LORD OF THE RINGS SCENARIO (VERSION 3)
							by Harlan Thompson

   One Ring to rule them all, One Ring to find them,
   One Ring to bring them all and in the darkness bind them
   In the land of Mordor where the Shadows lie

	This scenario is based on J.R.R. Tolkien's great trilogy of the same name 
(though this isn't officially associated with that or Microprose etc etc).  I hope 
(and I'm assuming) you've read the books before you play this!  If you haven't, go
do so now!  You could do worse- the trilogy has often won praise as the best literature
of the 20th century by critics and the general public.  This is a very complicated
scenario to match the complicated trilogy, but I hope once you learn all the ins and outs
(and maybe have a few false start games as you learn the strategies) you'll find its
worth it.  Reading this file carefully will enable you to do a lot better, faster.

NOTE ON THE UPDATE
	There are two main changes in this version.  First, sound files have been added
so that the sounds should match the units.  Secondly, I made some new units at the
expense of other (marginally used) units and made some edits on others. The new units
are mostly to better represent Frodo's quest to drop the ring into Mount Doom (read the
Background section below to better understand how this works in this scenario) and to
better represent the wizards.  The new units are: The Ring, Sauron, Saruman, Radagast
and Gandalf, plus Seige Tower was changed to Battering Ram.  Also, more steps have been
made to make bribing Nazgul or cities with Nazgul in them more difficult and a few
city improvements have changed.  Aside from these changes, there are some other changes
here and there but nothing that should really trip up people familiar with earlier
versions.

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 (I think), but not as well.
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 "Lordring" 
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.  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, and Units.gif in some folder other than Civ2.
Then put all the new files you have here (including the lordring.scn and lordring.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.

BACKGROUND
	Hopefully I don't need to tell you the whole story.  There are seven 
players in this version: Gondor, Mordor, Rohan, Rhun, Harad, the Elves and Isengard.  
Presumably you will be Gondor which covers all the forces of good except the Elves 
and Rohan, both of which are your allies.  Your chief enemy is Mordor which 
represents the main force of evil plus Harad and Rhun, which are Mordor's Allies.
Finally there the Isengarders, who represent the forces of the wizard Saruman the White.
The Isengarders are somewhat of a wild-card- they start out in a state of cease fire 
with most other civs but it is very likely before long they will attack Rohan at
least.  All of the countries are Monarchies except for Mordor and Isengard which are 
Fundamentalist.
	This game isn't about long term development- its all out war.  Mordor has 
the overwhelming numbers but you have the advantage of strategy.  In particular, in 
trying to follow the story of the books I have made the capture of Barad-dur 
(representing the throwing of the One Ring into Mount Doom and the death of Sauron)
extremely vital.  In addition to capturing all four of Mordor's wonders (The Rings of Power
(The Great Wall), The Ithil Stone (Apollo Program), the Forge of Mt. Doom (Cure for
Cancer) and The Dark Tower (The Pyramids)), capturing the city will destroy ALL the
Nazgul (or Ringwraiths), ALL the Olog-hai and ALL the Orcs that existed at the start of 
the scenario, since all of them throughout Middle Earth are homed to Barad-dur (of course
there's a slight chance some units will rehome themselves and survive- nothing I can do
about that)..

