_____ _________________________ / / / \ / / / ____________ ___ \ / / / / / / \ \ / / / /_____ / / \ \ / / / \ / / \ \ / / \_____ / / / \ \ / / / / / / \ \ / /_________/ / / /_____________| | | / | | |__________________/ |________________________| ***** ***** ***** * * ***** * * ******* * * * * * * * * ** * * * * * * * * * * * * * **** **** **** * * **** * * * * * * * * * * * * * * * * * * * * * * ** * * * * ***** * * ***** * * * GENGHIS KHAN Typed and spellchecked by SIDEWINDER of LSD. (with help from AMAZON). Manual supplied by SCOOTER. INTRODUCTION Once upon a time, there was a grey wolf sent down from heaven. He and his empress, a white doe, came across a great lake. This is an ancient legend passed down from generation among the Mongols, the people who ruled most of the Eurasian Continent in the middle of the 12th century. The legend describes how Genghis Khan, although abandoned and impoverish in childhood, succeeded in building the greatest Empire that has ever existed. With GENGHIS KHAN, the latest in a trilogy of historical simulations, Infogrames gives you the chance to make legend reality. Take the part of King Richard, the Lion-Hearted, Emperor Alexious III, Shogun Minamoto Yoritomo, or even that of the Great Khan himself, Genghis Khan. Lead your armies across the vast Eurasian of the Middle East. Build your empire with wisdom and tenacity, but beware of others whose ambition may be greater than yours. Conquer, or be conquered. Now, KOEI and INFOGRAMES are proud to present GENGHIS KHAN. We believe the game's unique emphasis on human interaction (personal commands, selection or removal of governors and successors, Rendezvous command to create an heir and many more), will provide the player many hours of enjoyment, challenge and learning. 1. GAME OVERVIEW You achieve your goal in MONGOL CONQUEST in the role of Genghis Khan; in WORLD CONQUEST as any one of the four kings who ruled the world at that time. A. SCENARIOS You will be offered a choice of two scenarios: MONGOL CONQUEST and WORLD CONQUEST. 1) MONGOL CONQUEST Start: Spring 1175 Setup: The game puts you in the role of Temujin, the Mongol chief who in real life was to become Genghis Khan. Winning the Game: The objective of the game is the unification of Mongolia. Note: Only one person may play in Mongol Conquest. In Mongol Conquest, when you have succeeded in unifying the 14 tribes, the game will automatically change to World Conquest after showing the end display of the Mongolian Unification. You can also select World Conquest in Preliminaries for single play. * The Mongol chief (Temujin) in Mongol Conquest will change to Genghis Khan of the Mongol Empire in World Conquest. 2) WORLD CONQUEST Start: Spring 1206 Setup: You may select any of the four countries: the Mongol Empire (Genghis Khan), England (Richard I), the Byzantine Empire (Alexious III) or Japan (Mimamoto Yoritomo). Twenty-seven countries in all are displayed. Winning the Game: The objective of the game is the unification of the Eurasian Continent. Note: One to four may play. B. HOW TO PLAY There are two displays, main and hex. The Main display provides information relevant to domestic policy. While battle is carried out on the HEX display. Both of these have a different set of keyboard commands. 1) MAIN DISPLAY This basic display shows data about your country, and a map on which each country is distinctively coloured. Data on domestic policy will be displayed on the screen. DOMESTIC POLICY COMMANDS Your turn comes four times a year: in spring, summer, fall and winter. In your base, you are allowed to issue three commands per turn. You are not allowed to issue a command to a vassal state, which is ruled by a Governor under you. In an area under direct control you can issue one command per turn. 2) BATTLE DISPLAY When you attack another country or are attacked, war will begin. When you Leader attacks another country, or when your base or an area under your direct control is attacked, the screen will change to the battle display. During other battles, the display will only change from main to battle display if you set the battle field ON, with command 15. When the war is over, the screen will return to the main display. COMBAT COMMANDS A day is considered to have passed after both sides issued one set of orders. During wars that take place in your base, or in an area under your direct control, you may issue one command to each of your units per turn. During wars taking place in your vassal states, you must simply observe the fighting and can issue no commands. You acquire a country when you attack and conquer it. You must select a method of ruling all the countries you acquire (except the base, which belongs to your Leader). If you select 'vassal state' these areas will be ruled by Governors. If you select to rule under 'direct control', you are limited to only one command per turn; however, you rule the country directly. Three types of countries are set in GENGHIS KHAN: 1) BASE A country that belongs to a leader. It is directly ruled by a leader. Three commands may be issued per season. 2) SEND POLICY A country ruled by a Governor. A leader can send government policy but cannot actually rule this country. Send Policy decisions are made by the computer. 3) AREA UNDER DIRECT CONTROL A country ruled by a leader. Some orders (e.g. Rendezvous, Diplomacy) may not be given because the leader is not residing in the state. Only one command may be issued per season. C. WINNING THE GAME The objective of the game is the unification of the world. If your leader dies before he has accomplished this goal, a successor can be selected from among his children, but only if his base has not been destroyed by an enemy. This selection of a successor, however, is only allowed in World Conquest. A successor can only be selected when the following conditions are met: a. It must be the game of World Conquest. b. The base must not have been invaded and occupied by an enemy. c. Your king must have a son more than 10 years old (a Candidate for Governor cannot become a successor). Note: In the spring of 1206, Mimamoto Yoritomo starts at 59 years old, an advanced age. You should not make either Yoriie or Sanetomo a candidate for Governor, because it is possible Yoritomo may die soon, since he is at the end of his life span. AMIGA REFERENCE CARD HARDWARE REQUIRED Amiga 500, 1000, 2000 or 2500 1 Mega RAM, 1 disk drive SOFTWARE REQUIRED GENGHIS KHAN Disks A and B LOADING INSTRUCTIONS Booting from the Game Disk: -Boot your Amiga from GENGHIS KHAN disk A. -Double click on the Genghis_A icon. -Double click on the Genghis-Khan icon. Booting from the Workbench screen: -Place GENGHIS KHAN Disk A in a disk drive. -Double click on the Genghis _A icon. -Double click on the Genghis-Khan icon. HARD DISK INSTALLATION You will need 1.7 magabytes of free space on your hard drive to install ŠGENGHIS KHAN. -Create a drawer on your hard drive and name it Genghis. -Insert Disk A in a disk drive. -Double click on the Genghis_A icon. -Drag copy each icon (Data A and Genghis Khan) into the Genghis drawer. -When finished, remove Disk A and insert Disk B in a disk drive. -Double click on the Genghis_B icon. -Drag copy Data B into the Genghis drawer. -When finished, remove all Genghis disks from disk drives, then run the game off the hard drive by double clicking on the Genghis-Khan icon. AMIGA MOUSE OPERATION GENERAL The AMIGA version of GENGHIS KHAN has been designed with complete mouse Šsupport. Except ot Keys, there is absolutely no occasion to use the Škeyboard. Therefore, all references to keyboard operation in the manual Šshould be ignored. While almost all of the gadgets used in this version Šare self-explanitory, the following explanations are included to help you Šget started. USING THE MOUSE Remember these two points: The SELECT button is the LEFT mouse Button. You can also use this button Što move the blue panels which prompt you to confirm (Yes or No) or Šdisplay information and statistics. To do this, place the cursor on top Šof the panel, press the left mouse button and hold it down, and drag the Španel where you want to. The Menu Button is the RIGHT mouse Button. SELECTING AN ITEM FROM A LIST When you are prompted to select a governor to train, ability to increase, Šgoods to sell, or other item from the list, simply move the cursor to the Šdesired item. A highlighted bar will appear over what you point to. ŠPress the select button when the highlighted bar is over the desired Šitem. SELECTING COUNTRIES Certain commands ask the player to select a country. Move the cursor over Šthe desired country or the country's number and press the select button. COMMANDS All commands have been put into menus. To execute a command, move your Šcursor to the top of the screen, press the menu button and hold it down. ŠYou can search through the menues and sub-menus opening under your cursor Šwith your mouse button pressed. NOTE: Some commands have hot keys as well. MAIN COMMANDS COMMAND MENU HOT KEY 1. TAX Change Tax Rate Economic Collect Special Tax Economic 2. DISTRIBUTE Pop. Distribution Economic A - P Soldier Distribution Military A - D 3. GIVE Economic 4. TRAIN Soldiers Military Governor Candidates Personnel A - ; Self Personnel Noncombatants Military 5. MERCHANT of China Economic A - 1 of Islam Economic A - 2 of Uighur Economic A - 3 6. PERSONNEL Transfer Personnel Change de Governor Personnel Send Governor Personnel Control Vassal State Administrative Select Personnel Remove Personnel Nominate Personnel Marry Personnel Recruit Military 7. RENDEZVOUS Personnel A - Z 8. VIEW Administrative A - V 9. MOVE Administrative 10. SEND POLICY Administrative A - L 11. DIPLOMACY Administrative 12. ESPIONAGE Military 13. WAR Military A - W 14. PASS Administrative 15. OTHER Save Game File A - S Wait Delay Other Music Other Sound Effects Other Animation Other Battlefield Other End File A - Q also: Quit Player File Restart Game File A - R Screen to Back Other Current Country Administrative (Restores the data of the country you currently are in.) COMBAT COMMANDS 1. MOVE Entire Unit Move A - M Divide & Move Move A - D 2. ATTACK Normal Attack A - N Long Range Attack A - L 1-on-1 Combat Attack A - O Ambush Attack A - A 3. STANDBY General 4. SPECIAL ORDERS Demand Surrender General A - X Request Reinforcement General A - R Plunder Attack A - A Hunt General A - H 5. WITHDRAWAL General A - W 6. INTELLIGENCE Unit Status Intelligence A - U Commander Status Intelligence A - C Military Intelligence Intelligence A - I ON THE BATTLE MAP To deploy units, move the cursor to a numbered hex and press select to Šplace a unit there. Remember, you can only deploy your troops on Šnumbered hexes. Don't try to click elsewhere. It won't work. MOVEMENT ON THE BATTLE MAP 1) Click on the unit you wish to move with the select button. 2) Drag out desired path of movement. (If you drag a wrong path, go backwards over the wrong path, then drag out the correct path while still pressing the select button. 3) Release select button. (You can also use the command from the MOVE menu, and Šfollow steps 1, 2, and 3 above.) ATTACKING ANOTHER UNIT 1) Select type of attack from the ATTACK menu. 2) Point to the unit you wish to attack and press select. (This also applies to long-range archery attacks.) TIP: When you want to move a unit or decide to attack an enemy, we Šrecommend you use the Hot-Keys, in order to gain time. NEW FEATURES SETTING ABILITIES In the AMIGA version of Genghis Khan, all parameters that define each Šcharacter's abilities will be set automatically. If you are not Šsatisfied with the values the computer has selected, have it reset the Švalues by answering 'No' to the question, 'Is this OK?' Repeat this as Šmany times as you like until you are satisfied with the values. ZERO-PLAY MODE To watch the computer play itself, select the 'World Conquest' scenario Šand choose 0 players. The computer will continue to play until the year Š1605 A.D. To exit from zero-play mode, move the cursor to the very top Šof the screen when the main map is shown and press the select button. If Ša player wants to quit, but you do not want to end the game, choose under the FILE menu and the computer will take over for the Šretiring player. When no human players remain, the game will end. MULTI-TASKING The AMIGA version of GENGHIS KHAN is fully MULTI-TASKING. You can access Šthe function by selecting it under the OTHER menu. SAVING GAMES We recommend you to format an AMIGA floppy disk before playing. In order Što be able to save a game to disk. HOW TO FORMAT THE SAVE DISK: Insert the AMIGA-DOS disk in your disk drive and switch on the computer. ŠType FORMAT DRIVE DF2: (or DF0 or DF1) NAME 'diskname'. The name of the Šfloppy disk must not exceed 8 characters. For example, type GENGHIS. ŠThe program will ask you to insert the disk to be formatted. Once this Šoperation achieved, switch off your computer and load GENGHIS KHAN. THE SAVE COMMAND: In the FILE menu, place the cursor on the SAVE option, then release the Šselect button. The SAVE window appears. First, insert the formatted disk in one of your floppy drives. In the Šwindow on the right of the screen, click on the corresponding drive name, Šthat is DF0:, DF1:, or DF2:. Then a small white square will appear in Šthe FILE line to prompt you to type in your file name. Type in the name Šor just the number of the file that you want. To confirm, click on the Šitem OK! The game will then be saved to disk. To return to play, you Šmust either click on the item FORGET IT! or on the red dot in the upper Šleft of the SAVE screen. NOTE: To save to your hard disk, just select in the window on the right, Šthe name of your hard drive. D. KEYBOARD OPERATION The keys you use in the game GENGHIS KHAN are basically the number keys 0 to 9, and Y,N and RETURN. Hit RETURN after giving an order by entering the appropriate numbers. Questions requiring a yes/no answer can be answered on the main keyboard by using the Y key for yes, or the N key for no, or by using the key pad's 0 key for yes and Carriage Return key for no. All operation can thus be made by using only the key pad. Most orders can be cancelled by hitting RETURN once. For keyboard operation using other keys, please follow the displayed message. Note: The opening sequence will repeat itself until the Space Bar is pressed, after pressing the Space Bar the first options screen will be displayed. 3. END OF GAME A. WHEN YOUR LEADER DIES The Mongol Conquest game puts you in the role of Temujin, a Mongol chief. When Temujin dies, having reached the end of his life or having been killed by an enemy during a war, the game is over. In World Conquest, even if your king dies a natural death or is killed, you can continue the game by selecting a successor. If your base has been invaded, or if you have no male children more than 10 years old, you cannot select a successor, and the game is over. B. DISCONTINUING PLAY DURING GAME If you wish to save a game so you can come back to it later, enter command 15., and select option SAVE to save the data. After saving the data, select option END to end the game. If you wish to end the game without saving it, enter command 15., here and select END. 4. PRELIMINARIES A. PREPARING DISK FOR SAVE At the opening menu, the player will be asked to select one of two options: 1: Start Game, 2: Prepare Save Disk. First time players should select option 2 and create a save disk for future games. If a save disk has already been made, players will want to select option 1 and go directly to the Scenario selection. B. START GAME Proceed to the Scenario selection (see C.) procedure described below. C. SELECTING SCENARIO You will be offered a choice of two scenarios, Mongol Conquest or World Conquest. You may also select Load data and continue a previously-saved game. A saved game will commence from the point at which it was last stopped. D. MONGOL CONQUEST If you select Mongol Conquest, you will proceed to I. Setting Abilities. E. WORLD CONQUEST If you select World Conquest, follow the message displayed on the screen. F. LOAD DATA When you select 'Load Data', change A disk to D disk, and hit RETURN. When asked, 'Which saved game will you load? (1-10)', enter the file number you wish to load and hit RETURN. Then change disks again, following the displayed message, hit RETURN, and the game will begin. A saved game will commence from the point at which it was stopped. * If you erroneously enter 'Load Data', you may return to the Select Scenario stage by hitting ESC. G. SELECTING THE NUMBER OF PLAYERS '(HOW MANY PLAYERS? (1-4))' The number of players can be selected only on the World Conquest game. One to four may play in World Conquest. Enter the desired number of players. H. CHOOSING CHARACTERS ('PLAYER 1, WHICH CHARACTER DO YOU CHOOSE?') Characters can only by chosen in the World Conquest game. Each player will be asked which country he/she would like to rule. When you select a country, you take control of that country's king. Enter the appropriate number. You may select your country and ruler from the following four countries/rulers: 1. The Mongol Empire (Genghis Khan) 2. England (Richard I) 3. The Byzantine Empire (Alexious III) 4. Japan (Minamoto Yoritomo) When more than one person is playing, each player chooses his/her own country in turn. I. SETTING ABILITIES Setting Abilities determines the parameters that define each character's abilities. Each selection will be a significant factor in the course of the game, so all choices should be made carefully. When you are first asked 'Set parameters automatically? (Y/N)' select 'Y' or '0' for Yes, and 'N' or hit RETURN for No. If you select Yes, the parameters for the five characters are displayed at once. If you are satisfied with these parameters, answer 'Yes' to the question, 'Is this OK? (Y/N)'. You may repeat this as many times as you like until you are satisfied with the value of each parameter. If you wish to select the parameters manually, select 'No' and set the parameters for each character. Set the numerical value of all the parameters, you will be asked 'Is this OK? (Y/N)'. Please answer 'Yes' or 'No'. You may select the parameters as many times as you like. If you select 'Yes', the message 'Distribute 100 points among the parameters' will be displayed on the screen. When you hit the SPACE BAR, points will be added to the parameter in the violet coloured space on the screen. Make sure not to continue hitting the SPACE BAR. If you do, points will continue being added. Hit RETURN when you are ready to go to the next parameter. When you have distributed all 100 points, the message 'Is this OK? (Y/N)' will be displayed. Answer with 'Yes' or 'No'. If you select 'Yes', you will go to the step for setting the abilities of the next character. If 'No', you will go back to the step for setting the numerical values of each parameter. After you repeat this operation five times, and complete the dividing of 100 points among the parameters of the five characters, the message 'All parameters OK? (Y/N)' will be displayed. Please answer 'Yes' or 'No'. If 'Yes' is selected, you will proceed to J. Selecting Skill Level. If 'No', you will return to the stage of setting the parameters of your Leader. When more than one person is playing, the above operations for setting abilities should be repeated as many times as there are players. There are six parameters which you can set when setting abilities. Each parameter has the following meaning: LEADERSHIP ABILITY The basic ability for a leader. It is needed for almost all the commands concerning domestic policy and diplomacy. Commands needing leadership ability: Tax, Give, Train, Personnel, Move, Send, Policy, Espionage, War. JUDGEMENT ABILITY The ability to determine things. Commands needing judgement ability: Merchant, Personnel, View, Move, Send, Policy, and War. PLANNING ABILITY This ability determines your capacity to plan ahead. For example, when a country is established or war takes place. Commands needing Planning ability: Give, Distribute, Personnel, Rendezvous, Move, Espionage, War. PERSUASIVE ABILITY The ability to convince or sway other people. It is indispensable in attempting diplomatic negotiations. Commands needing Persuasive ability: Tax, Train, Rendezvous, Move, Send, Policy, Diplomacy, War. PHYSICAL ABILITY The ability to undertake strenuous activities. Commands needing Physical ability: Rendezvous, Move, Diplomacy, and Espionage. MILITARY ABILITY The Leader's own skill in waging war. The higher this value is, the more likely the Leader is to succeed in diplomatic relations and war. Commands needing Military ability: Rendezvous, Diplomacy, Espionage, and War. As detailed in section 8. MAIN DISPLAY COMMANDS, the value of each of these parameters will be lowered every time a command is issued. If your Leader does not have the ability level to issue a command, that command cannot be executed. These values are used not only for the decision whether a command can be issued or not, but also for every kind of judgement. For example, the ability to judge if a war will be won or lost, or if you will succeed or fail in a diplomatic negotiation requires a certain level of ability. The higher the value, the greater the likelihood of success. You should set these values at least at a minimum of 50 points. The maximum value possible is 999 points. J. SELECTING SKILL LEVEL This number will determine the computer's strength, with one being the weakest and five the strongest. Level 1 is recommended for players not yet accustomed to the game. Finally, you will be asked 'Is everything all right? (Y/N)'. If you select 'No', you will return to Selecting Scenario. Therefore please be careful when answering this question. 