"THE MONGOLS: FROM GENGHIS TO KUBLAI KHAN" SCENARIO, VERSION 3.1 by Harlan Thompson "I am the scourge of God. Heaven had delivered you into my hands that I may punish you for your sins, for you have sinned greatly." Genghis Khan, spoken from the pulpit of a large mosque in the Central Asian town of Bukhara, just before ordering his troops to level the town and kill most of its citizens. (you may need to widen the margins and use the New Courier font to view this file correctly, esp. the units chart) In 1211 Genghis Khan and his Mongol horde burst out of the steppes of Mongolia and onto the pages of history. He and his successors created the largest empire in the history of the world. Can you equal or even surpass their incredible military accomplishments? You have only 70 years before cultural assimilation and hassles of ruling domesticated the fierce Mongols, curbing their appetite for conquest (the last major Mongol attacks came around 1280, near the end of Kubilai Khan's life). Each turn represents nine months for a total of 100 turns. I won't lie to you- this is a big and very detailed scenario. It will take a bit of time to learn how it works and much, much more time to finish a complete game! Enjoy. CHANGES IN THE NEW VERSION This is more than an update, its a whole new scenario loosely based on the old. This is because it uses a new map. In the new map distances between towns are almost doubled. There are many new units, new wonders, new terrain, and new events and new everything! If you are familiar with the old version you will need to refamiliarize yourself. INSTALLATION The game will only work with the extra capabilities given by the Fantastic Worlds CD-ROM. 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 "Mongols" or whatever you want (but not "Mongol" as there probably already is one from the Conflicts in Civ CD-ROM with that name). Put all the files you downloaded in your new folder, and play. **** THE PLAYERS **** It's not easy to represent the dozens of countries of Europe, Asia and even Africa with only 7 civilizations. Several civs do correspond with real countries (the Mongols, Khwarizmians, Sung Chinese and Indians) but the others more represent broad cultural groupings, and then there are many barbarian cities here and there representing independent forces. You can choose to be any civ of course (except the Barbarians) but this game is designed first and foremost for you to be the Mongols. After that, it might be interesting to be one of the other "real" countries, but if you do, unfortunately assume the computer will not do nearly as well with the Mongols as they should (think of it as a "what if" Genghis Khan never was successful). It is impossible to change forms of government, so the government types mentioned below after each country name are permanent. Note that virtually every civilization is permanently at war with all of its immediate neighbors. The following are listed roughly in order of playability for the human player. THE MONGOLS- Despotism When you think about it, the rise of the Mongols is one of the most amazing things of all time. An extremely backwards people with no particularly special skills, unique technologies or military units and a very small population manages to create the largest empire ever in the history of the world! From a few tent camps in Siberia to attacking Germany, Java and Japan all in less than 100 years. Certainly it was no cakewalk and I've made this (IMHO) a very hard scenario to win. You start off with very little except lots of veteran troops and the genius of Genghis Khan and his Yasa Code. You only have four small cities and virtually no technologies except for those needed for the units you have. In truth the Mongols didn't even have an alphabet when they started conquering the world. The only way you can capture a city is by conquering it- your Spy is not able to bribe towns. This is because no town ever willingly gave itself up to the Mongols. Sure, there were places that surrendered without fighting, but in virtually every single case the town rose up in rebellion the first chance it had and the Mongols had to go in and conquer and ravage the town anyways. The reluctance to join the Mongols is obvious: you will note a huge swath of destruction following your conquests. What city improvements aren't destroyed upon conquest you may choose to sell off, leaving a hollow, starving wreck of a town. Don't worry, this is to be expected. The Mongol conquest of China cut the population in half, and some other areas and towns became completely depopulated! The Mongols are permanently at war and unable to talk to every other civ in the game. In addition, no civ can talk to the Mongols EXCEPT the Christians. This is because the Christians were the only exception to the Mongols' general attitude of all out war. Several times the Mongols tried to make an alliance with the Christians to divide up the Muslim countries in the Middle East but the Christians turned them down. In this game the Christians have to make the initiative to prevent an alliance from being too easy to get. MONGOL STRATEGY Let me give a rundown on the situation for the Mongols as the scenario begins. In 1206, Temujin, better known by his title Genghis Khan, finally unified all of the Mongol tribes for the first time in history. It took him several decades to accomplish that and by 1206 he was already well in his forties. The Mongols launched an attack upon the Minyak kingdom, represented in this game by the barbarian towns in the middle of the Chin / Kara-Khitai area. The Mongols were victorious in the countryside but unable to storm the towns since they had no siege experience. The war ended in a treaty somewhat favorable to the Mongols: the Minyak got to keep their territory but the Mongols are able to freely move their armies through it and the Minyak must pay tribute. In 1211 as the scenario begins, the Mongols are set to launch an attack on the larger Chin Empire. Genghis Khan has spent several years marshalling every force available to him, and many horsemen from the Kara-Khitai kingdom have spontaneous joined his army with the expectation of plunder. But the Mongols face the same problem they had with the Minyak: excellent cavalry but no seige warfare weaponry. You task should be to take a few smaller towns and steal, steal, steal technologies. Only after you have a weapon or two that can avoid city walls should you attempt to conquer Ta-tu or any other really big city. Don't attack the Great Wall any more than absoletely necessary to let your troops through. Historically the war was long and hard, lasting five years. Once Ta-tu is conquered, the Kara-Khitai will be easy picking (their city walls will disappear). Many horsemen and two towns from this kingdom have already joined you, and once you can show you are a great conqueror, their remaining resistance to you will be light. At this point, Genghis Khan stopped his great offensive against the Chin (though still at war with them), leaving the large cities of Kaifeng and Chang'an as a barrier between him and the Sung Chinese, and attacked the Khwarizmians who were looking to expand east. He still let the Minyak be since they posed no threat. You may be wise to do the same if you do as well (if so, let I-tu, Loyang and Henan stay Chin as well because there are many important fortifications controlled by these towns). Other comments. Don't fight Sung China until you're ready for it- they are tougher than you'd think (the Mongols didn't finish conquering them until 1279!). Build Temples, Post Houses and Intensive Irrigation in your towns as often as possible- this will help make them at least somewhat productive and happy (and steal the necessary techs as soon as you can!). Also, you will need money and managing so many cities can be a real chore, so it is wise to set your towns far from your borders on Trade Goods (i.e. Capitalization) once you have their unhappiness, corruption and starvation problems under control. The Mongols will always be short of money. A quick way to fix this is through expansion- certain key towns like Baghdad and Delhi will yield a lot of treasure. But if too many troops die you won't have the money to build new armies and so you'll get stuck in a Catch-22 where you can't expand! So be very careful that your units do not die needlessly, especially the irreplacable Mongol Cavalry. THE KHWARIZMIANS- Monarchy This Empire was like the Mongols' in many ways. It had appeared seemingly overnight and was rapidly expanding and attacking everywhere when Genghis Khan appeared on the scene. They were even starting to invade into China at the same time the Mongols started invading them. Many of their warriors were steppe tribesmen like the Mongols and so they have the same military units the Mongols do and then some. The Khwarizmians are permanently at war with the Muslims, Mongols, and Indians. The capital is Urgenj and there is an Emperor unit there representing Shah Mohammad. Although this scenario has been first and formost designed for the human player to be the Mongols, I've play tested it as the Khwarizmians and it works quite well that way. You could imagine it as a "what if" the Mongols never succeeded against the Chin. The Khwarizmian Shah had a brilliant son, Jalal al-Din, who turned out to be the most frustrating enemy the Mongols ever had, and had Genghis Khan not come along perhaps it would have been Jalal al-Din who forged a giant empire. If the Khwarizmian Emperor unit is killed, it will be replaced by this unique and very powerful Jalal al-Din unit. The Khwarizmians are permanently at war with the Muslims, Mongols, and Indians. THE SUNG CHINESE- Empire China had been divided into two parts for many years, but the Sung Chinese ruled over the more populous and economically important part. The Sung Chinese were the most densely populated, developed and technologically advanced civ of the time. Perhaps had the Mongols not decimated the Chinese, and even cut their population nearly in half, the Chinese would have had a Renaissance several centuries before the Europeans. The capital Hang-zhou was the largest city in the world at the time (over three million people!), and Marco Polo's later accurate description of it was met with disbelief in Europe, where they couldn't believe cities of such size and grandeur could exist. There is an Emperor unit in Hang-zhou. The Sung Chinese are a real challenge to conquer (it took over half a century for the Mongols to finally conquer it), but if you play this civ as the human player it will be hard to break out of the natural barriers on all sides. One potential tool the Sung have is their naval technology you can develop. Shortly after the recovery from the Mongol invasions in the 1400s the Chinese dominated the Indian Ocean with ships many times larger and more advanced than the Caravels and Galleons the Europeans later dominated Asia with. Its a great mystery and historical "what if" what would have happened if the Chinese would have used this navy instead of disbanding their fleet and turning inward as they did. The Sung also use a variety of gunpowder based weapons since they did not have the horse breeding grounds necessary for lots of cavalry like the Chin. The Sung Chinese are permanently at war with the Mongols, Chin / Kara-Khitai and Indians. THE INDIANS- Monarchy Only 20 years before this scenario begins, Muslims from Afghanistan swept down into India and founded the