LORD OF THE RINGS SCENARIO (VERSION 4, FOR FANTASTIC WORLDS CD-ROM)

						by Harlan Thompson

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

	This scenario is based on J.R.R. Tolkien's great trilogy of the same name 
(though this isn't officially associated with that or Microprose etc etc).  I hope 
(and I'm assuming) you've read the books before you play this!  If you haven't, go
do so now!  You could do worse- the trilogy has often won praise as the best literature
of the 20th century by critics and the general public.
	This is not your ordinary scenario.  For one thing, it is very complicated.  For
another, it is very difficult.  I've had people say it the most difficult they've
ever done, but many also have said its the most favorite they're ever done, so hang in
there.  The point to this is that I would be very, very surprised if you won the first
time you played this.  You may need to play it a few times, have a few false starts, to
"learn the ropes" before you have a fair chance of winning. You really need to READ THIS
FILE!!!, wordy and long and complicated though it is, or you won't stand a chance of
winning at all.

NOTE ON THE LATEST UPDATE
	I was pretty happy with how the last version worked, but numerous people e-mailed
me with suggestions and told me how their games went, which gave me some ideas on
how to make even more improvements to make this "truer" to the books.  Then, the Fantastic
Worlds CD-ROM came out, allowing 8 more unit spots amongst other things.  Now I can finally
add characters like Pippin, Merry and Shelob.
	More importantly, I wanted to eliminate the possibility of Gondor bribing Mordor's
units and cities (at least until Barad-dur falls), the biggest problem I had with the last
version.  For those who used that technique in the past, I think you will find it too
expensive now, which of course makes things much more difficult.
	Several units have been changed.  Some disappeared and some added.  Gollum and
others have been radically changed in their functions, too.  More on those changes later.
There have been a few other tweaks here and there as well- in general I think the scenario
is even tougher now than before.  Nazgul are even more to be feared and Sauron can attack
(though not far from Barad-dur).
	
INSTALLATION
	This latest game update has been specifically designed to work with the changes
allowed in the Fantastic Worlds CD-ROM.  In particular, I wanted to take advantage of the 
eight extra unit slots.  If you do not have the Fantastic Worlds CD-ROM or as yet 
unreleased CD-ROMs coming after it, this version will not work for you.  Find a 
copy of version 3.0 or earlier to play.
	To install, make a new folder under your Scenarios folder (which is inside your
Civ2 folder).  Call the folder "LordRing" or whatever you want.  Put all the files you
downloaded in your new folder, and play.  Make sure that all the sound files are in a
folder called "Sound" within your folder for this scenario if you are playing with 
sound.