5. MAIN DISPLAY a. The name of the country which rules the area with the blinking number on the map is displayed here. For example, if the Mongol Empire is ruling Japan, not 'Japan' but 'The Mongol Empire' will be displayed in the data on Japan. It is not therefore necessarily the area name. b. Current year and season c. The name and face of the ruler of the area marked by the blinking number are displayed here. When 'base' is displayed under his name, this country is a base of a. and c. its leader. When 'area under direct control' is displayed, this country is an area under direct control of a., and c. is not the country. When only the name of the ruler is displayed, the country is a vassal state of a., and c. is a ruler sent as Governor to rule this country. d. Conditions of the area marked by the blinking number are displayed here. e. The number of remaining commands for the current player's shown here. f. Current market prices are displayed here. Market prices will change every season, and have an influence on dealing with the merchants. Costs are high when market prices are high, and low when market prices are low. 6. COUNTRY CONDITIONS Main display: The conditions of your ruling country are displayed at d. You should issue a command after observing every parameter which shows the condition of your country. Interpreting these parameters will help guide your next action. The maximum value for parameters is 999. A. MORALE Civil obedience in the country is represented by the Morale of the citizens. When the Morale value is low, uprisings are more likely to take place than when its high. You should therefore pay close attention to this value. There may be people who don't pay their taxes during the tax collection season in the spring, when the morale is low. This value is influenced by the taxation rate. When the taxation rate is high, the level of Morale is likely to decrease. The level of Morale also decreases when special taxes are collected or soldiers are recruited. This value will be increased when gold, provisions, or specialty items are distributed among the citizens. Morale levels will automatically decrease every spring. B. GOLD This value is the amount of gold available for immediate use. Gold is used for View, Espionage, Rendezvous, Give and Merchant. Some commands may not be given if the country's gold level falls below a certain amount. Special attention should be paid to this value. The gold depends on the tax rate and the economic power of the country. Every spring this value will increase through the collection of taxes, but at the same time will decrease due to payments to the army. If there are more soldiers than can be afforded, the size of the army will automatically be reduced. Gold may also be obtained by collecting special taxes, or by selling provisions and specialty products. C. PROVISIONS This value reflects the amount of provisions available for immediate use. Provisions must be distributed to the citizens, and used to feed the army during wars. If provisions run out during a war you automatically lose. Special attention should be paid to this value. Provisions may also be sold to, or bought from, the merchants. Provisions are fed to half the population each spring, and gathered each fall. The amount of provisions brought in is the sum of the population assigned to food production in that year. Provisions are reduced, however, when plundered by an enemy during a war. Also, if provisions far exceed the population, there is always the danger that food may be stolen if the Morale level falls. D. SOLDIERS This value represents the number of men that serve in the military. Soldiers are necessary for both expansion and protection so, generally speaking, the more the better. However, since soldiers must be paid each spring, this value will be decreased when there is a shortage of gold. The number of soldiers may be increased with command 6. Personnel which recruits noncombatants. However, the level of Morale, Offensive Strength, and Training will decrease. You may also have set the type and percentage of the different units by means of distribution of soldiers. * The values of Provisions and Soldiers above are displayed in multiples of ten on the battle field. E. SPECIALTY ITEMS This value represents all specialty items that can be produced in the country. Specialty items may also be sold to the merchants. Each fall, the sum of the population assigned to Specialty Production for that year is totalled. Using command 8. View/Inventory, you can see the amount of specialty items available for immediate use. F. TOWN BUILDERS This value represents the number of men that serve in town construction. The higher the value, the more the Economic Power levels is raised each season. Economic Power (gold) is necessary to issue commands, and is also an important indication of the status of the country. Close attention should be paid to this value. G. CASTLE BUILDERS This value represents the number of men that serve in castle construction. The higher the value, the greater the defensive strength level of the castle is raised each season. H. FOOD PRODUCERS This value represents the number of men that serve in food production. Each fall, the sum of the population that serves in food production for that year is totalled. A large amount of food is necessary to feed the army during war. During peace time, too, food is needed for various situations. I. SPECIALIZED LABOUR This value represents the number of men that serve in specialty production. Like food producers, the sum of the population that serve in specialty production during that year is totalled. * You may assign workers to Town & Castle construction, and Food & Specialty production, with command 2. Distribute/Population Distribution. J. ECONOMIC POWER This value represents the wealth of the country. It has a great deal of influence on the source of revenue and the amount of tax collected. The higher the value, the greater the amount of collected tax. Economic power will be raised by increasing the number of town builders. The value will decrease each season. K. DEFENSIVE STRENGTH The defensive strength of the castles in the country. This value has an effect on the battle screen. The higher the value, the stronger the defensive force. When the value falls to less than 20, the defensive strength of the battlefield in the castle is less than that of the battlefield in the town. Defensive strength values will decrease when there is an act of aggression by an enemy. The value will decrease every season. L. OFFENSIVE STRENGTH Offensive Strength is the level of the offensive strength of the population. A higher Offensive Strength means more combat-effective army. Purchase weapons from three merchants if you wish to raise the offensive strength value. You may buy six kinds of weapons: daggers, swords, axes, lances, halberds and explosives. When you recruit soldiers, the offensive strength value will decrease according to the number of soldiers recruited. This value will decrease every winter. M. TRAINING When the population is drilled its training value increases. As for the offensive strength value, a higher value means more combat-effective army. Command 4. Train, will increase this value, but Recruiting will decrease it. This value decreases every summer. * In the game of GENGHIS KHAN there are some parameters not described above. 1) POPULATION AVAILABLE FOR MOBILIZATION Each country has noncombatants (0-999), outside of the regular population. This value shows what percentage of noncombatants can be mobilized as soldiers. 2) TAXATION RATE This value is displayed only when the taxation rate is changed. Country population soldiers* (population that stands by in case of war) town builders* (population that serves in castle construction) food producers* (population that serves in food production) specialized labour force* (population that serves in special item production) noncombatants (old people and children with no occupation). You can change the number of people marked with * by using command 2. Distribute/Population Distribution (7.2.1.). * You may also recruit new soldiers from other countries by using command 5. Merchants/Recruit Soldiers (7.5.3.). You may assign these new soldiers to jobs other than soldier (town builders, castle builders, food producers and specialized labour) by using command 2. Distribute/Population Distribution (7.2.1.). The total population of the country will increase by recruiting new soldiers. * You may mobilize noncombatants as soldiers according to the proportion available for mobilization, by using command 6. Personnel/Recruit (7.F.). 7. MAIN DISPLAY COMMANDS In the game GENGHIS KHAN players may issue commands only in their base, and in areas under direct control. In your base you may issue three commands when it is your turn, but only one command in an area under direct control. There are also commands which you may not give in an area under direct control. The value needed to issue one command will be deducted from Self ability. You cannot issue unless you have a high enough ability level to give that command. No. ORDER EXPLANATION 1 Tax Change taxation rate and collect special tax 2 Distribute Assign population to jobs using Population Distribution, and assign soldiers to units Soldier's Distribution. 3 Give Give property to citizens 4 Train Train soldiers for more combat effective army 5 Merchant Summon merchants for transactions 6 Personnel Issue commands pertaining to Governors, Governor Candidates and children *7 Rendezvous Increases possibility of a child 8 View Obtain information about countries and leaders *9 Move Move ruler, population or property *10 Send Policy Issue government policy to vassal state *11 Diplomacy Make diplomatic negotiations with other countries 12 Espionage Intelligence, Active intervention and Domestic investigation *13 War Attack another country 14 Pass Waive one turn 15 Other Game options Simply hitting RETURN on the main display will produce the option menu; hitting '0', the conditions of your country. Some commands, such as Personnel, View, Send, Policy, Diplomacy and Espionage require that you select from those countries whose numbers are displayed in yellow. Other countries cannot be chosen. Commands marked with * may not be given in an area under direct control. * A. COMMAND 1. (TAX) 1. CHANGE TAX RATE This command enables you to change the level of tax collected every spring. You may set this level to any rate between 1 and 100 per cent (but not zero percent). The taxation rate is not always set as the players wish, and raising taxation rate will not necessarily increase the amount of tax collected. The Morale of the citizens will change according to changes in the tax rate. Necessary ability: Leadership ability 5, Persuasive ability 5. 2. COLLECT SPECIAL TAX When the country has no resources, you may collect a special tax once a year during the fall harvest season. The amount of special tax which can be collected is displayed in parenthesis. If you choose to collect a special tax, however, the values for Morale and Economic Power will decrease along with the number of citizens. Therefore, you must be careful when imposing a special tax. Necessary ability: Leadership ability 10, Persuasive ability 10. * B. DISTRIBUTE 1. POPULATION DISTRIBUTION This command allows you to assign citizens to different occupations. There are five occupations: soldiers, town builders, castle builders, food producers and specialized labour. A chart showing the Population Distribution will be displayed. Select the number of the occupation which you wish to change and enter this number. However, if you assign too many men as soldiers, the Morale level will decrease. 2. SOLDIERS DISTRIBUTION This command allows you to change the percentage of soldiers of each unit. There are 10 units: the command unit, and the first to ninth units. The command unit number is 0. When a chart showing Soldiers Distribution is displayed, select the number for the unit whose percentage you wish to change. Enter the new percentage. Then select the type of unit (1: Cavalry 2: Infantry 3: Archers). After you complete the Soldiers Distribution, hit RETURN. For the characteristics of each unit, please refer to section 11. SETTING AND ACTION ON BATTLE DISPLAY, Explanation of Unit Markers. Minimum ability levels necessary to change Population and Soldiers Distribution: Leadership ability 5, Planning ability 5. 3. GIVE Distributing gold, provisions or specialty items (but only the specialty items produced in that country) to the citizens will increase their Morale Level. The increase in Morale will vary with the number of citizens and the amount of goods distributed. For example, when 10 units of gold are distributed among 10 people, the Morale value will increase 10 times the amount as when 10 units of gold are distributed among 100 people. Enter the numerical value you wish to distribute. Necessary ability: Planning ability 5. * C. TRAIN 1. SOLDIERS This command will increase the Training level of soldiers. You may change the number of soldiers using command 2. Distribute Population Distribution (7.2.1.). It is necessary to train the entire population in order to increase the training value of soldiers. Therefore, an increase in training value is proportional to the total number of people. A larger training value means a more combat-effective army. Necessary ability: Leadership ability 5. 2. CANDIDATE FOR GOVERNOR* This command will raise the abilities of a Candidate for Governor. Select a Candidate and one ability that you wish to increase. The ability you choose will be raised. Only one ability of one Candidate can be raised per command. Necessary ability: Persuasive ability 5. 3. SELF* This command enables you, the Ruler, to raise your own abilities. Select an ability you wish to improve, and the ability level will be raised. Ability is necessary to issue all commands and is also used in making judgements during the game. It is therefore well advised to keep the ability level at least at a certain level to cover any requirements. Only one of your own abilities can be raised per command. Necessary ability: None. 4. NONCOMBATANTS This command allows you to increase the population available for mobilization. In GENGHIS KHAN, only healthy men are assigned to occupations, but in reality there are also old people and children who are not suitable for military duty. These people are called noncombatants. The proportion available for mobilization shows what percentage of the noncombatants can be mobilized. The training of noncombatants will raise this proportion (more noncombatants can be mobilized). The maximum proportion is 50%. Necessary ability: Persuasive ability 5. * D. MERCHANTS There are Uighur, Chinese and Islam merchants who do business transactions independent of each other, each with his own sales routes. They are not always in every country. If a merchant is in the country where you are giving commands, you will be able to carry out transactions for provisions and specialty items, buying weapons and recruiting soldiers. All transactions will be conducted at the current market rate. The sell and buy commands will display the current rates. There are 17 possible transactions. Necessary ability: Judgement ability 5. 1. SELL You may sell any provisions or specialty items you have. Soldiers cannot be sold. 2. BUY You may but provisions or specialty items from the merchants. You may also buy weapons, but cannot return weapons once they have been purchased. Buying weapons will increase the offensive strength value. The amount of increase will vary depending on the number and on the population. 3. RECRUITING SOLDIERS As soldiers are recruited, the size of the army will increase. However, Morale, Offensive Strength and Training values will decrease in proportion to the number of new recruits. * E. PERSONNEL Commands concerning the Governors (sent to a vassal state) and Candidate for Governor (standing by in the base). 1. TRANSFER* This command allows you to move Governors in vassal states or areas under direct control. (a) CHANGE GOVERNOR This command will change rulers in vassal states with areas under direct control. After entering the number of the ruling country where you wish to change Governors, you may select a new Governor from 1: Candidate for Governor and 2: Governors abroad (Candidates for Governor are in the base, and other Governors are in the vassal states). When you select 1: Candidate for Governor, enter an individual you wish to choose. When you select 2: Governor abroad, enter the number of the country which that Governor is currently ruling. If you enter the country number of an area under direct control, and then also select a new ruler from 1: Candidate for Governor, then the result will be same as selecting (2) Send Governor, because no rulers can be changed. (b) SEND GOVERNOR This command allows you to send a Governor to rule an area under direct control where there is no Governor. Enter the number of the country to which you wish to send the Governor. Then select the individual you wish to send from among the Candidates for Governor. With this command, the country you select will be changed from an area under direct control to a vassal state ruled by the computer. (c) PUT VASSAL STATE UNDER DIRECT CONTROL This command will put the vassal state ruled by a Governor under direct control, with your Leader ruling the country directly. Enter the number of the country you wish to put under direct control. 