Delhi Sultanate in Northern India. However the rest of India remained a collection of fiercely independent small states. In addition, in Southeast Asia there were several independent states, esp. the kingdoms of Pagan and Angkor that were near their peak of glory at this time. For this game, I decided to make the Indian civ the Delhi Sultanate plus the kingdoms of Pagan and Angkor (since they wouldn't play properly under barbarian control), and all the other areas are controlled by the barbarians. It may be a challenge to play this civ, cos the Indians are much better on defense than offense. My main concern in making this civ was making it tough to conquer. Northerners such as the Turks and Mongols were very out of sorts in the tropical jungle and fought very poorly there. So the defense factor of jungle terrain has been raised to be the same as hills and many cities are built on jungle squares. Also the Indians start out with the Guerrilla Warfare tech, which causes many partisan units to be created every time an Indian city is conquered. The Indians are permanently at war with the Khwarizmians and Sung Chinese. There are capitals (Palaces) in Delhi, Pagan and Angkor. Delhi has an Emperor unit in it, and Pagan and Angkor have King units. Sukhothai, Vijaya and Hanoi have King units but no Palace since they were captials of smaller kingdoms. The below civs have been designed only to be attacked and are not recommended to be played as the human player. They do not represent real countries, but rather many countries rolled into one so it doesn't make historical sense to play them anyways. CHIN AND KARA-KHITAI- Monarchy Northern China was divided into a number of political units at the start of the scenario. Chief amongst these were the Chin and the Kara-Khitai. Both of these were similar in many ways and their royal families were even closely related, so putting both into one civ isn't really a problem. The Chin are in the east, with their capital (and Emperor unit) in Ta-tu, but their largest city is Kaifeng (which was the secong largest city in the world with two million people). The Kara-Khitai hold many of the stops on the Silk Road between Central Asia and China. Their capital is Almalik with a King unit in it. Between the two is the Minyak Kingdom, represented as barbarian. Both Chin and Kara-Khitai were nomadic peoples who conquered the settled lands and were starting to lose their rougher nomadic ways as this scenario starts. They still have good cavalry units though in addition to many other weapons they share with the Sung. Being fellow East Asians, the Chin and Kara-Khitai have nearly the same units and technologies as the Sung Chinese, whom they are permanently at war with. They are also permanently at war with the Mongols. THE CHRISTIANS- Monarchy Most every politically independent Christian state got lumped into this civ. The most powerful of the time were Venice, Genoa and Kiev, plus the Byzantine "Empire" which was more of a city state by this time. The Christians were also just barely holding onto their Crusader state in the Holy Land. In addition, there are Christian kingdom deep in Africa. Though largely forgotten they even sent troops to help in the Crusades. At the time the Christian world was rather backwards technologically and militarily compared to Asia. (An interesting hypothesis by the way is that they were able to leapfrog over other civs and come to dominate the world because during Mongols times they were able to learn so much from the East (printing, compass, gunpowder, etc) and yet were the only major region mostly spared from Mongol devastations.) They start out with many towns, but few are very impressive. Only the tough defense of Constantinople and the disunity of the Muslims prevented the Muslims from overrunning much of Europe. The Christians are permanently at war with the Muslims. The main capital is Constantinople which has an Emperor unit. But Rome is just as important and has a Palace and Emperor unit as well. The Christians have additional capitals (Palaces) in Axum, Paris, Novgorod, Venice, Pest and Kiev, which all contain King units also. THE MUSLIMS- Monarchy This represents all the many Muslim states outside of the Khwarizmians and Delhi Sultanate. Political divisions kept this civ weak until the later rise of the Mamlukes from Egypt. This is represented by the powerful Mamlukes unit the Muslims will eventually develop. The rise of the Mamlukes happened to come right when the Mongols were invading, and they were the first to succeed in stopping to Mongol advance. The Mamlukes by the way were Turkish horsemen from the northern steppes of Asia, essentially the same as the Mongol horsemen. The Delhi Sultanate also made limited use of Mamlukes since this was an age of cavalry domination, but had more difficulty getting the Turks to India whereas the Muslims had a good supply via the Black Sea. The Muslim captial with Emperor unit is Baghdad, but they also have capitals (Palace and King unit) in Cairo, Bulgar and Konya. The Muslims are permanently at war with the Christians, Mongols and Khwarizmians. THE BARBARIANS- Despotism The barbarians, which usually don't play an important role in most civ games, play a more important one in this game. Barbarians actually control many cities at the beginning of the game. This is to better represent how many areas faced a lot of internal battles instead of always sending their troops to fight far away. For example, the Christians tended to fight more amongst themselves than against the Muslims and other non-Christians, so I put some barbarian towns right in the middle of Europe to keep them occupied (these represent the forces of Fredrick the Great, fighting against the Pope). Further