SACRIFICIAL BLOOD 2.1:

Rise of the High Native Empires

 

a Civ II Gold multiplayer modpack by

 -Shay Yates Roberts-

 

Text Box:  Are you prepared to begin a historically based adventure into a mysterious land with more pyramids than Egypt?  Are you daring enough to take an epic journey through a savagely beautiful world where blood is as precious as gold?  If so, continue at your own peril....

 

 

SACRIFICIAL BLOOD is a modpack unlike anything you have experienced.  It contains 57 new technologies, 85 new units, 30 new sounds, 12 pieces of new music, 24 new wonders, and 12 new improvements.  Many of the default game graphics, such as the Presidents' pictures, have also been changed.  You can play solo, or against up to two other opponents.  Here's a sampling of the excitement that awaits...

 

v       Explore the "New World" as it existed before the arrival of the Columbus.  Learn the ways of High Native cultures such as the Aztecs, Incas, and Mayans.

v       Capture enemy warriors in battle and sacrifice them at your altars.

v       Battle mythological monsters, unleash the power of magical codices, shapechange into a variety of creatures, and dimension travel into the underworld.

v       Capture slaves and put them to work building your empire.

v       Uncover the lost and abandoned cities of your predecessors and plunder their treasure.

v       Discover valuable deposits of jade and obsidian to bolster your coffers.  Locate priceless ancient relics.

v       Explore the mountains to locate rare "natural fortresses" and build imposing defensive fortifications.

v       Make strategic use of special gifts given by your gods.

v       Pilot your vessels down navigable rivers.  Use bridges to transport ground troops across impassable waters.  Explore exciting new terrains such as saltwater swamps (also navigable), freshwater islands, and cenotes.  Discover the many new terrain specials: cacao, llamas, guinea pigs, maize, wild rice, herbs, hot springs, and tropical bird plumes.

v       Dodge impassable mountains, earthquakes, quicksand, jungle fever, sand bars, volcanoes, vicious animals, wildfires, and stormy seas.

v       Select from a range of scenarios such as quest, exploration, and empire building games.

v       Use fully developed onscreen help for units, advancements, terrains, and government types.

v       Choose from a variety of winning strategies including military, scientific, and spiritual.

As you embark on this amazing campaign, be prepared for the many special events that will suddenly occur.  Some events are random, some historically scheduled, and all are certain to create a dynamic challenge.

 

Don't expect this to be easy.  Pre-Columbian America was a fierce and unforgiving world.  Every unit is a precious commodity and control of special terrain is crucial.  Even the remarkable cultures of the Aztecs, Incas, and Mayans were unable to accomplish what you must do.  To win, you must be cautious, yet willing to take enormous risks.  After all, you will ultimately battle other human beings, the most dangerous opponents of all.

 

If your courage still holds, read on!  The following information is crucial to your success....


TABLE OF CONTENTS

 

1)        Installation.. 3

A.    Installing the SACRIFICIAL BLOOD pack:. 3

B.     Game Settings:. 5

C.    Uninstalling SACRIFICIAL BLOOD:. 5

2)        Historical background:. 6

A.    The Era:. 6

3)        The Historical Accuracy of Sacrificial Blood:. 6

A.    Accuracy vs. Playability: 6

4)        Overview of Scenario Pack:. 6

A.    Getting Help:. 6

B.     Sounds:. 7

C.    Terrain:. 7

D.    Graphic Displays:. 7

E.     The Scenarios:. 7

B.     Finishing a Game:. 27

C.    Level of Difficulty:. 27

5)        Contact Info.. 27

A.    The SACRIFICIAL BLOOD Website:. 27

B.     Troubleshooting:. 28

C.    Technical Support:. 28

6)         Disclaimer. 28

A.    Legal Stuff:. 28

7)        Acknowledgments. 28

A.    My Thanks:. 28

 


1)  Installation

A.    Installing the SACRIFICIAL BLOOD pack:

1.     BEFORE YOU BEGIN THE INSTALL: check to make sure you've got the Civilization II Gold Edition, version 1.1.  To find out your version, start a normal game; from the Game menu, choose Game Options; the top of the options screen should read : "Civilization II Multiplayer Gold 5.4 Of Multiplayer 26-March-99 Patch 3".  SACRIFICIAL BLOOD will not run on an older version of Civilization!  DO NOT PROCEED UNLESS YOU HAVE THE CORRECT VERSION AND MOST UP TO DATE PATCH!  You can get the patch through the Sacrificial Blood Download Page.

(1)  Note: you must be running Win 95 or 98 in order to install Civ II Gold (PC version).

2.     The SACRIFICIAL BLOOD modpack will take up 79M of space on your hard disk.  Note: you can reduce that 79M down to 36M by deleting the Blood2.zip, and SB2.zip files after you've completed the full installation.

3.     (DO NOT CONTINUE INSTALLING THE MODPACK UNLESS THE PATCH HAS ALREADY BEEN INSTALLED!)  If you are reading this file, you have most likely unzipped the Blood2.zip file, which results in the !!README.DOC and SB2.zip files.  Place the SB2.zip file in your scenario folder (a subfolder of Civ2Gold) and unzip the file.  You will now have an "Sacrificial Blood (ver. 2.1)" subfolder.

4.     Go into your main Civ2 folder and make backup copies of the following files: Game.txt, Intro.dll, menu.txt, menuloop.wav, mk.dll, Scredits.gif, and Tiles.dll.  You will find new versions of these same 7 files in your Sacrificial Blood (ver. 2.1)\New Civ2 Files folder; copy these new files into your main Civ2 folder (NOT the scenario folder; put these files in the same folder with the civ2.exe file).

5.     To begin solo play, start Civ II Gold and select "Play SACRIFICIAL BLOOD Solo" from the main menu.  Select either the "Dark Realm.scn" file from your "Scenario\Sacrificial Blood (ver. 2.1)\Dark Realm" folder, or the "King of Kings.scn" file from your "Scenario\Sacrificial Blood (ver. 2.1)\King of Kings" folder, or the "King of Kings 2.scn" file from your "Scenario\Sacrificial Blood (ver. 2.1)\King of Kings 2" folder, or "Lost City.scn" from the "Scenario\Sacrificial Blood (ver. 2.1)\Lost City" folder, or the "Pre-Columbian.scn" file from your "Scenario\Sacrificial Blood (ver. 2.1)\Pre-Columbian Age" folder.  The scenarios are large and will take a minute to load.  Once you've read the opening instructions, select the Civ you wish to play, the level of difficulty, a gender, a name, and the game will begin.

6.     IF THE GAME CRASHES, LOOK FOR ONE OF THE FOLLOWING THREE MOST LIKELY PROBLEMS:

(a)  Verify that you have the correct version of Civilization.

(b)  Be certain you installed the patch BEFORE the scenario.  If you installed the scenario first, you need to uninstall Civilization and start all over with a new installation of the game.