2. SELECT This command allows you to find an outstanding man among the soldiers to select as a Candidate for Governor. Since the ability of the soldiers is low at the beginning, you should increase it by Training. You may not select more than five Candidates for Governor. Searches for outstanding men are automatically made by the computer. 3. REMOVE* This command will demote a Candidate for Governor to a soldier. 4. NOMINATE* This command allows you to make your son a Candidate for Governor. Only boys more than 10 years old may become Candidate for Governor. Necessary ability: Leadership ability 5, Judgement ability 10, Planning ability 5. 5. MARRY* With this command a daughter of your Leader may marry a Candidate for Governor. Each Candidate for Governor married to a princess is shown with a marriage flag and becomes a relative of your Leader. A princess cannot marry a Candidate for Governor already marked with a marriage flag. Governors and Candidate for Governor with a marriage flag will never betray you. Since your Leader's sons or brothers are relatives from the beginning, they will have a marriage flag next to their name when they become Candidate for Governor. Only girls more than eight years old can be married. Necessary ability: Judgement ability 10, Planning ability 10. 6. RECRUIT In GENGHIS KHAN people who serve in the military or town construction are called citizens. There are also noncombatants, old people and children having no occupation. The proportion available for mobilization shows what percentage of the noncombatants can be recruited at a certain time. The number of new soldiers will be set according to the number of people available for mobilization. However, they are noncombatants, and both their offensive strength and training values are nearly zero. Offensive Strength, Training and Morale values will decrease when this command is executed. Necessary ability: Leadership ability 5, Persuasive ability 10. * F. RENDEZVOUS* Rendezvous is the palace where you spend the night with the Empress. If you issue this command repeatedly, the chances will increase of the Empress having a baby. Every time you obtain a country by war, you have the chance to obtain a new empress. Necessary ability: If the Empress is obedient: Persuasive ability 5, Physical ability 10. Charm with words: Planning ability 5, Persuasive ability 5, Physical ability 10. Use aggresive persuasion: Persuasive ability 10, Physical ability 10, Offensive Strength 5. Use gold to win her love: Persuasive ability 5, Physical ability 10. * G. VIEW 1. COUNTRIES This command enables you to observe the status of other countries. Unless a spy is out with command 12. Espionage/Intelligence (7.11.1.), you cannot observe the status of countries except your vassal states, and the areas under direct control. The status of as many countries as you wish can be observed with one command. The status of the countries to which your spy has not been sent cannot be seen. To observe the status of other countries is considered one order, but assessing conditions in your country is not. 2. LEADERS This command enables you to observe the status of the ruler of each country. Necessary ability of both 1 and 2: (but only when observing the status of others) Judgement ability. 3. ALLIES (ONLY IN YOUR OWN COUNTRY) The number of the country (number of the base and any vassal states) ruled by the leader to whom you are allied, and the terms of the alliance in units of year, are displayed. The maximum term of the alliance is five years. 4. CANDIDATES FOR GOVERNOR (ONLY IN YOUR OWN COUNTRY) This command gives a chart showing Candidate for Governor residing in your own country. You may have a maximum of five Candidates for Governor. A marriage flag shows that a Candidate for Governor is a relative of your Leader, and that they will never betray him. 5. CHILDREN (ONLY IN YOUR OWN COUNTRY) This command allows you to know the name, sex and age of each child. You may have a maximum of five children at any given time. 6. INVENTORY (ONLY IN YOUR OWN COUNTRY) This command gives a chart showing the inventory of specialty items. You can see the amount of each specialty item that you have. Necessary ability: None. * H. MOVE* Only when you are ruling more than two countries may you move yourself, citizens, gold, provisions and specialty items; and only between countries sharing a common border. 1. SELF This command allows you to move your Leader from one base to another country. After moving, the two countries' type will change. The country to which your Leader has moved automatically becomes the base. Necessary ability: Physical ability 20. 2. POPULATION You may move any one group of people from among the five kinds of citizens: town builders, castle builders, food producers, specialized labour and soldiers. After selecting the country from which you wish to move them, and the one to which you will move them, enter the type of citizen and the number you wish to move. Necessary ability: Leadership ability 10, Persuasive ability 10. 3. GOLD, PROVISIONS, SPECIALTY ITEMS This command allows you to move gold, provisions or specialty items. After selecting the country from which and which you wish to move them, enter the item you wish to move and the amount. Necessary ability: Leadership ability 5, Judgement ability 5, Planning ability 5. * I. SEND POLICY With this command, you make a government policy statement and issue it to a Governor in a vassal state. When you turn your vassal state over to a Governor (i.e. the computer) without making a government policy statement, the computer will administer your vassal state. A government policy provides detailed domestic and foreign policy. Select one of the choices from the messages shown to make government policy. Send Supplies, written in a government policy, means a transport of gold in summer, and a transport of provisions in winter, to the appointed country. Only surplus commodities can be transported, however, since the country instructed to transport the commodities must raise its national strength. Since this government policy instructs one Governor about the ruling policy of the country which he rules, it becomes effective if the ruling Governor changes. You should be cautious, even if you have a government policy. If a stronger country orders to your Governor to become a vassal state, there is the possibility that he will decide to become the enemy's vassal state and betray you even if your government policy instructs him to ignore propositions from others. Governors marked with marriage flags, however, will never betray you. NOTE: Necessary ability: Leadership ability 5, Judgement ability 5, Persuasive ability 5. * J. DIPLOMACY This command enables you to attempt negotiations with countries sharing a common border with you. Whether the negotiations succeed or not depends on the conditions of both countries the ability of the rulers. In command Become Vassal State and Give Tribute you may attempt negotiations with any type of country, but in command Ally with Us you may attempt negotiations only with the base. 1. BECOME VASSAL STATE This command orders a weak country to obey you and become your vassal state. If the country becomes a vassal state, the ruler of that country will demand a sum of money for the outfitting of his troops. Decide if you wish to pay it or not. If you don't have enough gold to pay this cost, the negotiations will break down. It is possible that you will fail in the negotiations. It is possible that you will be deceived, not making the country a vassal state but only taking some part of its property (gold, provisions, specialty items). There is the possibility that you will be completely ignored. You may not execute this command with allies. Necessary ability: Persuasive ability 25, Physical ability 5, Military ability 10. 2. GIVE TRIBUTE This command orders a rival country to give tribute, in gold, provisions, and/or specialty items. If negotiations succeed, some of the property of the rival country will be added to your country. You may not execute this command with allies. Necessary ability: Persuasive ability 5, Physical ability 5, Military ability 5. 3. ALLY WITH US This command allows you to enter into a non-aggression alliance with rival countries. The term of validity of the alliance is five years during which you may not attack any ally and in return will not be attacked (this includes bases, vassal states, and areas under direct control). When you begin negotiations for an non-aggression alliance, you must pay 10 units of gold to your rival country as a tribute. If you do not have enough gold, it is impossible to execute this command. Repeating this command with allies means proposing to extend the term of the alliance. Necessary ability: Persuasive ability 5, Physical ability 5. * K. ESPIONAGE This command enables you to dispatch a spy to an appointed country. Command/Intelligence can be executed to allies; Active Intervention and Assassination cannot. 1. INTELLIGENCE In order to observe countries and leaders with command 8. View, it is necessary to first send a spy to the other countries to collect information. Once you have dispatched a spy to a country, you may continue to observe the status of the country until your spy is caught by domestic investigation. This command costs 10 units of gold per spy. You may dispatch more than one spy to different countries with each order. Necessary ability: (per spy) Planning ability 5. 2. ACTIVE INTERVENTION This command allows you to dispatch a spy whose purpose is to attack the defensive strength and economic power of the enemy. Unlike View, whether a spy succeeds or not, he escapes from your enemy after execution of one command. This command costs 50 units of gold. Necessary ability: Physical ability 20. 3. ASSASSINATION Assassination means giving a blow to the ability of your enemy's Leader. If the spy succeeds, all the abilities of your enemy will be reduced by half. Like Active Intervention, the spy escapes from the enemy after one execution. This command costs 100 units of gold. But this command cannot be used against the other players when the game is being played by more than one player. Necessary ability: Military ability 20. 4. DOMESTIC INVESTIGATION The purpose of this command is to find an enemy spy hiding in your country and to eliminate him. 20 units of gold are needed to execute this command. Necessary ability: Leadership ability 5, Planning ability 5. * L. WAR You need to expand your territory to achieve a unified nation of your own. You may attack any neighbouring country. Executing this command requires provisions, soldiers, and also an amount of gold equal to the number of soldiers. Even if you have many soldiers, only a number of soldiers equal to the amount of gold may be sent into battle. There are two kinds of war; when a leader himself goes to war, or when Candidate for Governor is sent as leader into battle. Select between these two kinds of war. Enter the number of soldiers, the amount of provisions and the number of the individual who will lead the attack. See 10. BATTLE DISPLAY for details. Necessary ability: under the command of a leader: Leadership ability 40, Judgement ability 10, Planning ability 5, Military ability 20. Necessary ability: Under leadership of a Candidate for Governor: Leadership ability 5, Planning ability 5, Persuasive ability 5. * M. PASS This command allows you to waive your right to give orders. In the base country this command will waive all three orders. * N. OTHER These commands are not directly related to game play, but are optional features. They are not counted as game commands. 1. SAVE This feature allows you to save a game in progress. Since a single error in judgement, or just plain bad luck, can cause a serious reversal in the game, it may be wise to save the game data to disk whether things are going well or before undertaking risky actions. (1) FLOPPY DISK DRIVE SYSTEMS After selecting the save option, follow the on-screen prompts. Remove game disk B from drive B(2), and insert your save disk, and hit RETURN. Up to 10 games can be stored on your save disk (file numbers 1-10). Enter the number of the file in which you would like to save game data and press RETURN. If you choose a file that already has a game stored on it, the previous game data will be erased. After completing the above operation, change disks again as instructed and hit RETURN. (2) HARD DISK DRIVE SYSTEMS Follow the directions given on-screen. As in floppy disk drive systems, you must enter the number of the file on which you wish to save game data (file numbers 1-10). Game data will be saved on hard disk. Again, choosing a file with data from a previous game will cause the previous game data to be erased in favour of your present data. So, please be careful. * If you have selected SAVE by mistake, hit the ESC key to return to the Main Menu. 2. WAIT 1-10 This controls the length of time which messages are displayed. This number may be varied between one to ten. The larger the number, the longer messages will be displayed. It is set to five when starting the game. 3. SOUND EFFECTS ON/OFF Controls whether sound effects will be on or off during the game. 4. FIXED DISPLAY ON/OFF Used to turn fixed display on and off. This will have no influence on the ruler's portrait, map displays, landscape displays and Rendezvous graphics. 5. ANIMATION ON/OFF Used to turn animation on and off. 6. BATTLEFIELD ON/OFF This option allows you to watch wars in which you are not directly involved (enemy versus enemy, vassal state vs. enemy, vassal state vs. vassal state). 7. END This command is used to finish the game. After having saved the data, always execute this command to finish the game. After completing each action described above, hit RETURN. 8. CHART/MAIN DISPLAY COMMANDS The ability level of your Leader will decrease every time you execute a command. The ability level needed to issue each command is as follows: +--------------------------------------------+------------------------+ | | ABILITY COST | +----+------------+--------------------------+------------+-----------+ | No | COMMAND | SUB-COMMAND | LEADERSHIP | JUDGEMENT | +----+------------+--------------------------+------------+-----------+ | 1 | Tax | Change Tax Rate | 5 | | | | | Collect Special Tax | 10 | | | | | | | | | 2 | Distribute | Population | 5 | | | | | Distribution | | | | | | Soldier Distribution | 5 | | | | | | | | | 3 | Give | | | | | | | | | | | 4 | Train | Soldiers | 5 | | | | | Governor Candidate | | | | | | Self | | | | | | Non Combatants | | | | | | | | | | 5 | Merchant | | | 5 | | | | | | | | 6 | Personnel | Transfer | 5 | 10 | | | | Select | 5 | 10 | | | | Remove | 5 | 10 | | | | Nominate | 5 | 10 | | | | Marry | | 10 | | | | Recruit | 20 | | | | | | | | | 7 | Rendezvous | Empress is obedient | | | | | | To You | | | | | | Express Your Love | | | | | | Physical Force Your Love | | | | | | Upon Her | | | | | | Buy Her Love | | | | | | | | | | 8 | View | Countries | | *5 | | | | Leaders | | *5 | | | | Allies | | | | | | Governor Candidates | | | | | | Children | | | | | | Inventory | | | | | | | | | | 9 | Move | Self | | | | | | Population | | 10 | | | | Gold/Provisions | 5 | 5 | | | | Specialty Items | | | | | | | | | | 10 | Send | | | | | | Policy | | 5 | 5 | | | | | | | | 11 | Diplomacy | Become Vassal State | | | | | | Give Tribute | | | | | | Ally With Us | | | | | | | | | | 12 | Espionage | Intelligence | | | | | | Active Intervention | | | | | | Assassination | | | | | | Domestic Investigation | | | | | | | | | | 13 | War | Self | 40 | 10 | | | | Governor Candidate | 10 | 5 | | | | | | | | 14 | Pass | | | | | | | | | | | 15 | Other | | | | +----+------------+--------------------------+------------+-----------+ +----+----------+------------+----------+----------+------------+ | No | PLANNING | PERSUASIVE | PHYSICAL | MILITARY | ISSUE ONLY | | | | | | | IN BASE | +----+----------+------------+----------+----------+------------+ | 1 | | 5 | | | N | | | | 10 | | | N | | | | | | | | | 1 | 5 | | | | N | | | | | | | | | | 5 | | | | N | | | | | | | | | 3 | 5 | | | | N | | 4 | | | | | N | | | | 5 | | | Y | | | | | | | | | | | 5 | | | N | | | | | | | | | 6 | 5 | | | | Y | | | 5 | | | | N | | | 5 | | | | Y | | | 5 | | | | Y | | | 10 | | | | Y | | | | 10 | | 10 | N | | | | | | | | | 7 | | 5 | 10 | | Y | | | | | | | | | | 5 | 5 | 10 | | Y | | | | | | | | | | | 5 | 10 | 5 | Y | | | 5 | 10 | 5 | Y | | | | | | | | | | 8 | | | | | N | | | | | | | N | | | | | | | N | | | | | | | N | | | | | | | N | | | | | | | N | | | | | | | | | 9 | | | 20 | | Y | | | | 10 | | | Y | | | | | | | Y | | | | | | | | | 10 | | 5 | | | Y | | | | | | | | | 11 | | 25 | 5 | 10 | Y | | | | 15 | 5 | 5 | Y | | | | 5 | 5 | | Y | | | | | | | | | 12 | | | | | N | | | | | 20 | | N | | | | | | 20 | N | | | | | | | N | | | | | | | | | 13 | | | | 20 | Y | | | | | | | Y | | | | | | | | | 14 | | | | | N | | | | | | | | | 15 | | | | | N | +----+----------+------------+----------+----------+------------+ When a Leader, a Governor or a Candidate for Governor goes to war and the war is won, all abilities of the leaders will be raised by the amounts listed below. Whether the country is administered by computer or by you, the same measures are taken. All ability levels will not fall if the war is lost. Leadership ability: 30 Judgement ability: 15 Planning ability: 10 Persuasive ability: 10 Physical ability: 20 Military ability: 25 Whether a war is won or not, the ability level will not be changed when you are attacked by an enemy. The result of a war also does not affect the leader's ability when the war was lead by a Candidate for Governor, or if the war took place in a vassal state or an area under direct control. 9. SEASONAL EVENTS AND GAME EVENTS * A. SEASONAL EVENTS 1. SPRING These are seasonal events which occur every spring and change the value of game parameters: (1) PROVISIONS Provisions are provided for the citizens. The amount of provisions equal to half the number of citizens is distributed. When you are short of provisions, the number of citizens will decrease. (2) GROW OLDER Every individual grows one year older. Any one who has reached the end of his life span will die at this time. (3) BIRTH Children are born in proportion to the frequency of execution of the Rendezvous command. You may have a maximum of five children. (4) POPULATION INCREASE Since some children will come of age (because of A), the number of citizens will increase. (5) COLLECT TAXES Taxes will be collected from the citizens in gold, according to the taxation rate. (6) PAY 1 unit of gold will be paid per soldier. If there is a shortage of gold, the number of soldiers will automatically decrease. 