clusters of barbarian towns represent the Minyak (or Hsi-Hsia) kingdom in China, plus Korea and Japan. There are other barbarian towns in Europe, in Southeast Asia, in southern India, one in Siberia and one in Persia. All the barbarian towns are filled with and are building units that are appropriate to their areas. For instance, the Indian barbarians will build things like Elephants and Indian Infantry. In addition, there are barbarians that appear far outside of towns that represent nomadic forces. Look for such units coming out of the steppes of Siberia, the Ukraine, and Arabia. Japan is also represented by the barbarian civ since there aren't enough civ slots for it to have its own. The Mongols twice under Kublai Khan tried to invade Japan but failed miserably. Partly this was because of storms that destoyed their boats but also because of fierce resistance. This is represented by the Samurai unit- as time goes on more and more appear on the island and stay there so you may want to attack this island early if you do at all. The Persian barbarian town, Alamut, is the most important and interesting of all the barbarian controlled towns. In real history this city and area was controlled by the Ismailis, an unusual Islamic sect better known today as the Assassins (where the word "assassin" comes from). This is because one of their main military weapons was simply assassinating anyone who bothered them. Recruits were drugged while asleep with hashish, woken up inside a special place designed to look like heaven with beautiful women and every thing they could want, and high on the drugs they had a wonderful time. The next morning they would be told they had visited a special heaven they could go to as soon as they finished an assassination assignment. It was devastatingly effective and no one dared even try conquer their mountain stronghold until the Mongols came along. This town is always making Assassin units. The barbarians have no palaces because when barbarian towns are taken the Palaces don't go away (grr, another Civ2 bug). I don't want the Mongols to have more than one capital to make its life easier! However there are King units in the more important barbarian towns which represent the capitals of small kingdoms: Kaesong, Kamakura, Ningsia, Tali, Orissa, Warangal, Devagiri, Kampili, Mainz, Alamut, Pegu and Vilna. **** THE UNITS **** There are many new units that more closely reflect the militaries of the time. Many older units have been changed. Not all the units appear in the civilopedia so to help you out here's a table. The exclusive column shows which civs can build that unit type: if the civ isn't mentioned in this column it can NEVER build this unit, no matter what techs it gets. Generally such civs start the game able to build such units, but if their abbreviation is in parentheses, this means they still need to research or trade for the tech necessary. Note that ALL units ignore zones of control. NAME COST ATT DEF MOVE HP FIRE SPECIAL PREREQ. TECH OBSOLETE? EXCLUSIVE? Armored Knights 80 6 2 2 2 2 Horse Armor no C Arrow Rocket 70 8 1 3 2 3 6 Rocketry no (S,CK) Assassin 500 11 0 3 3 5 2,3,6 --none-- no Barrel Gun 100 6 2 1 2 1 Early Cannon Cannon Battering Ram 100 6 2 3 1 1 3 Seige Expert. no Cameleers 80 6 2 2 1 1 2,4 Camel Training no (S,CK,MG,M) Culverin 80 8 1 2 2 2 3 Early Cannon no Caravan 50 0 1 3 1 1 0 Trade no China Cavalry 100 6 2 4 2 2 --exclusive-- Rocketry CK China Infantry 40 6 3 1 2 1 --exclusive-- no S,CJ China Pikemen 30 1 2 1 2 1 --exclusive-- Gunmen S,CJ Crossbowmen 50 4 3 1 1 2 Crossbow no Envoy 80 0 0 2 1 1 4,8 Espionage no Elephant 140 5 3 2 4 2 5 --exclusive-- no I Emperor -- 7 8 1 3 2 4 --none-- -- Fire Grenade 50 8 1 2 2 2 6 Fireworks no S,CK,(M,MG,K,I) Fire Lance 40 1 3 1 2 1 5 Explosives Gunmen Fortifications 150 0 2 0 6 3 City Defense no (all but MG) General -- 10 7 3 3 2 4,8 --none-- -- Great Wall -- 0 8 0 4 3 4 --none-- -- Gunmen 50 3 3 1 2 1 Guns no Heavy Cavalry 80 5 3 5 2 2 5 Horse Armor no (S,CK,MG,M) Heavy Trebuchet 80 8 1 2 2 1 3 Adv. Trebuchets no Horse Archers 90 5 3 2 2 1 5 Compound Bow Horse Armor Impassable -- - - 0 - - 1 --none-- no B Indian Pikemen 30 1 2 1 3 1 5 --exclusive-- Gunmen I Indian Infantry 60 6 3 1 3 1 --exclusive-- no I Indian Cavalry 80 6 2 2 3 1 --exclusive-- no I Infantry 40 6 3 1 1 1 --exclusive-- Gunmen C Jalal al-Din -- 14 8 3 4 3 3,4 --none-- -- King -- 0 6 0 3 1 4 --none-- -- Khan (4 kinds) -- 14 5 6 3 3 3,4,5 --none-- -- Knights 80 6 2 2 2 1 --exclusive-- no C Lancers 30 1 2 1 2 1 5 --exclusive-- Gunmen M,T Light Cavalry 60 5 2 6 2 2 5 Horse Armor no M,T,I,MG Mangonel 50 6 2 2 2 2 Seige Weaponry no Mamlukes 60 6 2 5 3 2 4 Mamlukes no (S,CK,I,M) Mongol Infantry 30 2 2 1 1 1 --exclusive-- no MG Mongol Cavalry -- 6 3 6 3 2 4,5 --none-- no Mongol General -- 12 4 6 3 2 4,8 --none-- no Partisans -- 4 2 2 2 1 2 -none- no Peasants 80 0 1 2 1 1 Peasantry no S,CK,(MG) Pikemen 30 1 2 1 1 1 5 --exclusive-- Gunmen C Rebel Cavalry -- 7 3 6 3 2 3,4,5 --none-- no Samurai 80 5 4 1 2 2 --none-- no B Sappers 100 8 1 1 3 6 3,6 Mining & Sap. no Settlers 100 0 1 1 1 1 Peasantry no C,M,I,K Scouts 30 0 1 3 2 1 2,4,7 --exclusive-- no MG Seige Defense 100 0 2 0 3 3 Seige Counter. no (all but MG) Seige Tower 140 10 3 1 2 2 3 Seige Expertise no Spy 20 0 1 3 1 1 4,8 --exclusive-- no MG Trebuchet 80 8 1 2 2 1 3 Counterweight L.no Usurper -- 18 7 6 4 3 3,4,5 --none-- no Warriors 80 4 4 2 2 3 4 --none-- no NAVAL HOLD Caravel 2 100 3 2 5 1 1 -Naval Warfare no (C) Dhow 1 60 2 1 8 1 1 --exclusive-- no I,M,T Lateener 1 60 3 2 5 1 1 --exclusive-- no C Junk 2 60 3 2 7 1 1 --exclusive-- no S,CK,MG Warship 2 120 7 3 6 2 1 Naval Warfare no (S,CK) C= Christian, CK= Chin and Japanese, I= Indian, MG= Mongol, M= Muslim, S= Sung Chinese, B= Barbarian Special abilities: 1: cannot ever be attacked 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: defense +50% vs. units with movement of 2. 