A Scenario for CIVILIZATION II                                           ID 2/7
Designer's notes.
==============================

AUTHOR: Hanti
SUBJECT: Scenario "THE 4 SEA REPUBLICS - GOLDEN EDITION" details.
VERSION: 2.5 (requires at least FW CD)



Contents:
1.   b r i e f   c o m m e n t s
 1.1 basic notes
 1.2 features
 1.3 about historical accuracy
 1.4 objectives
2.   d e s c r i p t i o n s
 2.1 nations involved
 2.2 background by Pimpinone
 2.3 units (that should be explained)
 2.4 mysteries
 2.5 known bugs
3.   u p d a t e s
4.   l e g a l   n o t e s
5.   c r e d i t s
 5.1 special thanx
 5.2 the story from behind the scene



1.   B  R  I  E  F     C  O  M  M  E  N  T  S


1.1  BASIC NOTES

* The scenario starts in 1000 AD and ends in 1500 AD. 
  That means you have 100 turns in which to win the game.
* You cannot change governments.
* Scientific research is at 40/10 rate,
  and each nation is researching some advance that is set up 
  to be discovered in some time. There are other techs to research also.
* If you play Turks, don't be surprised if your cities go into disorder 
  after some time - your empire is supposed to be too large for despotism
  style of government. Eventually you may be forced to put 3 units in each 
  town to calm down citizens.
* Separated tech trees were done to add more flavour to the game.
  Also civs have its own wonders as a demostration of their national character.
* Roads on the map were mostly made not for historical accuracy, 
  but for players convenience, although they're placed rather logically.
* There are several different national units mostly dependant on
  national capabilities of involved time. Some of them are available only
  by events file.
* There are random barbarian uprisings and it is intended to simulate
  independent states that exist between superpowers of that time.
* You can't gain tech from conquest and can't steal or research special techs.
* Pollution is eliminated.
* Terrain resources values were slightly changed
  (e.g. sea squares are fair good, Castle squares are extremaly good).
  Lebannon forest gives little more trade than standard forests,
  steppes are formerly plains, dunes are intended as very hard desert
  (especially for movement).
* Small Keep is an renamed airfield - so it does't give defense bonuses
  but prevents whole army from destruction in case of attack.
* The Castle lays on standard terrain, so all units attacked here will die
  in one assault, but this square has the highest defense values - try
  to build fortresses on it :O) You'll have "unbeatable" positions.
* There are some unique structures: coastal walls in Byzantine critical
  cities to prevent them from easy conquering by sea and shipyards
  for sea republics capitals. You can never rebuild those structures no matter
  advances you have or civ you play.
* Some civs have more than one capital, partly to simulate various 
  administrative centers (French\Holy Romans) , partly to enhance that 
  civ capability (Turks).
* Few buildings were renamed: Temple into Chapel, Colosseum into Basilica,
  Market Place into City Market and so on. Details are in Civpedia.
* Max city population is 14 (I made sewer system unavailable) to keep
  some realism (cities of that epoch were not as big as today).
* Units have more hitpoints to create more sensible battles and less random
  deaths.
* MULTIPLAYER games are strongly recommended: most civs have similar chances
  of development (except Pisans).
* All units include exclusive units (unique) are listed in pedia,
  all builddings also (even that buildings players can't build during game)
* Siren is sailor's illusion.



1.2  FEATURES


     The terrain is somewhat developed. Well, first civs settlet at 
Meditterannen few thousand years before scenario time. So don't be surprised 
all of these irrigated squares, lonely mines or roads. 
There were settlements in those places earlier.
     Also there will be many units that come with events file - they are 
to perform minor nations role - filling the lands with life (or death ;).
     Another thing is that at the beginning of a game one city (Durazzo) is
producing Swiss Mercenary unit. It's not a bug - because of Normans strong
contacts in western europe they manage to hire various individuals into their
war machine (but if you change production - you will no longer be able to
recruit that type of units .... until developing of "Banking" advance).

