Water World Scenario

Installation:

To install Water World unzip it into it's own directory.  DO NOT put it in 
your CivII directory.  DO NOT put into a directory that already has a scenario
as this will cause MAJOR problems.  I recommend the directory Wworld in your
CivII scenario directory.

If you are running pkunzip use the following command line to extract the files:
pkunzip -d Wworld.zip

This should create a subdirectory: 
Sound

And the following files:
Events.txt
Pedia.txt
Readme.txt
Rules.txt
Units.gif
Wworld.scn
Wworld.txt

In the Sound directory should be the following files:
Custom2.wav
Extra1.wav

About Water World:

Water World takes place after the Great Flood destroyed most of the world and
only a few tribes surived and planted the seeds of new civilizations.  You get
to choose one of these civilizations.  They already have two cities, some
improvements, units and technology.  No one civilization is better off than 
another.  The one thing they all have in common is that they need a navy if 
they are going to win this scenario.

The objectives are simple:
	- capture or build the Wonders of the World
	- capture the first two cities of the other civilizations

The game is set on Diety level with 300 turns.  Certain new technologies are
available.  They are:
	- Telecommunications: allows The Internet
	- The Internet: required to build the SETI Program
	- Piracy: allows the building of Privateers

One important rule is that the only Government allowed is Monarchy.  It is
impossible to change Governments or even research new ones.  There is a slight
twist.  Monarchy supports 5 units, not 3.

Since the objective is world conquest there are no Space Ships allowed.  You
can't even research technologies like Space Flight or Nuclear sciences.  Also,
you begin in a known world so the Apollo Program is not available.

New units are Arks, Cargo and Privateers.  Arks are gained when you discover
Seafaring.  They can be used to transport units to new continents.  They don't
have the chance of getting lost that Triremes have and have better movement
rates.  They are poor attack vessels though.  They are well built and can
stand up to some punishment.

Cargos, allowed with the discovery of Radio, are like Freight and Caravans 
except that they are air units.  They cost a little more but their movement 
rate gives them a big advantage.  The only disadvantage is they have to
complete their turn in a friendly city, establish a trade route or crash.

Privateers are combat ships that can carry two units.  They are avialable with
the discovery of Piracy, a new advance that requires Navigation and Gunpoweder.  
They are good offensive units and have a good movement rate.

If you have any questions or comments about this scenario forward them to:

athenaone@freewwweb.com

Author:
Jennifer (Kitana) Leigh
Shogun of the Japanese