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

FRODO AND THE RING
	The scenario may seem impossible to win at at first, but once Barad-dur is taken,
it becomes much easier.  The question is: how to conquer it??  Quite simple: follow the
plotline of the trilogy.  Barad-dur contains Sauron, Lord of Darkness, an extremely 
difficult unit to kill.  The most likely way to kill it is with The Ring unit.  This unit
acts like a nuclear bomb- it will completely destroy all the units in Barad-dur plus any
units in the squares adjacent to it.  But The Ring has a movement range of only three
spaces.  At the end of each turn it must end in a city, be used in an attack or end up
in the same square as the unit Frodo or it will be destroyed.  The only way to get The
Ring close enough to Barad-dur to use it there is by having it brought there by Frodo
(the Longboat naval unit can also carry The Ring, but obviously that cannot get all the
way to Barad-dur).  Once The Ring is used to destroy Barad-dur, Frodo and/or other units
can easily walk into the empty city.
	If you read the book you will know that having The Ring made Frodo invisible
but also very weak to carry such a terrible burden.  So it is in this game.  Frodo is
invisible in the same way submarines normally are in Civ2- even units next to it cannot
see it unless they happen to want to walk onto that square (only Nazgul, the Witch King
and Sauron are exceptions to this).  But Frodo is also weak- he cannot attack at all and
has a very weak defense.  So you will need to decide whether or not to send him and The
Ring to Barad-dur by themselves (and so be invisible) or with Sam and/or other protective
units (and thus losing the invisibility).  Getting there will be no easy task.  Frodo and
The Ring start far away, and Barad-dur is surrounded by a range of mountains filled with
dangerous Orcs.  If Frodo or The Ring should be destroyed, it still should be possible to
win, but certainly much, much more difficult that way (perhaps a combination of using the
Longboat, conquering Mordor cities near Barad-dur and building a new city within Mordor
will get The Ring close enough). However, if The Ring should be captured by the enemy,
Sauron's power will grow greatly.
	One unit that can help Frodo reach Barad-dur is Gollum.  He is technically an air
unit, though there isn't much need to return to cities (only needed once every 30 turns).
As an air unit, Gollum is immune to attack except by the Witch King and Sauron.  He moves
at the same pace as The Ring, Sam and Frodo (3 squares a turn), so if he can catch up with
those units he would provide excellent cover for them.  On the other hand, if left alone he
can be very easily bribed (his "cost" is only 10 gold!) so be careful.
	As Frodo and the Ring get close to Barad-dur, the greatest danger of all looms.
Sauron normally stays in Barad-dur and lets others do his bidding, but if he sees the Ring
within his grasp he will come out to take it.  Luckily he cannot go far: you are only
vulnerable to his unbeatable attack within three spaces from Barad-dur.  This means you
will have to spend your last turn within range of Sauron if you hope to reach Barad-dur.
Mt. Doom (the fortified volcano square) is probably your best bet because it is the only
fortified square within range.  However even Gandalf or Gollum cannot protect you here
because Sauron can attack other air units.
	By the way, unfortunately Frodo (and the Longboat) cannot actually literally carry
The Ring, but they must both be moved seperately each turn and end up on the same square.
If you are moving Frodo and The Ring together, always MOVE FRODO FIRST!  That way you
won't forget and find The Ring has been destroyed by accident.  Also, since Frodo and Sam
are homed to Hobbiton, it is strongly advised you re-home them to another city, such as
Rivendell, since it is very plausible that Hobbiton and the towns near it can be
conquered by Mordor.  That would end your chances of using the Ring successfully.  Save
your game often.

THE UNITS
	In this latest version, most units now do appear in the Civilopedia.  The
exceptions are the Elf exclusive, Mordor exclusive and Catapult units.   So this
table below can help you with those, plus is a quick reference for all the others.
	The units have been drastically changed from the regular setup.  The unit setup is
pretty much set in stone and there's very little research potential.  Thus the last
column in the table below, showing who can make what unit on the first turn since mostly
likely that will hardly change through the game. The very few units that can be reseached
are shown in the second to last column with the tech you need to make them for civs that
don't already have them.  Here's the table:

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

NAME          COST ATT DEF MOVE HP  FIRE SPECIAL  RESEARCH?  WHO CAN MAKE AT BEGINNING?
Archers        30   3   2   1    1    1    9       no        Harad, Gondor, Rohan, Rhun
Battering Ram  80   8   1   2    1    1    3     Engineering Isengard, Mordor
Catapult       60   8   1   1    1    1            no        Gondor
Dunedain       100  6   3   3    2    1    4       no        Gondor
Dwarves        120  6   4   2    3    2    *       no        1 Gondor city
Elves          160  6   3   2    4    2    4       no        Elves
Easterlings    50   6   1   3    2    2            no        Rhun
Haradrim       50   6   2   3    2    2            no        Harad  
Hobbits        100  5   4   1    3    1    2,4     no        2 Gondor cities
Knights        50   5   2   2    2    1            no        Gondor
Mumakil        50   0   3   1    3    1            no        Harad
Olog-hai       250 10   5   1    4    2            no        Mordor (limited to events)
Orcs           20   5   2   1    2    1    2       no        Mordor, Isengard
Pikemen        20   1   2   1    1    1    5       no        Harad, Gondor, Rohan, Rhun
Elf Pikemen    70   1   3   0    3    1    5,9     no        Elves
Riders         40   6   3   2    2    2            no        Rohan
Settlers       80   0   1   1    2    1            Settling  Gondor
Spiders        100  4   4   1    3    2            no        no one
Spy            50   0   0   2    1    1    1,4     Writing   Gondor, Isengard
Trolls         100  8   3   1    3    2            no        Mordor
Uruk Hai       80   7   3   2    2    1            no        Mordor, Isengard
Wainriders     40   5   2   2    2    1            no        Rhun
Wolves         100  8   1   3    2    1            no        Mordor, Isengard