     Speaking of diplomacy: nearly any political configuration is possible, 
because in that time it was really possible (even between Turks and Crusaders
- just remember King Richard\Saladin's pact).
     The exceptions are: 
"everlasting" wars beetwen Turks\Byzantines, Genoans\Venetians 
and "eternal" allies like Venetians\Normans, Genoans\Bizantines.
     Anyway if you cancel alliance during negotiations - that is no more
"eternal" allies any more (or perheps until they propose you an alliance
later in game .... very doubtful).
 
Here is a tabel of diplomacy disabled relations: 
TUR -> BIZ   BIZ -> TUR    war
VEN -> GEN   GEN -> VEN    war
VEN -> NOR   NOR -> VEN    ally
BIZ -> GEN   GEN -> BIZ    ally

     So, if you get messages announcing things like "the war between the
Byzantines and Turks has ended" it will be not true. It's just like the AI's 
dreams....but we will not allow their realisation :)
     They are only what the computer would want to happen if it weren't for
events in the events.txt file. But you shoul already known this ... 

     Some techs have special meaning, working only in diplomatic relationships.
These ones give nothing to your knowlegde or national capabilities, but can be
useful when someone threaten you in negotiations: just give it to them and make
them peaceful. You can also steal them from others if you need them ....
.... starting war against you :)

     In the events.txt file are encrypted many historical events according to
the epoch. Better to let you be surprised than tell all here. The events file
also creates most barbarian and exclusive (impossible to build) units.
     Furthermore, it gives sometimes useful, sometimes harmful techs to
civs on occasion (FW\MGE version).



1.3  ABOUT HISTORICAL ACCURACY


     This scenario is mostly accurate, when speaking in general.
It was based on real strenghts and weaknesses of the nations involved.
However, as usual, some exceptions had to be done, to make it more playable,
as playability is a key word here.

     I designed that scen with a thougt that it should cover long period of
time with a idea, that war between maritime states for world trade dominacy
should stay the main theme. So I had to stick together French and Holy Romans 
(kind of nonsense) and Turks with Fatimids (more logical, but not correct), 
as only 7 civs can exist in game.

     Events introduce real history and try to influence the game through
making units happen in game or giving techs to civs.



1.4  OBJECTIVES


     You can use two systems to claim victory: standard objectives and 
national goals. 
     In standard system cities are count as objectives. Anyway not so many
cities are considered "objectives" but most of them are highly valuable (with
3x factor) so capturing them count much. Victory by standard objectives is
count as normal (here are conditions):

Byzantines decisive victory = 31
Byzantines marginal victory = 19
Byzantines marginal defeat = 11
Byzantines decisive defeat = 3

     There is 46 total objectives in scenario. Byzantines are protagonists
and at the start posses 17 of them. Here where they are:

BYZANTINES
Byzantium x3
Belgrade x1
Antioch x3
Amalfi x1
Adrianople x1
Varna x1
Thessaloniki x1
Tarsus x1
Sophia x1
Rhodos x1
Philadelphia x1
Miletus x1
Ephesus x1

VENETIANS
Venezia x3

NORMANS
Palermo x3
Durazzo x1

FRENCH\HOLY ROMANS
Toulouse x3
Roma x3
Milano x3

PISANS
Pisa x3

GENOANS
Genova x3

TURKS
Ankyra x3
Jerusalem x3
Sardis x1


     National victory goals are as follow:

1) Byzantines: "survive with minimal losses"
                marginal: must have its capital (Byzantium) plus all starting
                          towns in Greece
                decisive: marginal plus all towns in Asia Minor

2) Venetians: "take over all Byzantine possessions"
               marginal: capture all towns in Greece
               decisive: marginal plus have more citizens and towns than Genoa

3) Normans: "capture Palestina"
             marginal: capture Jerusalem, Edessa, Damascus, Antioch, Palmyra
             decisive: marginal plus conquer all southern Italian towns