FRODO AND THE RING
	The scenario may seem impossible to win at at first, but once Barad-dur is taken,
it becomes much easier.  The question is: how to conquer it??  Quite simple: follow the
plotline of the trilogy.  Barad-dur contains Sauron, Lord of Darkness, an extremely 
difficult unit to kill.  The most likely way to kill it is with The Ring unit.  This unit
acts like a nuclear bomb- it will completely destroy all the units in Barad-dur plus any
units in the squares adjacent to it.  But The Ring has a movement range of only three
spaces.  At the end of each turn it must end in a city, be used in an attack or end up
in the same square as the unit Frodo or it will be destroyed.  The only way to get The Ring
close enough to Barad-dur to use it there is by having it brought there by Frodo (the
Longboat naval unit can also carry The Ring, but obviously that cannot get all the way
to Barad-dur).  Once The Ring is used to destroy Barad-dur, Frodo and/or other units can
easily walk into the empty city.
	If you read the book you will know that having The Ring made Frodo invisible
but also very weak to carry such a terrible burden.  So it is in this game.  Frodo is
invisible in the same way submarines normally are in Civ2- even units next to it cannot
see it unless they happen to want to walk onto that square (only Nazgul, the Witch King
and Sauron are exceptions to this).  But Frodo is also weak- he cannot attack at all and
has a very weak defense.  So you will need to decide whether or not to send him and The
Ring to Barad-dur by themselves (and so be invisible) or with Sam and/or other protective
units (and thus losing the invisibility).  Getting there will be no easy task.  Frodo and
The Ring start far away, and Barad-dur is surrounded by a range of mountains filled with
dangerous Orcs.  If Frodo or The Ring should be destroyed, it still should be possible to
win, but certainly much, much more difficult that way (perhaps a combination of using the
Longboat, conquering Mordor cities near Barad-dur and building a new city within Mordor
will get The Ring close enough). However, if The Ring should be captured by the enemy,
Sauron's power will grow greatly.
	By the way, unfortunately Frodo (and the Longboat) cannot actually literally carry
The Ring, but they must both be moved seperately each turn and end up on the same square.
If you are moving Frodo and The Ring together, always MOVE FRODO FIRST.  That way you
won't forget and find The Ring has been destroyed by accident.  

ISENGARD.SCN
	All this assumes that the game will be played with the human player as Gondor.
Of course, one can choose to be a different civ.  Don't though. The problem is, without
intelligent leadership Gondor will inevitably fall and Mordor's overwhelming strength will
make winning as anyone else nearly impossible.  So I designed a second scenario for those
wanting to try another civ, Isengard.scn, that is exactly the same as the first except in
this one one should play the role of Saruman in Isengard.  The only difference between the
two is that there are alot more defensive units on Gondor's borders with Mordor and a few 
other changes to Gondor to prevent Minas Tirith and Gondor from falling too quickly. That
makes playing Isengard possible, though it still is a very long shot at winning compared to
playing Gondor in the normal setup.  Isengard obviously won't have The Ring (though it
could try to bribe it to its side) and starts out with a mere three cities!.  You could
also try playing say, the Elves or Rohan with this setup, but I think Isengard makes the
more interesting case.  Isengard.scn hasn't been playtested whatsoever though, so you're
on your own with that one.

THE UNITS
	The units have been drastically changed from the regular setup.  Often there is a
bit of redundancy in function so that different civs can have different looking but similar
acting units.  The unit setup is pretty much set in stone and there's very little research
potential.  Thus the last column in the table below, showing who can make what unit on the
first turn since mostly likely that will hardly change through the game. The very few units
that can be reseached are shown in the second to last column with the tech you need to make
them for civs that don't already have them.  Here's the table:

(if you're using a word processor to look at this file, use the New Courier font to
make the columns line up right)

NAME          COST ATT DEF MOVE HP  FIRE SPECIAL    RESEARCH?   WHO CAN MAKE AT BEGINNING?
Archers        30   3   2   1    1    1    9        no          Rohan, Gondor, Harad, Rhun
Battering Ram  80   8   1   2    1    1    3        Engineering Isengard, Mordor
Catapult       40   8   1   1    1    1             no          Gondor,Rohan
Diplomat       50   0   0   2    1    1    1,4      Writing     Gondor, Isengard
Dwarves        120  6   4   2    3    2    *        no          1 Gondor city
Elves          160  6   3   2    4    2    4        no          Elves
Ents           150  8   5   1    4    2    5        no          1 Gondor city
Easterlings    40   6   1   3    2    2             no          Rhun
Haradrim       40   6   1   3    2    1             no          Harad  
Hobbits        100  5   4   1    3    1    2,4      no          2 Gondor cities
Knights        40   4   2   2    2    1             no          Gondor, Rohan
Legion         40   5   2   1    2    1             no          Harad, Rhun, Gondor
Mumakil        50   1   3   1    2    1             no          Harad
Olog-hai       200 10   5   1    3    2             no          no one
Orcs           20   5   2   1    2    1    2        no          Mordor, Isengard
Pikemen        20   1   2   1    1    1    5        no          Harad, Gondor, Rohan
Elf Pikemen    70   1   3   1    2    1    5        no          Elves
Rangers        70   6   3   3    2    1    4        no          Gondor
Riders         40   6   1   2    1    1             no          Gondor
Settlers       80   0   1   1    2    1             Settling    Gondor
Spiders        100  4   4   1    3    1             no          no one
Trolls         120  8   3   1    3    2             no          Mordor
Uruk Hai       60   7   3   2    2    1             no          Mordor, Isengard
Wainriders     30   5   2   2    2    1             no          Rhun
Wolves         80   8   1   3    1    1             no          Mordor, Isengard