AIR UNITS
Dragon         500  12  6   4    6    2    4       no        no one
Eagle          120  8   5   8    3    2    4,5     no        1 Gondor city
Ents           150  10  5   1    4    4    3,5     no        1 Gondor city
Nazgul         800  12  7   10   7    3    4,12    no        no one
Spy Birds      50   0   1   20   1    1    4       Falconry  no one yet
Rangers        100  5   2   2    2    2    4       no        Gondor
The Undead     990  15  0   7    3    2    6       no        no one

NAVAL UNITS                                  HOLDS?
Dromund        40   7   3   5    2    1        3   no        Harad, Mordor
Galley         60   4   2   5    2    1        2   no        Elves, Gondor
Longboat       40   0   1   8    1    1  11,13 6   no        Elves, Gondor

UNIQUE UNITS (only one of each, no more can be made, all Gondor except as mentioned)
Aragorn        990  12  6   2    5    3    2,3,4,5,8,9
Boromir        100  10  4   4    3    2    5
Eomer          300  8   5   2    4    2    3,5,9        (owned by Rohan in Edoras) 
Eowyn          300  8   5   2    4    3    3,5,9        (owned by Rohan in Edoras)
Faramir        600  9   1   3    4    2    2,4,5,7,8
Frodo          10   0   3   1    4    1    1,2,5,11,12
Gimli          800  9   6   3    3    2    3,5,*
The Grond      300  20  10  2    3    2    3,4,5        (owned by Mordor)
Legolas        800  9   6   3    4    2    3,4,5
Merry          600  8   4   1    4    2    1,2,3,4,5,9
Pippin         600  8   4   1    4    2    1,2,3,4,5
Sam            800  9   6   1    4    2    1,2,4,5
Theoden        990  9   5   1    4    2    3,4,9        (owned by Rohan)
Wormtongue     10   0   4   2    3    1    1,4,5,11     (owned by Isengard in Isengard)

UNIQUE "AIR" UNITS
Galadriel      990  12  1   3    5    3    4            (owned by Elves in Lorien)
The Balrog     990  15  8   3    5    3    5,10         (owned by Mordor in Moria)
Elrond         990  10  1   3    5    2    5
Gandalf        990  12  1   15   7    4    4,5,10
Gollum         10   0   5   3    3    1    4,5,9,11,12 
Gwaihir        990  10  6   10   3    3    4,5  
Radagast       600  10  1   10   5    3    4      
The Ring       10   99  0   3    1    1    6
Saruman        250  12  8   15   7    4    4,5          (owned by Isengard in Isengard)
Sauron         990  30  15  5    7    5    3,4,5,10,12  (owned by Mordor in Barad-dur)
Shelob         500  8   6   1    3    3    11,12        (owned by Mordor in Minas Morgul)
Treebeard      990  12  6   1    5    5    3,4,5
Witch King     990  14  10  12   7    4    4,10,12      (owned by Mordor in Minas Morgul)

Special abilities:
1: ignores zone of control
2: moves as if all terrain were roads (i.e. alpine troops)
3: ignores city walls
4: can see up to two squares away
5: plus 50% on defense vs. units with movement of two
6: destroyed after attacking
7: can make paradrops
8: can make amphibious assaults
9: double on defense vs. air units
10: can attack (other) air units
11: "invisible" like submarines
12: can see "invisible" units from one square away
13: must stay near land (like trireme)
*: due to their mining skills dwarves can perform the functions of settlers

	Most units in this scenario are exclusive to one civ only.  For instance,
only Mordor can make Orcs and only Rhun can make Easterlings.  Except for the 
few units that can be researched according to the table above, there is no way in 
Hell another civ can get to make them ever.  It simply wouldn't be true to the books
any other way.
	Also, you will notice the "evil" units are generally stronger than the "good" units,
not counting heroes.  Some people have said to me it should be the other way around.
But keep in mind numbers.  The forces of good were outnumbered by over 10 to 1 everywhere,
so imagine that one evil unit would actually contain many, many more individuals in it than
a good unit would.