(c)   There have been reports of the game crashing when the path to the game files is too long.  This seems to be a problem inherent in the core Civilization code.  The solution is to rearrange your folders to shorten your path.  For example, try changing c:\programs\games\mps\CivMGE\scenarios\historical\naval\Sacrificial Blood (ver. 2.1) to c:\CivMGE\scenarios\Sacrificial Blood (ver. 2.1).

7.     NOTE:  All the players participating in a multiplayer game must have the same subfolders branching off their main CivGold folder!  For example, if the host is using "c:\mps\civ2gold\scenario\Sacrificial Blood (ver. 2.1)" then an opponent could be using "d:\CivMGE\scenario\Sacrificial Blood (ver. 2.1)", but NOT "d:\CivMGE\scenario\Blood" or "d:\CivMGE\scenarios\Sacrificial Blood (ver. 2.1)".

8.     To begin a multiplayer game, start Civ II Gold and select "Multiplayer SACRIFICIAL BLOOD" (for new or saved games) from the main menu.  Indicate if this is going to be a Hotseat, Internet, or Network game.

9.     If you selected "Internet Game" and you wish to host the game, choose "Start a SACRIFICIAL BLOOD Game".  Note: do NOT select "Start a New Multiplayer Game"!

10. Select your scenario.  The scenarios are large and will take a minute to load.  Once you've read the opening instructions, select the level of difficulty, the multiplayer features, time per turn, your Net Name, and your Game Name.  Now you will be presented with your IP address.  Copy this to the clipboard using Ctrl-C (or write it down), then click on OK.  You must now paste this IP number (using Ctrl-V) into an email message or Instant Message and send it to the other players.  Once all the players have joined, click on Start Game.

11. If you selected "Internet Game" and you wish to join a game hosted by someone else, choose "Join a Multiplayer Game".  Enter your Net Name, and the IP number sent to you by the host.  There may be a significant delay before the game begins.  If you receive an error message about your path, refer to section 1.A.7. above.

(1)  Once your game has begun, be sure to check out the scrolling SACRIFICIAL BLOOD credits by going to the main Civ menu and selecting Civilopedia, About Civilization II, SACRIFICIAL BLOOD.

B.    Game Settings:

1.     Required Game Settings:

(a)  Under the Game menu, Game Options:  Music should be OFF, and Sound Effects ON.  Under the Game menu, Graphic Options: Diplomacy Screen should be ON.

 

2.     Recommended Game Settings:

(a)  Under the Game menu, Game Options:  AutoSave ON, Fast Piece Slide ON.  Under the Game menu, Graphic Options: Throne Room, Animated Heralds, High Council, and Wonder Movies all OFF.  Under the Game menu, City Report Options:  all ON.

C.    Uninstalling SACRIFICIAL BLOOD:

1.     Before you play a normal game of Civ2 or some other scenario, it is important to uninstall Sacrificial Blood.

2.     Find the backups you made of your Game.txt, Intro.dll, menu.txt, menuloop.wav, mk.dll, Scredits.gif, and Tiles.dll files.  Copy these backup files into your main Civ2 folder (allowing them to overwrite what is there).

3.     You may now play another scenario or a normal game of Civ2.  If you wish to play Sacrificial Blood again, simply repeat step 1.A. above.

2)  Historical background:

A.    The Era:

1.     The Pre-Columbian Age was a fascinating period which is often ignored by the history books.  Few people know that the peoples of Meso and South America built hundreds of pyramids, far more than the Egyptians.  In fact, the first pyramid was built in South America 800 years before the Egyptians.  The Pyramid of Quetzalcoatl was the largest pyramid ever constructed, and it still stands today as the world's largest monument!  For general information on the post-classic age of Pre-Columbian Meso and South America, check out the history page on the official Sacrificial Blood website at:

     http://shayworld.com/games/sacrificial/historypage/historypage.htm

3)  The Historical Accuracy of Sacrificial Blood:

A.    Accuracy vs. Playability:

1.     SACRIFICIAL BLOOD emphasizes exciting gameplay over precise historical accuracy.  One of the scenarios (The Pre-Columbian Age) uses fairly accurate dates and geography, but the other scenarios are more fictional because they deal with mythology or envision what may have happened if Meso and South American culture had been allowed to evolve without the Spanish invasion.  Also, be aware than some of the seemingly fantastic units such as Magicians and Sorcerers actually existed in Pre-Columbian civilizations.

4)  Overview of Scenario Pack:

A.    Getting Help:

1.     SACRIFICIAL BLOOD offers full onscreen help for advancements, units, wonders, improvements, terrain, and government types.  Simply click on the Civilopedia menu and select the topic you want help on.  Select the specific item you wish to know about, and click on Info at the bottom.  You will see a short description of the item.  For a more complete description (which may include vital information) you are STRONGLY ENCOURAGED to click on the Description button at the bottom of the Info window.  Beware: in addition to the new advancements, units, wonders, improvements, terrain, and government types, some of the existing items have been modified and may not function as before.  To be safe, read the descriptions for everything!


B.    Sounds:

1.     Sound is an important part of SACRIFICIAL BLOOD.  Generally speaking, when units battle, the sounds will be heard by all players.  However, sounds linked to special events will only be heard by the player who initiates the event.  For example, if a player uncovers a hidden treasure on their own turn, only they will hear the sound associated with that event.  Some special events only happen at the beginning of the round (and are not linked to the actions of a particular player); sounds linked to these events will only be heard by the first player (usually the host).  In addition to sound cues, most special events will display a text message.  Text messages are seen by all players, regardless of whether or not they can hear the associated sound.

C.    Terrain:

1.     Terrain types in SACRIFICIAL BLOOD are very subtle.  You will have to keep a sharp eye and explore very carefully in order to notice terrain specials (maize, gold etc).  Deer will blend into the forest.  Llamas will look like tiny specks of white dotting the highlands.  So stay alert and be sure and use the Civilopedia to discover what benefits you receive from special terrains.

D.    Graphic Displays:

1.     Many of the default graphic displays have been changed.  For example, maize replaces the wheat sheathes for indicating city growth.  The hourglass filled with blood replaces the light bulb for showing scientific progress.  The shield indicating unit damage has been changed from the standard shape to a vertical pennant.  The High Empires have larger and more complex flags, while the lesser tribes retain the standard colors.

E.     The Scenarios:

1.     Dark Realm:

(a)  The Setting:

(1)  A very short (one hour) solo-play scenario set on a small world with one principal landmass.  No diplomacy or government switching is allowed.

(b)  The Story:

(1)  This mythological adventure is taken from the Popul Vuh, the Mayan equivalent of the Egyptian Book of the Dead.  The Popul Vuh tells the story of a princess named Lady Blood who lived in hell (known as "Xibalba" to the Mayans).  She fell in love with Hun Hunahpu, the Maize God.  She became pregnant with two twin sons, known as the "Hero Twins".
(2)  As punishment for making love with a god from the world above, Lady Blood was banished from Xibalba to the real world.  The Maize God was killed and his body taken to Xibalba.  Lady Blood gave birth to the Hero Twins (both demigods) in the real world, where they grew up with supernatural speed and had many adventures.
(3)  But with the Maize God dead, crops would not grow, and surpluses began to run out.  The people in the real world (The Mayans) began to starve.
(4)  Encouraged by their mother, the Hero Twins led a bold mission into the heart of Xibalba to find the body of their father, the Maize God, and resurrect him.  Once alive, the crops would grow again and the people would be saved.

