Revision 1.1
============
a) Correction is made to the obsolute time of Heroes (from Avatarhood Advance) It should be
Tactics not Leadership.
b) I added some advices at the end of this txt file as I find the scenario not that easy!

Dear Civs,

Important:-
Make sure that you back up your rules.txt, units.gif and custom1-3.wav files(if any) before
unzipping ultima.zip into your Civ2 directory.

This is basically a medieval war scenario based on Origin's Ultima saga which had been 
spanning for almost 20 years. Set on the continent of Brittannia, the map was drawn based
on the cloth map of Ultima6. 
You are to start off in a perilous situation and is up to you to come up with a strategy
to overcome it. The style is to my liking as a wargamer! New advances, units and Wonders
from Lord British's Crusade to the Avatar's Expedition all add in to the play.  
The following is the changes I made to original units and well as details of custom units 
and advances. I did not try to modify too much as it will complicate you players out there:-

a) Archers x2 defense against air units. Watch your dragons been shot out of the sky!!

b) The Magical Elements Advance gives you access to the creatures of the four basic
elements of earth, air, water and fire i.e. undead, dragons, sea serpent and
firestorm respectively.
   -Undead A/D/M=4/1/1 is cheap(cost 20), weak but powerful attack.
   -Dragons A/D/M=4/3/6 is costly(60) but ignores city wall effect. Note that archers
    can defend well against dragons. Odds are even(4 against 4) but to attack a veteran
    archer is suicidal(4 against 6). Use veteran dragon(achievable only thru battle)
    for an even odd(6:6). But I wouldn't risk it. Use catapault! Note that odds shown
    are for archer on terrain with no defensive bonus.
   -Sea serpent A/D/M=3/2/4 is king of the sea until the day of Frigate arrives!
   -Firestorm. (A/D/M=3/0/16, FP=2) Attack once and disappear. Good at weakening stubborn
    defenses. Hit the strongest defending unit first and then charge in with ground forces.
    Note that as an air unit, it is at a disadvantage against archers.

c) Avatarhood advance gives you heroes(A/D/M=6/3/1). Graphics of explorer. Treat all as
road.

d) There are at least a wonder in every major city or castle. For example, Minoc has Tinker's
Workshop(Leornardo) and Skara Brae has Healer's Hand(Michaelangelo) Britain had 5 wonders and
the Temple of Codex had 2 wonders. Check it out! See the Wonders Menu to view location of
wonders so you can plan which city is worth striking first. 

e) Spearmen(pikemen) cost 30, attack risen to 2. I raise the cost as I find that x2 defense
against mounted units should come with a bigger cost.

f) Crusaders renamed Lancers and is available with Chilvary with Knights.

g) Guerilla Warfare advance renamed Resistance, partisans renamed volunteers(A/D/M=1/1/1).
Has graphics of original warrior minus shield. Advance already available.

h) Firestorm is equivalent to Cruise Missile I drew the graphics to replace the
Tomahawk missile. Take a look at it!

i) Trireme is renamed transport(carry 3), don't need to stop near shore. Role for the
caravel is changed. It is now renamed warship for sea superiority, can't carry units. If
I allow it to carry units, the AI would not use it to attack, hence the change.

j) Other changes are minor, you should be able to spot it quickly, i.e. phalanx renamed
guards, mammoth(elephants) has (A/D/M=3/2/2) etc. I advice you to open a city menu, click 
on change unit button to see all the various available units.
 
k) That's it!

One thing I had to point out is that I drew the map purely from my memory(that is trying
to recall details more than 5 years ago!!) so forgive me if it is not exactly the same.
I really have problem remembering the location of the dungeons.
Designed to be played at Deity level. You have enough wonders to overcome problem of
unhappiness at Deity level. Britain is a powerful shield producer(30) enough to churn
out a strong unit every 2-4 turns(depends on unit supported). All civilisations have the
same advancement as the kingdom just broke up and are all researching Chilvary.  
You are expected to lose some cities at the start, not all of course! For example New
Magincia could be defended. You must recover quickly and prepare defences to withstand
further attack. Counter-attacking at the right time could deal a crushing blow to your
advancing enemy! Never only defend when capable of attacking!
Also note that some objective city size is small. Prolong attack on such cities may
destroy it. Since this may happen anyway, I do give some allowance of such losses so
that you may still achieve a decisive victory(see civilisation score).
Try to keep your Heroes alive, once you lose it you need to research Avatarhood to
create it!
For those looking for more Ultima excitement, there is a scenario entitled Sosaria
obtainable at UCII homepage. Map based on Ultima5 and with more variety of advances.