RARE UNITS
	I did something very peculiar with the Eagle, Ents, Hobbits, Nazgul, Dwarves, 
and Dragon unit types.  At least one unit of all these types exist at the
beginning of the game yet no one has (or is likely to get) the technologies to make
any more of them.  You may recall from the trilogy that most of the non-human species
were in serious decline as it was the humans' destiny to dominate Middle Earth in
the coming Fourth Age.  So once the starting units of that type are gone, that's it-
the species is basically extinct.  However I have made certain exceptions to this:
at the start of the game some cities are in the middle of producing some of these
special units.  Such a city can keep making that unit forever but if one ever changes
the production in that city to something else, it will never be able to make that
advanced unit again.  So be careful!  These cities are:

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

	Dwarves (including the hero unit Gimli) have all the advantages and disadvantages
of settlers in addition to being good battle units.  So remember if you build a new one
in Iron Hills the size of that city will go down one, they eat one food per turn, and so
on.  I highly recommend homing them on cities other than the Iron Hills so that town
doesn't eventually start starving and shrinking if lots of Dwarves are made.  Strangely,
they can't fortify themselves, only make fortresses, since the command ("f") is the same
for both.

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

NOTES ON AIR UNITS
	You may have noticed that I play fast and loose with the concept of what is
an air unit and what's a ground unit.  Many units that I have given air unit abilities
are actually not flying creatures in the book.  I did this because doing so gives
the units the abilities I want and I think better match the unit.  For instance, there
are many "air" units that are like fighters in that they must return to a city by
the end of the turn, and they have a very small movement for an air unit, like 3.
What this means is that such a unit is more or less stuck to the city it starts from.
It can attack enemy units that come very close to that city, but it can't move away
from that city at will.  An example of this would be Elrond, which in the books never
leaves the vicinity of Rivendell.  Another example would be the Balrog, which never
leaves Moria.  There are a number of other units like this, ground units categorized
as "air".
	Note that ground units can attack the Eagle (try to end the turn with them over
ocean or mountain squares) and the Eagle can occupy enemy cities (since it occupies the
old helicopter spot).  Eagles also weaken a little each turn they don't end up in a city,
just as the Helicopter does in standard civ2 games.  (Keep in mind that Gwaihir is also
considered an Eagle).  Except for the Eagle, generally air units can't be attacked by other
units.  Only Gandalf, the Witch King and the Balrog can attack any other air units.  Except
for these special units, the only way ground or other air units can attack an air unit is
if that unit is in a city and have the largest defense value there.  You'll notice that
Gandalf, Elrond, Galadriel, Faramir and Radagast have a low (1) defense value but high hit
point value to prevent them from being attacked while resting in cities.  In my opinion
this actually helps them survive more than if they had high defense numbers, because they
can be safe from Nazgul attacks while they rest up in a city- they generally will be the
last unit in a city that is attacked.  On the other hand, be very careful with this kind
of unit outside of a city if you think the Witch King might be near! (keep a strong unit
stacked underneath, attack from fortifications or a mountain square, etc..).
	Nazgul must return to a city within two turns; wizards (Saruman, Gandalf and
Radagast) and the Witch King can stay out till the third turn.  Most other air units
(excepting Eagles again) must finish every turn inside a city.  The Undead and The Ring
are technically air units- they must also end every turn in a city or in the same square
as Frodo or a Longboat.
	There's something unusual about Nazgul, Gandalf, and the Witch King. All of
these units have second lives.  For the Nazgul, the first time each Nazgul is killed
it is reborn automatically in far Eastern Mordor except this time its picture looks
different: now it is on a Winged Beast similar to the one the Witch King is always
pictured as riding.  If this second incarnation of the Nazgul is killed, that's it,
it is dead forever.  The same holds true for the Witch King (except that the picture
of the Witch King doesn't change when it comes back to life).  This is to represent the
times in the books when the Nazgul were defeated yet still came back (such as in the
river crossing near Rivendell).  It seems, as in the double defeat of the Witch King,
they need to be killed twice to die.  All Nazgul, even the reborn versions, are homed
to Barad-dur, so if you conquer that city they all are guaranteed to die forever at
that moment regardless of second life chances.  In a similar vein, the first time only
that Gondor's Gandalf is killed, he will be reborn.  Recall this happened to Gandalf
in the books.