(c)   Your Quest:

(1)  You must do nothing less than save the world!  And you have only 200 days to do it.  After that, the great Mayan people with starve to death.  And that won't be pretty!
(2)  Lady Blood and her Hero Twin sons have boarded three vessels along with their best warriors.  They have traveled down through the various planes of existence.  Now only one mortal plane separates them from Xibalba.
(3)  You must locate a codex (a painted scroll filled with Mayan history or magical spells) that will breach the final barrier between this world and the next.  Only Lady Blood can read this codex.
(4)  Once you have access to Xibalba, you must destroy the mountain fortress which houses the body of the dead Maize God.  Only the kiss of Lady Blood can resurrect him.  Once the Maize God is resurrected the quest is won and the game ends.
(5)  Your quest will end tragically if Lady Blood is killed or your time runs out.

5)     The Sound Effects:

(a)  The sound effects are an important and enjoyable part of the game.  The most common installation error is failure to properly install the sounds.  Please carefully follow the installation instructions (discussed earlier) if you wish to fully experience the game.

6)     Getting Help:

(a)  You are STRONGLY encouraged to look up all the units in the onscreen Civilopedia while you are playing the game.  This will give you vital background information and unit strengths.  It is impossible to win without this information.

7)     Victory Conditions:

(a)  Defeat: failure to resurrect the Maize God.
(b)  Marginal Victory: you resurrect the Maize God.
(c)   Victory: you resurrect the Maize God, and you kill Seven Macaw (a monster) AND Mictlantecuhtli (the Death God).
(d)  Decisive Victory: you accomplish all of the above AND close the barrier between Xibalba and the mortal world. (Be sure to close the barrier before you resurrect the Maize God.  Resurrecting the Maize God ends the game).

8)     Zones of Control:

(a)  No unit must respect a zone of control.

9)     Technology:

(a)  There are no technological advancements in this game since it takes place in a mere 200 day span.

10)City Building and Maintenance:

(a)  There are no cities to maintain and it is not possible to build cities!  This leaves you free to focus on your quest.

11)Navigable Rivers:

(a)  In this scenario, your ships can travel down the rivers!

12)Bridges:

(a)  There are bridges at key points where your ground units can cross the rivers.  These are the only places where ground units can cross rivers.  The bridges are high enough for your ships to pass underneath.

13)The Madera:

(a)  One of the first enemies you are likely to encounter.  The Madera were a race of wooden people that the gods created before man.  Lacking souls, the Madera were not able to properly thank and appreciate their creators.  The gods grew to despise them and all but wiped them out in a mass genocide.  Only a few Madera remain, confined to the lowest planes of existence.  They hate humans.  Being made of wood, they can be very tough to kill.  Their Holkanob units fight with thrusting spears.

14)Seven Macaw:

(a)  A flying beast that figures prominently in the Popul Vuh.  Seven Macaw was a gigantic, intelligent macaw (tropical bird) with magical powers and evil intent.  He feasts on the flesh of men whenever possible.  You will need to use great cunning to defeat Seven Macaw.

15)The Tzitzimime:

(a)  The most feared demon in Mayan history.  These malevolent female demons descend from the stars to feast on a human soul.  Virtually no one can withstand their fierce attack.

16)The Huaca:

(a)  A place of immense magical power.  Take care, Nahual are the ONLY units that can enter a Huaca and survive.

17)The Nahual:

(a)  The Nahual are sorcerers and shapechangers.  These powerful units can walk on any terrain or water with equal ease.  Morally ambivalent, a few Nahual will be inspired to join your cause over the game.  Use them wisely because they are the key to victory.
(b)  Each Nahual has a "tonal" (an animal spirit within). When a Nahual enters the Huaca, they can shapechange into their tonal.  There are three basic tonals:
(1)  Owl: very useful for reconnaissance.  But they will not fly over large bodies of water so are essentially a ground unit.
(2)  Jaguar: a good combination of movement and attack strength.
(3)  Giant Caiman: a monstrously large, extremely fierce crocodile.  Essentially a naval unit.
(c)   There is no way to tell which tonal a Nahual possesses until he enters the Huaca.
(d)  Once in animal form, the Nahual can change back to normal form simply by re-entering the Huaca.
(e)  Using the Huaca has a healing effect.

18)The Old Woman:

(a)  The Old Woman is critical to your success.  She has a small house on the mortal plane which you should locate.  She is a powerful shaman who works for the forces of good.  Enter her house and she can heal your wounded units, even making them stronger than they were before!
(b)  Beware, the Old Woman doesn't like Lady Blood, who is originally from Xibalba.  Also, the Old Woman doesn't like the morally ambiguous Nahual.

19)The Hot Wind:

(a)  This hot wind from hell (Xilbalba) is caused by leaks in the barrier between Xilbalba and the lowest mortal plane.  If the hot wind sucks you up, you will be whisked away to Xibalba in a wormhole effect.  Strong units will arrive in Xibalba in a weakened state.  Weak units will be killed by the journey.  Only Lady Blood and her Hero Twin sons (both of Xibalban blood) can survive the Hot Wind without help.  Normal units must first visit the Old Woman to enhance their physical endurance if they are expected to survive this journey.

20)The Barrier:

(a)  This is the force that separates the lowest mortal plane from Xibalba.  Short of the Hot Wind, there is no way to cross this barrier.  Unless, of course, you resort to magic!

21)The Codices:

(a)  There are three basic codices:
(1)  One codex opens barrier between this world and the next.
(2)  One codex closes the barrier.
(3)  One codex triggers the apocalypse.
(b)  Each codex has a similar, but slightly different graphic.  It is imperative that you learn to distinguish them.
(c)   Only Lady Blood can read a codex.
(d)  The codices will appear randomly throughout the game.  Don't count on them being in the same place every time in every game!
(e)  Because they can appear at any time, you must constantly explore the terrain in search of them.

22)The Sacred Burial Grounds:

(a)  There are two such places in Xibalba.  The Death God buries slain warriors in these sacred grounds.  Later, they rise living from their graves to serve the Death God.
(b)  You cannot destroy these burial grounds.  But if you find them, you can occupy them, which will stop new warriors from rising to serve the Death God.

23)The Fire Demon:

(a)  The Fire Demon guards the sacred Lava Pool, which is the magical center of Xibalba.  Destroy the Fire Demon, and your Nahual can harness the power of the lava pool to summon a fierce Lava Storm.  Only the Nahual can attack the fire demon because in their natural form, Nahual can walk on water, as well as liquid lava, allowing them to reach the demon at the center of the pool.