AIR UNITS
Dragon         500  12  6   4    6    2    4        no          no one
Eagle          120  8   4   8    2    2    4        no          1 Gondor city
Nazgul         800  10  6   10   5    2    4,12     no          no one
Spy Birds      50   0   1   10   1    1    4        Falconry    no one yet
The Undead     990  15  0   7    3    2    6        no          no one

NAVAL UNITS                                  HOLDS?
Dromund        40   6   3   5    2    1        3    no          Harad, Mordor
Galley         60   4   2   4    2    1        2    no          Elves, Gondor
Longboat       40   0   1   8    1    1  11,13 6    no          Elves, Gondor

UNIQUE UNITS (only one of each, no more can be made, all Gondor except as mentioned)
Aragorn        990  12  5   3    3    2    2,3,4,5,8,9
The Balrog     990  15  8   3    4    2    3,5,10       (owned by Mordor in Moria)
Boromir        100  10  4   4    3    2    5
Elrond         800  0   6   0    5    1    5,9
Eomer          300  8   4   2    3    2    3,5          (owned by Rohan in Edoras) 
Eowyn          300  8   4   2    3    3    3,5          (owned by Rohan in Edoras)
Faramir        600  8   1   3    4    2    2,4,5,7,8
Frodo          10   0   3   1    4    1    1,2,5,11
Galadriel      800  0   8   0    3    1    4            (owned by Elves in Lorien)
Gimli          800  8   6   3    3    2    3,5,*
Gollum         10   0   4   3    3    1    1,4,5  
Legolas        800  8   6   3    3    2    3,4,5
Sam            800  8   6   1    4    2    1,2,4,5
Sauron         990  20  10  1    6    2    3,4,5,10,12  (owned by Mordor in Barad-dur)

UNIQUE AIR UNITS
Gandalf        990  12  1   12   6    2    4,5,10 
Radagast       600  10  1   12   4    2    4      
The Ring       10   99  0   3    1    1    6      
Saruman        250  12  1   12   6    2    4,5,10      (owned by Isengard in Isengard)
Witch King     990  12  8   12   5    2    4,10,12     (owned by Mordor in Minas Morgul)

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: double on defense vs. units with movement of two
6: destroyed after attacking
7: can make paradrops
8: can make amphibious assaults
9: double on defense vs. air units
10: can attack (other) air units
11: "invisible" like submarines
12: can see "invisible" units from one square away
13: must stay near land (like trireme)
*: due to their mining skills dwarves can perform the functions of settlers

	Since making the first version of this scenario, I learned a clever trick 
that allows me to make units with technologies that can't be stolen or traded or 
researched to (see Dirk Weber's FAQ on this subject in the FAQ section of the 
ModHeaven website, http://www.aim4game.com/modheavn/homepage.htm).  Except for the 
few units that can be researched according to the table above, there is no way in 
Hell another civ can get to make them.  This set-up is really, really fixed.  It 
simply wouldn't be true to the books any other way.  Unfortunately such units and 
technologies using this trick don't even show up in the civilopedia, so if you fail
to see something you want there (for instance Rangers), you have to refer to the
tables above.
	I did something very peculiar with the Eagle, Ents, Hobbits, Nazgul, Dwarves, 
Dragon, and Spiders unit types.  At least one unit of all these types exist at the
beginning of the game yet no one has (or is likely to get) the technologies to make
any more of them.  You may recall from the trilogy that most of the non-human species
were in serious decline as it was the humans' destiny to dominate Middle Earth in
the coming Fourth Age.  So once the starting units of that type are gone, that's it-
the species is basically extinct.  However I have made certain exceptions to this:
at the start of the game some cities are in the middle of producing some of these
special units.  Such a city can keep making that unit forever but if one ever changes
the production in that city to something else it will never be able to make that
advanced unit again.  So be careful!  These cities are:

Hobbiton and Buckland making Hobbits
Eagles' Eyrie making Eagles
Iron Hills making Dwarves
Entwood making Ents

	On top of that, there are even some units that are completely unique; meaning
only one of that unit type can exist (no more can be built) and they refer to specific
heroes or monsters.  These kinds of units are all shown in the UNIQUE UNITS and
UNIQUE AIR UNITS charts above,  I only hope that you don't cheat and restart the turn
every time one of your heroes dies.  Recall that some were killed in the trilogy too and
yet Gondor still won.  Of the non-Gondor heroes, Galadriel is there to help defend the
Elf city of Lorien and chances are you will not see her much, if at all.  Eowyn and Eomer
fight for Rohan for a time, but the events.txt file may allow them to become Gondor units
near Minas Tirith, representing the Rohan contribution in defending that city.
	Although extras of these unique units can't be made, their shield cost still
matters in case other civs try to bribe them.  Certain units feel the temptation of 
Sauron through the Ring and so are very cheap to bribe (as cheap as I could possibly
make it).  These are Frodo, Gollum and The Ring itself.  Be careful about leaving these
units alone (not stacked).  Other units are much cheaper than other similarly powerful units
to buy because of wavering loyalties (though not that cheap).  These include Saruman and
Boromir (try luring or finding Saruman going into a small city and buying it- you may be
able to get this extremely powerful unit for a very cheap price!).
	Faramir is unusual; he has been specifically designed to harry the enemy behind
the front lines and I hope you use him that way.  He can paradrop across the Andiun
River near Minas Tirith, attack, then get picked up by a boat to return.  Note he defends
with a strength of one only, so if he is in a town he will be one of the last to die
in case of an attack, esp. a Nazgul attack.  This also means don't forget to pick him
up with a boat before the end of the turn or he's toast!  (If you only attack with him
once per turn he should last a long time but if you push your luck and attack twice
a turn with him he probably will die before very long).
	Several of the unique units are much more defensive than offensive. Elrond is
there hopefully to prevent Rivendell from ever falling.  He in fact can never leave
Rivendell, but has a double defense against any Nazgul foolish enough to attempt an
attack on that town.  Similarly, The Balrog is there to defend Moria for Mordor and
Sauron defends Barad-dur though both can attack also.  Be very careful in attacking
either of these cities!  Final note on the heroes units: none of them start out as
veterans, so try to get them bloodied up a bit on easy things before seriously risking
them (sure they were already experienced, but imagine them moving to an even higher level
of ability).
	Dwarves (including the hero unit Gimli) have all the advantages and disadvantages
of settlers in addition to being good battle units.  So remember if you build a new one in
Iron Hills the size of that city will go down one, they eat one food per turn, and so on.
I highly recommend homing them on cities other than the Iron Hills so that town doesn't
eventually start starving and shrinking if lots of Dwarves are made.  Strangely they can't
fordify themselves, only make fortresses, since the command ("f") is the same for both.
	Finally, though they all look the same, there are two kinds of Orcs: offensive and
defensive.  They are exactly the same except defensive Orcs cannot move- they have been
permanently stationed in strategic defensive locations.