ENTS
	I made Ents technically air units, as strange as that may seem.  This was done for
several reasons.  Mainly, I was unhappy to see them running off down to protect Minas
Tirith when in the spirit of the books they wouldn't go that far from Entwood.  Now, they
move extremely slowly (roads, rivers and boats can't help them), but given enough turns
they can attack Isengard and other cities nearby.  Being air units also makes them nearly
invulnerable to  counterattack, which is only fitting since even Saruman seemed helpless
against them.  Be very careful with your Ents so that they don't "run out of fuel" by going
too far from a town.  Also, Ents by themselves may not be strong enough to take Isengard,
and none of the units can actually occupy it if it is emptied, so you will need other units
in the area to do that.

RANGERS
	Rangers are now air units, and what used to be Rangers in the previous versions are
now called Dunedain.  The Rangers are to protect The Shire from attack, esp. from the
north.  To help in that end, there are two Airbases there, which should be seen as 
hidden strongholds used by the Rangers.  Since the Rangers are air units, they cannot
be attacked unless in a city or in an airbase square (hopefully you can have a less
valuable unit like an Archer "cover" the Ranger while it is back at base).  Use them while
outside cities or airbases to deflect Nazgul attacks on the Shire and kill units.  The
Nazgul will often want to attack the Ranger unit but will be unable to, and then its turn
will be over.  There are only two Ranger units, but if one is killed, a new one is always
born in Sarn Ford to take its place.  Chances are the Rangers will not be able to leave the
vicinity of The Shire since their movement range does not make it to Rivendell.

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

CHARACTER            UNIT TYPE          STARTING LOCATION
GONDOR
Glorfindel           Elves (V)          Rivendell
Butterbur            Hobbits            Bree
Grimbeorn            Dunedain (V)       The Carrock
King Brand           Dunedain (V)       Dale
Thorin III           Dwarves            Dale
Dain II Ironfoot     Dwarves (V)        Iron Hills
MORDOR
Ringwraiths          Nazgul             Barad-dur
                                        near Bree
                                        near Rivendell
                                        Moria
                                        Moria
                                        near Trollshaws
                                        Fornost
                                        near Hobbiton
                     Dragon             Withered Heath
                     Dragon             Gundabad
                     Dragon             Carn Dum
                     Dragon             Dol Guldur
THE ELVES
Celeborn             Elves (V)          Lorien
Cirdan               Elves (V)          Grey Havens
Thranduil            Elves (V)          Thranduil
ROHAN
Theodred             Dunedain (V)       Helm's Deep


EVENTS.TXT FILE ACTIONS
	With the events.txt file, Mordor and Gondor are completely unable to
communicate, which should keep them in a permanent state of war, regardless of the
Ring of Power (Great Wall) wonder Mordor has.  The same holds true of the Elves and
Mordor but not Rohan and Mordor.  Gondor is also permanently at war with Harad and
Rhun.
	The events.txt file determines some of the things that can happen to The Ring
unit.  This unit does not actually get carried by Frodo the way missiles are carried
by submarines- you have to be sure they end up in the same space at the end of every
turn or The Ring will be lost forever.  If however The Ring is destroyed in battle by
Mordor, that's even worse.  That represents its recapture by Sauron.  The events.txt
file will then create new Nazgul and many extra units will come pouring out of Barad-dur
each turn representing Sauron's increased power.  If Isengard kills The Ring unit,
Isengard will get some more limited benefits.
	On the plus side, if Barad-dur is captured, the events.txt file will 
create an Eagle unit near Barad-dur (to help Frodo and/or companions get away) and
Gondor will receive a large amount of money (in addition to all the other benefits
mentioned elsewhere).
	A certain number of turns into the game the Dead Men of Dunharrow will rise
up to fulfill their oath as described in Lord of the Rings.  They are represented
by a number of Undead units.  Undead units are technically considered air units 
(imagine them floating just above the ground) and must end every turn in a city or
in the same square as Frodo.
	Meanwhile, most every turn, the enemy forces are being added to by units created
via the events file.  This includes new Olog-Hai being made in Barad-dur.  Most of these
will cease to be created once Barad-dur is conquered. 
	If and when Eomer and/or Eowyn die fighting as Rohan units, they will be reborn
as Gondor units, representing the contribution of Rohan in saving Minas Tirith.