24)Lava Storm:

(a)  A fierce, unstoppable force.  Picture a thunderstorm raining hot lava!  Although short-lived, its powers can be directed to destroy nearly any single unit that exists.

25)The Dread Lords:

(a)  These powerful denizens of the underworld can wield a halberd in one hand while casting fire from the other!
(b)  If you manage to kill a Dread Lord, the warriors who serve him will change sides and join your cause.

26)Mictlantecuhtli:

(a)  The Death God, ruler of Xibalba.  The horrific Mictlantecuhtli is virtually unstoppable in battle.  Three severed heads hang from his shield, dripping blood.  He fights naked, slaying all opponents with a single blow from his massive axe.  Watch out for this guy!

27)Death God's Fireship:

(a)  Mictlantecuhtli has a vessel which cruises the waters of Xibalba.  This powerful ship can hurl Xilbalba's Fire (the Mayan equivalent of Greek Fire) at its enemies.  Your vessels and shoreline ground units are easy prey to this fireship.  Because of the range of Xibalba's fire, it's possible you can be attacked without ever seeing the Fireship.  Take care, because the survival of at least one of your vessels is crucial to the success of your quest.

28)The Gold Road:

(a)  The Death God patrols his domain from the Gold Road.  This magical road lets anyone travel at the speed of the wind, never tiring.  This allows him to circle his entire domain every turn!

29)Death God's Fortress:

(a)  Mictlantecuhtli holds a mountain fortress in the far reaches of Xibalba.  The fortress is protected by Xibalba's Fire, as well as his other minions who hide within.  You must destroy this fortress because within it lies the body of Hun Hunahpu, the Maize God.

30)Resurrecting the Maize God:

(a)  Only the kiss of Lady Blood can resurrect Hun Hunahpu.
(b)  His body is in a fragile state and cannot be moved, so Lady Blood must come to him.
(c)   Once the Maize God is resurrected, the game automatically ends, so be sure you have achieved all other victory conditions before you complete this final stage of the quest.

2.     The Lost City:

(a)  The Setting:

(1)  A short multiplayer (no solo) scenario set on a small world with varied landmasses.  Your objective is to be the first to discover and conquer the mysterious Lost City within 400 tuns.  A "tun" is a Mayan year.

(b)  Victory Conditions:

(1)  The Lost City focuses on exploration rather than conquest.  If you spend all your time trying to vanquish your opponents you will likely lose.  Keep your eyes on the prize, which is The Lost City.  If you manage to capture The Lost City and take control of both Ancient Shrines, credit yourself with a decisive victory.  If you capture The Lost City and only one Ancient Shrine, that's a victory.  If you take control of both Ancient Shrines, but fail to capture The Lost City, give yourself a marginal victory.  A marginal victory can also be attained by capturing The Lost City, but failing to take control of either Ancient Shrine.  Anything else is a defeat.

(c)   Technology:

(1)  There are four distinct tech trees.  The common tree is available to all and contains basic advancements.  In addition, each of the High Empires has its own distinctive tech tree which cannot be used by anyone else.  Technologies, improvements, or wonders which are preceded by the "+" symbol can only be built by certain cultures or under special circumstances.  Technologies, improvements, and wonders not preceded by the "+" symbol can be built by anyone, even the lesser tribes.
(2)  Due to the short game length, the tech trees have been "pruned".  Also, technology will come very slowly at first.  However, you will easily acquire sufficient advancements to allow victory.  Technologies cannot be traded or won through conquest.

(3)  Human Sacrifice:

(4)  Any "Mystic" unit, when defeated in battle, will be brought to your capital city as "Uauantin" (a human sacrifice).  Sacrificial rituals inspire the populace (who feel it pleases the gods).  When you conduct a sacrifice, your people reward you with a production boost.
(5)  To sacrifice a unit, simply disband it.  But make sure you disband it in a city or you receive no bonus!  You can sacrifice your own units if you desire, but this results in a much smaller bonus than sacrificing an enemy unit.

(d)  The Ancient Shrines:

(1)  There are two lost shrines, one in the east and one in the west.  One of your objectives is to locate and take control of them.  The shrines are guarded by jungle beasties and booby traps, so you must attack them with a military unit.  When you capture a shrine, the "eyes" of the idol will change to your colors (orange for Aztec, blue for Incan, and purple for Mayan).  The eye color will remain until some other power captures the shrine.

(e)  The Lost City:

(1)  The Lost City is guarded by a phantom army composed of the greatest warriors who once lived in the fabled city.  These ghostly soldiers exist primarily on another plane, a realm that only the "Mystic" can penetrate.  No other unit can attack the Phantom Army, and it usually takes a group of Mystics to defeat the dreaded force.  Once the Phantom Army is dispatched, the city can be captured by any military unit.
(2)  Once The Lost City has been captured by a High Empire, the other two High Empires instantly fade into the history books and the game ends by itself.  If you wish to take control of the Ancient Shrines, be sure to do so before capturing The Lost City.

(f)    Relics:

(1)  Deep in the unexplored jungles lie the mysterious relics of a previous age.  Military units who dare to explore there may uncover these priceless treasures.  Because relics are so difficult to find, you may need to explore the same territory several times before finding one, and they will not be in the same place at the same time in every game.
(2)  Every relic you discover will draw a "Mystic" to your cause.  These Magician/Warriors, eager for knowledge of the arcane, are the only units capable of fighting the Phantom Army which guards The Lost City.
(3)  Relics are in VERY short supply, so if an enemy High Empire snatches the lion's share, they will get all the Mystics and likely win the game.  Avoid this problem by being the first to explore.

(g)  The Twin Serpents:

(1)  These water-loving twin terrors are the birthplace of all sea monster mythology.  They will not hesitate to pull down a vessel or attack an unsuspecting unit along the shoreline.  They are quite difficult to kill.  If defeated, it will likely be due to their reckless antagonism in the face of their own injuries.  The serpents are so universally despised that your civilization will collect a 5,000 gold reward for dispatching one!
(2)  "Serpent's Lair" is the unassailable underwater haven of the twin menaces.  It is shown as an Olmec city because the Olmecs are the only people the serpents won't attack.

(h)  Chaos Caverns:

(1)  This ancient city has collapsed and become partially submersed in fetid water.  Only wildmen and beasts haunt this nearly aquatic link to the past.  Military forces cannot take this "city", if you can call it that, then again, why would they want to?

(i)    New Terrain:

(1)  Keep an eye out for saltwater swamps, which are navigable by ship.

(j)    Natural Hazards:

(1)  Jungle fever is prevalent in the unexplored jungles, and will prove lethal to any unit that enters the area.
(2)  Quicksand is often found in wetland areas, and will kill any unit that treads there.
(3)  Sandbars, clearly visible, extend from many shorelines, and will wreck any vessel that crosses them.
(4)  Earthquakes, though somewhat rare, are devastating to any units or cities that happen to be in the general area.  With practice, you will learn to recognize and avoid areas with active fault lines.

