AFTER ALEXANDER: THE ANCIENT WORLD AND THE RISE OF ROME
			by Harlan Thompson 

[Version 2.0 changes by Michael Daumen]


	When Alexander the Great died in 323 B.C., he had conquered most of the known
world and brought Greek civilization to the very borders of India.  However, when he
died his empire split and the pieces started fighting with each other.  By 265 B.C.
three great kingdoms had arisen to occupy most of his conquests: The Seleucids in the
Middle East, the Ptolemies in Egypt and the Antigonids in northern Greece.  All dream
of rebuilding Alexander's mighty empire.  Meanwhile, in the west the Romans and Carthage
have arisen to become great powers.  Both also dream of greatness.  
	Which civilization will eventually triumph and become the dominant power in
the ancient Mediterranean world?  This scenario allows you to try your hand at playing
the Romans, Carthage, the Ptolemies, Seleucids or Antigonids.
As the Romans, you goal is to repeat the real course of history and create a mighty
Roman Empire.  If you chose this civ, use the file Romerule.txt as your Rules.txt file
(rename it as Rules.txt and give the old Rules.txt a different name before you start).
Or you can try to change history as one of the others: take the place of the Romans as
conquerors of most of the ancient world. 

INSTALLATION FOR THOSE WITH FANTASTIC WORLDS CD-ROM
	To install, make a new folder under your Scenarios folder (which is inside your
Civ2 folder).  Call the folder "AftrAlx" 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 if you are playing with 
sound.

INSTALLATION FOR THOSE WITHOUT FANTASTIC WORLDS CD-ROM
	Sorry, unless you have the Fantastic Worlds CD-Rom or possible sequels to it,
you will not be able to play this scenario.

THE PLAYERS
	Here is a little background on all the civs.

- THE ROMANS (Republic)
	At the beginning of the game the Romans have just completed taking control of
most of Italy.  War in Sicily looms over the city of Messana.  Historically this set of
the first of the three Punic Wars between Rome and Carthage for control of the Western
Mediterranean.  Rome is one of only two Republics in the game (Carthage the other).  So,
that combined with its useful wonders and unique units makes it the most likely
candidate for regional domination.
	On the other hand, Rome faces a number of tough obstacles.  In the north are
the wide Celtic lands who are permanently at war with the Romans.  This northern border
needs to be secured by controlling the easily defendible Alps mountain range.  Carthage
has nearly twice the cities and is more wealthy.  Eventually look for slave revolts and
pretenders to the throne who will attempt to start civil wars in addition to your other
troubles.
	If the Romans are not played by the human player, they will have incredibly tough
units that will make their civ the one to beat.  The Legion and its replacement the
Legionaries become helicopter-like air units that can attack on land or sea (otherwise
the computer run Romans wouldn't leave Italy too often).  Their numbers are very powerful
and they have many special functions like ignoring city walls.

- THE CARTHAGINIANS (Republic)
	Historically this civ was crushed by Rome after more than a hundred years of
fierce fighting, and mostly forgotten by history.  This is surprising because Carthage
had many advantages over the Romans.  They had a larger empire and a better navy.  Plus
they had Hannibal, one of the best military leaders of all time.
	The downside is the Carthaginians were a trading people who liked other people
to do their wars for them.  As a result you will find serious unhappiness problems if
you move many units out of cities, and you have a very reluctant Senate when it comes
to warmaking.  On the plus side you receive a steady stream of support-free mercenaries
coming to Carthage.
	In addition to Rome Carthage also faces a permanent war with the Celts in Spain
plus many unconquered tribes in the interior of Africa.  You should try to overcome
all these obstacles and eventually conquer the Eastern Mediterranean as well.

- THE SELEUCIDS (Monarchy)
	After the death of Alexander, the Seleucids gained control of the lion's share
of his conquests.  Unfortunately they got the areas most difficult to manage and control.
As a Greek rulership over mostly non-Greek populace, your popularity is none too high.
In the eastern lands of what is now Afganistan, Iran and beyond, you face the very likely
loss of many of your cities to barbarians and the independent Greeks.  A newly emergent
barbarian group, the Parthians, are particularly tough and could even take over your
whole empire if you aren't careful.
	This civ is permanently at war with the Ptolemies and starts out at war with
all its other neighbors.  If you play this civ I highly recommend conquering the Ptolemaic
town of Halicarnassus for its happiness wonder as soon as possible.  Other than that,
simply to hold on to all your towns will be quite an accomplishment.  But when Antiochus
III arrives you will have the opportunity to go on the offensive.  Meanwhile, get your
trade balance and happiness problems taken care of.  I highly recommend the bribing of
Spartans to take back and defend your eastern cities.  Only they have a fairly sure
chance of surviving a Parthian attack.
	In case you're curious, historically Antiochus III reconquered all the eastern
rebel towns, forced the Ptolemies out of Israel and took much of Turkey.  But then he
lost a major battle with the Romans, and when he died the country started losing
territory rapidly again.  Eventually the barbarian Parthians conquered all the east
and the Romans all the west.

- THE PTOLEMIES (Monarchy)
	After Alexander died the general Ptolemy carved out this kingdom, based in
Egypt.  This civ became renowned for its science and trade rather than fighting.
At the start of the game Alexandria, recently founded by Alexander the Great, is
already one of the biggest and most impressive cities in the world.  With the 
Great Library this civ should take the lead in technology research.
	Militarily however, your shield production isn't too good: your towns produce
mostly food, not shields.  But with control of both naval wonders (Lighthouse and
Circumnavigation of Africa), you have the potential of conquering the world with naval
might.  Historically the Ptolemies lost the key city of Tyre with its naval wonder,
and slowly shrank but still managed to hold out until Cleopatra met Mark Antony and
Caesar.