NOTES ON AIR UNITS
	Note that ground units can attack the Eagle (try to end the turn with them over
ocean or mountain squares) and the Eagle can occupy enemy cities (since it occupies the
old helicopter spot).  Eagles also weaken a little each turn they don't end up in a city,
just as the helicopter does.  Except for the Eagle, generally air units can't be attacked
by other units.  Ordinarily the only way ground or other air units can attack them is if
they are in a city and have the largest defense value there.  You'll notice that many air
units have a low (1) defense value but high hit point value to prevent them from being
attacked while resting in cities. The Balrog can attack any air unit.  Only a few of the
air units can attack other air units in flight (outside of cities).  These are the Witch
King, Gandalf and Saruman.  Be very careful with your air units if you think an enemy
civ has one of these units nearby!
	Nazgul must return to a city within two turns; wizards (Saruman, Gandalf and
Radagast) and the Witch King can stay out till the third turn.  I've noticed sometimes
the computer cheats on these return times though, so watch out for that.  Spy Birds
and Dragons must finish every turn inside a city.  The Undead and The Ring are technically
air units- they must also end every turn in a city or in the same square as Frodo or a
Longboat.
	There's something unusual about Nazgul, Gandalf, and the Witch King. All of
these units have second lives.  For the Nazgul, the first time each Nazgul is killed
it is reborn automatically in far Eastern Mordor except this time its picture looks
different: now it is on a Winged Beast similar to the one the Witch King is always
pictured as riding.  If this second incarnation of the Nazgul is killed, that's it,
it is dead forever.  The same holds true for the Witch King (except that the picture
of the Witch King doesn't change when it comes back to life).  This is to represent the
times in the books when the Nazgul were defeated yet still came back (such as in the
river crossing near Rivendell).  It seems, as in the double defeat of the Witch King,
they need to be killed twice to die.  All Nazgul even the reborn versions are homed to
Barad-dur, so if you conquer that city they all are guaranteed to die forever at that
moment regardless of second life chances.  In a similar vein, the first time only that
Gondor's Gandalf is killed, he will be reborn.  Recall this happened to Gandalf in the
books.

SPECIFIC UNITS
	Not that this is really vital for you to know but in figuring out where to 
place units I tried to match certain units with characters in the trilogy.  I couldn't
make unique units for all the characters in the books, obviously, so here are how
the less vital characters are represented in the scenario.  Often these have veteran
and/or no home city status to symbolize their specialness.

CHARACTER             UNIT TYPE            STARTING LOCATION
GONDOR
Glorfindel            Elves (V)            Rivendell
Butterbur             Hobbits (wounded)    Bree
Merry Brandybuck      Hobbits              Buckland
Pippin Took           Hobbits              Tookland
Grimbeorn             Rangers (V)          The Carrock
Gwaihir               Eagle (V)            Eagle's Eyrie
Treebeard             Ent (V)              Entwood
King Brand            Rangers (V)          Dale
Thorin III            Dwarves              Dale
Dain II Ironfoot      Dwarves (V)          Iron Hills
MORDOR
Ringwraiths           Nazgul               Barad-dur
                                           Don Guldur
                                           near Moria
                                           Moria
                                           near Trollshaws
                                           Fornost
                                           near Fornost
                                           near Fornost
                      Dragon               Withered Heath
                      Dragon               Gundabad
                      Dragon               Carn Dum
                      Dragon               Dol Guldur
Shelob                Spider (V)           Minas Morgul
THE ELVES
Celeborn              Elves (V)            Lorien
Cirdan                Elves (V)            Grey Havens
Thranduil             Elves (V)            Thranduil
ROHAN
Theoden               Rangers (V)          Edoras
Theodred              Rangers (V)          Helm's Deep
ISENGARDERS
Grima (Wormtongue)    Diplomat (V)         Isengard

EVENTS.TXT FILE ACTIONS
	Those playing without the Scenarios CD-ROM are going to miss out on all
the actions governed by the events.txt file.  Here are all the things it does.
	First, it determines the state of war between some of the civs.  With the
events.txt file, Mordor and Gondor are completely unable to communicate, which
should keep them in a permanent state of war, regardless of the Ring of Power
(Great Wall) wonder Mordor has.  The same holds true of the Elves and Mordor but
not Rohan and Mordor.  Gondor is also permanently at war with Harad and Rhun.
	Secondly, the events.txt file determines some of the things that can happen
to The Ring unit.  This unit does not actually get carried by Frodo the way
missles are carried by submarines- you have to be sure they end up in the same
space at the end of every turn or The Ring will be lost forever.  If however The
Ring is destroyed in battle by Mordor, that's even worse.  That represents its
recapture by Sauron.  The events.txt file will then create 9 new Witch Kings 
representing Sauron's increased power.  If Isengard kills The Ring unit, Isengard
will get some more limited benefits.
	On the plus side, if Barad-dur is captured, the events.txt file will 
create an Eagle unit near Barad-dur (to help Frodo and/or companions get away) and
Gondor will receive a large amount of money (in addition to all the other benefits
mentioned elsewhere).
	A certain number of turns into the game the Dead Men of Dunharrow will rise
up to fulfill their oath as described in Lord of the Rings.  They are represented
by a number of Undead units.  Undead units are technically considered air units 
(imagine them floating just above the ground) and must end every turn in a city or
in the same square as Frodo.
	If and when Eomer and/or Eowyn die fighting as Rohan units, they will be reborn
as Gondor units, representing the contribution of Rohan in saving Minas Tirith.
	Finally, none of the units that should (Nazgul, Gandalf, etc) will have second
lives without the events.txt file, nor will Eomer and Eowyn appear to help Gondor.