6: destroyed after attacking 7: invisible like a submarine 8: can see invisible units **** SPECIAL UNITS **** THE EMPEROR The Emperor represents the supreme ruler for each civ. You can find them in the capital cities: Urgenj, Constantinople, Ta-tu, Hang-zhou, Delhi, and Baghdad. In addition the Pope in Rome is considered an Emperor so the Christians have two. Like the Khan no extra Emperors can be built by anyone. Emperors are defensive units and so unlikely to leave the capital cities they start out in. When an Emperor dies a new one arises somewhere else in the empire, but this only happens one time per civ. For the Khwarizmians the Emperor when killed is replaced by the Jalal al-Din unit. THE KHAN The strongest type of unit in this game is the Mongol Khan which the Mongols have instead of an Emperor unit. The Mongols start the game with Genghis Khan. If and when he dies, he is replaced by Ogadai Khan. When he dies, the replacement is Mangu Khan. Mangu Khan's replacement is Kublai Khan, but that is all. After Kublai Khan the Mongol leaders got soft and weren't the great military leaders they once were, so Mongols get only four khans. Beware of losing your Khan in other ways! Meaning don't let it get bought by another civ or accidently disbanded. If something like this happens you won't get any more leaders. Keep it stacked with other units if possible and especially be wary of putting it in small towns that an enemy envoy could buy. If you lose your Khan from having it bought in a small town, I would not consider it cheating to restart from a previous turn, because this is something I would like to control but cannot. THE USURPER Let me warn you that when your Khans die, really bad things can happen. Mostly this is reflected in wonders becoming obsolete (see Wonders section below!) and rebellions. The death of Genghis is not so bad because everyone respected Genghis' decisions including the desire for Ogadai to succeed him. But when Ogadai and Mangu die, real troubles can break out. In real history Ogadai's death resulted in over five years of troubles and when Mangu died the empire split into four parts for all practical purposes. In this game, such civil wars are mostly represented by the Usurper unit. This unit is like the Khan unit in appearance and numbers, only even tougher to kill! When it conquers towns, often Rebel Cavalry will join it, which are similar to Mongol Cavalry except they ignore City Walls. So Usurpers must be defeated quickly or more and more Rebel Cavalry will appear and your whole empire will unravel! Be careful with your capital especially so your empire doesn't split into two. THE KING The King is essentially the same as the Emperor except less powerful. It cannot move at all. When Kings die are not replaced. The following towns have King units in them: Kaesong, Kamakura, Ningsia, Tali, Orissa, Warangal, Devagiri, Kampili, Mainz, Alamut, Vilna, Pegu, Bulgar, Cairo, Konya, Pest, Paris, Axum, Novgorod, Kiev, Venice, Vijaya, Sukhothai and Hanoi. THE GENERAL The General is a very powerful offensive unit that cannot be built by anyone. Each civ starts out with one or two, and the events file randomly generates new generals occassionally. Some civs are more likely to get more generals more quickly, but its all a matter of luck. The Mongol General moves twice as fast as the other so it can keep up with the rest of the Mongol army. Having a General die does not instantly make a new one- you have to wait until luck comes your way again. GREAT WALL In addition to the Great Wall wonder in Ta-tu, the Great Wall is physically there on the map, represented by Great Wall units. These units cannot move or be moved. They cannot be built by anyone and cannot attack either. They're just there, just like a wall. Their location represents the real extent of the Great Wall at the time of the game. Luckily for the Mongols there are several small gaps between sections of the Wall but you will probably need to break through it at least north of Ta-tu. None of the Great Wall is homed to any town and all start as veterans. Unless you want to waste your energy killing each Wall unit, probably the only way the Great Wall will disappear is if you destroy the entire Chin and Kara-Khitai civilization. Note also that this unit has an ability to see two units away, allowing the Chin to see enemy movements. CITY DEFENSE AND FORTIFICATIONS These are similar to Great Wall units except that they can be built with the proper prerequisite. They represent all the various weapons and techniques like moat building, hot oil, boulder dropping and so on that a really tough city defense would employ. Like Great Wall, they cannot move or attack- they are just there to defend. Since they can't move, they can only be found in cities because when they're completed that's where they go. There are a few Fortifications starting the game outside cities representing tough castles and countryside walls in the Holy Land, on the Chin/Sung border and in weaker sections of the Great Wall in Manchuria. These Fortifications ARE all homed to nearby towns (except the Great Wall ones), so conquer the town and you kill them. IMPASSABLE Think of this more of a terrain type than a unit. The Impassable unit represents mountain terrain that is just too high (more than 15,000 feet) for any army of the time to cross over. The unit is actually a barbarian air unit, which means that it cannot be attacked and will never go away. The unit looks like a very snowy mountain top, much whiter than any of the terrain squares. You will generally find Impassable units