2. FALL These seasonal events occur every fall and change the values of game parameters: (1) HARVEST The harvest is determined by the sum of all citizens assigned to food production and specialty production in that year. When an enemy plunders your town during a war, the harvest will decrease. * B. NATURAL DISASTERS 1. EVENTS WHICH OCCUR IN A CERTAIN SEASON (1) SEVERE COLD WAVE This often occurs in the northern countries in winter. The Northern countries are: Mongolia (the entire country), The Chin Empire, The Cumans, The Russian Principalities, The Teutonic Order, Poland, England, The Uighur, Hsi Hsia, Tu Fan, Korea, and Japan. (2) A MAJOR STORM This often occurs in the southern countries in summer. The Southern countries are: The Chin Empire, Korea, Japan, The Sultanate of Delhi, The Sultanate of Ghore, The Pagan Nations, Nan Sung, Dai Viet and Ta li. (3) EPIDEMIC This will occur randomly in spring and fall. 2. EVENTS WHICH OCCUR REGARDLESS OF SEASON (1) UPRISING This occurs if the taxation rate is too high, and the Morale of the country is low. If an uprising occurs, the screen will change to the battle display and war will begin (if you select Battle Field OFF with command 15. The screen will not change during uprisings in other countries, only in your base and in areas under your direct control). In the base and in areas under direct control, enter the appropriate commands. The fighting power is low in areas under direct control, since the leader is not actually there. (2) MUTINY A mutiny is a military revolt by a subordinate Governor, or a Candidate for Governor, who is attempting to overthrow the leader. There are two kinds of mutinies: (a) Mutiny by Candidate for Governor: There are two cases. One is when a Candidate for Governor revolts the base, and the other when he moves to an area under direct control to revolt. In both cases the screen will change to the battle display. (b) Mutiny by Governor: A Governor mutinies in his ruling country and becomes independent. The screen will not change to the battle display, since no battle actually takes place. In the list of Candidate for Governors, displayed with command 8. View, Candidates for Governor marked with a marriage flag (*) will never revolt since they are relatives of their leader. (3) STEALING PROVISIONS Provisions may be stolen by noncombatants. This event is likely to occur when Morale is low or if you have a disproportionate amount of provisions for the number of citizens. 10. THE BATTLE DISPLAY When you attack another country with command 13. War, or are attacked, the screen will change from the main display to the battle display, and a topographical map of the country is displayed. Each country has its own unique geographical features. a. The topographical map of the countries at war are displayed as hexagons. Units at both sides are laid out on these hexagons. b. The year, season. number of the country in which the war takes place, numbers of days left and data on the attacking and defending sides will be displayed in order from the top. Using combat command 6. Intelligence (12.6), this list will change to unit status, commander status and military intelligence. c. Command messages are displayed. d. Provisions. 11. SETTING AND ACTION OF BATTLE DISPLAY * TOPOGRAPHICAL MAP There are eight kinds of hexagons used to show the topographical feature of each country. The topographical map is made up of these eight kinds of hexagons. 1) OUTSIDE COUNTRIES (A dark filled hexagon) This area is an outside country and cannot be entered. It cannot be attacked. 2) PLAINS (A hexagon with bits of grass in it) Simple flat land. Plains offer a unit no offensive or defensive advantage. Necessary mobility: 3. 3) FOREST (A hexagon with trees in it) For infantry and archers, the forest is preferable to the plains for defensive purposes. The defensive strength of the cavalry, however, will be reduced. The forest is suitable for hunting. The number of soldiers will decrease when moving in the forest, since some will drop behind. Necessary mobility: 4. 4) MOUNTAINOUS TERRAIN (A hexagon with mountains in it) For infantry and archers, mountainous terrain is preferable to the forest for defensive purposes. The defensive strength of the cavalry, however, is reduced. The number of soldiers will decrease when moving in the mountainous terrain. Necessary mobility: 5. 5) DESERT (A hexagon with stones in it) For infantry and archers, the desert is preferable to the plains for defensive purposes. For the cavalry, defensive strength is greatly reduced. The number of soldiers will be decreased at a higher rate when moving in deserts than in mountainous terrain. Necessary mobility: 6. 6) OCEAN (LAKES) (A hexagon that appears to be filled with water!) The defensive strength of infantry, archers and cavalry will all be greatly reduced. The number of soldiers will decrease greatly when moving through ocean or lake. Necessary mobility: 8. 7) TOWN (A hexagon with houses in it) There is always the danger that an enemy command unit will plunder a town when it invades. Care should be taken not to allow a town to be invaded by any command unit. A unit fighting defensive operations from a town is at a great advantage to one fighting defence on the plains. Necessary mobility: 4. 8) CASTLE (A hexagon with a castle in it) The castle is the best position for defensive operations. However, when under attack, the castle's defence strength will be gradually reduced. When the castle defensive strength value becomes less than 20, the castle is actually worse than a town for defensive purposes. When the castle is being occupied by the enemy's command unit, it is very important to have your command unit ready in a neighbouring hexagon to fight back against the enemy. Otherwise, the soldiers will lose trust in their commander and the Morale level will drop. Necessary mobility: 5. B. EXPLANATION OR UNIT MARKERS Each unit marker in a hexagon, displays the unit number, the type of unit, and the number of soldiers. +---+-------+ A--------->| 1 | horse |<-------B +---+ | | 20 | +-----+-----+ | C A. The unit number is displayed here. A white number on a red background represents the attacking side; a white number on a blue background represents the defensive side. The commander unit is displayed with a white O or X. O indicates that the leader is personally in command, while an X indicates that the leader is not in command, so the army is being led by one of the leader's generals. Note that the number one unit is not the command unit. B. DISPLAY OF TYPE UNIT. There are three types of units: CAVALRY: (Picture of a horse) The cavalry unit is superior in mobility. It is overwhelmingly strong on the plains. But when it invades a forest battlefield or mountainous terrain, its defensive strength will drop, unlike other units. INFANTRY: (Picture of a sword) This unit has an average fighting strength, but it is not as powerful as the cavalry unit. It can make one special attack: ambush. ARCHERS: (Picture of a bow and arrow) This unit is not suitable for a general attack, but it has some advantages over the cavalry unit. Archers are not as powerful as the cavalry when attacking infantry, but they can make long-range attacks, firing on an enemy in a battlefield one hexagon distant from them. C. The number of soldiers in the unit are given in multiples of ten. If the number drops to 0 this means that less than 10 soldiers remain and that the unit is nearly destroyed. * C. TROOP DEPLOYMENT Deploying troops on the battle display's hexagons is the first stage of war. The attacking army deploys first. Troops can only be deployed on hexagons with a black square in the middle. These squares are called appearance-and-withdrawal points. The yellow number on the black square is the country number to which the appearance- and-withdrawal point belongs. Only one unit can be deployed per hexagon. When the attacking army has finished its deployment, the defending army will be allowed to deploy their units. The defending army may deploy its troops anywhere on the map, excluding the attacking side's appearance-and-withdrawal points. To deploy you will need to use the 1, 2, 3, 7, 8 and 9 key to move each unit, and then the 0 key to fix the unit in its initial position. The diagram below shows how the key pad keys are used to direct movement. 8 7 __|__ 9 \/ \/ / \ \ / /\_____/\ 1 | 3 2 * D. COMBAT After both sides have deployed their units, the battle will begin with the attacking army issuing a command. The attacking army issues one command to each of its units; first to the command unit and then to the others. The defending army then responds by issuing one order to each of its units. A day is considered to have passed after both sides have issued one set of orders, and one day is called a turn. The length of the battle in days depends on how many orders remained at the time you issued command 13. War (7.13). For example, if three orders remained when you executed command 13. War you can continue the war up to 90 days. If two orders remained you can continue fighting for up to 60 days. With one order, up to 30 days. When provisions run out during war, you automatically lose. To issue commands to each unit, hit RETURN after entering the appropriate numbers, using the key pad. * E. VICTORY 1. THE ATTACKING SIDE WINS: (1) If the defensive side's command unit is completely destroyed. (2) If the defensive side's command unit retreats. (3) If the defensive side runs out of provisions. (4) If the defensive side's command unit surrenders. (5) If the defensive side's leader is captured in one-to-one combat. 2. THE DEFENSIVE SIDE WINS (1) If the attacking side's command unit is completely destroyed. (2) If the attacking side's command unit retreats. (3) If the attacking side runs out of provisions. (4) If the attacking side's command unit surrenders. (5) If the attacking side's leader is captured in one-to-one combat. (6) If the attacking side reaches the maximum number of days in which it can continue the battle. * When the defensive side merely pushes back the attacking side, the attacking soldiers and their commander can return to their country with their provisions. * When both sides meet the conditions for winning at the same time, the defensive side automatically wins. The commander of the attacking side is then considered to have been captured by the enemy. * F. AFTER THE WAR 1. WHEN THE ATTACKER WINS: If the attacking side wins the war, the defeated country becomes the winner's property. When your country wins, you have to deal with the following matters. (1) Whether or not you take their Empress. ('Shall we take their Empress for your own? (Y/N)') If you frequently execute the Rendezvous command, the Empress could have a baby who might become your successor. (2) Selecting the ruler of the country (How will you govern the country...?) You select the ruler of the country which becomes your leader's property. Select: 1: By invader 2: By former ruler 3: Directly controlled. (3) Dealing with the enemy's leader. (How will you deal with the prisoner...?) You decide how to handle prisoners, the enemy's leader or Governor. Select: 1: Candidate for Governor 2: Execute 3: Set free. If you selected 2: By former ruler in (2), selection (3) is not needed, since the enemy's leader or Governor continues ruling the country as before. (4) Selecting a new ruler to replace the victorious leader (How should we govern country...?) This selection should only be made when you have chosen 1: By invader, to rule the conquered country in (2). Since the invader will rule the conquered country, you must find a replacement for him in his former country. Select from: 1: Candidate for Governor 2: Area under direct control. (5) Choosing an outstanding man as a Candidate for Governor (His name is... Do you want to use him?) There are some outstanding men in the defender's country. Decide whether you wish to use them as Candidate for Governor. In the game GENGHIS KHAN, even if you overthrow a king with vassal states, you only obtain his base, not the vassal states or the area under his direct control. 2. WHEN THE DEFENDER WINS: If you are defending and capture the enemy commander you must decide how to deal with him. Select: 1: Execute 2: Set free However, either command will help you obtain the country which he was ruling. 3. AFTER SUPPRESSING A MUTINY OR UPRISING: Decide how to deal with the leader: (1) UPRISING 1: Execute 2: Set free. (2) MUTINY 1: Candidate for Governor 2: Execute 3: Set free. Candidate for Governor means that you continue to accept him as Candidate for Governor. Enter the appropriate number. After suppressing a war, mutiny or uprising, Morale will decrease. In order to increase Morale, you should distribute gold, provisions and specialty items to the citizens. 4. WHEN YOU LOSE A WAR: When you lose a war, the country belongs to the victor and must be surrendered. If your Leader is waging a war and appears about to lose, you should have him retreat to a neighbouring country. If your Leader attacks another country and is killed, you can continue to play by choosing his successor, but only if he has sons older than ten years in the base. If not, the game is over at this point. 12. COMBAT COMMANDS There are six different commands for use on the battle display. Each command in turn has sub commands, so in all there are 15 available patterns of action. +----+------------------+------------------------------+ | No | COMMAND | SUB COMMAND | +----+------------------+------------------------------+ | 1 | Move | 1: Entire Unit Move | | | | 2. Divide Unit And Move | | | | | | 2 | Attack | 1: Normal Attack | | | | 2: Long Range Attack | | | | 3: One-on-one Combat | | | | 4: Ambush | | | | | | 3 | Stand By | | | | | | | 4 | Special Orders | 1: Demand Surrender | | | | 2: Ask for reinforcements | | | | 3: Plunder | | | | 4: Hunt | | | | | | 5 | Withdraw | | | | | | | 6 | Intelligence | 1: Unit Status | | | | 2: Commander status | | | | 3: Military Intelligence | | | | | +----+------------------+------------------------------+ * A. MOVE Use this command to move a unit to another hexagon. Each unit has a fixed value for Mobility, and everytime you make one move, the Mobility level for one move on the topographical map will be reduced. You can move until Mobility runs out. However, if you attempt to pass by an enemy unit, you may move only one space and will automatically stop in that hexagon even if Mobility is remaining. If you have four or more times the number of soldiers of the neighbouring enemy, this restriction will not be imposed upon you. The number of soldiers will some times decrease during movement according to the topography of the hexagon. 1. ENTIRE UNIT MOVE The entire unit moves, and can do so until its Mobility is used up. You cannot share a hexagon already occupied by an enemy unit, or by units of your own forces when the unit is of a different type. However, units may join when both units are the same type. It is impossible to share a hexagon with a unit lying in ambush or hunting. To use the Entire Unit Move command use the key pad to enter the direction of movement. It is not necessary to hit RETURN after entering these directions. When you wish to stop before using up Mobility, hit RETURN. 2. DIVIDE UNIT AND MOVE This means dividing one unit multiple units. Cavalry with a Mobility value of more than 13, or infantry and archers with a Mobility value of more than 11 can execute this command. Upon division units may only move into adjacent hexagons, regardless of Mobility value. In this command, a unit may not move into a hexagon occupied by any other unit, even if they are both of the same type of unit. Each new unit created by this command is from then on considered as an independent unit, and all the combat commands will be issued separately from the other units. To use this command, first enter the number of soldiers you wish to divide and hit RETURN. Next, enter the direction of movement (1, 2, 3, 7, 8, 9) and hit RETURN. Repeat the same operation as many times as the number of divisions to be made. Since only ten units are allowed to fight on the battle display, however, you cannot create more than ten units. This command can be cancelled by hitting RETURN. * B. ATTACK Use this command to attack an enemy unit in a bordering hexagon. Only archers can make a longe range attack and fire upon an enemy one hexagon away from them. 1. NORMAL ATTACK Cavalry is the most powerful unit in a normal attack. Indicate the direction in which you wish to attack with the key pad. 2. LONG-RANGE ATTACK Only archers can make this attack. The number of times they can attack will be limited to the level of offensive strength. Whether the arrows hit the target or not depends on the degree of training. Enter the direction in which you wish to attack with the key pad. The command will be executed and counted, so be careful in issuing this command and setting direction. 3. ONE-TO-ONE COMBAT When both side's command units are on neighbouring hexagons, the command for one-to-one combat can be made, but only once per war. A command unit in an area under direct control cannot issue this command. Since victory depends on the ability of the leader or Governor, there are some cases in which you cannot make one-to-one combat; for example, if the ability of the opposing leader is very low, in which the opposing side doesn't take up the challenge, even if you want to. If this happens, the Leadership ability and Military ability of the leader or Governor, who has refused to take up the challenge will be reduced by half. If you win in one-to-one combat, you can take the enemy commander prisoner. Even if you cannot take him prisoner, 20% of the enemy soldiers will come to fight for you. 4. AMBUSH Ambush is a method of attack only available to the infantry. The unit is Štemporarily hidden while it waits for the enemy to invade any one of the Šsix surrounding hexagons at which point it will attack. A command unit, Šhowever, cannot use the Ambush command, even if it is assigned to Šinfantry. If successful, an Ambush can cause major damage to the enemy Šunit. The number of times you can execute this command within each war depends Šon the Training value. Indicate the hexagon in which the unit is to be Šhidden with the key pad. If a full turn passes without an ambush taking place you will be asked Šwhether you wish to stand by or cancel the Ambush. * C. STAND BY The unit simply waits on the current hexagon when you stand by, and your Šmobility level is increased. The maximum level is 15 for cavalry and 13 Šfor all others. * D. SPECIAL ORDERS 1. DEMAND SURRENDER When the command unit of both sides are at war and one seems about to Šlose, the stronger leader can demand surrender. 2. REQUEST REINFORCEMENTS If there is sufficient gold and soldiers in your own country bordering Šon a warring country, the command unit can request reinforcements, but Šonly once per country per war. It is necessary for a command unit to be Špositioned on an appearance-and-withdrawal point of the country from Šwhich you wish to request reinforcements. Reinforcements will arrive Šthree days after being requested, but will arrive without provisions. ŠTherefore, pay attention to the amount of remaining provisions. Also, Šthe number of soldiers requested is not always provided. 3. PLUNDER Only the command unit can plunder an enemy town when it invades. Through Šplunder, additional provisions can be obtained. The defensive side's Šunits may not plunder a town in its own country. If special taxes are Šcollected in a town on the main display, that town cannot be plundered Šuntil the next fall season. 