WONDERS:
	Since Middle Earth is a wonderful place, there are many.  To keep to the 
flavor of Middle Earth I renamed all the wonders.  I had to take some artistic 
liberties here- sorry.  I also destroyed three wonders, Leonardo's Workshop, the 
Great Library and the Statue of Liberty since they aren't appropriate for this game.  
There are no unbuilt wonders that stand a realistic chance of being built during 
this scenario.

NEW NAME                       OLD NAME                        CITY
Ancient Archives               SETI Program                    Minas Tirith
The Citadel                    King Richard's Crusade          Minas Tirith
Colossus                       Colossus                        Umbar
Dark Tower                     Pyramids                        Barad-dur
Eye of Sauron                  Great Wall                      Barad-dur
Feast Hall of Meduseld         Michaelangelo's Chapel          Edoras
Forge of Mt. Doom              Cure for Cancer                 Barad-dur
Great Gate                     Oracle                          Minas Tirith
Havens of Cirdan               Magellan's Expedition           Grey Havens
Ithil Stone                    Apollo Program                  Barad-dur
Nenya Ring                     Hanging Gardens                 Lorien
Palantir of Minas Anor         Copernicus's Observatory        Minas Tirith
Pillar of Ar-Pharazon          Lighthouse                      Umbar
Saruman's Wand                 Sun Tsu's War Academy           Isengard
Seventh Palantir               Marco Polo's Embassy            Isengard
Shrine to Sauron               J.S. Bach's Cathedral           Rhun
Tower of Orthanc               Eiffel Tower                    Isengard
Vilya Ring                     Adam Smith's Trading Company    Rivendell
White Council                  Isaac Newton's College          Isengard
White Towers                   Hoover Dam                      White Hills
White Tree                     Shakespeare's Theatre           Minas Tirith

Amon Hen and Amon Lhaw         Leonardo's Workshop             destroyed
The Argonath                   Statue of Liberty               destroyed
Dome of Stars                  Great Library                   destroyed

CITY IMPROVEMENTS
- Every Mordor city has a Courthouse city improvement for no other reason than to
make the buying of cities with diplomats more expensive.  The name and picture has 
been changed from Courthouse to Prison since that seems more like something Mordor
would have.
- Seven cities in the world have Forges.  Forges are factories renamed, yet no civ
has anything close to the industrialization advance (meaning no more can be built).
The cities with forges are: Barad-dur, Minas Morgul, Moria, Dol Guldur, Lorien,
Grey Havens and Isengard.  The White Towers wonder (formerly Hoover Dam) of course
increases these cities' productivity by another 50% for the civ that owns it.
- Another improvement that cannot be built ever is the Wizard's Refuge.  There is
only one, in Rivendell.  Any air unit spending the entire turn here will be completely
healed.
- I decided it didn't make sense to have the good and evil civs share the same
happiness improvements since they don't share the same religious beliefs.  The evil
civs now are the only ones who can make Sacrificial Altars (Colosseums renamed) as
their worship of Sauron.  The good civs make Temples and Valar Shrines (Cathedrals
renamed).
- As further evidence of their evilness, the evil civs are the only ones with the
Slave Quarry improvement (Stock Exchange renamed), which has the same function as
the Marketplace for them.
- Both Gondor and Harad have the ability to make Shipyards (Port Facility renamed)
and Coastal Fortress from the beginning of the game.
- Both Gondor and the Elves have two palaces, the second palace in Rivendell and
Lorien respectively.  This cuts down on corruption in their far-flung countries.
Mordor also has two palaces, the main one in Barad-dur of course but also one in
Gundabad, considered in the books the capital of the Misty Mountain forces.  This is 
to make the buying of Mordor's units or cities more expensive since the closer to 
a palace the more the cost.

