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	Civilization II Star Trek: Kappa Quadrant
	a scenario by Kevin Klop (Willemvanoranje)
		      version 2.30
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1.01 INTRODUCTION
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This scenario requires FANTASTIC WORLDS to be played. It has not been tested on MGE yet, I hope someone is willing to do that for me. To use this scenario, create a folder in your scenario folder called "ST Kappa", you can unzip the zips into that new folder.

There is an optional planetary screen, city.gif, which should replace the same file in the main civ directory. Make sure you rename the original city.gif (like to Ocity.gif) or move it to
a safe place.

Star Trek and all things to do with Star Trek are copyrighted by Paramount so this scenario is not to be used for commercial purposes as I don't want to be sued.



1.02 STORY AND SCENARIO OBJECTIVES
-------------------------------------
This scenario is one of the many scenarios based upon Star Trek. The difference is, that this one plays in the future. Voyager has returned from the Delta Quadrant after a twelve year voyage. Janeway has been promoted to Admiral, Chakotay has his own ship, Tuvok is a Federation Ambassador in Cardassia, Seven is a science officer on the Enterprise F, Harry Kim has recently been promoted to lieutenant-commander and serves on the U.S.S. Cochrane and Tom Paris is a teacher at the academy (piloting) and he is married to B'Elanna. Everything seems to be peaceful. But then, a higher being takes a part of each quadrant and transports it into another Galaxy.........
In this Kappa Quadrant where you arrive, there's only one civilization left. They're called the K'ra. They are a non-hunanoid insect-like lifeform, but they integrated other races into their civilization. That's why they can built 'normal' spaceships, too. 

In this scenario, you must find a way to get back to your own galaxy (to the Alpha, Beta, Gamma or Delta Quadrant, depending on the race you choose). You can achieve this goal by researching the Galaxy Jumping technology. To get Galaxy Jumping available you need two technologies, and they are 'specials', meaning they are limited to one race, but can be traded.


1.03 HOUSE RULES
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- Do not rename any cities as some of them are required for
events to occur.
- When you are told to delete a unit (your own), do so.


2.01 TRIBES - FEDERATION
-------------------------------
The FEDERATION uses a Federation (really?) government (Democracy in Civ2 terms). The Federation has the biggest number of starship designs, but they can neither be upgraded nor replaced by 'newer' units.

Advantages:
- Fastest Research
- Access to the Time Tavel technology which allows the   Premonition-class starship to be build.
- No corruption

Disadvantages:
- Units support take up production capability.
- Units in space cause lots of unhappiness.

2.02 TRIBES - KLINGONS
----------------------
The Klingons use the Star Republic government (Republic in Civ II terms). The Klingons are situated not far from the Romulans. 

Advantages:
- Access to the Shockwave Technology advance, which allows the Jach'Eng   to be build.
- A nice ammount of money coming in every turn.

Disadvantages:
- Corruption
- Units support take up production capability.
- Units in space cause lots of unhappiness.

2.03 TRIBES - ROMULANS
-----------------------
The Romulans use, just as the Klingons, the Star Republic government.

Advantages:
- Access to the Rift Creation technology which allows the Phoenix-class   to be build.
- A nice ammount of money coming in every turn.

Disadvantages:
- Corruption
- Units support take up production capability.
- Units in space cause lots of unhappiness.

2.04 TRIBES - K'RA
-------------------
The government used by the K'ra is unknown, as is all other information about them. The only known thing is that they origin from the Kappa Quadrant, and that they once were an aggressiv race. That's why they conquered all the other species in the quadrant.

2.05 TRIBES - CARDASSIANS
-------------------------
The Cardassians use the Star Empire government (Monarchy).

Advantages:
- There isn't a lot of unhappyness

Disadvantages:
- lots of corruption
- slow research
- income is low

2.06 TRIBES - BORG
-------------------
The Borg use the Collective government (Comunism).

Advantages:
- There isn't a lot of unhappyness
- Science rate is acceptable
- Production is higher
- The Borg have the strongest units

Disadvantages:
- Units support take up production capability
- Income is not as high as in Star Republic or Federation

2.07 TRIBES - DOMINION
-----------------------
The Dominion use the Great Link government (Fundamentalism)

Advantages:
- There's no unhappyness (due to the Ketracel White)
- A lot of money is coming in
- Science rate is normal, there's no 50% penalty like in Civ II.

Disadvantages:
- Production isn't as high as it could be.


3.01 TERRAIN
------------
There isn't much to tell about the terrain. The map is mainly space. There are three kinds of nebulae, there's a 'Spatial Rift' (ocean) and a 'Wormhole' terrain, and that's it. A Warp Beacon cuts movement cost in half.