(k)  Defensive unit restrictions:

(1)  Some military units in the game are purely defensive (they have zero offensive capability).  Such units can not be used to impose martial law, and they can not capture lost cities.  On the plus side, they do not create unhappiness when away from their cities.

(l)    Zones of control:

(1)  No unit must respect a zone of control.

(m)                       Starting positions:

(1)  The Aztecs begin the game with twice as much gold as the other two High Empires, and the best military technology.  They also have a barracks.  The Aztecs should be able to secure their landmass more quickly than their rivals, leaving them free to focus on growth and exploration.

(2)  The Incans start the game with a granary.  They also have more irrigation and roads, and a richer land than the other High Empires.  Somewhat favored by the gods, the Incans experience fewer earthquakes.  The Incans may have a difficult time securing their landmass, but their growth, production, and economy will outshine all others.
(3)  The Mayans begin the game with the advancement of writing (which can prove to be a huge advantage).  They also start with a library, and a fairly extensive map of their territory.  The Mayans will move quickly ahead of the others both politically and technologically, giving them first dibs on the best wonders.

3.     The Pre-Columbian Age:

(a)  The Setting:

(1)  A medium length multiplayer scenario set on Earth.  This historical scenario takes place in the post-classic Pre-Columbian era.  You will attempt to achieve what the High Native Empires were unable to do—prepare themselves to survive the Spanish invasion.  You will take your High Empire from its humble beginnings in 1100 AD, all the way to 1519 AD, when the Spanish first arrive.

(b)  Victory Conditions:

(1)  The Aztecs will be credited with a decisive victory if they develop Black Powder (a technology), The One Tongue (a wonder), defeat both of the other High Native empires, and end the game with their Royal House intact.  A victory can be achieved by developing Black Powder and building the One Tongue.  A marginal victory will be credited by building either the One Tongue or developing Black Powder.  A marginal victory can also be achieved by destroying both of the other High Empires.  Failure to accomplish any of these things by 1519 AD results in a defeat.
(2)  The Incas will be credited with a decisive victory if they build The Citua (a wonder), The One Tongue (a wonder), defeat both of the other High Native empires, and end the game with their Royal House intact.  A victory can be achieved by building The Citua and the One Tongue.  A marginal victory will be credited by building either The Citua or The One Tongue.  A marginal victory can also be achieved by destroying both of the other High Empires.  Failure to accomplish any of these things by 1519 AD results in a defeat.

(3)  The Mayans will be credited with a decisive victory if they develop Lighter-Than-Air Craft (a technology), build The One Tongue (a wonder), defeat both of the other High Native empires, and end the game with their Royal House intact.  A victory can be achieved by developing Lighter-Than-Air Craft and building The One Tongue.  A marginal victory will be credited by building either Lighter-Than-Air Craft or The One Tongue.  A marginal victory can also be achieved by destroying both of the other High Empires.  Failure to accomplish any of these things by 1519 AD results in a defeat.

(c)   On Achieving Victory:

(1)  Although this is not a cooperative scenario, it is possible for more than one player to enjoy some type of victory.
(2)  Even if both of the other High Empires are destroyed, the scenario continues to 1519 AD (to allow time for the remaining player to achieve other victory conditions).  If only one player remains, and all desired victory conditions are met, and it is not yet 1519 AD, the winner must stop the game or it will continue to run until 1519 AD.
(3)  As for Wonders, it isn't who build them that counts, it's who controls them at the end of the game.

(d)  Technology:

(1)  There are four distinct tech trees.  The common tree is available to all and contains basic advancements.  In addition, each of the High Empires has its own distinctive tech tree.  Technologies, improvements, or wonders which are preceded by the "+" symbol can only be built by certain cultures or under special circumstances.  Technologies, improvements, and wonders not preceded by the "+" symbol can be built by anyone, even the lesser tribes.
(2)  Due to the medium game length, the tech trees have been "pruned".  However, you will easily acquire sufficient advancements to allow victory.  Technologies cannot be won through conquest but they can acquired through diplomacy and the exploration of ancient ruins.

(e)  Diplomacy:


(1)  Each of the High Native Empires will have a powerful neighboring tribe.  For the Aztecs, it is the Tarascans.  For the Mayans, it is the Toltecs.  For the Incans, it is the Chancas.  The Aztecs and Incans will find their neighbors to be hostile and impossible to deal with.  The Mayans may be able to keep the peace with their neighbor.  All of the High Empires are at peace with the Lesser Tribes (an amalgam of indigenous peoples spread across the map).  However, it is impossible to talk to the Lesser Tribes (they are too primitive and belligerent).  Therefore, the best options for diplomacy lie with the other players, and the neighbors of the other players.
(2)  Diplomacy is perhaps the single best way to acquire new technologies, especially those advancements which are not on your tech tree.

(f)    Human Sacrifice:

(1)  Some enemy units, when defeated in battle, will be brought to your capital city for sacrifice.  Human sacrifice inspires the populace (who feel it pleases the gods).  When you conduct a sacrifice, your people reward you with a production boost.  Sacrificing lesser enemy units, "Uauantin" gives a smaller bonus than sacrificing important enemy units "Chalchihuatl".  The word "Chalchihuatl" means "food for the gods".
(2)  To sacrifice a unit, simply disband it.  But make sure you disband it in a city or you receive no bonus!  You can sacrifice your own units if you desire, but it generally results in a much lower bonus than  sacrificing enemy units.

(g)  The Royal Houses:

(1)  One of the most important units in the game.  Each of the High Empires has a Royal House unit located in the capital.  If this unit is killed in battle, the associated High Empire will descend into civil chaos and be destroyed (meaning all of its cities will cease to exist)!  Note: cities may not disappear during multiplayer games due to a flaw in the core Civ II code, but this should work fine when playing solo.  The player that kills an enemy Royal House captures the secrets of that civilization.  For example, if the Mayans kill the Aztec Royal House, the Mayans inherit the Aztec tech tree and can research technologies normally only available to the Aztecs.
(2)  If your empire is on the verge of defeat, and you wish to leave no cities for your opponent to take over, your Royal House can commit suicide by attacking a stronger enemy unit or throwing itself into a "cenote" (discussed below).
(3)  Another option is to sacrifice (disband) your Royal House inside of a city.  This is considered the ultimate sacrifice to the Gods, and will result in an unprecedented production boost in that city.  Your empire will not collapse.

(4)  If your Royal House is destroyed by a firestorm, your civilization will not collapse.  If it is destroyed by a lava flow, your civilization will collapse (volcanic activity is considered a message from the gods).  If it is destroyed by intentional sacrifice, it will not collapse.
(5)  Each Royal House is very different.  The Aztec Royal House is well balanced between attack and defense.  The Incan Royal House is a strongly defensive unit.  The Mayan Royal House is relatively weak and vulnerable.
(6)  Be careful where you keep your Royal House.  It is best to stay away from volcanoes.  Also, remember, if your Royal House is the most powerful defensive unit in the city, it will be the one that absorbs an incoming attack.
(7)  Keep in mind, if your Royal House is destroyed by any method, only a marginal victory is possible.  Having your Royal House intact at the end of the game is a requirement for a victory or decisive victory.