OTHER CHANGES AND NOTES (many of these may seem arbitrary, but really I have logical
reasons for them!):
- Forms of governments can't be changed ever.
- Two times as much food is required to increase population and settlers are much 
harder to make since this is only a ten year period we're dealing with. Only Gondor has
the ability to make Settlers at the beginning of the game, another way to cut down on 
population growth and spread, but also because computer civs generally make these in the
most unintelligent times and places for a war and without them are forced to focus on
making more military units.
- Scientific advances are five times harder to accomplish.  This is after all only a 
ten year period.  There really isn't that much worth researching in the first place,
so I'd recommend minimize the spending on science.  However, don't necessarily give up
on science altogether and sell your libraries.  At the beginning of the game Gondor is
starting to research Engineering, which will allow the building of very useful Battering
Rams when Gondor takes the offensive.
- Diplomats cannot steal technologies (Gollum, as a Spy, can, but with low probability of
success).  This is to prevent certain technologies from being traded and to encourage Gondor
to focus at least a little attention on science.
- Gaining technology from conquest is also forbidden.
- It is now impossible to research Steam Engine, so Industrialization and all the
other technologies beyond it are impossible to reach as well.
- None of the wonders are in danger of become obsolete.
- Many of the special terrain squares have been tweaked with to be even more productive.
For instance, iron and wine are boosted with the aim to make enough food for Mordor
cities in deserts. 
- Pollution doesn't matter.
- There are no goody boxes anywhere.
- The civs have new colors and flags for the most part.  In a few cases I made these
up (i.e. Rhun) but mostly they are based on Tolkien's descriptions.
- Many cities have been strategically built on hills or even mountains.  So if you
aren't sure what terrain the city occupies, it would be wise to check "hidden terrain"
before attacking.
- In general it isn't wise to give away technologies to any other civ, even your allies.
The tech setup has been very carefully devised and giving away techs could ruin that.
For instance, if you give Writing to the Elves, they often will make diplomats and use
them against you, breaking up the alliance.

OBJECTIVES:
	There are 108 total objectives in the game (cities plus wonders).  Some cities
are considered major objectives and worth more (3 points); some minor (1 point).  Each
wonder is worth an additional point. To reach a decisive victory one needs to capture 84
objectives, a number equal to all the objectives of Mordor, Isengard and Gondor.  For a
marginal victory one needs 50 objectives.  A marginal defeat is less than 35 objectives
(the number of objectives Gondor starts out with), and 20 or less objectives is considered
a decisive defeat. Here are the cities that are considered objectives and their point worth:

THE ELVES:
Grey Havens (2)
Lorien (2)
Forlond (1)
White Hills (1)

GONDOR:
Minas Tirith (8)
Rivendell (4)
Dale (3)
Dol Amroth (3)
Esgaroth (3)
Hobbiton (3)
Pelargir (3)
Anfalas (1)
Bree (1)
Druadan (1)
Entwood (1)
Forochel (1)
Iron Hills (1)
Linhir (1)
The Carrock (1)

HARAD:
Umbar (5)
Far Harad (1)
Khand (1)
Harnen (1)
Oliphaunt (1)

ISENGARDERS:                                
Isengard (7)
South Dunland (1)

MORDOR:
Barad-dur (7)
Daedeloth (3)
Dol Guldur (3)
Gundabad (3)
Minas Morgul (3)
Morannon (3)
Moria (3)
Narchost (3)
Nurn (3)
Osgiliath (3)
Carn Dum (1)
Charchost (1)
Ered Lithui (1)
Goblin-town (1)
Ithilien (1)
Lithlad (1)
Nurnen (1)

ROHAN:
Edoras (4)
Dunharrow (1)
Helm's Deep (1)

RHUN:
Rhun (4)
Celduin (1)
Dorwinion (1)
Hills of Rhun (1)
Uldor (1)

BUGS AND PROBLEMS:
	Whichever civ has The Ring unit, other civs will think that civ has nuclear
weapons in negotiations and may give messages mentioning them (of the "Our words
are backed with NUCLEAR WEAPONS!" variety) but of course it doesn't mean the
same thing so ignore those.  If you use the Game.txt file included, these messages are
eliminated.
	Some of the terrain around Pelargir and Minas Tirith was changed becuase
Mordor and Harad troops were reluctant to cross the river there (problems with the goto
command). Hopefully this problem has been solved but it may pop up again during the game.
	I would have liked to make the Eagle unit be able to carry one ground unit- 
if anyone knows how to do this please change it!  I also originally selected "Restart
Eliminated Players" and don't know how to change it- any ideas?  All these lame new
civs usually start up in the frozen tundra and wander around aimlessly.