4.01 ADVANCES
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The tech tree isn't very short; but research as the Federation can go very fast, that's the reason why researching is 50/10. The technologies lead to either Time Travel (Federation only), Subspace Catapult, Shockwave (Klingon only), Rift Creation (Romulan only) or Omega Weapon.

5.01 UNITS
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There are a few types of units.

Torpedos 		- Omega Weapon, Quantum Torpedo, Biogenic Weapon, Bio-Nano Virus,                           Tricobalt Torpedo. These units can be compared to the Cruise Missile or 			  Nuclear Missile.

Diplomat 		- Ambassador

Cloaking Ability 	- All units with 'Clk.' have cloaking ability (submarine advantage)

See Cloaked Ships	- Escort-class    (F)
			  B'rell-class    (K)
			  Shrike-class    (R)
			  Norin-class     (C)
			  Detector        (B)
			  Fighter         (K*)
			  Attack Fighter  (D) 

Extended Sensor Range   - Galaxy-class	  (F)
			  Sovereign-class (F)
			  D'Deridex-class (R)
			  Negh'Var	  (K)
			  Galor-class	  (C)	
			  Cube		  (B)
			  Warship         (K*)
			  Battlecruiser	  (D)

Ignore Zone of Control  - Sovereign-class (F)
			  Intrepid-class  (F)
			  D'Deridex-class (R)
			  Negh'Var	  (K)
			  Galor-class	  (C)
			  Assimilator     (B)	
			  Warship         (K*)
			  Battlecruiser	  (D)
			  Attack Fighter  (D)
			  All Ships with Cloaking Ability

Upgraded Engines        - Steamrunner	  (F)
			  Fek'Lhr-class   (K)
			  Shadow-class    (R)
			  Hideki-class	  (C)
			  Interceptor     (B)
			  Small Cruiser   (K*)

Torpedo Bay		- Sovereign-class (F)
			  Galaxy-class    (F)
			  Negh'Var	  (K)
			  SuQ'Jagh-class  (K)
			  D'Deridex-class (R)
			  Galor-class     (C)
			  Cube		  (B)
			  Warship 	  (K*)
			  Strike Cruiser  (D)
			  Battlecruiser   (D)
			  				

Torpedo Destoy System   - Akira-class 	  (F)
			  Interceptor     (B)
			  Tentacle Cruiser(K*)
			  

6.01 CREDITS	
-------------
John Valdez, for a few tips in previous scenarios and through Kobayashi, and for his Star Trek Modpacks (which I can highly recommend, too), which also were a  source of inspiration.

Thanks to CornMaster, Alciabates of Athenae, Kobayashi, John Valdez and all the others who replied on the topic in the Scenario Creation Forum at Civfanatics.

Cameron Hill for tips to improve the scenario.

All units with KK in them (see units.bmp) are created/edited by me. Those without any initials were found on the internet. The cities were all created/edited by me, except for the K'ra cities. I kindly ask you to notify me if you want to use anything created by me for your own modpack/scenario or whatever. Don't be afraid, I will allow you to use it, I just want to make sure you keep the initials in the units if you use them (Mind: They vanish if you use the editor in FW), and I want to be sure I play the scenario!

SPECIAL THANKS to Patrick Choo (a.k.a Kobayashi) for all units with 'kb' in them, the city.gif, many city improvements and almost all icons, the people.gif, the K'ra Stations, and for his two scenarios, ST: Battle for the Alpha Quadrant and ST: Dominion (which I both highly recommend), which were a great inspiration. Further I want to thank him for playtesting my scenario and suggesting improvements, helping with a lot of tips for balance, and pointing out little bugs  for me. Without him, de final version would never have been available.

7.01 VERSIONS
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0.1	First test version
0.11	Small errors and bugs removed
0.2     Slight changes to the events and units
0.21	The useless Marauder unit is replaced by the Trade Vessel
	Icons are added and edited
0.22	Technologies changed
0.3	New events added
0.4	Changes in scenario settings
1.0	Scenario Finished and available for everyone
1.1	Small changes in tech tree
2.0	Tech tree completely redesigned
	Escape Pod unit added (instead of Trade Ship)
	Goal of scenario changed
	Kappa.scn started over from scratch on a new map
2.1	Events fixed and added
	Technology fixed
2.2	Events fixed
	Terrain Resources changed
	Food eaten by Citizen every turn changed
	Ship Hold bug removed
	Two useless city improvements deleted after all
	Galaxy can become oppsolete/Sovereign has to be researched
	Technology tree expanded
        More ships can become oppsolete
	Most ships must be researched
	Shield placement problems solved
	Different styles for city.gif and Batch program added

8.01 CIVFANATICS
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Never heard of this site? Can't immagine that! You just have to visit it and become a member:

			www.civfanatics.com
		       forums.civfanatics.com