(h)  Magicians:

(1)  The biggest "wildcard" unit.  Pre-Columbian civilizations had a love/hate relationship with Magicians.  Of course, every King would love to have his Merlin, but what happens if he befriends an evil mage?
(2)  During the course of the game, at completely random intervals, a Magician (appearing as a Popaloca unit) may approach one of the capital cities of a High Empire.  It is impossible to tell if the Magician is good or evil.  If you wish to use the Magician's services, capture it with a military unit.
(3)  If you draw an evil Magician, he will bankrupt your treasury and cause "Cultural Discord", which will prevent future expansion.  This can be a death sentence to a small empire.
(4)  If you draw a good Magician, he will fill your coffers.  In addition, you receive the advance of "Farsight", allowing you to build the "Pyramid of the Magician".  This wonder allows units to automatically upgrade.  Good Magicians will also teach the secret of "Coca Cultivation", which allows you to build Coca Plantations.  A Coca Plantation increases slave production without the dangers associated with building a Blood Caste.  You must build a Slave Caste before you can build a Coca Plantation.
(5)  On average, one good Magician and one evil Magician will wander near your capital over the course of the game.  But there is no guarantee this will happen.  If you wish to use his services, move quickly, before he is used by another civilization.  Magicians are also known to seek cover in cenotes, where no unit can follow.

(i)    The City of Otomi:

(1)  This Popaloca island city is an active leper colony.  Your armies will refuse to enter here.  Therefore, the city is essentially untakeable.

(j)    The City of Guenaken:

(1)  The Incan residents of Cuzco have found food scarce in their mountain home.  Therefore they trade llamas with the people of Guenaken (a Lesser Tribe to the southeast).  If Guenaken is destroyed, Cuzco's food reserves will be hurt.

(k)  Ancient Ruins:

(1)  The equivalent of "goody huts".  Early exploitation of these precious resources will help offset the slow early-game advancement rate.

(l)    The Map:

(1)  It may appear that South America has been stretched on the horizontal axis.  As many of you know, the civ2 map greatly expands the horizontal.  In reality, the map is accurate; it is simply being displayed in a wide format.

(m)                       City Placement:

(1)  Make a careful study of the terrain help screens before placing your first city.  This land (especially the jungle) is richer than what you are used to.  Your normal placement of cities will have to be dramatically altered.

(n)  New Terrain:

(1)  Freshwater Islands are lakes which support an island large enough to hold a city.  They offer good food and trade resources, as well as excellent defense.  Be aware that the Aztec capital of Tenochtitlan is built on a freshwater island (interestingly, this particular one was man-made).  Special variations of freshwater islands include Hot Springs and Wild Rice (see terrain help for details).
(2)  Cenotes are formed when limestone erodes, forming a sinkhole which fills with water.  They offer good food resources.  Special variations of cenotes include Cenote Clusters and Grand Cenotes (see terrain help for details).
(3)  Navigable Rivers add a new strategic element to the game.  All rivers in this scenario are impassable to ground troops, and can only be crossed by boat.  If you find this difficult to accept, consider this: to this day, no one has built a bridge across the Amazon, one of the world's most formidable rivers!

(o)  Natural Hazards:

(1)  Cenotes can support a limited labor force extending from a city, but are impassable to armies.  Units of any size which stray into areas with cenotes will fall victim to the unstable limestone beneath them.
(2)  Wildfires are a real menace.  A firestorm can wipe out half a city and its units, leaving the surrounding countryside in flames.  Settlers can put out the wildfires caused by firestorms, but only an attacking military unit can stop the progress of a firestorm before it reaches your city.  All players should cooperate to locate and extinguish fires because left unchecked, they will cause global warming.  If a fire enters an unprotected city, it will "take over" the town, but it can always be retaken by a military unit.  The best protection against fire is to study Pyrology, and then build Fire Defenses.  If your city has Fire Defenses and you spot an approaching firestorm, it is best to let it hit the city and extinguish itself, rather than going out to fight it with a military unit.
(3)  Volcanoes come in two varieties, deadly "lateral blasts" which destroy everything in the vicinity, and the less dangerous "lava flows" which can destroy any single unit.  If a lava flow enters an unprotected city, it will "take over" the town, but it can always be retaken by a military unit.  There is no defense against volcanoes.  On the map, volcanoes look like ordinary mountains, but the observant player will notice a geographic characteristic which makes them easy to identify.

(p)  Unit Obsolescence:

(1)  Any player who receives the "Colonization" advance should be wary.  Colonization allows Mitami (a cheaper kind of Settler) to be built.  Normally, Mitami make Settlers obsolete, but that has been disabled in this scenario to allow for another feature.  Therefore, if you have Colonization, be sure to build Mitami instead of Settlers, because both will be available on the build menu.
(2)  Any player who receives the Channeling advance should be wary.  Channeling allows the use of High Priests.  High Priests are more powerful than regular Priests, but can be built for the same cost.  However, High Priests do not make Priests obsolete.  This is because High Priests can only be built under a Theocracy, whereas Priests can be built under any government type.  Therefore, if you have Channeling and are under a Theocracy, be sure to build High Priests instead of Priests, because both will be available on the build menu.

(q)  Defensive unit restrictions:

(1)  Some military units in the game are purely defensive (they have zero offensive capability).  Such units can not be used to impose martial law, and they can not capture lost cities.  On the plus side, they do not create unhappiness when away from their cities.

(r)   Zones of control:

(1)  No unit must respect a zone of control.

(s)   Starting positions:

(1)  The Aztecs are the only civilization that begins the game with a barracks and the "Simple Weapons" advancement.  The Aztecs also start with the largest treasury and an excellent defensive position.  However, they are hounded by an entrenched and bitter rival, the Tarascans.
(2)  The Incans start the game with a granary and two Settlers which need no support.  They have a moderate treasury, an excellent defensive position, and a wide area mapped.  They are far from developing Simple Weapons, but will soon have Scouts out exploring.  Their capital has little growth potential, and they face the nastiest of natural enemies (the Chancas), yet the Incan position is the easiest to win because of the wide availability of ancient ruins and tremendous room for expansion.
(3)  The Mayans begin the game with two small cities and the highest number of advancements.  Although they do not have Simple Weapons, they do have Writing (a big advantage at Deity level).  They also start with two libraries, and are at peace with their nearest rival, The Toltecs.  However, the Mayans have the poorest treasury and the least room for expansion. They are therefore the most difficult position from which to win.