- THE ANTIGONIDS (Monarchy)
	This is the third and smallest kingdom to carve itself out of the ruins of
Alexander's empire.  Although the smallest, it includes Macedonia, the homeland of
Alexander, and the important city of Corinth.  If this civ could conquer all of the
wonders-rich land of Greece and Ionia (western Turkey), it could blossom into quite
a world power.
	Given the tough starting position, this won't be easy.  You are permanently
at war with the Celts to the north and Greeks to the south, and start at war with the
other two neighbors, Romans and Seleucids.  Milk your friendship with the Ptolemies
for all its worth.

- THE GREEKS (Monarchy)
	Prior to Alexander, the Greeks always wasted much effort fighting amongst
each other.  So it was after he died.  The Greek cities not covered by one of the
previous mentioned civs had no unity and so this civ isn't meant to be played by the
human player.  You can see how this is no a real civ but a collection of cities by
were those cities are located:  there are some in Greece, but others scattered about
in southern Gaul (France), Spain, around the Black Sea and even in far off Bactra
(the northeastern edge of the map).  Historically these cities were picked off one by
one by other powers, which is what will probably happen here as well.
	Nevertheless, this is still a civ to be wary of.   It contains many of the
most important cities in the world at the time.  While Archimedes is alive in
Syracuse it has one of the highest research rates of any civ.  And the Greeks are
united in far off Bactra and pose a strong military threat there with their army of
elephants.

- THE CELTS (Monarchy)
	Most of northern Europe was controlled by the Celts.  Like the Greeks though
they remained divided and fighting amongst themselves, and so are not meant to be
played by the human player.  While having an interesting culture, Celts didn't like
living in big towns and never really developed the technology to compete with the other
civs, except militarily (because of their fierce nature and large numbers).  Only
in border areas where the influence of Greek civilization has been felt, like in Spain,
southern Gaul (France) and far off Galatia have the Celts made reasonably large towns.
	Except for resource rich Spain, most of the Celtic regions should probably
be a low priority for the other civs to conquer.  Caesar conquered Gaul (France) mostly
to deny it to the Germans.  Speaking of which, very tough barbarian Germanic tribes do
threaten in the far north of the map, but probably won't conquer their way very far
south in the time alloted in this game.
	The Celts are at war with everyone.  Trading or talking with them is impossible.

- THE PIRATES
	I had to do quite a few strange things to get the pirate threat working like
I wanted it to.  Barbarians can't make boats that attack for some reason, so the Pirates
are actually part of the Celt civ.  But that's not important, treat them as a seperate
civ.
	In the ancient world there were many pirate strongholds in remote stretches of
coastline that would prey on looting ships.  So many at times that it seemed the
Mediterranean was practically controlled by them.  In this game, these strongholds are 
represented by Celtic cities with a population of 1 that cannot grow and should disappear when the tough unit guarding it is destroyed.  As long as these cities exist,
pirate boats will appear from time to time via the events.txt file.  If you destroy the
cities, the boats will no longer be able to appear out of them and the pirate threat
will end.  They are pretty hard to find though: you must try to walk onto or attack the
square they are on to see them.  The pirates are a hard lot and cannot be bribed: you
must defeat the rather tough defensive unit there to destroy the pirate base.

- THE BARBARIANS (Despotism)
	Many border regions are controlled by various barbarian tribes.  Most of these
regions have rough terrain and aren't much worth controlling for themselves, but only
to get the barbarians to stop bothering you.  In the far east the barbarians are so tough
they could very well conquer all of the Middle East.
	One barbarian town is very unique: Sparta.  Its lumped in with the other barbarian
towns for strategic reasons but is really very Greek.  The Spartans were known for their
military prowess and often used as mercenaries in this era.  I highly recommend, whatever
civ you choose to play, to bribe Spartans to join your side since they are a tough unit
at a good price.  But don't take so many that the city of Sparta itself will be conquered-
killing the golden goose in effect.  Also, you'll need to wait awhile because the Barbarian
civ starts out with alot of money (that quickly goes down) which raises the cost of bribing
units.

WONDERS:
	There are several wonders that can still be built.

NEW NAME                    OLD NAME                 CITY       
Colosseum                   Shakespeare's Theater    none yet
Hero's Workshop             Leonardo's Workshop      none yet
Antikythera Device          Apollo Program           none yet

	In addition, a few of them are obsolete or in danger of becoming so.

OBJECTIVES:
	There are a total of 84 objectives, including wonders.  The protagonist is
the Romans.   

THE EVENTS.TXT FILE:
	The computer needs a little help playing the Romans, as they tend to stay in Italy.  Harlan's solution was to change the rules to make Roman legions helicopter-like units.  Instead, there are two versions of events.txt, depending on whether the Romans are computer controlled or human controlled.  The former version includes some moveunit commands and places a few legions in harm's way to get the ball rolling.
	
OTHER NOTES:
	For some reason, the rules won't let Astrology be a prereq for Astronomy, so they are reversed.

CREDIT:

	My hard drive says I downloaded the original zip file in December of 2002.  The original readme appears to have been made after Harlan's WW2 Europe scenario, and some of the icons used appear in his allicons file - which could make it up to five years older than that.  Over 90% of the work is his. I have replaced some older graphics with excellent ones by fairline and Bebro, fiddled with the tech tree (mostly to get a working civilopedia and access to Future Technology), and made the pirate bases ordinary cities with no growth capability.  In short, Harlan deserves the credit for this scenario.  Thank me for safeguarding data on my computer and I will be happy.