4. HUNTING Any unit can hunt, providing that it is the forest, and not bordering on Šan enemy unit. Since the unit engaged in this activity spends the next Šday hunting, the message 'The unit is hunting' is displayed, and no Šcommands can be given during the turn. Provisions can be obtained by Šhunting. * E. WITHDRAWAL When your country is bordering on a warring country, the unit can retreat Što your country. This can be done only under the condition that the unit Šis on an appearance-and-withdrawal point in the country from which it is Što retreat. If a leader who has the maximum five Candidates for Governor retreats to Šhis vassal state, the Governor of the vassal state will automatically Šgive up his post. * F. INTELLIGENCE 1. UNIT STATUS This displays the exact number of soldiers of each unit, both on the Šattacking and defending sides. 2. COMMANDER STATUS This command enables you to see the abilities of the leaders of both the Šdefending and attacking sides. 3. MILITARY INTELLIGENCE This is the command used to observe the appearance-and-withdrawal points, Šdefensive strength, Morale, offensive strength, and training of the Šdefensive country. The number displayed on every appearance-and- Šwithdrawal point is the number for the country owning the appearance-and- Šwithdrawal point. A SECRET HISTORY: THE GREY WOLF AND THE WHITE DOE (A grey wolf came down from the heavens, his wife was a white doe. They Šcame across a large lake.) 1. THE MONGOL CONQUEST TEMUJIN On the northern edge of the northern part of China - to the north of the ŠGreat Walls of China, lies a large desert called the Gobi Desert. It is an immense expanse of sand and rock mountains. It is no place for Šhuman beings to live in. In the central part of Outer Mongolia which Šsurrounds the desert, however, are fertile plains where three rivers - Šthe Oluon River, the Tora River and the Serenga River - join. Nomadic Štribes vied for supremacy on the plains In and around the Gobi Desert there had long been many revolutions aimed Šat supremacy on the plains. Only those tribes which had tremendous military power could attempt to Šcontrol the plains. And the tribe which could conquer them was to be called the supreme ruler Šon the plains and give orders to other small and weak tribes. The nomadic tribes vied on the grasslands. Horses were their most Švaluable assets, their staple food was horsemeat and their favourite Šdrink horse milk. All things that horses provide was valuable to them. Their land had no Šorchards or buildings. Their only pleasure was choosing the best horses, Šcows and sheep from among large herds. It is said that the name Mongolia, which now refers to a large grasslands Šwith a total land area of 3,340,000 square meters and a population of Š3,000,000, was originally the name of a small nomadic tribe living in a Šsmall area located to the northeast of the Gobi Desert or in the Šcatchment area of the Amur River in Manchuria. However, at that time the ŠMongol tribe was also seeking an opportunity to make inroads into the Šplains, using Mount Burghan as their base. They had no pastureland large Šenough to feed cattle, and therefore they had no choice but to live by Šhunting. In 1155, a baby boy was born to the head of the tribe. He was born with Ša clot of blood in one of his hands. He was named Temujin. A grey wolf Šcame down from the heavens. His wife was a white doe. They came across Ša large lake. Baschi Khan who was born in Mount Burghan, the catchment Šarea of the River Onon... This passage from an old legend describes the origin of the Mongol tribe: Ša strong wolf sent to this planet by the Gods married a tender and Šbeautiful doe. From his childhood, Temujin heard this legend told repeatedly and was Šenchanted by the story. He used to fall asleep picturing to himself the grey wolf with muscles as Šsoft and nimble as springs, bronze hair and coldly staring eyes. Temujin's father was the head of the Bordighin tribe and respected by all Šmembers of the tribe. Temujin played with his brothers and sisters - ŠQasar, Qchiun, Temuge and Temulun, and also with his half brothers - ŠPekuter and Belugutei. He enjoyed a very happy and peaceful boyhood. On Šthe other hand, his father was always busy. His tribe was at odds with Šthe Taichid, another Mongol tribe, and furthermore, it was in conflict Šwith the Tartar tribe, the largest and strongest tribe in the area. When Temujin was nine years old, his father decided to find a girl to Šmarry Temujin. One day, his father took Temujin to the tent of a member Šof the Ongirat tribe, where Temujin met a beautiful girl, who was to Šbecome his wife later. Her name was Borte. BORTE One day, however, his boyhood ceased to be a peaceful one. His father Šwas killed with poison in a plot laid by the Tartar tribe. All other members of his father's tribe, who had respected and obeyed his Šfather, ran away with their cows, horses, sheep, tents, and all other Špossessions. Immediately after the funeral service for him, leaving his Šwife and children behind. It was next to impossible for a woman and her Šlittle children to live on the Mongol plains alone. His wife chased the tribe on horseback and holding a banner, overtook Šthem and tried to persuade them to remain. She punished severely those Šwho resisted her persuasion. As a result, about half of the tribe Šchanged their minds and decided to remain. Later on, however, they also Šran away. Temujin and his brothers and sisters pledged to revenge Šthemselves on the other members of his father's tribe for their Štreachery. The bereaved family now had to provide for themselves. They had to walk Šup the Onon River to gather wild grass, wander about in forests to find Šand pick up nuts. They ploughed a field in front of their tent, took Šcare of their sheep, and went fishing whenever they had time to spare. ŠThey were reduced to extreme poverty, but this poverty made them as Špersevering, defiant, brave and militant as wild animals. Temujin, with the help of his younger brother Qasar, killed Pekuter who Šhad never obeyed him. This saddened their mother. It appeared Temujin himself had become beastly. However, before long he Šgrew to be a man or power competent enough to lead his family and decide Šon all matters relating to his family. Even his mother was not permitted Što object his decisions. He managed to increase the number of his family's cows and horses. It Šseemed as if his family were at long last becoming prosperous. On the other hand, people of the Bordighin tribe who had deserted them Šwere now under the control of Targhutai of the Taichiud tribe and their Šlives were not happy. Many members of the tribe were heard to talk in Šwhispers: 'Temujin, who was once a mere chick, seems to have grown to be Šable to fly on his own.' 'Now is the time to put an end to those kids' lives.' 'If we do not pluck Šthose chicks now, we may face difficulties in the future.' And they did Šwhat they had said. Taraghutai, the leader of the Taichiud tribe, made a surprise attack on ŠTemujin's tent, directing 300 of his men on a summer night. But Temujin and his family reacted to this promptly. Being as watchful Šas wild animals, they had long anticipated such a surprise attack. After ordering all his family members to hide themselves, he hid himself Šin a wood and stayed there for seven days. He was about to die of hunger Šwhen he was captured. He was then tied to a log with ropes, but he hit Šthe watchman over the head with the log and ran away. He gave his Špursuers the slip by hiding himself in a bog, covering his face and Šbreathing with a reed. He managed to meet his family again. Thus he was able to save the lives of all his family, but after this Šincident they had to leave their native place and begin a new life in a Šnew place. Almost every day Temujin and Belgutei caught and ate field Šmice. They also bartered the mice skins for sheep. Temujin was now 17 years old. His mother began to insist that Borte, ŠTemujin's fiancee, should live with them. It seemed to Temujin that an Šincrease in the number of family members was indispensable to his Šfamily's return to prosperity. He headed for the tent of the Ongirat tribe to receive Borte as his Šbride. Borte had grown up to be a dazzlingly beautiful woman. Seeing Šher Temujin felt he was having a dream. Deicetin, Borte's father, said to him, 'The son of the Khan of Mongol has Šcome to us to receive my daughter, as promised, as a man who has overcome Šunbelievably many difficulties and has become as strong as the legendary Šwolf. I, for my part, have to be as good as my word. I will give my Šdaughter Borte to this tough youth.' With Borte added to his family as his bride, Temujin's tent became more Šand more lively and prosperous. Temujin made a special tent called an Šordo in which to live with Borte and had tents for Borte's attendants Šbuilt around it. At that time, Temujin met a strange boy named Porutie. He was very Šnimble and proficient in horse riding. Temujin was completely enchanted Šby this little boy. He had the boy join his tribe, together with Jerme, Šwho was Temujin's industrious childhood friend. In this way, he Šgradually expanded his tribe. TARUGHUTAI Temujin left his family so they could hide themselves in a wood. His Šhalf brother Beruku felled trees and made a fence to defend his brothers Šand sister while Qasar, who was a master archer, stood ready to use his Šskills. However, the Taichiud tribe set out with all its might to Šcapture Temujin. They found him alone and unprotected. Tarughutai, the Šhead of the Taichiud tribe, had Temujin fettered and handcuffed. ŠTarughutai and his men had a drunken feast on the bank of the Onon river. ŠAfter the red sun had sunk beyond the tops of the trees, they all went Šback to their tent, leaving a watchman behind. Temujin suddenly found himself with all the strength of a wild animal. ŠHe overpowered the watchman and ran away. Borte, Temujin's wife, was one year older than Temujin. It is said that Šfrom old times there were many beautiful women in Ongirato, her native Šplace. Borte was in this tradition. Temujin was named after the head of a group of enemies who Temujin's Šfather brought to his tent as a captive after conquering the Tartar Štribe. When his father arrived at the tent, he was told that a baby boy Šhad been born and he named the baby boy the name of the enemy leader. TOORIL KHAN It was about this time that Temujin became aware of the presence of ŠTooril Khan, who was considered the most influential ruler on the plains Šof Mongol. Tooril was the head of the Kerait tribe, a tribe rumoured to Šhave tremendous military power. Temujin met Tooril with many gifts to offer him because he thought Šgetting acquainted with the Khan would do good to him in the future. Tooril was one of his father's brothers-in-law. The Kerait tribe was stationed in the 'Black Wood' near the bank of the ŠRiver Tora. Tooril Khan said to Temujin, staring at him coldly, 'In return for these Šgifts, I will help you some time in the future. I never lie. But you Šmust be more mature. You are all still chicks.' He was not treated as a Šfull man by Tooril, but he was satisfied with the way Tooril treated him. ŠNow he had many men and the backing of Tooril Khan, the strongest Khan. ŠHe was emerging as the young head of a young tribe. However, the time came earlier than expected when he had to face a Šcrucial test to become the wolf. One morning a group of members of the ŠMerukit tribe made a surprise attack on his tent. Temujin thought it was impossible to defend against them with his tribe's Špresent military power. So he ordered 'Spread out!' His men ran away in all directions. In the evening he was able to meet his men, but found that an important Šperson was missing. It was Borte. Temujin went about on horseback in search of his beloved ŠBorte in vain. What's worse, he himself was captured by members of the ŠMerkit tribe. Temujin had to spend painful days after that. He could make a Šcounterattack on the Merukito tribe, but there was little chance of his Šwinning the battle. But it was impossible for him to abandon Borte. Temujin decided to regain Borte from them. He was ready to die. After Šmaking preparations, he went to the Black Wood, where Tooril Khan's camp Šwas, to borrow arms. Tooril listened to what Temujin had to say, staring silently at Temujin. ŠWhen Temujin looked up, his eyes met the horrible eyes of Tooril Khan. 'Do you remember I gave you my word?' said Tooril. 'I said that the time Šwould certainly come when I would help you. All right. Now is the time Što fulfil my promise, I will lead my army of 20,000 troops and kill them Šall. And I will regain Borte from them for you.' Tooril had long been seeking an opportunity to destroy the Merukito Štribe. Being a man as cunning as a tiger, Tooril had been looking for an Šexcuse for destroying them. If he attacked and killed without any justifiable reason, he would be Šcriticized for it. Unaware of Tooril's deeply laid plan, Temujin stood Šrooted to the ground, too glad to move at the unexpected good luck. Then he heard someone cry, 'Temujin!' Looking back, he saw a fat man Šapproaching him with a gentle smile. 'Oh, Jamukha!' 'Yes, I am Jamukha. When young, you and I promised to be Šbrothers by exchanging deer bones. I will lend you my army of 20,000 Štroops. Let's fight the Merkits together.' Temujin felt himself trembling from inside his body. As many as 40,000 Šsoldiers were going to fight for him! The invasion into the Merukito plains by the allied forces led by ŠTemujin, Jamukha and Tooril respectively began at the break of dawn. The Šbattle was over before sunset. The 10,000 Merkit soldiers were destroyed Šas if they had been thrown into a flood. 'Borte! Borte!' Temujin ran about amid flames in search of his wife. Borte, who had thought she would never see Temujin again, was surprised Što see her husband coming toward her, and muttered, 'Temujin!' The battle ended in the allied force's overwhelming victory. All men of Šthe Merkit tribe were killed. Thousands of women and treasures were Šgathered in a plaza. Tooril asked Temujin to take his share of the Štrophy, but he refused to take it. It was his intention to take the ŠGolbonak plains after Tooril and Jamukha have taken their share of the Štrophy. Peace returned. Borte gave birth to a baby. Tooril Khan, head of the Kerait tribe, was notorious for his cruelty and Šhis ambition to be supreme ruler of the Mongol plains. His tribe, which Šhad pastureland in the valleys or the River Orkon and the River Tora, was Švery large and powerful. Its only rival was the Tartar tribe. About 30,000 adult Kerait men lived Šduring peace broke out, they immediately prepared themselves for combat Šand joined their respective units. Since Tooril was a sworn friend of ŠTemujin's father, it was quite natural that Temujin turned to him for Šhelp. KHORCHIN Contrary to Temujin's expectations, neither Tooril's troops nor Jamukha's Štroops seemed about to withdraw from the Gorganok plains soon. Although they had joined forces to conquer the Merkits, the Keraits and Šthe Jadarans, which were both influential tribes, they did not trust in Šeach other. Only one of the two tribes was going to be the supreme tribe Šon the plains. If one began to withdraw from Golnak, the other might Šattack from behind. Under such circumstances, soldiers of Jamukha's army entered Temujin's Štent one after another. Golch, an old prophet of the Bakalin tribe was Šone of those who abandoned Jamukha. The old man came to Temujin and said, 'I received a divine message that ŠTemujin is the very man that is to be supreme ruler on the Mongol plains. ŠI asked God, What should I do, then? 'God told me to abandon Jamukha and Šgo over to Temujin. I did just as I was told by God. And so here am I.' It appeared that Jamukha had begun to think that Temujin was a hindrance Što him. In fact, he soon began to openly express his hostile feelings Šagainst Temujin. Under his gentle smiles, he had concealed terrifying Šcruelty. Temujin's heart ached. He did not want to fight with Jamukha, who was Šhis old friend. One night he had his tent dismantled, and his tribe Šbegan to move northward. Some soldiers of the Jadaran tribe joined them Šbetraying Jamukha. They moved on and on. When they where going to pass through a village, Šthey shouted the name of Temujin. The shout meant that anyone who wanted Što join them might follow them. The name of Temujin, the new hero of Mongol who had won the battle with Šthe Merukits, was now known to everyone. His tribe expanded rapidly, Šabsorbing many small and weak tribes. When they reached the bank of the River Kimurka and took a rest, the Špopulation of a nearly village exceeded 3,000. They stayed there for a month and during that period several tribes Šjoined them. Then they started to move toward a better place. It was Švast pasture land stretching as far as the eye could reach. Immediately after arriving at that place, Temujin declared himself to be Šthe Khan of Mongol. His competent aides had told him to do so. They had said to him, 'We will make you the Khan of Mongol. When you Šbecome the Khan of Mongol, we will forestall all our enemies for you. We Šwill plunder beautiful women and bring them to you. We will present you Šthe meat of the belly of a wild animal living on the plains and the meat Šof the chest of a wild animal standing on the cliff.' 