4) French/Holy Romans: "control Europe"
                        marginal: capture Greece, northern Italian and
                                  Balkanian territories
                        decisive: marginal plus southern Italy and Sicily

5) Pisans: "live by trade"
            marginal: build at least 10 prosperous colonies
            decisive: marginal plus earn 30.000 gold

6) Genoans: "compete Venetians"
             marginal: prevent callapsing of Byzantines, securing their
                       cities in Greece and in Byzantium region
             decisive: marginal plus capture all overseas Venetians colonies

7) Turks: "conquer Byzantines"
           marginal: capture all Byzantine towns in Asia Minor with their
                     glorious capital in Byzantium 
           decisive: marginal plus capture Balkanian\Black Sea towns





2.   D  E  S  C  R  I  P  T  I  O  N  S



2.1  NATIONS INVOLVED


     These are short descriptions of civilizations in scenario
(some of these descriptions were stolen from "Habsburg" scenario
by Michael J. Daumen and Harlan Thompson -> Byzantines, Holy Romans, Turks)

There are seven sides in game:
1) Byzantines                                                     (Russians)
2) Venetians                                                      (Japanese)
3) Normans                                                        (French)
4) French/Holy Romans                                             (Spanish)
5) Pisans                                                         (Americans)
6) Genoans                                                        (English)
7) Turks                                                          (Mongols)


1) BYZANTINES: The remains of the ancient empire struggle to stop yet 
 another wave of invasions. Centuries have made them weak, but very 
 advanced in sience and culture. This is what left of the once so glorious 
 roman empire. The Byzantines have given up all their ambitions to create
 a great power, since they lost southern Italy and Sicily to the Normans and 
 most of Asia Minor to the Seljuq Turks. However its old capital Constantinople
 is still the biggest and most beautiful city in known world. 
 Located right between the fronts of the Turks, Normans, French\Holy Romans and
 Venetians spheres of interests Byzantines experience, and influence a large 
 portion of the Action. Their location allows them easy naval access to the
 Muslim regions in Northern Africa and Egypt, as well as Syria.
 All countries except their allies have some hostility towards Byzantium 
 (so try tohold on with Genoans and Pisnas), French\Holy Romans stays neutral
 but is rather uncertain balance.
 Byzantines have a small, underarmed army, but their varangian guards units 
 gives them a big advantage when it comes to defenses (unfortunately they're
 very limited in number). Initially their navy is a weak one. Drommonds can be
 reaearched to compensate it and to keep in touch with naval powers. 
 Research is the key role in struggle for survival for Byzantines - at least
 they can get "Byzantine Specials" to produce Greek Fire and Drommonds.
 Also Clibanarii cavlry could be very handy against Turkish Spahis.
 They are the one nation that can easily discover farmlands\Agro Markets
 improvements.
 At the beginning their advantages are also "Eastern Trade Route"
 (Hanging Gardens) and "Capital of the world" (Richard Crusade) wonders.


2) VENETIANS: their only ally are Normans. Uneasy relations with Holy Romans
 and Turks will put them perhapes soon into great wars. Actually they wage
 their war against Genoans\Byzantines Alliance.
 They can research Venetian Cavalliers unit: good land offensive\defensive unit
 made of rich young men seeking war adventures and fame, mostly of citizen's 
 family origin.
 As the naval power they have "Naval Warfare" wonder (Magellan's Expedition).
 Their fleet is the number one of that epoch, they gain many new units through
 events file (those "five golden rings" music\signal is mostly for their new 
 Caravellas :) And their ships (soon to reaearch) Venetian Galleys are the
 ultimate weapon when "Rule the Seas" goal is mentioned.
 Venetians settled many places along the coasts of Mediterranean, so strong
 fleet is essential to protect their colonies.