WONDERS:
	Since Middle Earth is a wonderful place, there are many.  To keep to the 
flavor of Middle Earth I renamed all the wonders.  I had to take some artistic 
liberties here- sorry.  I also destroyed three wonders, Leonardo's Workshop, the 
Great Library and the Statue of Liberty since they aren't appropriate for this game.  
There is only one unbuilt wonder that stands a realistic chance of being built during 
this scenario- the White Tree.  The prerequisite for it will be given to Gondor once
Barad-dur has been conquered.

NEW NAME                     OLD NAME                       CITY
Ancient Archives             SETI Program                   Minas Tirith
The Citadel                  King Richard's Crusade         Minas Tirith
Colossus                     Colossus                       Umbar
Dark Tower                   Pyramids                       Barad-dur
Eye of Sauron                Great Wall                     Barad-dur
Feast Hall of Meduseld       Shakespeare's Theatre          Edoras
Forge of Mt. Doom            Cure for Cancer                Barad-dur
Galadriel's Mirror           Women's Sufferage              Lorien (obsolete)
Great Gate                   Oracle                         Minas Tirith
Havens of Cirdan             Magellan's Expedition          Grey Havens
Ithil Stone                  Apollo Program                 Barad-dur
Mithril Mines                Darwin's Voyage                Moria (obsolete)
Nenya Ring                   Hanging Gardens                Lorien
Palantir of Minas Anor       Copernicus's Observatory       Minas Tirith
Pillar of Ar-Pharazon        Lighthouse                     Umbar
Saruman's Wand               Sun Tsu's War Academy          Isengard
Seventh Palantir             Marco Polo's Embassy           Isengard
Shrine to Sauron             J.S. Bach's Cathedral          Rhun
Tower of Orthanc             Eiffel Tower                   Isengard
Vilya Ring                   Adam Smith's Trading Company   Rivendell
White Council                Isaac Newton's College         Isengard
White Towers                 Hoover Dam                     White Hills
White Tree                   Michaelangelo's Chapel         not yet built