'If we betray you in a battle, you may force us to be separated from our Šmen, wives and children and throw our heads away onto the ground. If we Šbetray you in peacetime, you may separate us from our men, wives and Šchildren and throw our bodies on wasteland.' In 1189, Temujin was 34 years old. Four years passed. JAMUKHA At long last Jamukha began an attack on Temujin. Jamukha's army of Š30,000 soldiers was overwhelmingly strong as expected. It was the first Šbattle Temujin had fought as the Khan of Mongol. His army's only, and most serious, weakness was that while they were as Šstrong as a fierce god when they took the offensive, they became Šextremely weak when they were put on the defensive. In this battle, his Šarmy was put on the defensive and Jamukha's army trampled them underfoot. Temujin lost hundreds of men in this battle. Judging from the scale of Šthe battle, this damage was relatively small. Bobhorchu, Jerme, Qasar Šand Perukutai were all safe. On the other hand, Jamukha's army appeared Šnot completely satisfied with their victory in the battle. The balance Šof power on the plains remained unchanged, with Tooril Khan, Jamukha, ŠTemujin and the Tartars still vying for supremacy on the plains. Four Šyears passed. Temujin's military aides had become irritated: Who would Šbe their next enemy? Jamukha or Tooril? If it was Tooril to whom ŠTemujin owed much and who was indeed a great khan, they had to fight with Šhim. However, Temujin had decided on his next target. It was the Tartars who Šwielded stable power in the northeastern part of the plains. At that time, the Tartars were under attack from the big army of the Chin ŠEmpire which came all the way from beyond the Great Wall of China. He Šthought this was the best time for his army to make an assault on them. ŠMany of his men had been injured and killed in battles with them. ŠFurthermore, his father had been killed by them. Temujin got in touch with Tooril again. As in his conquer of the ŠMerukits ten years ago, he wanted to join forces with Tooril this time Šagain. Now Temujin's army was large and strong. It was considered large and Šstrong enough to destroy the Tartars without Tooril's help. However, ŠTemujin was aware of the difficulty Tooril had felt ten years ago: it Šwould be easy to destroy the Tartar tribe, but it was a branch of the ŠMongol tribe. If he destroyed them, all other tribes would accuse him of Štreachery. This had to be avoided if he was to attain his ultimate goal Šof unifying all the tribes on the plain. Tooril immediately started from his tent, leading the entire army. The ŠTartars were a hindrance to him, too. Temujin's army of 30,000 soldiers Šjoined Tooril's ten days after Tooril's departure from his tent. Strong as they were the Tartars now stood helpless, being attacked on Šthree sides by the armies of the Chin Empire, the Mongol and Kuriets. ŠAfter seven days of deadly battles, they were completely destroyed. All Šmale members of the Tartar tribe were killed, with their heads cut in Štwo. Temujin and Tooril equally shared females and other treasures of Šthe affluent tribe. The head of the army of the Chin Empire thanked Tooril Khan and Temujin Šfor their cooperation. But Temujin had mixed feelings. From his Šchildhood, he had always thought that after he had conquered the Mongol Šplains, his next target would be the Chin Empire, which lay flourishing Šbeyond the Great Wall of China. He would have to make an attack on the army of the Chin Empire in return Šfor its head's gratitude to him. But now he was not in a position to Šattempt this ultimate goal. Unification of all tribes on the Mongol Šplains was his immediate challenge. Thus a significant change was made in the balance of power on the Mongol Šplains. The Tartars had disappeared. It was four years after the collapse of the Tartar tribe that Jamukha Šstarted on a massive invasion into the plains. His tribe had become very Šlarge, conquering the tribes of the Ongirat, Borte's native place, ŠKirghiz and Taiorat, and absorbing the remnants of such destroyed tribes Šas the Tartars and the Merkits. Tooril and Temujin joined forces for the third time. Their battle with ŠJamukha was terrific. The flames of war spread over the Mongol plains. Both armies were locked in mortal combat on the Serenga River, the Orkon ŠRiver, the Keruren River and many other rivers. Deadlocks were reported Šone after another. Temujin sent out Bobhorchu's units, Qasar's units and then Perktai's Šunits. Tooril was also sending out his entire army. Tooril Khan's army was headed for the lower reaches of the River Keruren, Šand Temujin's army for the middle reaches of the River Onon. During his battle with the Taichiuds, Temujin obtained another competent Šaide. An expert archer shot an arrow at Temujin's artery and he narrowly Šescaped death. The next day the archer was captured and confessed that he had shot the Šarrow at Temujin. Moved by his manly attitude, Temujin forgave him and Šnamed him 'Arrow'. Temujin had an unforgettable grudge against the Taichiuds. Long ago, Šwhen Temujin's tent was occupied only by himself, his mother and his Šbrothers, they attacked the tent mercilessly and drove Temujin and his Šfamily out of their native place. Temujin ordered his army to kill all members of the Taichiud tribe. ŠAlthough some of his childhood friends were now among the Taichiud, he Šcould not afford to mind that. How could he forgive them? They had Šdeserted him and his family. Although he had failed to catch Jamukha, he received Tooril's message Šthat the army of the Jadarans had been completely destroyed. The battle Šhad ended in a big victory for him. Temujin and Tooril divided equally the right to own tribes which had Šsided with Jamukha. Thus the Mongol plains were now divided into two. ŠThe only remaining target was the Naimans. The Naimans, who were of Turkish descent, controlled West Asia and were Šbased at the foot of the Altai. In the last war, they had sent Šreinforcements to Jamukha for some unknown reason. Learning that Temujin was making an assault on them, they prayed for Šrain. But the result was that it rained heavily in their own territory, Špreventing them from marching on. Many soldiers fell into pools made on Šthe banks of rivers. They ran away, saying, 'We are not protected by our ŠGod.' But his victory in this battle did not mean that he had completely Šdestroyed the Naimans. Tooril said to Temujin, 'We will have to make another attack on them Šjointly.' Temujin nodded without saying anything. A year after that, Šthey made a joint attack on the Naimans. THE NAIMANS In the spring of 1203, Temujin and Tooril attacked the Naimans. Temujin foresaw that the moment the Naimans were destroyed, there would Šremain only the Mongols and the Kereits on the Mongol plains and that a Šfierce battle between him and Tooril would be inevitable soon after that. ŠOf course, Tooril was also aware of the possibility. Two great spirits Šcould not exist together. There was going to be one supreme ruler on the Šplains. The armies of Temujin and Tooril marched slowly for the Altai, now well Šaware that a crucial moment was close at hand. The two armies destroyed the army of the Builuks, which had constituted Šthe front line of the Naimans. But it was soon after this battle that a Šfight was started between the Mongols and the Kereits. The battle lasted Šuntil evening. During the following three days, the Mongols continued Šchasing fugitive Kereits. The dead body of Tooril was discovered four Šdays later. Tooril's death meant the end of the Kereit tribe which long Šhad maintained unrivalled military power. It was not until the next year that Temujin's army surged into the Šterritory of the Naimans. He let soldiers take a rest after the battle Šwith the Kereits. When his army rushed into the territory of the Naimans, Temujin found to Šhis great surprise that his sworn friend Jamukha was now his enemy and Šhad been serving Tayan Khan, the head of the Naimans. Jamukha had warned ŠTayan of the power and influence of Temujin and advised him to fight a Šdecisive battle with Temujin at the earliest possible opportunity. ŠHowever, Tayan Khan, who had long been content to reign over the western Špart of the Mongol plains, was no match for Temujin, who had fought Šdeadly battles to destroy his old enemies. Tayan's men were defeated by ŠTemujin's one after another. Tayan, who had been seriously injured, Šasked Jamukha who was attending him, 'Why on earth are they so strong? ŠWhat is the secret of their strength?' 'Because they have four strong men, Gebe, Subutai, Khublai and Germe,' Šreplied Jamukha. He knew Temujin's power and influence full well. He Šcontinued, 'they are four wolves always chasing a flock of sheep. They Šeat human flesh. They are kept on iron leashes. They have heads as hard Šas bronze and teeth as sturdy as stones, words as sharp as swords, and Šhearts as strong as steel. When Temujin beats them with a sword instead Šof a whip, they start forward as quick as lightning, fight a battle Šdrinking dews and eating human flesh and killing their enemies.' After being chased relentlessly, Tayan Khan's army was completely Šdestroyed. Now Jamukha had no place to escape to. He was captured and Šbrought before Temujin. Temujin looked at him sorrowfully and said, 'Jamukha, let's be friends Šagain. I have never forgotten that we are old sworn friends.' He really meant what he said. 'Nonsense!' retorted Jamukha, 'You have no Šchoice but to kill me right away. If you don't kill me. I will continue Što plan to kill you for the rest of my life. I have lost this battle to Šyou simply because I was unlucky.' 'However,' he continued, 'If you want to be kind to one of your sworn Šfriends, kill me without letting my blood spill. Bury my dead body in a Šhill.' Temujin stood up quietly, ordered one of his aides to kill him without Šletting his body spill blood, and left. In ancient Mongolia it was customary to kill a noble man without letting Šhis body spill blood. Blood was considered the root of soul. It was Šbelieved that if a man was killed with his body spilling no blood, his Šsoul continued to live in peace. Soon after that Temujin received news that a charged atmosphere prevailed Šamong the Merkits. Immediately after returning to his tent, Temujin went Šout and subjugated the rebels. As a result of this battle, Temujin Šobtained a beautiful woman named Qulan. She was a woman of spirit, quite Šunlike Borte and many other women. Temujin knew by intuition that he was Šgoing to love this woman all his life. GENGHIS In the spring of 1206 the senior members of all tribes of the Mongol Šplains participated in a great conference. A decision was about to be Šannounced. Temujin glanced over the conference hall, which was crowded with many Šrepresentatives from all tribes of the Mongol plains. Also there was Hoern, Temujin's mother, Borte, his wife, and his children ŠJuchi, Chagatai, Ogotai, and Tului. Qulan and many other of his Šconcubines watched together with his brothers - Qasar, Belgutei, Qachium Šand Temuge. His brave men - Boghorchu, Germe, Gebe, Mukai, Subutai and Khublai and Šhis prophet Khorchin stared at him. 'Genghis Khan!' suddenly shouted a senior member of the Khuriltai tribe. The word 'Genghis Khan' resounded in the hall. 'Genghis Khan! Genghis ŠKhan!' Temujin, aged 51, who was now Genghis Khan, stood up slowly and looked Šdown on the wolves and does. He was now the King of Mongol, the supreme Šruler on the plains. JAMUKHA The head of the Jaradan tribe. He shared with Temujin the mythical Šancestor Bodonchal, making him a blood relative of Temujin's. When ŠTemujin was eleven years old, Temujin and Jamukha promised to be brothers Šby exchanging deer bones on the River Onon. Jamukha, who was 5 years Šolder than Temujin, was a talented nobleman of the plains. After Šsucceeding his father as the head of the tribe, he expanded his territory Šrapidly. As a result, the Jadarans became the strongest power of all ŠMongol tribes, surpassing the Taichiuds. TUG TEMUR From ancient times, the Mongol tribes had been trying to form a coalition Šof strong tribes. They were always at odds with the Tartars who tried to prevent them from Šforming a coalition, unaware of the Chin Empire's plot to keep them Šopposed to each other. ESUI It is said that all great men are also great lovers. Temujin was no exception to this. It is said Temujin chose hundreds of Šconcubines from among beautiful women of tribes he conquered, Esui the Šdaughter of Tug Temur, was captured by him. TAYANG QAN The Mongol word 'naiman' means 'eight'. The Naiman tribe, descendants of Šthe Greeks, possessed a very advanced culture. From ancient times they Šknew of Christianity from the influence of the Uighurs of East Turkistan. When the Naimans confronted Temujin's army, many remaining lesser tribes Šsided with the Toktoga of the Merkits. Qudqua Beki of the Keraits and ŠJamukha were the most famous leaders of these small tribes. However, the ŠNaimans were no match for the militant Mongols. When Tayang Qan, the leader of the tribe died, his son Guchlug escaped to Šthe Kara Khitai Empire and conquered the Empire. QULAN The Merkits were often attacked by Temujin. Tooril Khan and Jamukha. ŠBut the remnants of the tribe were tenacious enough to attempt to create Ša new Merkit tribe. Her father presented Qulan, the most beautiful of Šall Merkit women, to Temujin. She was a woman spirit, and at first she refused Temujin. She later Šbecame Temujin's concubine, on the condition that he would take her to Šthe battlefields, never leaving her alone. Along with Borte, she was Šmost loved by Temujin. 2. THE WORLD CONQUEST ATTACKING THE CHIN EMPIRE Genghis Khan, who had completed the great undertaking of unifying all Štribes of the Mongol plains, was now planning to invade neighbouring Šcountries. The Mongol's home land, which was surrounded by the vast Gobi Desert, was Šinfertile and not comfortable to live in. He was destined to expand his territory in search of a happier place and Ša better life. The history of the nomads on the Mongol plains was a 1,000-year history Šof repeated attempts to expand territory. But that was inevitable so Šlong as they stuck to their way of living - pasturage. Isolated from the Šrest of the world, they became more and more conservative, which in turn Šwidened the cultural gap between them and other countries. After taking an extensive view of the regions located south of his Šterritory, Genghis Khan set his eyes on Hsi Hsia, which appeared most Švulnerable to his planned attack. Hsi Hsia had become independant in early years of the Northern Sung Šdynasty, and since had maintained its independance for 160 years. ŠAlthough it lacked productive resources, its land was situated in a place Šwhich blocked the traffic of goods between the East and the West. ŠMerchants from Western Asia who wanted to enter the territory of the Chin ŠEmpire had to pass through Tunhuang and other big cities in Hsi Hsia. ŠThe country's major source of revenue was taxes imposed on the goods Špassing through the country. At that time, the global trend was toward the end of the continued Šstalemate that had existed between the great powers. Hsi Hsia was no Šmatch to Genghis Khan's Mongol Empire, a new great power which had just Šemerged. For the soldiers of the Mongol Empire it was the first battle with a Šdifferent race and they gave a fatal blow to Hsi Hsia's army. Hsi Hsia Šsurrendered and his country became a vassal state of the Mongol Empire. ŠGenghis's soldiers obtained a lot of camels and woolen goods. In this Šbattle, the Mongol army, which had thus far experienced only cavalry Šbattles on the plains, learned tactics for attacking castles. One of the unexpected spoils of war was that Uighur, located west of Hsi ŠHsia, was so intimidated by the Mongols overwhelming power that it asked Što be allowed to become a vassal state of the Mongol Empire. Genghis's next target was the Chin Empire. From childhood, he had heard Šof the affluence of the empire. On the other hand, he had never Šforgotten the fact that Ambakai Khan of Mongol had been taken away to the ŠChin Empire and died there after being put to torture. He prepared the Šattack on the Chin Empire with scrupulous care. He had his soldiers Štrained very hard. He had the structure of his men, their weapons and Šall domestic roads improved. To control the public he put a code of Špenalties in place even more draconian than its predecessor. In March 1211, Genghis Khan ordered his entire army to make inroads into Šthe Chin Empire. Qulan was to accompany him in his long march to the ŠChin Empire. Qulan had made Genghis promise that he would take her to Ševery battle, however fierce it might be. The new army structure was designed to facilitate the flow of orders and Šintelligence. Units of 10, 100, 1,000 and 10,000 soldiers were formed. ŠExperienced generals were appointed leaders of units of 10,000. This Šstructure was designed to allow Genghis's orders to go from one end of Šthe chain of command to the other with no delay. Genghis Khan watched his soldiers crossing the Great Wall of China with a Šthousand emotions. He said to himself, 'After all, we are all the Šoffspring of that grey wolf.' It took three years to conquer the Chin Empire. Genghis Khan worked out Štactics very deliberately and implemented them very cooly. The Chin ŠEmpire's fortresses were occupied by Genghis's men one after another, and Šthe soldiers of the Chin Empire were gradually destroyed. In 1214, Šhundreds of the Mongol's mounted parties trampled the whole territory of Šthe Chin Empire underfoot. A peace treaty was concluded between Hsuan ŠSung of the Chin Empire and Genghis Khan, although it actually meant a Šcomplete surrender for Hsuan Sung. Genghis's army obtained an enormous Šquantity of gold, silver, silk, slaves and horses. Among the captives taken to Mongol was Ye Lu Chu Tsai. He was erudite, Šwell versed in astromony, geography, history, the art of war, medicine Šand augury. Genghis Khan had this tall man called out and asked him to Špredict the future of the Mongol Empire. Ye Lu Chu Tsai said to Genghis, 'In the southwest are heard the sounds of Šwar drums. The time will come soon when your army crosses the Altai and Šinvades the territory of the Kara Khitai Empire. It will be three years Šfrom now.' Genghis was very impressed by his forecasting abilities and made Ye Lu ŠChu Tsai one of his aides. ATTACKING KHORAZM On one occassion, Ye Lu Chu Tsai said to Genghis Khan, 'The Chin Empire Šwas conquered by you, but that empire had a very advanced culture. Your ŠMongolia has no culture. I think you have much to learn from the Chin ŠEmpire.' 'I see,' replied Genghis. He had begun to think of building a friendly Šrelationship with Khorazm, an Islamic country in Western Asia. Khorazm was famed for its advanced culture. Genghis thought he would be Šable to obtain many things thus far unknown to him by trading with that Šcountry. Immediately a mission was sent to the country. They took silver, musk, Šjade, woolen goods and other precious goods with them. Upon arrival in ŠKhorazm, the head of the Mongol mission conveyed Genghis Khan's message Što Emperor Muhammad. 