3) NORMANS: have valuable allies at the start of a century: Venetians,
 Pisans and Holy Romans. This situation mostly secure their borders,
 so they can concentrate on overseas affairs (e.g. capturing Jerusalem).
 They have wars with Turks and Byzantines. Cease fire with Genoans can evolve
 into open war if they will be still fighting Byzantium. Their capital can 
 earn needed money through "Crusades Movement" wonder (Colossus).
 Their navy is rather poorly one, but land army can match most foes.
 They are the only one civ to train Latinians cavalry (much better Knights).
 After conquering Sicily their main aims are now capturing rest of Italian
 cities that still belong to Byzantines (before others will do it;) and
 liberate the Holy City. They are aslo main crusaders movement power in
 region.


4) FRENCH\HOLY ROMANS: They have an excellent diplomatic conditions: no active
 war. Although the problems could be provoked by "cease fire" with all of 
 Italian Republics. The only stable relations are with Byzantines (peace)
 and Normans (alliance). Turks are unknown at that time.
 This civ in fact represent two different empires: the Germans, Italians,
 and Papal state are the Holy Romans, the rest belong to French Kingdom.
 Together they can be considered the most powerful Christian Kingdom.
 Controlling a vast territory in Central Europe, the Holy Romans are 
 conviniently located close to the Byzantine Empire, and therefor the region
 of Anatolia (largely controlled by the Turks).
 Holy Roman Empire was the largest nation in Europe at this time,
 but the power of the king was very unstable, and the crown was moving between
 the noble families.
 There were also a struggle between the pope and the emperor. Most of the time
 during the crusades, the crown was in the hands of the Hohenstaufen family.
 French were controlling a large amount of territory in Europe, the
 French Kingdom is the second most powerful in this continent.
 Having cities on the Mediterranean Coast, it is easier for them to play an 
 active role in the Holy Wars. In fact France was the main crusaders power and 
 participated in seven of the eight great crusades. France is a strong military
 force on the continent with a stable monarchy and a strong influence from the
 church.
 Unfortunately their campaigns will be slowed down, by the Slavic 
 kingdoms (Barbarians) which are between Holy Roman territory and Anatolia
 and by actions of the indepandent states from the northern territories. 
 They have a very powerful army with a high number of infantry units.
 Their navy can be considered small. Having northern Italy under their
 control gives them a Naval advantage as the powerful Italian cities
 have access to the Mediterranean (but only Small Galley can be build - a unit
 with full seas capabilities but poor military values).
 Being the most powerful Kingdom in Europe they can become a formidable 
 obstacle towards reaching your goal, whether being the Turks or any other
 Christian Kingdom (even Normans - this alliance could not stand for a long).
 This civilization has a special unit called Burgundians (Burgundians were
 part of the Holy Roman Empire with powerful forces). This is just the one unit
 that produces text like: "You speak to the ruler of MOST POWERFUL civilization
 on this Earth" ;))
 At the beginning you have a handful of caravellas. If you loose them in
 combat - they're gone and no more can be build. You can still construct
 small galleys, but they are no match for enemy warships.


5) PISANS: This Italian republic have its prime days passed away. Even still 
 having big navy it cannot cmpete with younger cousins like Genoa and Venice.
 Located near the middle of Italian Peninsula is threaten either by Normans
 from the south and Holy Romans from the north. The relations with other
 Italian sea powers are also uncertain. Especially Venetains are unknown.
 The only certain thing is that Pisans are nearly completion of their
 great wonder - "Il Principe" (Great Wall).
 They have cease fire with Holy Romans and will have good diplomatic relations
 with the rest of the world (if they manage to stay neutral).
 And they're preparing a big surprise for their neighbours: very good defensive
 unit of Armored Pikemen.
 As for the sea power they will have ships with boosted speed.
 Well, and Pisans government is .... Pisan Republic (a Democracy in fact).
 This government combined with Great Wall abilities make this country very
 sturdy and resistant (when speaking of self defence).