in Tibet and the mountain ranges connected to it. The only Impassable units outside of this are in the Middle East: there are a few in the Caucasus Mountains (between Tiflis and Derbent) and a few more south of Tiflis. To make sure the Impassable unit didn't cause zone of control problems, all units now ignore zones of control. Also, be careful clicking on a square with the Impassable unit, because the screen doesn't "move" as if its an empty square. In addition don't move into them with any unit or you may lose it. MONGOL CAVALRY The Mongols start with many of these units, but cannot build any extra. From time to time however, new ones will appear spontaneously in Mongolia. This represents the fact that the best soldiers, always horsemen, came from Mongolia (to note the depth of their skills on horse, consider that they actually preferred sleeping on horseback and sometimes wouldn't get off the horse once for weeks at a time!). But the population there is very limited and so they supply of such crack troops is very limited too. It makes no sense that the Mongols could "build" such units in, say, Vienna. Instead, the Mongols can build Heavy Cavalry and Light Cavalry which are good but a step down in quality. Other civs located on the steppes can build these too. FIRE GRENADE, ARROW ROCKET AND FIRE LANCE I feel a need to explain these weapons because most have never heard of them. This was the great age of cavalry, but outside of Europe explosives were very important as well. Many today find it hard to believe that these types of weapons were anything more than novelties. In fact they were very important, from Fire Grenades being used against the Crusaders in Syria to major sections of armies firing rockets in China. By the time these weapons made it to Europe the Cannon and Handgun were already ascendant and Europeans never had the skills in explosives the Chinese did anyways, thus the ignorance of these weapon types (note the only exception to this ignorance is Greek Fire cos it was used by Europeans in Europe). The Fire Grenade was a kind of chemical hand grenade made by Muslims in the Middle East but perfected by the Chinese. The Arrow Rocket was a real rocket and some even had multiple stages like rocketships. The Fire Grenade unit is much cheaper but also less powerful than the Arrow Rocket. Both are destroyed after attacking. The Fire Lance is related to the gun, flame-thrower and Greek Fire. It was an inextinguishable type of fire like Greek Fire that was shot out of a stick and could shoot out a continuous jet of flame. This unit is primarily defensive since it was vulnerable on the battlefield and mostly used behind fortifications. SAPPERS, SIEGE TOWERS, BATTERING RAMS AND TREBUCHETS When it comes to seige units, none are really that fast. Seige Towers are very effective and have strong defense, but are slow and expensive. Trebuchets and Heavy Trebuchets move faster (Trebuchets had a way of being folded up for rapid movement) but are less powerful. For the Mongols and others, the most effective way of capturing cities with REALLY tough defenses (like Alamut) were with Sappers. They could either tunnel under the walls to allow troops to sneak in or they could dig up to the walls and weaken them until a section fell down. They are destroyed after attacking however. ASSASSINS As explained above, Assassins first appear in the city of Alamut. They are quite devastating and being behind City Walls provides no protection from them. To take the town you will need to move a unit with a very strong defense like Khan or Emperor onto a mountain square adjacent- chances are this can survive a one Assassin attack. Then the other units on that square can attack the heavily defended city the next turn. Once you capture Alamut your Assassin problems aren't over. The Assassins also had bases in the barren wastes of southern Iran (south of Herat) and in Syria (north of Mosul). You will need to occupy these (three) nearly impregnable mountain bases for the Assassin threat to permanently stop. Their numbers here are thankfully fewer however. PARTISANS I have arranged it so that civs can't actually build Partisans. But for civs having the Guerrilla Warfare tech, most anytime a city is conquered, Partisans will spontaneously appear. Only the Indians and Muslims start out with Guerrilla Warfare, but expect the other civs to get it before too long. SCOUTS The Mongols had incredible knowledge of the countries they would attack, often better than the leaders of those countries themselves! This is because they would send out many people disguised as traders to survey and make note of all they saw. Scouts cannot do the functions of diplomats or spies and they cannot attack. But they can travel quickly over any terrain to scout out the enemy. Like submarines, they cannot be seen by enemy units unless a unit tries to walk directly into their path. The exception to this are Generals and Diplomats, which can see Scouts from one square away. THE SPY AND ENVOY The Spy is a Mongol only unit that has the functions of the regular Civ2 game's Diplomat. The Mongols tended to dress up their spies like merchants and then learn what was going on inside a city they planned to attack. So this unit looks like a trade unit even though its not. One thing that you cannot do with this unit though is bribe cities. The other civs use the Envoy unit instead, which CAN bribe enemy cities. But if you play another civ other than Mongols your Envoy cannot bribe enemy cities either! **** CITY IMPROVEMENTS **** One can't actually change what city improvments do, but I changed the names, pictures, upkeep and costs of many. The prerequisites of many city improvements have been changed as well. Use the civilopedia to