'We have conquered the Chin Empire and have all the Turks living north of Šthe Empire under our control. We do not want any further expansion to Šour territory. Therefore, we propose that the Mongol Empire and the Kara ŠKhitai Empire initiate and maintain a peaceful relationship with each Šother, and promote trade between both empires for mutual benefit. I Šthink of Emperor Muhammad as if he were one of my sons.' Muhammad was offended at the last sentence of Genghis' message, but he Šagreed in principle to Genghis' proposal. And trade between the two Šcountries commenced. A big caravan was formed and it started for Khorazm carrying piles of Šgoods. When the caravan reached the oasis city of Otoral a member of Muhammad's Šfamily named Inarujuke attacked the caravan and plundered all the goods Šit was carrying. Genghis Khan was enraged to hear about the incident. Aware that Khorazm Šwas a highly civilized country, however, he decided to cope with the Šsituation politically. He immediately sent an envoy to Khorazm to accuse Muhammad of his Štreachery and ask for the extradition of the offender. But Muhammad killed this envoy, too. This triggered Genghis' decision to Šconquer Khorazm. In June 1219, the Mongol army of 200,000 soldiers started on an Šexpedition against Khorazm. The grey wolves trembled with excitement. It appeared that Khorazm was a country far stronger than Hsi Hsia and the ŠChin Empire. They had no idea what was in store for them beyond the high Šwalls and the deep moat. They had been told that the army of the country were equipped with arms Šfar more advanced than their own. The attack had been decided on after Šmany days of discussions. Genghis Khan had assured them, 'We are the Šwolves of Mongol. We will win this battle.' No one doubted him. Muhammad had ordered his army of 400,000 soldiers to take the defensive Šand had been waiting for the arrival of Genghis' army. Genghis Khan divided his army into four. Chagatai and Ogotai were Šordered to lead the first division and besiege Otoral, the city where all Šmembers of his mission were killed by Inarujuke. Juchi was ordered to Šhead for Gendo in the northern part of the country leading the second Šdivision. Three other generals were ordered to attack Bekenat leading the third Šdivision. Genghis himself headed for Bohara leading the central Šdivision. Inarujuke had tens of thousands of soldiers gathered in Otoral. But his Šarmy was defeated in a short time and he himself was captured and given Šover to Genghis Khan. The second division led by Juchi invaded the castle of Gend and killed Šall its residents after making ruthless attacks on the castle for seven Šdays and nights. The third division destroyed Bekenat and headed for ŠKogent. On the other hand, Genghis' division destroyed many oasis cities, large Šand small, and besieged Samarkand, the gigantic oasis city, and there Šwaited for the other divisions to arrive. The other three divisions Šarrived one after another, bringing with them a vast number of prisoners, Šsoldiers and civilians. Samarkand was evacuated in a short time. Genghis Khan had the city Šdestroyed, treasures plundered and many residents killed. Scared by the fierce attacks by the Mongols, Muhammad had run away to ŠKhorosan before the Mongol army approached Samarkand. Genghis Khan Šordered Gebe and Subutai to chase Muhammad, saying to them, 'Chase him Šwithout taking any rest. Forgive cities that surrender, but destroy Šthose that resist and kill all residents.' CONQUERING THE WORLD Muhammad flew to Nishapool, and then to Baghdad. Gebe and Subutai's Šdivision went so far as the Chrimean Peninsula of the Black Sea on the Šwest and the middle reaches of the Indus River on the south, in search of ŠMuhammad. In 1220, Muhammad fell ill and died on a small kingdom island in the ŠCaspian Sea. Even after that, the two generals led their division Šwestward, destroying the kingdom of Kipchak, defeating the army of ŠFuseboroto III of the Russian Principalities, destroying Sudakm, a ŠGeonese colonial city, and defeating the Bulgarians in the valley of the ŠVolga River. Genghis Khan ordered an administrative official stationed Šin each of the occupied cities. In 1225, Genghis Khan made a triumphant return to Mongol after five years Šof invasions, destructions and massacres. Genghis Khan was also at war with Hsi Hsia. In 1205, 1207 and 1209, ŠGenghis Khan attacked Hsi Hsia, but he was not completely successful. ŠEven the Chin Empire was far from being completely conquered. The Mongol's way of conducting war was characterized by positive use of Šthe quick mobility of horses, surprise attacks and plunder. Because they Šwere nomads who had never had a single fixed dwelling, they lacked the Šability to govern the countries they had taken. Before resuming attempts Što conquer the Chin Empire, it was necessary to attack Hsi Hsia again. Genghis' attack on Hsi Hsai was not accompanied by any military Šdifficulty. An envoy was shortly sent from Hsi Hsia to convey a Šsurrender message to Genghis. TWILIGHT However, Genghis Khan looked gloomy. He was now well advanced in age. ŠHe had lost many of his men. Some years ago Qulan whom he had long loved had died: At that time, ŠGenghis' army was in camp in the Hindu Kush Mountains on its way to ŠIndia. Her body was buried under a large piece of ice in accordance with Šher last wish. She must have been watching the future of Mongol lying silently in the Šice. Of Genghis' aides, only Subutai had returned safe from the long Šexpedition to Europe. Gebe had died in a village near the Aral Sea. He Šwas now sleeping in the ridge of a hill in the village. An envoy from Kipchak came to Genghis. He told Genghis that Juchi, one Šof Genghis' sons, had been ill in bed for three years and that in summer Šhe died in a village near the Caspian Sea. At that news Genghis mourned Šbitterly. Genghis fell ill and shortly his illness took a serious turn. Aware that the time of his death was near at hand, he called Ogatai and ŠTului and said, 'My task is drawing to a close. Our territory has now Šbeen greatly expanded with the help of God. It will take at least one Šyear to cross it. To maintain this vast territory, you must not compete Šwith each other. Join forces to defend against your enemies. Maintain Šfriendly relationships with those countries which are friendly to you.' Then he ordered his generals called out and said to them, 'It will be Šdifficult to directly destroy the Chin Empire. Attack first Sung which Šhad long been the enemy of the Chin Empire and then attack the Chin ŠEmpire via Sung. In accordance with his will, his death was kept strictly confidential and Šhis dead body was transported with utmost secrecy into Mount Burghan in Šthe upper reaches of the Onon River, where he had spent his boyhood, and Šwas buried deep into the ground. Every one watched his body buried in Šthe ground in silence. There was no phrase to express condolence in the Šlanguage of the Mongols. After that, the trees near his tomb began to grow at so rapid a pace that Šsoon the tomb was completely covered with a thick forest. Now no one Šknows where his dead body is buried. UIGHUR A CULTURED TRIBE The Uighurs, who had originally lived in the valley of the River Serenga, Šmoved to the valleys of the River Orkon and the River Tora in the seventh Šcentury. In the beginning of the tenth century, their country Uighur was Šestablished in Bishubaruk as a new kingdom. The Uighurs got accustomed to cultures of oasis cities and benefited from Štrade between the east and west. They also engaged in agriculture and accepted Christianity and Buddhism, Šin addition to Manicheism. Mingling with aborigines belonging to Indo- ŠEuropean tribes, the Uighurs made themselves receptive to Turkism. Many Šmanuscripts of Buddhist scriptures, which were Uighur language Štranslations of Buddhist scriptures written in vernacular languages, ŠChinese, and later Tibetan, were written by them. CHINA By the time Hsho Sung became emperor, attacks by the Mongols intensified. ŠThe need for defence against the Mongols placed a major burden on the ŠChin Empire's financial resources. In addition, the Hwuang Ho (the ŠYellow River) which had caused many floods since the reign of the fifth Šemperor Hsei Sung had become more and more fierce, destroying farmland. ŠWhen the Mongols advanced southward and trampled even Shantung under Šfoot, Chin became frightened by their military power and sued for peace, Špresenting one of her daughters to Genghis Khan. However, he had to Šimpose taxes on his people to cover huge military expenses required for Šhis empire's defence against the Mongols and he met with a tragic end. MUHAMMAD In 1120, the army of Muhammad, the emperor of Khorazm, started on an Šexpedition to the East and defeated the army of the Kara Khitai Empire. ŠSince the Kara Khitai Empire was a Buddhist country, his victory over the Šempire caused a sensation among Muslims. He was admired as the great Šhero who had subjugated the impious idol worshipers. Although Muhammad Šappeared to flourish in the early years of his reign, the fact was that Šthe empire's domestic administration was not carried out effectively. ŠAlthough he was a military genius, he was also a vain man fond of an Šidolent and epicurean life. It was this that led to his ruin. GENGHIS KHAN AND HIS ACHIEVEMENTS YEAR AGE HISTORY OF GENGHIS KHAN 1155 Temujin is born. 1164 9 Temujin meets Borte. 1165 10 Temujin's father is killed by the Tartars. 1171 16 Temujin marries Borte. 1173 17 Temujin meets with Tooril Khan. 1179 24 Borte is captured by the Merkits. 1180 25 Temujin conquers the Merkits. Juchi is born. 1188 33 Temujin destroys the Taichuids. 1189 34 Temujin becomes the leader of the united tribes. 1194 39 Temujin conquers the Tartars in allience with the armies of the Keraits and the Chin Empire. 1194 40 Temujin conquers the Merkits. 1196 41 Temujin conquers the Tartars. 1203 48 Jamukha battles with Temujin in the spring. 1204 49 Temujin defeats the Naimans on the plains of Rakuda and captures Tatonga in the spring. Uighur characters are formally adopted for writing. In autumn, Temujin conquers the Merkits. 1205 50 Temujin's army invades Hsi Hsia for the first time. 1206 51 The Khriltai (great conference) is held at the upper reaches of the Onon River. Temujin becomes Khan and he is presented with the title Genghis Khan. 1207 52 Genghis' army invades Hsi Hsia for the second time from autumn to winter. 1208 53 Genghis' army withdraws from the Chin Empire in the spring. 1209 54 Genghis' army invades Hsi Hsia for the third time. 1211 56 Genghis' army makes an expedition to the Chin Empire in the spring. 1216 61 Genghis Khan destroys the Merkits. 1219 64 Genghis conquers the Western region. In June, his army is positioned on the bank of the Irutish River. In autumn his army advances southward. 1220 65 Genghis Khan conquers Otoral. In February he conquers Bohara. In April he attacks Samarkand, Hogent, Nishapool and Khorasan. Muhhamad dies on a small island in the Caspian Sea. 1222 67 In April, Changchun Zhenren, a Taist priest, visits the tent of Genghis Khan and preaches to him at the northern foot of the Hindu Kush Mountains. The city of Gazni is razed. In June, Herat surrenders. Genghis' army again attacks Merub, the capital of Horasan. 1223 68 Mukhali dies while invading the Chin Empire. Genghis' army passes through Barghu. In winter, it stays in Samarkand. Subutai defeats the allied forces of joshua's feudal lords on the bank of the Merka River. 1224 69 Subutai returns from an expedition to Russia. Genghis' army is positioned in the plains of Qulan and Tash. 1225 70 In February, Genghis starts for home. In October, he conquers Hsi Hsia. Juchi, his eldest son, dies on the plains of Kipchak. 1227 72 In August, Genghis dies and his body is buried in a forest at the upper reaches of the Kerulen River. WORLD HISTORY 1115 ... The Chin Empire is established. 1126 ... Korea becomes a vassal state of the Chin Empire. 1127 ... The Sung is destroyed by the Chin Empire, but revives as the Southern Sung. 1132 ... Le Yu Tai Shak establishes the Kara Khitai Empire. 1147 Second Crusade. 1156 ... The Hogen War breaks out in Japan. 1159 ... The Heiji War breaks out in Japan. 1163 ... The Sultanate of Ghorey destroys the Gazni Dynasty. 1169 ... The Ayyub Dynasty is established by Saladin. 1185 ... The Heike clanis is destroyed in Japan. 1187 ... Saladin regains the Holy Land from the Christians. 1189 ... Third Crusade. 1190 ... The order of the Teutonic Knights is created. 1192 ... The Kamakura Shogunate is established. 1204 ... Fourth Crusade. 1206 ... The Islamin Dynasties are established. 1208 ... Guchlug flees to Hsi Hsia. 1208 ... Sing Tsung of the Chin Empire dies and Eishoo becomes the Emperor. 1213 ... A revolution occurs in Chunftao (now Beijing). Eishoo is killed. 1215 ... The Magna Charta is promulgated in England. 1215 ... The Sultanate of Ghore is ruined. 1221 ... Military forces occupy Kyoto in the Jokyu uprising. 1227 ... Chagatai Khanate is established. ENGLAND RICHARD I England, which was once in possession of one-fourth of the world's total Šland area, did not develop within the confines of the country as Japan Šdid. In the first half of the 12th century, England was under the direct Šcontrol of Normandy on the Eurpean continent. Fierce battles were being fought among influential noblemen hailing from ŠFrance for the throne. As a result, in the second half of the century Šand after, they owned vast territories in France. It was at that time Šthat Henry II, the father of Richard I, came to the throne. Henry II, who was the founder of the Plantagenet dynasty, was true to his Šfamily line an energetic man of violent emotions. He never rested, Šexcept when sleeping. When not at war he spent his days hunting. Back Šat home, he could not sit quietly except eating. Both Richard, who was third son of Henry II, and John, Henry's youngest Šchild, inherited a personality much like their father's. Legend has it Šthat the Plantagenet was a family possessed by an evil spirit. ŠAntagonism and treachery were the rules of the family, it is said. Richard pursued adventures and wars all his life. The total length of is Šstay in England while he reigned over England as its king was no more Šthan 6 months. True to his nickname of 'Richard the Lion-Heart', he was Šextraordinarily fond of wars. John was unrivalled in cruelty. On one occassion, his father said to him Šhalf as a joke, 'I have divided my territory among your elder brothers. ŠSo you shall have no share in it.' It is said that his nickname of 'John Lackland' was derived from this Šepisode. He might have been hurt by these words of his father's. He Šgrew up to be a sadist: He used political assassinations regularly and Šderived great pleasure from watching criminals hanged. It was in 1189 that Richard became the King of England. Richard, who Šinherited Aquitaine from his mother, made an attack on his father Henry Šin alliance with King Philip II of France. Seeing that the tide was Šagainst his father, John betrayed Henry and sided with Richard. Although Šstrong and energetic, Henry could not survive this surprise attack. ŠAfter Henry's death, Richard succeeded him as the King of England. He gave John his share of the territory as the reward for his Šcooperation. Later, as soon as Richard left England to join the third ŠCrusade, John laid a plot against Richard and succeeded to the throne. On the other hand, Richard had a quarrel with Philip II while on the ŠCrusades and after that he put up a solidarity struggle. He started for Šhome unable to regain the Holy Land. But he was captured and shut up by ŠHeinrich VI of the Holy Roman Empire. John laid plan to extend the Šperiod of Richard's imprisonment, in alliance with Philip II. This matter was settled after the government of England paid a ransom in Šthe amount of 100,000 marks. However, the payment of the ransom imposed Ša heavy financial burden on the government of England, as well its Špeople. This was the remote cause of alienation of many of King John's Šsubjects from him. It was in 1194 that Richard returned to England. He had a fortress built Šon the border in preparation for his showdown with Philip II. But he was Šshot with an arrow and injured while at war with Philip II, and died in Šsouth France. As mentioned earlier, he stayed in England for only 6 months during his Š10-year reign over England. He was able to give full play to his talent Šas a military man, fortifier, and diplomat, thanks to the competent Šgovernment of England, which functioned smoothly and effectively while he Šwas away from England. But his talent as the ruler of England was to be Šnever tested. To him England was nothing more than a means to raise Šfunds for carrying out wars on the Continent and the Crusade. On the other hand, John managed to take the throne, displacing the Šsuccessor to the throne designated by Richard, plundered a fiancęe of an Šinfluential feudal lord of France, who was one of his subjects, and Šmarried her. Angry about that, the feudal lord appealed the case to Philip II. In Šresponse to this, Philip ordered John to appear before the court, but ŠJohn declined. Philip ordered John's feudatory to be confiscated. This Šwas the beginning of the long-term hostilities between England and ŠFrance. Dissatisfied with the confiscation of his feudatory, John planned a Šcouterattack on Philip II in alliance with Otto IV of the Holy Roman ŠEmpire and Baudouin of Flanders. In 1241, John challenged Philip to a Šbattle in France. But Philip's army defeated the army of the Holy Roman ŠEmpire and John's army. When John returned to England after being defeated in France, he was Šconfronted with a nation wide civil war. Now being completely Šunsupported, he had to accept the noblemen's demands and promulgated the Šfamous Magna Charta. John was so unpopular as the King of England that never again did any Šking of England want to be named John. But ironically John gave the ŠEnglish people the happiness which other kings have never given them Šthrough his tyrannical rule. It was not until his reign that the English Šnobility began to criticize the Imperial Rule, causing the concept of a ŠFrench controlled nation to give way to that of an independant English Šnation. BYZANTINE EMPIRE ALEXIOUS III Time, which flows defying any attempt to stop it and moves incessantly, Šcarries all creatures away to the bottom of the darkness... Anna ŠComunena, the famous woman poet of the 12th century, begins her biography Šof her father Alexious I with the above passage. In the authentic history of the world, the Byzantine Empire was ruined in ŠApril 1204 by the fourth Crusaders who occupied Constantinople. The Šremanants of the dynasty ran away to Nicaea, where they built a regional Šgovernment. Later the Nicaea Empire regained Constantinople. But it Šlacked the grandeur of the Byzantine Empire. So it can be said the 800 year old Byzantine Empire was ruined in 1204. In this game, however, it is assumed that the Byzantine Empire did not Šmeet with a tragic end in 1204. Under the reign of Alexious III, the Šsecond emperor, such military commanders as Isaakios II, the former Šemperor, Isaakios Ducas Comunenos, the supreme ruler of Cyprus and ŠTheodoros, the King of Philidelphia, play their respective roles. The ŠByzantine Empire, with Constantinople, rules over the eastern part of the ŠMediterranean and the southeastern part of Europe. Anyone studying the history of the Byzantine Empire notices that it was Šthe citizens of Constantinople that plays the leading part in its Šhistory. In 1182, Andronicos Comunenos (Andronicos I) rose in revolt against the Šgovernment, in alliance with the armed citizens of Constantinople. This Šresulted in the establishment of the Andro nocos administration. Andronicos I, who was now the emperor, felt himself charged with a Šmission to perform a drastic reform. At that time, the Byzantine Empire Šwas a confederation of lands of inflential feudal lords. The Comunenos Šdynasty, established in the 11th century, promoted the feudalization of Šsociety by giving birth to an auntonomous class of noblemen. As a result, the nobility had greatly expanded its power, thereby Šdwarfing the emperor's power. Under such circumstances, Andronicos Šimplemented a bold reform. He selected able persons other than noblemen Šfor important positions in an attempt to restore the empire to one which Šdoes not pay special attention to the social standing of families. To Šthis reform the noblemen resisted hard using their respective territories Šas the base for resistance. They called on the Sicilian Empire for help. On the other hand, riots were raised by citizens in many cities. ŠAndronicos' ambition to reconstruct the empire ended up in his attacks on Šindividual noblemen - a reign of terror. It was Isaakios II that took over Andronicos I as the emperor. Unlike ŠAndronicos, Isaakios II behaved as a major representative of the Šinterests of the nobility, abandoning the empire's control over them. ŠThis helped expand the nobility's power. Many revolts were started by Šthose noblemen who wanted to be autonomous. Among those noblemen was ŠTheodoros who began to call himself 'emperor' in 1187 and had coins on Šwhich his name was inscribed made in Philidelphia, a town in the western Špart of Asia Minor. Isaakios tried to conquer