6) GENOANS: an old Italian republic focused on western Mediterranean,
 second in naval power only to Venetians. Genoans established many trade
 roads and trade factories. They also kept good relationships with
 Byzantines. Bad thing is that their diplomatic position is rather weak - have
 only one ally (Byzantines) and one peace treaty with Pisans. Rest of the world
 could be in a short time against them. And the war with Venetians consume
 most of sea resources.
 The light side is their wonder "Marine Traditions" (Lighthouse) allow them
 to keep in touch with naval rivals.
 The worst problem for them will be imminent danger of the capital from the 
 Holy Romans (as always for the small country from the bigger neighbour).


7) TURKS: Seljuq Turks controled a very large portion of the Muslim world.
 The Seljuqs where a Turkish tribe named by their leader Seljuq, who
 introduced Islam to them. After the decline of the Caliphate of Baghdad, 
 the Seljuqs freed themselves and conquered an empire. They conquered most of 
 Asia Minor from the Byzantian empire, but also the holy city Jerusalem and 
 other cities in the mid east.
 Their Turkic origin has allowed them to produce the best mounted units in this
 time period. Also, their contacts and similarities with the nomadic peoples
 of western and central Asia allows them to build powerful units which 
 represent the nomadic populations that converted to islam, and therefor 
 offered their services in its name. Control of Baghdad and other great Muslim
 centers has given them a boost in technology, and culture. 
 In the scenario they also represent The Fatimids.
 THE FATIMIDS dynasty of Cairo since the decline of the Abbasids of Baghdad,
 has been the dominating nation of the Islamic world. The Fatimid empire 
 is a wealthy nation with its center in Egypt, and with both the holy cities,
 Mecca and Medina in their hand.
 Turkish powerful army is 50/50 when it comes to the Cavalry to Infantry ratio.
 They have a small navy that won't do them too much good.
 Since their area of control borders the Byzantines in Anatolia, and the 
 Fatimids in Egypt, it is recommended that they concentrate on building land
 units and taking on offensives. The Byzantines don't pose too much of an
 offensive threat so initiative is in your hands.
 It's a war time scenario so moving units through map is crucial cause your 
 territory is a vast one and your units mostly fast and your dream is to
 conquer the whole world, isn't it :)
 So advice is to use effectivly your cavalry: the country is vast and these
 units are fast (most of them are alpine). When Turks become ready to train
 Spahis they can start an massive assault against Byzantines.
 But when Byzantines manage to position their Greek Fire units in most cities
 Turks only advantage will be "Metallurgy" advance with Bombards.
 Diplomacy is a hard piece of art: Turks have none relations with others
 or have wars with them and their government is still Despotism.
 Turkish wonders will supply their expansion: Islamic Expansion (Pyramids) to
 feed your people, Sultan Osman's Reform (Shun Tsu Academy) to train your
 warriors, Al-Koran (Copernicus' Observatory) to secure science growth,
 The Umajjyad Moscue (J.S. Bach Cathedral) and Ka'aba (Cure for Cancer) to
 keep nation in obedience.
 About land units: in fact Yanchars and Jenissaries are the same Turkish
 name in different transcriptions. I decided to that trick because these units
 where the "flagship" of Turkish army and were reformed many times to stand
 up on modern battlefields. So if I could not change name I will not be able
 to mantain them ot their peak of abilities (means can't have the same name
 in events.txt file).
 I've seen in all of that era scenarios Mamelukes as an cavalry units, but
 mine Mamelukes are infantry. Why? Because they were INFANTRY.
 Mamelukes were the elite guard of Ajjubides rulers in Egipt known as the 
 Slave Soldiers, and they were very small in number (only one thousand men).
 Their duty was to protect their ruler, not to assault other countries and they
 mostly resident at Cairo (spending time on foot:).
 The Mamlukes are the most powerful Turkish forces available from the start.
 Draftmen units symbolises Muslim abilities to mobilize all villagers against
 "unfaithful" invaders.
 Holy Warriors are desert nomadic people that come to aid your Holy War, so
 you can't recruit them in cities.
 Sultan Mehmet's units are your ultimate weapon available in latest stages of
 a scenario.