look these up if interested. The major changes are mentioned below. BAZAAR- Marketplace renamed since that's what they're called throughout Asia. POST HOUSE- Courthouse renamed. Genghis Khan developed a particularly effective series of post houses that made rapid communication over large distances possible, but other large empires had the same idea too. They made the empire more manageable, reducing corruption just as this improvement does. Post Houses are cheaper than Courthouses, costing only 60 gold and have no upkeep. Post Houses also increase happiness in a city for the Mongols. MONASTERY- This boosts trade 50% and can be built after Bazaar (Marketplace) and before Bank. Monasteries cost 100 to make and require no upkeep. MOSQUE- Colosseum renamed. Islam was popular throughout most of Asia at this time and the Christians already have their happiness problem solved via wonders. So I thought it more appropriate to not make all the religious improvements so West European. PAGODA- Cathedral renamed. Similar reasoning as Mosque. This only costs 2 in upkeep. INTENSIVE IRRIGATION- Supermarket renamed. Obviously you can't have supermarkets at this time but certain parts of the world were much more intensively irrigated than others esp. rice growing China. Costs 120 shields 1 upkeep. CARAVANSERAI- Superhighways renamed. Costs 200 and 1 upkeep. All along the Silk Road and other trade routes Caravanserais were built to facilitate the flow of trade. Traders could sleep there and restock their supplies, and were safely protected. So the one extra trade for each road square I think is very appropriate. The Mongols being a Despotism don't get the bonus unless the square has both a road and river on flat terrain. SHIPYARDS- Port Facility renamed. Costs only 2 in upkeep. MILL AND MANUFACTURING CENTER- Mills use water to greatly increase production. Manufacturing Centers represent early factories run by guilds. Both increase shield productions 50%. Mills cost 2 in upkeep, Manufacturing Centers cost 4. PRINTING HOUSE- In China printing had already greatly increased knowledge centuries before the Printing Press was "invented" (more like copied) by Guttenberg in Europe. Printing Houses increase knowledge 50% over Universities and Libraries. (LUXURY GOODS)- This is (Capitalization) for an earlier era, allowing you to make money instead of shields in a city. If you do well and get to have a big empire, it can start taking an annoyingly long amount of time to get through one turn. I recommend having the cities in the heartland of your empire "make" Luxury Goods, and use the extra money to speed up production in cities near your borders. This way you don't have to move every unit halfway across Asia. TECHNOLOGY TREE With the new freedoms given by the Scenarios CD, I took the liberty of radically changing the technology tree. I made up the new techs willy-nilly without much thought so don't put too much stock in the tech names. The reason was to spread out all the rearranged and new units, wonders and so on onto as many different techs as possible to make the stealing or trading of any one not so important. Also, most of the really advanced techs simply don't exist in this world. Nothing from Steam Engine and beyond. If you're really interested in knowing the exact layout of this tree you can use the civilopedia if you have the Scenarios CD. If not, look at the rules.txt file. Some of the advances are just for cosmetic reasons, to get the People.gif and Cities.gif files to work out. These are Islamic Architecture, Mongol Appearance, and Asian Architecture. Just ignore them. There also are some techs with Secrets in the title like Islamic Secrets. These are there to make the exclusive units work out and can't be traded, stolen or researched at all so ignore them too. One final note- when looking these up in the civilopedia unfortunately they don't re-alphabetize the list so it can be hard to find a tech in the list. Even some basically unchanged civ advances (like Invention) have been relocated on the list for reasons too confusing to explain here. So just keep looking; chances are its there. **** WONDERS **** The wonders have been changed to reflect the real wonders of the time. Note what makes wonders obsolete! Rather than new techs, they are made obsolete by actions: cities being conquered by the Mongols or Mongol Khans dying. As a result, the Mongols are not able to take advantage of some wonders that the conquer, and as time goes on less and less happiness wonders remain active. In fact, every single happiness wonder will probably be obsolete by the end of the game. On the plus side, for all the towns the have wonders become obsolete when conquered, there are large treasures to be plundered. NEW NAME OLD NAME CITY OBSOLETE? Academy of Wisdom Copernicus' Observatory Baghdad Baghdad conquered Al-Koran Isaac Newton's College Medina no Angkor Wat Eiffel Tower Angkor no Church of Holy Sephulchre obsolete Jerusalem -- Control of the Silk Route Colossus Samarkand no Dome of the Rock Hanging Gardens Jerusalem death of Kublai Forbidden City Leonardo's Workshop available no (w/ Yuan Dynasty) Gardens of West Lake Lighthouse Hang-zhou no Grand Canal Pyramids Hang-zhou Hang-zhou conquered Hagia Sophia obsolete Constantinople -- Great Wall same Ta-tu Kaifeng conquered Confucius Temple Adam Smith's Trading Co. Yang-zhou no Ka'aba Cure for Cancer Mecca death of Kublai Mahabharata obsolete Benares -- Marco Polo's Embassy same available no (w/ Exploration) Mogao Caves obsolete Tunhuang -- The Teachings of Buddha obsolete Patna -- Pagan Pagodas obsolete Pagan -- Potola Palace Oracle Lhasa death of Ogadai Pyramids obsolete Cairo -- Qutab Minar Shakespeare's Theatre Delhi Delhi conquered Saladin's Citadel