4.     King of Kings:

(a)  The Setting:

(1)  A long multiplayer or solo scenario set on a medium sized world with varied landmasses.  The objective is to conquer the world within 1000 tuns.  A "tun" is a Mayan year.
(2)  A single, multiplayer game of King of Kings can last a month or more.  It is the longest, and also the best of the Sacrificial Blood scenarios.  All players should have at least a 56K connection and Pentium II processors, otherwise the delays may get frustrating.  Be sure the host has the fastest computer.  To avoid delays, you can also play solo, although the AI does a poor job of playing the Mayan position.

(b)  Victory Conditions:

(1)  You achieve a decisive victory if you conquer every city in the world (except for the city of Vix-Mat, discussed later).  A marginal victory would be the defeat of both of the other High Empires.  A victory is credited if you defeat at least one of the other High Empires.  Anything else is a defeat.

(c)   Technology:

(1)  There are four distinct tech trees.  The common tree is available to all and contains basic advancements.  In addition, each of the High Empires has its own distinctive tech tree which cannot be used by anyone else.  Technologies, improvements, or wonders which are preceded by the "+" symbol can only be built by certain cultures or under special circumstances.  Technologies, improvements, and wonders not preceded by the "+" symbol can be built by anyone, even the lesser tribes.
(2)  Scientific advancements may seem to come painfully slow at first, but don't worry, you should easily have all technologies by the end of the game.

(3)  Technologies cannot be traded or won through conquest, but the Mayans do have the ability to learn the advancements of other cultures.

(d)  Human Sacrifice:

(1)  Some enemy units, when defeated in battle, will be brought to your capital city for sacrifice.  Human sacrifice inspires the populace (who feel it pleases the gods).  When you conduct a sacrifice, your people reward you with a production boost.  Sacrificing lesser enemy units, "Uauantin" gives a smaller bonus than sacrificing important enemy units "Chalchihuatl".  The word "Chalchihuatl" means "food for the gods".
(2)  To sacrifice a unit, simply disband it.  But make sure you disband it in a city or you receive no bonus!  You can sacrifice your own units if you desire, but it results in a much lower bonus than  sacrificing enemy units.

(3)  Slavery:

(4)  You can capture enemy settlers and force them to work on your land.  When you destroy an enemy Mitami or Settler, it appears in your capital as a "Tlacotin", or slave.  Tlacotin are less hardy than a typical Settler unit, but they work free of support!  Only units belonging to the High Native Empires can be forced into becoming Tlacotin.

(e)  Huacas:

(1)  Each of the three High Empires has its own landmass.  Somewhere on this landmass is a "huaca", or a holy place.  There the gods leave gifts to aid your empire.  There is one other secret huaca located on a landmass belonging to one of the lesser tribes.  These gifts are usually gold, but on rare occasion will be the technology of Divine Providence (which is enormously useful).  Locating and control the huacas is crucial to victory (this can't be emphasized enough).  Divine gifts will not appear in huacas that are occupied by a unit.

a.      Divine Providence is a advance that can only be given by the gods.  It allows a civilization to develop Celestial Summoning, a technology that allows creation of "Avatars" from any of the three major deities.  An avatar is a superunit.  Divine Providence also allows the wonder "Earthly Paradise" (which is perhaps the most powerful in the game).
b.     Each player has a 1 in 1,000 chance per turn of receiving a divine gift containing Divine Providence in their local huaca.  This can happen only once on each huaca during the entire game.  If the huaca is occupied at the time, the gift will be lost forever.  If the gift is taken by another civilization, it will never reappear at that huaca.

(f)    Natural Hazards:

(1)  Beware of impassable mountains.  This terrain is so rugged and high altitude that any unit that enters will be killed (including air units).  Impassable mountains look somewhat different than normal mountains.  They exert a zone of control, so units without offensive strength will not be able to move directly around them.
(2)  Watch out for storms at sea.  Areas of wide open ocean are the most dangerous.  If you hug the coast you should be relatively safe.  Storms arise without warning and may kill your naval units and their occupants, or simply destroy the craft and strand the occupants.  Even air units can be destroyed by a storm at sea.
(3)  Beware of Black Jaguars.  They love to charge out of the jungle and gobble up your people.

(g)  Treasure:

(1)  "Abandoned Cities" (formerly known as "goodie huts") will yield the usual bonuses.  As always, do not explore these areas with air units or you will receive no bonus.
(2)  "Lost Cities" are much harder to find because they have been overgrown by jungle.  They will yield gold to any military unit (with offensive capability) which moves into that square.  Lost cities exert a zone of control, so units with no offensive bonus will not be able to move through or around them.

(h)  Wandering Heroes:


(1)  At random times during the game, a Wandering Hero will be drawn to your cause and appear at your Capital city.  These powerful units are especially useful in the early game.  Note: even after an empire has been defeated, you may see messages indicating that a Wandering Hero has joined that fallen civilization.  Ignore those messages.  Wandering Heroes can not join empires that have been defeated.

(i)    High Priests:

(1)  Note: These Incan defensive units can only be built while in the "Theocracy" form of government.

(j)    Heavenly Fortress:

(1)  Note: This Incan defensive fortification is the most powerful in the game.  It is essentially an immobile structural unit.  However, it can be transported from port city to port city via naval units.  Stay alert when building Heavenly Fortress; because the unit has no movement, it will not blink after being built and you may continue to build another without noticing.  Also, be sure to fortify the unit once you've built it.

(k)  Avatars:

(1)  Four-hundred years into the game, your god will directly intervene on your behalf, sending an Avatar (a mortal incarnation of the god) to aid your cause.  Use this Avatar wisely.  When the first Avatar representing your god is killed by an opponent, bad things happen to your empire.  The Mayans worship Chac, the Rain God.  The Aztecs worship Huitzilopochti, the War God.  The Incans worship Inti, the Sun God.  You will only receive one free Avatar during the entire game.  You will receive this Avatar even if you have not received the gift of Divine Providence.

(l)    Tech Trees:

(1)  There are four distinct tech trees.  The common tree is available to all and contains basic advancements.  In addition, each of the High Empires has its own distinctive tech tree which cannot be used by anyone else (with the notable exception of the Mayans).  Technologies, improvements, or wonders which are preceded by the "+" symbol can only be built by certain cultures or under special circumstances.  Technologies, improvements, and wonders not preceded by the "+" symbol can be built by anyone, even the lesser tribes.

 

(m)                       The Isle of Vix:

(1)  A mythical island inhabited by rogue sorcerers (yes, there were sorcerers in Pre-Columbian cultures) who long ago broke away from the Tarascans.  This area is extremely rich, but somewhat difficult to conquer.  One sorcerer city, Vix-Mat, is located on a tiny freshwater island and is protected by an ancient spell of invulnerability.  You do NOT need to take this city in order to achieve a decisive victory.

(n)  Air unit quirks:

(1)  As always in Civ II, do not attempt to take an Abandoned City (also known as a goody hut) with an air unit, or the city will be destroyed and you will receive nothing.
(2)  Air units, because of the extreme altitudes, can not travel through impassable mountains.
(3)  Makers (an Incan unit) and the Chac Avatar (a Mayan unit) can remain in flight for 99 turns before becoming exhausted and being destroyed.  To prevent his, bring them into a city every now and then for a one turn rest.