8) BARBARIANS: in this scenario represent other nations who play a significant
 role in the events of the time (Meditterannen pirates and the Mid East Europe
 States). All other tribes nearby, as the Christians of Spain, the Hungarians,
 the Russians etc is played by the barbarians.
 They will appear also at random points of the map to bring some chaos into
 game (as it was in real life).
 All barbarian cities also have Capitals in them to prevent bribing
 (only FW\MGE version).



2.2  BACKGROUND BY PIMPINONE 


    (taken from his scenario, unfortunatelly I wasn't able to contact him
    to get permission - anyway for those interested his scenario was published
    in 1996 under name "The 4 Sea Republic" and some web pages still have it)


                           The 4 Sea Republics
                       a Civilization II scenario
                                   by
                                Pimpinone

BACKGROUND:

One of the reason, arguably the most important one, why Spain and
Portugal sponsored Columbus expedition and later ones to find a west 
route to the Indies was the trade monopoly held on the known East Route 
by the Italian maritime city-states. First Amalfi then Pisa and finally
Genoa and Venice fluorished in the first half of the millenium
by controlling trade, founding colonies and marketplaces, imposing
customs and figthing each other out in large scale naval battles.
Amalfi peaked first, as early as the ninth and tenth century, and
was a cosmopolite center of culture where merchants from all over
the Mediterraneum converged. The maritime code-of-law "Tavola
Amalfitana" developed there was to be the reference for several
hundreds years. Ultimately, however, they quickly declined in
importance under the pressure of the Normans from Sicily. At one
point they allied with the Pisans but were betrayed and sacked.
Their successive history fades in the dominance of the Duchy of
Salerno and in the general continuos change of power the Italian
peninsula was undergoing. The Pisans, in turn, were powerful in
the early millenium and urbane, if you take Dante's portrait of
their leader, Conte Ugolino della Gherardesca, as an cannibal of
his own sons with some skeptiscism. Dante had reasons to be bitter,
since his hometown, Florence, was a long harsh rival of Pisa for
mainland control. While guarding from the newcomer Florence, Pisa
had also to fight in a tourbillion of alliance and vendettas with
the nearby Lucca and Siena. But Pisa's power of the sea was to come
to an end because of the raging war with Genoa which culminated
in the Genoese victory at Meloria in 1284, under the admiral Benedetto
Zaccaria, and, eventually, because of the unceasing action of the river 
Arno, on which Pisa was built, that ultimately led to the disappereance
of the port (Pisa now lays several dozen miles from the sea).
Genoa and Venice emerged eventually as the leading maritime powers
of the time. And they fought each other out to the end. Their main
battlefield were the Aegean Sea and the Black Sea, where they 
alternated in Byzantium's favour, which was in bad need of naval
assistance, which provided them the key to the eastern markets. In the 
continuos shifting of moods and interests, Genoa eventually emerged as 
Byzantium favourite trade partner and naval allied, while Venice was 
playing its cards in the World politics of the Crusades time. At a 
certain point, Crusaders ferried and decisively lead by the Venetian 
blind Doge Eugenio Dandolo managed to conquer Constantinople itself and 
set up their own latin Emperor figurehead, which lasted half a century.
Meanwhile, Genoa and Venice were fighting each other out in home
waters as well, and a certain point Genoa had the best by winning
at Curzola and later at Galata. In this time among the prisoners in
Genoa's dungeons was a certain Marco Polo, who wrote the memoirs of 
his China trips while under custody and the resulting book "Il Milione"
was an extra trigger to the East Route run. Later on, however,
Venice inflicted a serious naval defeat to the Genoese at Chioggia,
near Venice, where the Genoese were trying to set up a colony in
a bold attempt to blockade Venice in its own laguna. Moreover, at
the end of the 15th century, the genoese colony of Caffa in the Black
Sea was contagied with plague by the sieging Mongols (the Mongol leader
had the nice idea to catapult the dead body of his own comrades into
the Genoese city) and from there the Black Death spread over to
Byzantium, to Genoa itself and from there to France, England and
the rest of Europe. These setbacks and internal political struggles
led to the definitive decline of Genoa as a sea power toward the
end of the 16th century, further paralized by the discovery by one
of their own sons, Cristoforo Colombo, of the West Indies as a final
irony. Venice, on the other hand, lasted much longer as an effective
force in the Mediterraneum, thanks also to their stable political system 
and their ability in the international diplomacy game. Though no longer 
a dominant merchant power, the Venice Republic lasted till it was 
eventually conquered by Napoleon and annexed by him to the rest of his, 
short lived, Italian Kingdom. At the same time Napoleon easily 
conquered the remnant of the powerless Genoese Republic (which had just 
sold its last colony, Corsica, to France an year before Napoleon was 
born in Ajaccio). The era of the Sea Republics practically ended at the 
end of the 15th century, at the same time as when Byzantium, more and 
more impoverished and demoralized for the past five hundred years by
the continuos struggles with Muslims, Bulgarian and Serbs, not to
speak of Crusaders and Sea Republics, finally was conquered by
the Othman leader Mehmet II. The only allied Byzantium had in the
final hours was a Genoese, Giovanni Giustiniani, and his small fleet
and one thousand companions. Giustiniani died together with
the last Emperor of the Greeks, Constantine Dragases. 
The East Route was closed forever.