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

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

OTHER CHANGES AND NOTES (many of these may seem arbitrary, but really I have logical
reasons for them!):
- Forms of governments can't be changed ever.
- Two times as much food is required to increase population and settlers are much 
harder to make since this is only a ten year period we're dealing with. Only Gondor has
the ability to make Settlers at the beginning of the game.  Settlers also eat more
food than usual.
- Scientific advances are five times harder to accomplish.  This is after all only a 
ten year period.  There really isn't that much worth researching in the first place,
so I'd recommend minimize the spending on science.  However, don't necessarily give up
on science altogether and sell your libraries.  At the beginning of the game Gondor is
starting to research Engineering, which will allow the building of very useful Battering
Rams when Gondor takes the offensive.
- Spies cannot steal technologies (Wormtongue, having abilities of the Spy unit in Civ2,
not a diplomat, can, but with low probability of success).  This is to prevent certain
technologies from being traded and to encourage Gondor to focus at least a little
attention on science.
- Gaining technology from conquest is also forbidden.
- It is now impossible to research Steam Engine, so Industrialization and all the
other technologies beyond it are impossible to reach as well.  Isengard however can make
Forges, which function like Factories.
- None of the wonders are in danger of become obsolete.
- Many of the special terrain squares have been tweaked with to be even more productive.
For instance, iron and wine are boosted with the aim to make enough food for Mordor
cities in deserts.
- The special resource square Buffalo is now called Horse.
- Mt. Doom is its own special type of terrain.
- Pollution doesn't matter.
- There are no goody boxes anywhere.
- There is no trading or trading units (Caravan types) in this scenario whatsoever.  You
should be building military units instead.
- The civs have new colors and flags for the most part.  In a few cases I made these
up (i.e. Rhun) but mostly they are based on Tolkien's descriptions.
- Many cities have been strategically built on hills or even mountains.  So if you
aren't sure what terrain the city occupies, it would be wise to check "hidden terrain"
before attacking.
- In general it isn't wise to give away technologies to any other civ, even your allies.
The tech setup has been very carefully devised and giving away techs could ruin that.
For instance, if you give Writing to the Elves, they often will make Spies and use
them against you, breaking up the alliance.
- If you have an injured unit and walk into one of your allies' units (as if you were
attacking that ally), instead of attacking it the injured unit will become healed (maybe
not the first turn, but eventually this will happen).  In the real book Frodo and the
other ring bearers made good use of their allies' city Lorien to recover and lick their
wounds.
- When you capture every known city of any civ, you would expect a message that the
civ has been completely destroyed.  That won't happen in this game though, due to a 
bug mentioned below.

OBJECTIVES:
	There are 137 total objectives in the game (cities plus wonders).  Every city
that exists at the beginning of the game is worth at least one objective.  Wonders do
not count as objectives do to a bug that results when this is chosen.  Important
cities are worth 3.  All cities worth 3 objectives are listed below.  To reach a decisive
victory one needs to capture 118 objectives, a number equal to all the objectives of Mordor,
Isengard, Gondor, Harad and Rhun combined.  For a marginal victory one needs 91 objectives
(all of Mordor, Isengard and Gondor).  A marginal defeat is less than 43 objectives (the
number of objectives Gondor starts out with), and 34 or less objectives is considered a
decisive defeat.  There is no need to attack and conquer the cities of your allies, the
Elves and Rohan.

THE ELVES:
Grey Havens
Lorien

GONDOR:
Minas Tirith
Rivendell
Dale
Dol Amroth
Esgaroth
Hobbiton
Pelargir

HARAD:
Umbar
Khand

ISENGARDERS:                                
Isengard

MORDOR:
Barad-dur
Daedeloth
Dol Guldur
Gundabad
Minas Morgul
Morannon
Moria
Narchost
Nurn
Osgiliath

ROHAN:
Edoras

RHUN:
Rhun

BUGS AND PROBLEMS:
	Whichever civ has The Ring unit, other civs will think that civ has nuclear
weapons in negotiations and may give messages mentioning them (of the "Our words
are backed with NUCLEAR WEAPONS!" variety) but of course it doesn't mean the
same thing so ignore those.  If you use the Game.txt file included, these messages are
eliminated.
	Mordor and Harad sometimes go with each other, especially if Pelargir falls.
Not much I can do about this, but hey there was alot of in-fighting within Mordor's side
in fact.
	I also originally selected "Restart Eliminated Players" and don't know how to
change it- any ideas?  This causes alot of troubles with the Events.txt and can cause
the game to crash if any civ is totally wiped out, so I resorted to drastic measures.
All civs except Gondor has an extra city located deep in the ocean, completely in-
accessible.  There is no way any unit can reach or leave these towns, they have no
production, can't grow and they don't count as objectives.  They simply exist to prevent
this bug, so please ignore them.

