Install notes:

If you have the Conflicts in Civilization Scenario add on, installation is
easier, just create the directory DAWN inside your CIV2 directory, or
whatever, and put all the files there, including the WAV files in the SOUND
sub directory.
If you dont have the add on, you will have to replace the original files,
make backups.

Scenario description:

This is a very long scenario, each turn is a month and technology takes
much longer to discover. I allways felt civilization played very quick,
you discovered feudalism and chivalry and build some pikemen and knights
only to have to disband them and build musketeers and dragoons shortly
after (a few turns if you're good). This way is better, at least it is
in my opinion, besides taking dozens of turns to research new technologies,
i've also changed the tech tree a bit so those technologies with units that
make others obsulete dont come right after, example, you discover monarchy
and iron working, great, you're playing with phalanxes, legions and stuff,
but after you discover those two techs, feudalism was available, then the
phalanxes were made obsulete, now, feudalism requires other technologies
instead of iron working and monarchy, so it will take more time untill its
available, the same happens with other technologies that bring new units and
make others obsulete like pikemen/musketeer, musketeer/riflemen,
frigate/ironclad, ironclad/destroyer, and many others.

I have spent many hours playing my own scenario, i hope you like it too.

Units notes:

Many units have been removed to make space for new ones, even the concept
of partisans, but remember all these units were replaced by others, the game
is well balenced, you've got many units for all ages.

First, the units that were removed:

Warrior and Trireme, you start the game with bronze working and navigation,
you dont really need them;
Fanatics, it has been replaced with another good unit for barbarians, oh,
i forgot to mention, i removed fundamentalist, too many advantages over the
other goverments;
Partisans;
Alpine Troops;
Chariot;
Elephant;
Crusaders;
Cannon;
Cruise Missile;
Nuclear Missile, well, in this scenario civilization was almost destroyed
because of nuclear weapons, would civilization do it again? Maybe, maybe not,
ok, I needed the space :)
Carrier, if the computer doesnt know how to use them, then we shouldnt use
them either, blame MicroProse, I dont know why they didnt fix that and the
computer controlled triremes being able to cross oceans since civilization 1;
Explorer

Now, the units in this scenario and a short description, I may forget to
mention some aspects, so allways check their flags after you discover
them, build them and press F2:
Also, I played a lot with the flags and other parameters like hit points and
fire power, example, sword/spear/arrow units have fire power of 1, musket
units 2, machine gun 3, and there are units with bigger fire power depending
on what sort of weapons they're supposed to have, as for hit points, that
depends on what the armour level of units are supposed to be, examine the
rules.txt file or by pressing F2 in the game, you can figure it out :)


Settlers
Engineers
Archers
Swordmen, discovered with feudalism, replace the legion, same attack and
defense as the legion and costs the same but has 3 hit points instead of 2,
better armour
Phalanx, best defensive unit untill feudalism because they have x2 vs horse
Legion
Pikemen, same as phalanx but 3 hit points
Musket Infantry, used for attack, 3 hit points like the pikemen but more
fire power, 2
Mercenaries, replacing the fanatics, used by barbarians, try to bribe some,
they have good flags, same attack values as the marines, but lower defense
Musket Militia, used for defense, same defense values than musket infantry
but lower attack, and cost less, so they're the default unit for defense,
you can still use musket infantry to defend though
Paratroopers
Rifle Infantry, used for attack, same hit points and fire power as the musket
infantry, but bigger attack and defense values
Marines
Troopers, used for defense, cheaper than mech infantry
Mech Infantry
Heavy Horsemen, 4 attack, 1 defense, 2 hits, 1 fire power
Light Horsemen, 3 attack, rest is the same as the heavy version
Rifle Militia, cheaper than rifle infantry but for defense and lower attack
values
Heavy Knights, replace the Heavy Horsemen, difference is, 3 hit points and
2 defense
Light Knights, replace the Light Horsemen, same as above
Dragoons
Cavalry
Heavy Armour, well, bigger than the light armour, for attack
Catapult
Artillery, discovered with metalurgy
Field Artillery, an artillery for defense, x2 vs air
Howitzer
Fighter, fighters now work like bombers, they have a range of 2, that means
they dont have to return to base at the end of the turn, and also means they
will end they're move after they hit one target, they dont have much chances
if a ground unit hits them while they're on the ground, and since they end
their turn when they hit one target, that means other fighters can attack
them, thing is, they have x2 vs air, in a way that if they are attacked by
a fighter of the same type, their defense value will be slightly lower than 
the attack value of the fighter attacking them, they have a very good chance
of surviving an attack by another fighter
Bomber, the same doesnt happen with the bomber, they have a bigger attack
value, hit points and fire power, but they cant attack air units and they
do not have x2 vs air, so they're dead meat if a fighter catches them
unprotected, it would be a good strategy to send a fighter to escort the
bomber
Helicopter
Stealth Fighter
Stealth Bomber
Frigate, moves farther than the warship, but has lower attack and defense
values
Caravel
WarShip, better than the frigate, costs more
Galleon, the transport that comes with magnetism, replaces the caravel
Ironclad, comes with steam engine
Destroyer, now comes with combustion
Cruiser, also comes with combustion
AEGIS Cruiser
BattleShip
Jet Bomber, better than the old bomber
Siege Engine, comes with engineering, same attack values as a legion but
only 1 defense, the thing is, it ignores city walls
Transport, comes with automobile instead of industrialization
Steam Ship, the transport that comes with steam engine, replaces the galleon
and is replaced by the Transport
Submarine
Diplomat, diplomats and spies not get the treats all terrain as roads flag
Spy
Caravan
Freighter, comes with automobile, travels farther than a caravan and costs
more
Jet Fighter, better than the old fighter
Biplane, comes with Early Flight, a new tech, before the fighter, its the
first air unit
Tank, a world war 1 equivalent, comes with automobile, does not make cavalry
obsulete, its better than cavalry and more expensive of course
Light Armour, a good defensive unit, better than the mech infantry and more
expensive


And thats it, I also played with the sounds, got them from many sources.
I think thats it, hope you like it, send any sugestions or comments to:

gomesmadeira@mail.telepac.pt

Special thanks to:

MicroProse, Sid Meier and Brian Reynolds for this wonderfull game, if you ever
think of making Civilization 3, talk to me :)

The author of the Ice_age map who I dont know who he is, but if it wasnt for
him, i wouldnt have had the idea for this scenario :)

The authors of all the new graphics I used in this scenario, units, icons,
cities.

Which means I only take credit for the time spent in making the scenario,
organizing the units and other things and comming up with cool changes to
the rules.txt file. Still took me a few hours, but I allready spent more hours
playing this scenario :)

Have fun.

Alexandre Madeira, author of the AGM_Mod1 and AGM2 Mod packs (changes to
original files, used to play standard civilization 2 games from stone age
to space age), dang, I just released AGM2 and I allready need to update it :)

I plan on doing more scenarios, especially BattleTech scenarios, I have a good
bunch of unit graphics never seen on the web resized to fit the units.gif
slots. If you have ideas, email me.