PIMPINONE's AKNOWLEDGEMENTS

I would like to thank Pete Alwin for his map of the Mediterraneum,
that I found in the public domain, without which this scenario
would never have been developed.



2.3  UNITS (THAT SHOULD BE EXPLAINED)


Assassins - in opposition to most other designers I let live my assassins
            after making their strike. I think they were top professionalist
            rather stupid, mindless jerks. E. g. one of their method was
            drink\food poisoning, so if they managed to complete the task, they
            could run home. In game they're very fregile and can't sustain
            much damage, but if they're lucky, you can use them in another
            task. Yet, don't expect missile-like assassins in my scenario.

Drommonds - a "missile" in fact. Kind of ship full of explosive materials.
            Maybe not exactly what drommomds were, but if they will not
            be missiles, Byzantium could be too powerful at seas.



2.4  MYSTERIES


* some quests for players: Genoans: capture Knossos
                           Normans: capture Jerusalem
                           Holy Romans: capture Geneve



2.5  KNOWN BUGS


* Sometimes when computer states "war just ended" .... computer lies
* Under CIC when computer controlled Normans don't build Latinians
  and Byzantines don't build Clibanarii
* Under CIC Venetian caravel appear through events in Venetia even when
  other country conquered the city
* In CIC advice.txt\game.txt must be in civ2 root directory to act properly
* Under CIC Barbarian cities don't produce units at all.
* Making a special unit a GIFT gives national restricted tech known to other
  nation (even with "Ato,no" prerequisites)
* Playing MGE when using CIC version make MGE dismark objectives in SCORING
  MENU
* Under FW diplomats used by humans can't do anything against cities



3.   U  P  D  A  T  E  S


Version 1.0: first version sent to few persons to get a feedback,
             project was launched about 17.06.98 and based on old Pimpinone
             scenario T4SR from 1996, significant changes made in units.gif,
             icons.gif, cities.gif, terrain1.gif (deer instead of silk, cow
             instead of wheat)
Version 2.0: comletly rewritten scenario, Amalfitans changed to Holy Romans,
             map were corrected, mountains added, new gold and iron pictures,
             terrain2.gif improved (forests without white tree's trunks to 
             make deers more visible, lebannon forest introduced, steppes 
             insted plains, dunes as hard desert)
Version 2.1: small enhancements were made through versions 2.1, 2.2, 2.3,
Version 2.4: first designed under Fantastic Worlds addon
Version 2.5: first public edition, most files taken from ver. 2.4 (only some
             text files changed, eg. rules.txt)



4.   L  E  G  A  L    N  O  T  E  S


I am not responsible in any way for any damage, malfunction, etc. this files 
may cause to your computer, but don't worry, it doesn't have any viruses on it
and it seems to work fine. 