King Richard's Crusade Cairo no Somnath Temple obsolete Somnath -- Stupa of the Wild Goose J. S. Bach's Cathedral Chang'an death of Mangu Temple of Heaven SETI Program available no (w/ Imperial Majesty) Travels of Ibn Battuta Apollo Program available no (w/ Islamic Unity) The Vatican Michelangelo's Chapel Rome Rome conquered Yasa Code Sun Tzu's War Academy Karakorum death of Genghis OTHER CHANGES AND NOTES: - Twice as much food is required to increase population and settlers are a bit harder to make. Each person in a city eats THREE food, not two, per turn. This makes growth much slower, but to compensate a bit I let some of the terrain types produce a bit more food. Population size was increasing very slowly at this time. - City improvements and units cost roughly twice the usual rate to make. This is because of the limited time frame of a scenario- you can't rebuild a town or create an army in a few years. - Scientific advances are fifteen times harder to accomplish. This is after all still the Middle Ages. - There is two new terrain types- Dunes and Taiga. These replace Tundra and Glacier. Dunes represent very severe deserts. They cost 6 movement points to cross, reflecting the near impossibility of crossing large deserts without dying of thirst or starvation (amongst other problems). There is only one specialty square for Dunes, which is Oasis (but not as productive as an Oasis in a normal desert square). Taiga represents the great northern forests. These forests differ from the usual forest type in that this terrain is harder to cross (4 movement points), easier to defend in (same value as hills), and less productive. The specialty squares are honey and fur. - Some of the special terrain squares have been changed. Since Buffalo don't exist in the Old World, that has been changed to the more appropriate Horses. Coal has been changed to Silver since that was much more important in the ancient world. Pheasant has been renamed Game. Desert Oil has turned into Lapis Lazouli, a incredibly valuable type of stone. Wheat is renamed the more generic Grain. Some of the special terrain squares have been tweaked with to be even more productive too. In particular, Silk is now a great one to have (eight trade!). Jungles are more productive since India is nearly all jungle, and it can be irrigated as well. - A few of the trade goods were changed to fit the times (i.e., slaves instead of uranium, silk becomes one of the best to make, jade replaces the old silk spot). - Pollution doesn't matter. - Tech from conquest is forbidden. OBJECTIVES There are 230 total objectives in the game. Major cities are worth 3 each, minor cities 1 (wonders do not count as objectives due to a bug that happens when that is selected). All the towns the start the scenario with wonders in them count as 3 objective points plus the towns of Alamut, Ch'uan-zhou, Guang-zhou, Urgenj, Kamakura, Paris and Kaifeng. All other towns count as 1 objective. To reach a decisive victory one needs a total of 200 objectives. For a marginal victory one needs 120 objectives. That is about how many the Mongols had at their height of power. A marginal defeat is less than 80 objectives, and 60 or less objectives is a decisive defeat. In addition, to win the game, I would add the additional requirement that you end the game with the Kublai Khan unit alive. To purposely disband an early Khan to avoid later effects is cowardly and to keep Genghis or Ogadai alive to the end of the game is a form of cheating as well since no human could live that long. If Kublai is dead by the end of the game, that shows you used up your khans too fast. So a decisive victory should be 200 objectives AND the Kublai Khan unit alive and well (he actually died in 1294 but could have lived longer if he didn't drink so much). PROBLEMS AND BUGS Around the year 1230 messages say many or all the wars determined by the Events.txt file have ended. I don't know why this happens, but they haven't. If a civilization gets completely destroyed, you might continue to get messages that that civ gets new generals and such, but of course it doesn't. Sometimes when a city starts starving to death there is a message that a trade route has been terminated. Sometimes this doesn't actually happen and the message keeps repeating and repeating each turn- very annoying! Not my fault though. FINAL NOTES Making this scenario was a great opportunity for me to learn about the history of the 1200's. I skimmed a good number of library books on the subject so I think it's pretty accurate. All the pictures of wonders were taken from real pictures of those things, generally taken off the internet. Version 3 is much more accurate than previous versions. Apologies for any inaccuracies you find- if you have any improvements or comments to make, please let me know. My name is Harlan at harlant@hawaii.edu. Free distribution of this scenario on the internet is encouraged, but please do not attempt to sell or make money from this scenario in any way. THANK YOUS Many of the units were based on those I saw from other scenarios- sorry I can't keep straight which came from where but thanks to all who made them. I was able to get lots of useful information and graphics from here and there on the internet. I found many pages linking from the Seven Wonders of the Ancient World page (http://pharos. bu.edu/Egypt/Wonders/) and the general history index at http://kuhttp.cc.ukans.edu /history/index.html. The Genghis Khan picture in the Title.gif was taken from the internet (http://www.crl.com/~zlater/khan.html). The Cog and Chinese Pikemen unit graphics are made by Alex the Magnificent, which I then edited a little. Thanks to all those who playtested, especially Cam Hills for his thorough comments.