Do send comments or criticism(constructive!) to me if there is any at
rksl1@leicester.ac.uk

This is my second scenario, the first been Conquest of the Rising Sun.
Enjoy!
From your wargamer,
Raymond K.S. Lee

Others:
Ultima, Britannia, Origin are registered trademarks of ORIGIN Systems, Inc. 
Avatar is a trademark of ORIGIN Systems, Inc. Origin Systems Inc. is a subsidiary
of Electronic Arts.
Custom wave files originate from Warcraft II by Blizzard.
Graphics of dragon and undead from mod file compiled by MD.
And may future Ultimas not be like 3-D Prince of Persia!

Below are some tips, you may skip it if you want!

   I am about half way through the scenario at Deity level. Have control of half of the
the mainland and islands such as Valorian Isle, Avatar Isle and Moonglow. I have to
admit that is was really tough at the start, I am sure the computer cheats!! Where
do they get so much units from to harass me all the time?!! I am talking about almost
continous flow of enemy and from all direction! Defence is crucial at the start, things
is much easier when Trinsic(Great Wall) is seized. Cove should be one of your early primary 
objective too(need the doubling effect of temples of the Holy Altar) Cove is surrounded
by hills so you should defend AT the hills not at the city(just leave some cheap units in it
to make citizen contend) or else the attacker would have the advantage of hitting you on 
grassland but you are at a disadvantage of hitting back the hill position of enemy units.
Until a wall is up this is your only hope of defending Cove from the Bards(north) and
Mages plus barbarian from east.
   The Mages research advance the quickest, you may consider stealing technology if you ever
want to keep up! Advise you to research Magical Elements followed by Avatarhood. Heroes(from
Avatarhood) are very handy units. Attack as powerful as a catapault, with high defense
plus treating all terrain as road. Make sure that when you move next to a city that you
wish to attack, the terrain had some defense bonus or else a mounted unit may just kill
it. Once the day of musketeers arrives, you may find that your heroes and catapault is
virtually useless against such units behind city walls. Only solution is researching
Metalurgy to get cannon. Built lots of musketeers and cannons, move next to the enemy city
and then attack. 
   Sea power was extremely important in taking enemy cities as city wall had 
no effect on them. Most of the objectives are on shorelines. But watch out out for 
firestorm! The computer loves to use it against your sea units! Once I lost many units 
when a army-laden galleon was strike! Once ironclad is out, this problem is overcomed. 
Place fragile transports on the same square as your stronger ships. Firestorm is especially
useful for recon, use to survey your surrounding area before ending move in your city. Useful
to take out a stack of advancing units or kill/weaken a unit in walled city on normal terrain.
Remember also that dragons/firestorm is ineffective against archers.  Dragon have the same 
properties as the helicopter. Note that it ignore walls but attack on enemy units on 
defensive bonus terrain is usually fatal unless a vet! 
   Government is fixed at monarchy so as you expand unhappiness problem become more severe
(as the government type is not suitable)  so use entertainers. Courthouse to combat rampant
corruption. Select and bulit up a few cities that you produce abundance of shield,
you will need it bad! Such cities must have forest/hills terrain and have SteelWorks(factory).
You should know how to be efficient with your usage of shields. 
For example:-
Dragons cost 60. If Britain produce equal or more than 30 shields each turn, 2 turns are
required. At least 20 shields for 3 turns, 15 for 4 turns and henceforth. Whenever possible,
make sure your shield number is equal or more than those optimum numbers so that no shield
goes to waste! At 29 shields per turn, a dragon need 3 turns to be built which is the same
as if the city produce 20 shields per turn but with 9x3=27 shields going to waste. Get it?
You should change the working city terrain(work on a forest terrain instead of grassland
for instance to increase shield production a bit-but careful that you don't starve!) OR
change unit support to other non-crucial cities(captured enemy cities can be use to support
your front advancing units thus freeing up shields for your unit producing cities) OR you
should change the type of unit been built to more appropriate one(a city that produce say 
20-23 shields should be building units that cost 40 shield and another city that produce
25-28 shields should concentrate on units that cost 50 shields and not the other way round.

One more thing I like to point out about when you are force to purchase a unit(buy command).
Buying totally from scratch(i.e. with not even 1 shield in progress is crazily expensive)
A temple that cost 40 shield need 160 gold to purchse. If there is at least one shield in
progress, the cost almost halved. So it is very wise to wait for 1 turn before purchasing. If
you want to churn out an expensive dragon(60) by buying see the following steps:
 - wait one turn to allow some progress of shield.
 - say the shield progress is 5, change unit to be made to peasant(cost 10) and buy.
 - than change to guards(cost 20) and buy
 - than change to archer(cost 30) and buy
 - than change to knight(cost 40) and buy
 - than change to sea-serpent(cost 50) and buy
 - than finally to dragon(cost 60) and buy.
The total cost is cheaper than buying the dragon out straight. If there is a lot of shield 
to buy, you need lots of gold but the gold cost rapidly falls as the number of shield
required lessen. Shield progress of equal or more than half of total needed cost a 
more reasonable gold price which is the reason I am doing the above steps. 

That is all I got to say, enjoy!  