A FEW WORDS ON STRATEGY:
	Yes, this is a very difficult scenario.  You will be flooded with enemy units 
attacking you everywhere (including Harad boats attacking your coastal cities).  People
have sometimes suggested to me that it is not winnable, but it is very winnable- it just
might take you a few tries (and some luck) to figure out how to do it.  In the trilogy
the forces of good had only a longshot chance of winning and I want to retain that
feeling of having victory be very hard earned. The key, in my opinion, is to maintain an
"offensive defense"- hopefully killing most enemy units just outside your cities.  
Eventually the large amount of units and money Mordor starts out with will run down. 
Getting The Ring to Barad-dur safely and as fast as possible is the most important thing
to do by far.  Once Barad-dur is conquered you will most likely be able to go on the
offensive everywhere, so hang in there until then. 
	Perhaps the most tricky thing is how to survive in the South (near Minas Tirith
and Pelargir) until the Ring destroys Barad-dur.  This is what I do.  Move as many
valuable units down to that area as fast as you can (esp. Gandalf and Aragorn).  If 
you can't stop the attacks near Minas Tirith, remember a square with a wizard on it
cannot be attacked (unless by the Witch King), so wizards can plug up holes in your
defensive line.  Meanwhile, churn out defensive units (Pikemen and Archers) in that area
as fast as you can.  Spend money to speed that process up.  If you can destroy the
fortifications on the squares Mordor or Harad is attacking from, you may want to go on a
limited offensive and kill lots of troops that end up in those squares.  But cleaning out
one of those squares won't be easy- there are lots of tough defensive units on each one.
Keep Faramir alive as long as you can by not over-using him, and use him wisely.  Finally,
remember that if you manage to kill lots of Nazgul up north early on, those Nazgul will be
reborn down south and make life more difficult for you there.
	If you still find the game too difficult, remember you can always try playing at
first on an easier level than the default Emperor level.  Civ geniuses try it on Diety!

FINAL NOTES:
	I'd like to think my map is pretty accurate, based on Tolkien's own map and 
books plus The Atlas of Middle Earth by Fonstad and The Complete Guide to Middle 
Earth by Foster.  Still, I had to make up names of cities and guess at terrain willy 
nilly for many places only vaguely referred to by Tolkien yet still important (for 
instance Harad and Rhun).  Sorry for the artistic liberties.
	Any comments, suggestions or improvements are very welcome.  You can 
e-mail me at harlant@hawaii.edu. The unauthorized selling, distributing or otherwise 
profiting from this scenario is prohibited.  Free distribution on the internet is
encouraged.
	If you enjoyed this scenario, I've made some others as well you might want to try
out.  Like this one I tried to make them as good and accurate as possible.  They are
available at the Glyph web site (www.glyphweb.com\civ2.html), among other places.

THANKS:
	This was the first scenario I made, so I had quite alot of help and advice from
others in making it.  I got inspired to make this scenario after seeing Curro Domingo's
Civ2 map of Middle Earth which I used as my base map, edited a little.  Thanks.  And I
wouldn't have tried making a scenario without Patrick Williams' FAQ on making scenarios.
I made most of the graphics myself, but usually not from scratch.  I stole heavily from
Mike McCart's ModHeaven web site (now sadly defunct) and othe web sites for graphics
ideas.  The Title.gif file is a painting called "Pursuit in Rohan" and was done by Ted
Nasmith.  I got it from the Halls of Tolkien web site by Scott Powers (http://shire.ncsa.
uiuc.edu/Tolkien/TolkienWorld.html), THE place to go for Tolkien images in my opinion.
The JRR Tolkien Information Page (http://www.csclub.uwaterloo.ca/u/relipper/tolkien/
rootpage.html) was also useful. Finally, many others including Mike Forster, Curro
Domingo, Matthew DesOrmeaux, John Casler, Paul Cullivan, and Ian Adkins have been very
helpful with suggestions, contributions and playtesting. Thank you all!
	Needless to say I couldn't have done it without the great Lord of the Rings trilogy
in the first place, but also other Tolkien related books.  The Atlas of Middle Earth by
Karen Wynn Fonstad was invaluable, as was A Guide to Middle Earth by Robert Foster and 
The Tolkien Bestiary.
	Thanks to Jason Atkinson for some graphics changes in the latest version.  Most
of the changes in the old units (and some in the new) are due to him.  He also helped
with a number of other changes, mostly graphic but also with unit powers.  The terrain used
in this new version is influenced by the terrain file created by CHRGU@t-online.de (sorry
my download didn't have a name attached to it).  The new Orc, Uruk-Hai and Faramir units
were created by Jamie Grant.

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