Feel free to distribute this scenario to anyone in any way, as long, as all 
files are included (also this "readme") and nothing in the zip file has been
altered in any way, and of course as no money is requested.

Please remember anyway, that some designes\pictures used by me, may be 
copyrighted by their respective authors.

If you have any comments, suggestions, questions, complains, etc. or
If you do happen to have any problems with this files 
please e-mail me at the address at the end of this file. 

I hope you enjoy spending your time with the work I've done.



5.   C  R  E  D  I  T  S


     Many icons were taken from different Civ sites and mostly were modified
by me. I also used All Icons Collection made by Harlan Thompson and
Huge Icons Collection made by Pablo Farias. Flags were found in Huge 
Collections of Flags by Michael D. McCart and Michael D. Raney.
     Some terrain pictures are from: Arabia Awakes scenario by Leon Marrick,
The Viking Age scenario by Harlan Thompson and Trajan's Conquest scenario
by Michael Garibaldi.
     Some other graphics were taken from: Holy Wars scenario by David Morovan,
(his initials are DM), Arabs Conquest scenario by Aleksiej Andriejski, 
Great Crusades ver. 1.0 scenario, St. Leo's modpack, St. Otto's Reconquista
scenario, Bonaparte scenario by John Ellis and Alex the Magnificent web page.

     If there were someone's initials - I left them. If not - sorry.
So if anybody recognizes his work, just let me know.

     Well, that's all. If I forgot to mention someone - sorry folks.
Just too much to remember.


5.1  SPECIAL THANX

These are persons without their help this scenario could not be exist:

                        Harlan Thompson
                      Larry "Zorro" Fildes
                 Peter F. "Blackclove" Delaney


5.2  THE STORY FROM BEHIND THE SCENE


I made this scenario after some time gameing the Pimpinone's "T4SR".
I was impressed by the theme and subject of it, but dissapointed
by technical edition (those Elephants or Phalanx e.g. for everyone).
Well, I know it was 1996 when author created his works, so I decided
to make some minor improvements to make it more playable in 1999.
First I edited rules, then started making different units for different civs,
then found myself messing with graphics....altering nearly every file.
The result was encouraged, so I sent version 1.0 (I thought "a finished
piece of art") to Harlan Thompson.
And he was so kind to give me many valuable advices and encouraged me to
realise the scenario in more proffesional style.
So I made it (changed nearly every bit of ver. 1.0). One of Harlan's
best suggestions was to change Amalfi Republic (4th Sea Power) into
French Kingdom (to divide Normans at Siclily from French at Provance).
I did it and in this way scenario lost his cause to name itself 
"4 Sea Republics" as only three of them left (Venetia, Genoa, Pisa)
 - but I used old name because its still sequel to Pimpinone's work (in the
"spirit" of the scenario).
Logically name was changed to "Golden Edition".
Anyway all ideas are the same and I even strenghtened naval powers nad maritime
towns (special improvements, ships by events, ships durabilities,
ocean squares).
Now due to a few playtesters (thanx Larry!) version 2.5 is ready, and
I hope you can enjoy playing. 


Any comments are always welcome.
*YOUR* comments are always welcome;)

Paul Hanti,
email: hanti@friko2.onet.pl

PS: Jesli jestes grafikiem i chcialbys pobawic sie w swiecie civ2,
    to zapraszam do wspolpracy.
    Proponowane tematy to: powstanie Chmielnickiego (nie umiem narysowac
    ladnych Tatarow, Kozakow, nie mowiac juz o husarii) lub inne tematy
    z historii Rzeczypospolitej (1410, Batory, Wieden, Lokietek itd.).
    
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