forget about past violations of peace treaties and the like.
The picture is from the music video for Blue Sky.

Strange Idol
The Strange Idol is something you can find when the aliens drop by. This
idol is out of the book "Call of Cthulhu" and it gives you two free 
advances. 

=============
NEW TERRAIN
=============

Terrain has been kept pretty much the same as in the normal game
except for the graphics. The one addition is the Major City
type terrain, this is very good in all areas and you can move 
through it freely, unless there is a road on it (see BUGS below)
there are new special icons and such, but they don't have a 
big effect on the game.

=======
UNITS
=======

I'm not telling any secrets here :) so many units
aren't mentioned. 

AIR UNITS

There are two basic air units in the game, the basic
scouting unit is the Satellite, available with Space
Recovery. The attack unit is the Saucer, available
with Alien Contact. 

ATTACK NAVAL UNITS

There are two naval attack units, the first is the 
Motorboat, which doesn't really have much of a 
chance against veteran Heavy Freighters, but 
if a few of em get together they could take one out.
The other is available with Animal Cloning, it is
the Giant Attack Squid, which has submarine abilites.

DEFENSE UNITS

In the beginning you will use your Infantry
for defense as well as attack. But as the game
proceeds you might have the chance to build 
a certain very powerful air unit that will
add a great deal of defense to your city. Also
there are the Force Domes that are good for
defending your cities. 

ENGINEERS

There are two land forming units, The basic Worker 
unit that anyone can build from the start of the game.
And the Constructor unit that can be built with 
the appropriate advances. 

ESPIONAGE UNITS

The basic espionage unit is the Rock Star, available
with the advent of Pop Culture. It has the abilities
of a civ2 diplomat. The advanced espionage unit is 
the Cyborg Ninja, available with the advance of the
same game. Not only does it have all the abilities
of the spy in civ2, it also can paradrop unexpectedly
into enemy territory. 

GROUND ASSAULT UNITS

The basic ground assault unit is the Gun Truck, 
available with Attack Vehicles. There are also 
the special Russian Mongol units that might
or might not enter the picture. 

INFANTRY

Each civ (including the australians) has thier own infantry, 
the Australian Inf. is better on attack than the rest, other
than that they are all equal. The basic infantry unit becomes
obsolete with the advent of the genetically engineered 
Super Soldiers. Special Infantries of various ability
include the Terrorists (Fanatics), the Inuits, the Cannibals,
and some other special units.

SNIPERS

The snipers are alpine units that are meant to sneak up 
on a unit, attack him, and then retreat very quickly. 
There are two sniper units, the basic Sniper, and the 
master, the Adv. Sniper. Snipers are not available
at the beginning of the game. 

TRANSPORT SHIPS

The first ship you can build is the Freighter, which
is the basic weak transport ship. This ship is not
prepared for the newly turbulent seas of the world,
as it is based on old designs that were decoded.
The Second Transport ship is the Heavy Frieght, that
is a much sturdier vehicle and can navigate the deep
ocean without fear.

==============
TWO SCENARIOS
==============

Yes, there are two scenarios in the zip, there is a very good reason
for that, and I have checked it with Allard, the referee.

sagan.scn is the normal scenario

sagan-i.scn is the exact same scenario except that there are IMPASSABLE
units.  There are three varities, Mountain, Ocean, and Jungle. I made
them optional because some people do not like impassable units, and also
because in this scenario they can be a real nuisance. To sum up here
is where the impassable untis are....

MOUNTAINS
The Northern Rockies
Small Section of the Western Alps
The Himalays, espescially around Lhasa

OCEANS (ice)
Between England and Scandinavia
Around the land in the middle of the Atlantic
The Skeleton Coast
The Great Barrier Reef
The Bermuda Triangle
The Sea of Japan
The Hudson Bay
The Bering Strait

JUNGLES
Central Africa
Amazon River Basin

there may be some more that I have forgotten about, if so my apologies.
I included three types because I have always found it strange that people
only think Mountains are impassable. What about really dense jungles and
frozen or reef infested oceans? So I tossed those it too, just for fun.

I could have made an invisible unit and called it impassable, thus freeing
up two additional slots but making it invisible would be really cheap, the 
AI would avoid it and the human player would bumble into it and lose 
valuable troops. So all the impassable terrains are off color versions of the
normal terrain. After playing a while you should be able to spot them no prob.

===================
THE ANTI-CHRIST
===================

This is one event that can totally unbalance the game. The return of 
ANTI-CHRIST to the earth will cause demons to come to ravage the 
planet. You won't survive this entirely, the demons are incredibly
powerful units and there will be lots of them. You will have to retreat
to places they don't reach to. If there are any. There is one way to 
make sure that ANTI-CHRIST doesn't return, play as the Incas and don't
go near Easter Island. Other than that its up to god. hee hee.

=============
BUGS
=============

For some reason the road 1/3 movement overrides the movement of the 
terrain square :). So if you build a road over a Major City terrain
square you will lose the 0 movement penalty and switch to 1/3.