(o)  Defensive unit restrictions:

(1)  Some military units in the game are purely defensive (they have zero offensive capability).  Such units can not be used to impose martial law, and they can not capture lost cities.  On the plus side, they do not create unhappiness when away from their cities.

(p)  Zones of control:

(1)  No unit must respect a zone of control.

(q)  Starting positions:

(1)  The Aztecs start the game with the largest standing army, a barracks, and the best military technology.  They even have the potential to develop black powder weapons.  You will get a lot of action if you play the Aztecs, but they are the most difficult position.  Early, reckless aggression is often the best strategy for them because it's nearly impossible to defeat an entrenched Incan Empire in the late game, and even more difficult to beat a late game Mayan Empire, who is stealing everybody's best technology.
(2)  The Incans begin the game with the best agricultural infrastructure (including a granary), the biggest landmass, and the most gold.  With the science of agronomy, they have the potential for explosive mid to late game population growth.  Their late game defensive powers are unrivaled, but their only real offensive advantage comes when they create Sorcerers in the early game.
(3)  The Mayans begin the game with the advancement of writing, as well as a library.  They are impoverished, and have the least rich of the three major landmasses.  The Mayans will really struggle in the early game, but if they survive long enough, they are the only culture that can learn the advances of others.  They are also the only civilization capable of achieving flight.  This is probably the easiest position to win from, especially for the finesse player.

5.     King of Kings 2:

(a)  A bonus scenario.  Essentially the same as King of Kings, except it plays out on a different map and defaults to "Emperor" level of difficulty instead of "Deity".

B.    Finishing a Game:

1.     When the scenario finishes, Civ II will give you a final score based on your population.  It will also assign you a position in the Hall of Fame.  Ignore these screens.  Get your victory conditions from this !!README.DOC file.

2.     Warning: do not continue to play the game after your time limit is expired (bad things will happen to your beautiful civilization).

C.    Level of Difficulty:

1.     All SACRIFICIAL BLOOD scenarios default to "Deity" level (with the exception of King of Kings 2), but can be changed by the player when starting the game.

5)  Contact Info

A.    The SACRIFICIAL BLOOD Website:

1.     You can contact me, Shay Yates Roberts, at the feedback page of my website.  I'd love to hear your constructive comments.  Please note any glitches or inconsistencies you discover.  Also tell me what you like.  I am always open to examining any alternative .gif or .wav files you feel would enhance SACRIFICIAL BLOOD.


B.     Troubleshooting:

1.     Sacrificial Blood has been thoroughly playtested and is guaranteed to work for Direct Dial, Internet IP, and even games through webservers such as MSN Zone.  95% of failed installations are due to failure to properly follow the installation instructions.  Be sure to follow the instructions in the readme file in excruciating detail, preserving the order of the instructions.  (For example, if you load the scenario first, then install the patch, you will have a mess on your hands.)  In any case, if the game doesn't work, you can almost count on it being an installation error.  In this case, DO NOT ATTEMPT TO REPAIR THE DAMAGE.  Just delete your entire Civ2 folder (after backing up any saved games), reinstall Civ2Gold, reinstall the patch, and then reinstall Sacrificial Blood.

C.    Technical Support:

1.     In short, there is none.  I hope this guide will answer most of your technical questions.  I'd like to be able to personally assist you in setup and play, but there just isn't enough of me to go around!

6)    Disclaimer

A.    Legal Stuff:

1.      No one involved in this project has profited, nor will ever profit from SACRIFICIAL BLOOD (in fact, some of them have gone broke working on it).  Any graphics, artwork, music, and game elements created by others have been credited wherever possible and used strictly for educational purposes.  The author's sole intention of creating SACRIFICIAL BLOOD was to generate awareness of the rich culture heritage of Meso and South America.  If anyone's contribution has gone uncredited, contact the author and credit will be immediately published.  If anyone wishes that their works not be used in SACRIFICIAL BLOOD, contact the author, who will personally apologize and immediately remove the offending material.

7)  Acknowledgments

A.    My Thanks:

1.     Contributors:

a)     I salute all of the individuals who spent their time nursing SACRIFICIAL BLOOD from its infancy to final release.  This is an enormous task and it's only because of them that the damned thing actually works.  Among those I wish to thank are Katherine Tomlinson, Eric P. Peterson, Erwan Catesson, Gary Schofield, Dave Webster, Jesus Balsinde, Elliot D. Schroeder, and Rune Berge.  Check out Rune's Civ2 gif-extraction utility at http://www.ifi.ntnu.no/~runeberg/gifx/

2.     Inspiration:

a)     This mod-pack was conceived while reading the book "Pastwatch: The Redemption of Christopher Columbus" by the fabulous writer Orson Scott Card.  Order this excellent novel on Amazon.com or pick it up at your local bookstore.

3.     Those who blazed the trail:

a)     Many thanks to the Civilization experts whose writings, programs, websites, and scenarios made this work possible.  Among the many I wish to thank are Aleksei Andrievski, Jesus Balsinde, Markos Giannopoulos, Jeff Head, Michael McCart, Leon Marrick, Alexander Morozov, Carl Fritz, and Harlan Thompson.  I also borrowed liberally from the many published but uncredited works by devoted Civ fans whose names I will never know.  Thank you wherever you are.

4.     I'm no artist:

a)     The stunning artwork that I was fortunate enough to find is surely not my own.  My gratitude to the following individuals for their work, which I highly recommend that you purchase for yourself: Jesus Helguera, Daniel Lechon, Diego Rivera, Jose Maria Velasco, Josep Renau, Joshua Shaw, and Saturnino Herran.  Also special thanks to Erwan Catesson for his superior unit graphics.

5.     I'm no musician:

a)     My heartfelt thanks to all those musicians who provided the emotional backdrop to SACRIFICIAL BLOOD.  Buy their albums!

(1)  Selections from "Huayras Punco" (The Door of the Wind) by the very talented LOS ANGELES INCAS
(2)  Selections from "El Eco de Mi Voz" (The Echo of my Voice) by KUMARA
(3)  Sample from the song "Montezuma", by CUSCO
(4)  Sample from the song "Nightingale", by YANNI
(5)  Sample from "Stairway to Heaven" by LED ZEPPELIN

6.     I only speak English (and sometimes not that well):

a)     Special thanks to Jesus Balsinde for his expertise in Spanish and Nahuatl.  Many of the non-English words in SACRIFICIAL BLOOD come from his research and serve to create a unique and realistic atmosphere.  To find out what happened after the Spanish invaded the New World, check out his many fascinating scenarios located at http://spanish.apolyton.net/.

 

Shay Yates Roberts

Nov. 24, 2001

http://www.shayworld.com/games/games.htm

 

 

 

About the Designer:

 

Shay Yates Roberts was raised in Alaska (by wolves, no doubt) and currently resides in Southern California.  In addition to his game design projects, he writes screenplays and flies airplanes.