A FEW WORDS ON STRATEGY:
	Yes, this is a very difficult scenario.  You will be flooded with enemy units 
attacking you everywhere.  People have sometimes suggested to me that it is not winable,
but it is very winable- it just might take you a few tries to figure out how to do it.  In
the trilogy the forces of good had only a longshot chance of winning and I want to retain
that feeling of having victory be very hard earned. The key, in my opinion, is to maintain
an "offensive defense"- hopefully killing most enemy units just outside your cities, while
churning out lots of defensive units in the south to slow down the attacks there. Eventually
the large amount of units and money Mordor starts out with will run down.  Meanwhile,
move your most valuable units south (esp. wizards and Aragorn) ASAP to help The Ring
destroy Barad-dur.  If you can't stop the attacks near Minas Tirith, remember a terrain
square with a wizard on it cannot be attacked (unless by the Witch King or Saruman).
Getting The Ring to Barad-dur safely and as fast as possible is the most important thing to
do by far.  Once Barad-dur is conquered you will most likely be able to go on the offensive
everywhere, so hang in there until then.
	If you still find the game too difficult, remember you can always try playing at
first on an easier level than the default Emperor level.

FINAL NOTES:
	I'd like to think my map is pretty accurate, based on Tolkien's own map and 
books plus The Atlas of Middle Earth by Fonstad and The Complete Guide to Middle 
Earth by Foster.  Still, I had to make up names of cities and guess at terrain willy 
nilly for many places only vaguely referred to by Tolkien yet still important (for 
instance Harad and Rhun).  Sorry for the artistic liberties.
	Any comments, suggestions or improvements are very welcome.  You can 
e-mail me at harlant@hawaii.edu. The unauthorized selling, distributing or otherwise 
profiting from this scenario is prohibited.  Free distribution on the internet is
encouraged.
	If you enjoyed this scenario, I've made two others as well you might want to try
out: The Viking Age and The Mongols.  Like this one I tried to make them as good and
accurate as possible.  They are available at Mike McCart's Mod Heaven.

THANKS:
	I had quite alot of help and advice from others in making this scenario.  I got
inspired to make this scenario after seeing Curro Domingo's Civ2 map of Middle Earth
which I used as my base map, edited a little.  Thanks.  And I wouldn't have tried making
a scenario without Patrick Williams' FAQ on making scenarios since this was my first
scenario.  I made most of the graphics myself, but usually not from scratch.  I stole heavily
from Mike McCart's ModHeaven web site for graphics ideas.  For instance, I messed around
with the Cities.gif file to make Mordor's cities look extra evil- these were based on things
from Mike McCart's AllCities.gif. Even more graphics got started from pictures I grabbed off
the WorldWideWeb (esp. for the Icons.gif) which I edited down and formatted using Paint
Shop Pro and the tips provided by Antonio Leal (so in most cases the units and wonders are
based on actual pictures people painted of those things).  The Title.gif file is a painting called
"Pursuit in Rohan" and was done by Ted Nasmith.  I got it from the Halls of Tolkien web site
by Scott Powers (http://shire.ncsa.uiuc.edu/Tolkien/TolkienWorld.html), THE place to go for
Tolkien images in my opinion.  The JRR Tolkien Information Page (http://www.csclub.
uwaterloo.ca/u/relipper/tolkien/rootpage.html) was also useful. Finally, many others including
Mike Forster, Curro Domingo, Matthew DesOrmeaux and others have been very helpful with
suggestions, contributions and playtesting.
For the most recent update, I was particularly helped by John Casler with the sound
files and playtesting.  Five other civ2 fans helped with the playtesting as well. Thank you all!

Now, stop reading already and go and have some fun!