Philidelphia, but failed to destroy the walls Šof the town. He was forced to conclude a peace treaty with Theodoros. ŠUnder the peace treaty, Theodoros was permitted to continue to control ŠPhilidelphia on conditions that he stop calling himself 'emperor'. During the reign of Andronicos, Isaakios Ducas Comunenos moved to Cyprus, Šwhere he started his own regime. He declared Cyprus' independence and Šhad Cyprus' own coins made. Andronicos stepped down without touching on Šthe issue of Ducas' Cyprus regime. Isaakios II sent his fleet to Cyprus, Šbut it was destroyed completely by Andronicos' navy. Cyprus was conquered by Richard II, the king of England, in 1191. Ducas Šwas captured and his Cyprus regime came to an end. When Alexious III Štook power, the Byzantine Empire was on the verge of being split. The ŠByzantine Empire under the reign of Alexious III was heading for its Šruin, although it had a number of able and powerful military commanders. Your task is to restore the invincible Byzantine Empire by coordinating Šthe capabilities of military commanders and the backing of citizens of Šthe empire who aspired to be autonomous. Are you confident that you can Šbring the golden age of the Macedonian dynasty back to the Byzantine ŠEmpire? JAPAN MINAMOTO YORITOMO Minamoto Yoshitomo, the father of Minamoto Yoritomo, was a military Šcommander who had made a name for himself as a brave warrior in the Šsouthern part of the Kanto Provinces. It was Minamoto Yoshitomo that Šrose in revolt, called 'Heiji-No-Ran,' served to split the whole country Šinto two strong camps - the Heike clan and the Genji clan. Yoshitomo was Šdefeated in a battle with Taita Kiyomori, and was killed while trying to Šescape to the Kanto Provinces. Yoritomo, who was accompanying the party led by his father, got astray in Ša mountain where it was snowing heavily, and was captured by a group of Šwarriors of the Heike clan while wandering on the Sekigawara plains. ŠBeing a boy aged 12, he was spared from death. But he was condemned to Šexile to an island named Hirugashima in Izu, where he was to live for the Šsubsequent 20 years. No historical records are available that describe Šhow Yoritomo felt while he lived in exile for the 20 years. It is quite Šnatural that there remain no such historical records. At time, no one Šdid even imagine that the young exile in Izu would grow up to be a Špolitical figure to go down into Japanese history. Yoritomo married Masako, the daughter of Hojo Tokimasa, in Izu. How ŠYoritomo came to know Masako is unknown. It may be because Hojo ŠTokimasa, who was working at a provincial office, was charged with the Štask of keeping a watch on Yoritomo. Tokimasa stongly opposed his Šdaughter's marriage with Yoritomo: 'If this were made known to the Heike Šclan, a serious thing would happen to all of us.' In a fluster, Tokimasa married Masako to the son of Yamaki Kanetaka. ŠHowever, Masako, brought up as a daughter of a Kanto warrior, was a woman Šof spirit. One night she escaped from the house of her husband, crossed Šmountains overnight in the midst of heavy rain, and ran up to Yoritomo. Now Tokimasa had to approve their marraige. At that time, Yoritomo was Š31 years old, and Masako 21. Yoritomo was now living a peaceful and Šhappy life. At the bottom of his heart, however, he had never forgotten Šthe deep grudge against the Heike clan who had killed his father and many Šof his friends. In 1180, Yoritomo at long last rose in revolt against Šthe Heike clan. However, the Heike clan was in full flourish, and ŠYoritomo and his army were soon surrounded on all sides by the soldiers Šof the Heike clan. He and his army narrowly escaped to Sagami. Based in ŠKamakura, he managed to lay the groundwork for ruling the Kanto Provinces Šwith the support of Taira Tsunihiro and others. It was only 40 days Šafter his defeat in the battle of Mt. Ishibashi. It is true that he Šcould utilize Hojo Tokimasa's power influence, but it was a miraculously Šquick return to power. At that time, many groups of warriors in the Kanto Provinces were Šdissatisfied with the arbitraness of the Heike clan, and were waiting for Šthe emergence of an ideal lord who would satisfy their needs and wishes. ŠIt was against such a background that Yoritomo emerged under the slogan Šof 'control of territories by warriors'. Furthermore, memories of ŠMinamoto Yoshitomo, who had ruled over the southern part of the Kanto ŠProvince based in Kamakura, were still vivid in the minds of many of Šthose Kanto warriors. Thus a new regime was established in the Kanto ŠProvinces. Many Kanto warriors, from heads of influential families down Što low-ranking warriors, held ceremonies to pledge their loyalty to ŠYoritomo, and they became immediate vassals of the leader in Kamakura Š(Yoritomo). They were guaranteed security and the right to control their respective Šterritories, but they were required to pledge their positive loyalty and Šservice to Yoritomo in return for their privileges. The relationship of Šlord and vassal thus formed was to become the basis of the organisations Šof the subsequent shogunate governments. Revolts were raised everywhere Šin the country. The ex-Emperor Takakura died of illness and at long last ŠTaira Kiyomori, the leader of the Heike clan, died from a fever. The ŠHeike clan which had lost their leader bagan to lose its power rapidly, Šand the retired Emperor Goshirakawa, who had been shut up in a detached Špalace, was suddenly in the limelight. Kiso Yoshinaka had been expanding his power in the Hokuriku Provinces. ŠAnd there was a nation-wide crop failure, which was interpreted as Šindicating the end of the Heike clan. The army and navy of the Heike Šclan had become weaker. Now it was an urgent necessity for Yoritomo to expand the foundations of Šhis new Kanto regime. His regime's influence was spreading all over the Šnorthern part of the Kanto Provinces. Minamoto Yoshitsune, one of ŠYoritomo's half brothers, who had already placed confidence in him, and Šmany other brave military commanders were now under the direct control of ŠYoritomo. About that time Masako gave birth to a baby boy, who was Šnamed Yoriie. It was in the next year that Shinoda Saburo Sensei ŠYoshiro, who had been increasing his influence in Hitachi, rose in revolt Šagainst the Heike clan. This attempt by Yoshihiro ended in failure, but Šit triggered a chain reaction. After his death in Hitachi, Yoshihiro ran Šaway to Shinano to turn to Kiso Yoshinaka for help. As a result, the relationship between Yoritomo and Yoshinaka suddenly Šbegan to worsen. Under such circumstances, The Heike clan sent its whole Šarmy to the Hokuriku Provinces in an attempt to subjugate Yoshinaka. To Šthis Yoshinaka resisted with his full strenght. On the strenght of ŠYoshinaka's vigorous resistance to the Heike clan, the activities of the Šrebel armies in the Tokaido and Kinai Provinces gathered greater Šmomentum. Warriors in the Tokaido Provinces, such as the Kai Genji Šwarriors, began to rush to Kyoto, rivaling each other for priority. The ŠHeike clan now had no choice but to leave Kyoto. Yoshnaka's triumphant Šarmy and many others rushed into Kyoto, as a substitute for the army of Šthe Heike clan. But, what they saw in Kyoto were hellish scenes in the ruined streets of Šthe capital. After years of famines, the streets were filled with dead Šbodies. Kyoto was now nothing but ruins. What's worse, so many soldiers Šwere now going to be stationed in the capital, which had long been Šsuffering extreme shortages of foods. In a moment, plunders and acts of violence were rampant in the capital. ŠYoshinaka found himself alien to the customs of the noblemen's society. ŠMoreover, he was not competent enough to control the confusion. the Šretired Emperor Goshirakawa, who had intended to make use of Yoshinaka's Špower and influence, gradually began to give him up. Yoshinaka himself Šfelt that he was being isolated. Urgent to hunt down and kill the Šremnants of the Heike clan, he had to start on an expedition westward. This situation provided Yoritomo with a golden opportunity. The retired ŠEmperor Goshirkawa sent an envoy to Yoritomo, who told Yoritomo that the Šretired Emperor would authorize him to rule over the Kanto Provinces on Šconditions that he pay land taxes on manors and public lands. Angered at this, Yoshinaka made an assault on the retired emperor and Šforced the retired emperor to appoint him to the post of the Šgeneralissimo for the subjugation of barbarians. This was just what the Šretired Emperor had anticipated. This act by Yoshinaka gave the retired Šemperor an excuse for subjugating nobody other than Yoshinaka. He Šplanned to get Yoritomo to subjugate Yoshinaka on his behalf. Yoritomo ŠImmediately sent Noriyori and Yoshitsune and their armies to subjugate ŠYoshinaka. In 1185, he sent a punitive force led by Yoshitsune to subjugeate the ŠHeike clan in Dan-No-Ura. Thus all things turned out as the retired Šemperor had wished. Next he set his eyes on Yoshitsune. He was Šbeginning to regret that he had given Yoritomo more power than he Šdeserved. Yoritomo, who was quick to understand, was soon aware of a Šchange in the retired emperors attitude towards him. He refused to Šwelcome Yoshinaka to Kamakura. He went so far as to establish shugo and Šjito outposts in all parts of the country under the pretext of hunting Šdown Yoshitsune. This was actually his next step toward establishing his ŠKamakura shogunate government. Yoshitsune was to meet with a tragic eng in Hiraizumi in the Oshu ŠProvinces. In later years, the general publics intence aspirations Štowards immortality of heroes gave birth to a belief that Yoshitsune was Šalive. Some asserted that Yoshitsune became the great king in the Šnorthern part of Japan after conquering the Ezo tribe. Others maintained Šthat Yoshitsune moved to the Asian continent, being called Ghengis Khan Šthere. There are no historical records to evidence these arguments, but Šthe legend of Yoshitsune is surprisingly convincing. In 1192, the retired Emperor Goshirakawa died, and Yoritomo was at long Šlast appointed to the post of the generalissimo for the subjugation of Šbarbarians. Now he was able to give full play to his political ability, Šcontrolling the activities of warriors and negotiating with the Imperial ŠCourt on their behalf. However, the fact that he killed Yoshitsune and other competent military Šcommanders of his family was to become the remote cause of factional Šstrife within the Kamakura sgogunate government. In fact, the Kamakura Šshogunate regime collapsed from within 20 years after Yoritomo's death. ŠWhat politics should you formulate and implement? In the latter half of Šthe 1200s, Japan was to meet with surprise attacks by the grey wolves of Šthe Yuan dynasty - the offspring of Genghis Khan. Are you confident that Šyou can save Japan from the deadly attacks by the grey wolves. How long Šis the Kamakura shogunate regime going to last? WORLD HISTORY (1071 TO 1204) The crusade movement which swept across Europe for nearly 200 years Šbeginning in the 11th century was a test for Europeans to attain their Štrue self-awakening. Development of cities, statism and cultures was Štriggered by this movement. It originated in an incident in the Califate Šof Baghdad which took place when the Byzantine Empire was being plagued Šby its internal breakup. The Selijuks, nomads of Iran, rapidly expanded Šits power and invaded Baghdad, the centre of the Califate of Baghdad. In Š1071, the Selijuks occupied Asia Minor, and they also occupied Syria. As Ša result, Jerusalem, the Holy Land, was isolated from the Occident. When Šthe Selijuks approached Constantinople, the Byzantine Empire, which had Šlong ruled over the Mediterranean region, The Pope of the Holy Roman ŠEmpire thought that if he could take leadership in Europe taking Šadvantage of the situation, hw would be able to rule over the whole Šworld. And under his direction the first Crusade was organised with the ŠFrench Knightage at its core. This Crusade resulted in a great success Šand created a sensation. The Selijuk dynasty, which had nearly exhausted its military power in its Šbattles with the Crusade, was defeated by the Ryoh Empire on the east and Šbegan to collapse from within. The Khorazm dynasty which had emerged in West Turkistan took this Šopportunity to expand its influence. In 1194, its army defeated the ŠSelijuk army and then the army of the Kara Khitai Empire. The great victory for Muhammad, the emperor of the Khorazm dynasty, was Šrated highly as Muslims' victory over the pagan Ryoh Empire. He was Šcalled a second Alexander. He had an ambition to conquer China. In ŠChina, the 200-year-long balance of power between the Tsun Empire and the ŠRyoh Empire was suddenly broken by the Chin Empire when it destroyed the ŠRyoh Empire. Le Yu Dai Sek, who was a member of the royal family of Ryoh Šeascaped to East Turkistan, where he established an empire called the ŠKara Khitai Empire. The plains of South Russia were under the control of Šthe Kipchaks, a nomadic tribe. Many nomadic tribes were rushing into ŠSouth Russia. The migration of nomads from east to west on the Eurasian ŠContinent was a sort of chain reaction. After the great success of the first Crusade, the recovery of lost Šterritory by Muslims was remarkable. They occupied most of the lands Šbehind the crusader countries. It was Saladin, the most honourable enemy Šof Christians, that became the premier of Ayyub at that time. As a Šresult of his emergence, Christians lost most of their occupied Šterritories in less than a century after their first success. In Europe no significant efforts had been made to form a crusade. Each Šof three great powers - Germany, France and England - had been too busy Šreinforcing their respective political, social and economic bases to make Šan expedition all the way to the Orient. At long last, however, ŠFrederick l or 'Frederick Babarossa' of the German Knightage, Philip ll, Šthe king of France, and Richard l or 'Richard-the-Lion-Heart' of England Štook the initiative in forming the second crusade. Under the leadership Šof the kings representative of the feudal Europe, this crusade was the Šlargest and the strongest in its history. But they incoorporated the Šantagonism between them into this crusade. As Frederick Babarossa had Šbeen killed in an accident, Philip and Richard started on the expedition Što the Holy Land together, but soon they were at odds with each other. ŠThey behaved separately from each other. Richard occupied Cyprus on his Šway to the Holy Land. They met in Syria and jointly made an attack on Šthe castle of Accon. As soon as the castle surrendered, however, Philip Šwithdrew from there. On the other hand, Richard went to another theater Šof war and defeated Saladin's army. But he was unable to conquer ŠJerusalem on his own and concluded a peace treaty with Saladin. As a Šresult, he obtained the right of way to Jerusalem for Europe. Satisfied Šwith the result, he returned home. However, it was clear that this Šresult was too trival for the crusade that was the largest and stongest Šin its history. Richard was captured by the army of Heinrich V1 of the ŠHoly Roman Empire in Austria while he was heading for home, and later was Šreleased after a huge sum of ransom money was paid. In 899, Hungarians established a kingdom in the valley of the Danube. ŠThey often invaded Germany, France and even the Italian Peninsula, Šplundering many cities. West European countries joined forces to drive Šthem out. In 955, Otto l of Germany gave a hard blow to them and saved ŠEurope from the threat of their attack. Back on the Hungarian plains, Šthey were converted to christianity and began to work on the front line Šof Europes defence against nomadic barbarians from the Orient. Innocent 111, the greatest Pope since Urban 11, intended to have European Šcountries united for the noble cause of the crusade movement and then Šrule over them. However, the crusaders made a surprising turn around. ŠThey decided on an expedition by sea to Egypt and asked Venice for their Šmarine transport. They were unable to raise enough funds for it so ŠVenetian merchants proposed that they would offset the shortage if the Šcrusaders regained Zara in the Adriatic Sea, which had been taken by the ŠHungarian king. The crusaders had to consent to this approval. This Šenraged Innocent 111. He excommunicated them on the grounds that it was Šimpermissible to make an attack on a Hungarian king loyal to the Holy ŠRoman Empire. Thus, an excommunicated crusade started on an expedition Što the Holy Land, which was an unprecedented event. Zara was regained Šeasily, and the crusaders left Zara for Egypt. Surprisingly enough, Šhowever, the leaders of the crusade, who had concluded a secret agreement Šwith the Venetian merchants, proposed to go to Constantinople, which had Šbeen considered invincible surrendered in a short time. They made ŠBaudouin of Flanders the emperor of the newly established Latin Empire. ŠAlthough stumped by this, Innocent 111 congratulated them on the Šestablishment of the new empire, which he said would lead to a union of Šthe Western and Eastern churches. Nasel the Califate of Baghdad. The word 'Caliph' means successor to ŠMuhammad. Qelekubad of Rum Seljuks Rum Seljuks was a great power emerging during Šthe golden age of the Iranian-Islamic culture. Chilk of the Kara Khitai Empire Guchlug of the Naiman tribe assassinated ŠChilk. Buschi Khan of the Cumans Later, Juchi, one of Genghis Khan's sons,made Šan expedition to subjugate Buschi Khan. Saladin of Ayyub Hero of the anti-crusadse army. He was a fine example Šof the Islamic Knight. Sachsen of the German Knightage. The German Knightage originates in the Šthird Crusade. He did not perform great exploits in the Holy Land. Philip 11 of France. He consolidated the foundations of the French Šfeudal kingdom. Heinrich V1 of the Holy Roman Empire. The reason for his capturing was Šhis antagonism with an opposition faction. Endore 11 of Hungary. His country was later invaded by the Mongol ŠEmpire. CHRONOLOGICAL TABLE OF WORLD HISTORY 1227 ... Chagatai Khanate is established. Genghis Khan dies. Ogotai becomes the new Khan of Mongol. 1230 ... Ogotai Khan begins conquest of the Chin Empire. 1232 ... Tolui dies of illness while engaged in conquest of the Chin Empire. 1234 ... Ogotai Khan destroys the Chin Empire. 1235 ... Ogotai Khan builds his Empire in Karakoram. He sends an expedition led by Batu to Russia. Kiev is destroyed. 1236 ... The Mongol expedition led by Batu heads for Europe for the second time. 1241 ... Ogotai Khan dies. 1242 ... Batu's army invades Eastern Europe and defeats the allied German-Polish forces. He conquers Hungary, Germany and Austria. 1243 ... Batu establishes Kipchak Khanate in Salai in the valley of the Volga. 1246 ... Calvini of the Franciscan order meets with Batu. 1257 ... Batu's army invades Vietnam but is driven out. 1258 ... Khulag invades Baghdad and destroyes the Abbasid Dynasty. He establishes the Iru Khanate. 1260 ... Khublai becomes the fifth Khan of the Mongol Empire. He concludes a peace treaty with the Sung Empire. 1264 ... Khublai transfers the capital to Daieo. 1265 ... Khulag dies. 1267 ... Khublai sends an expedition to the southern Sung. 1271 ... Khublai changes the name of his empire to Yuan. WORLD HISTORY 1248 ... The Sixth Crusade is formed. 1261 ... The Byzantine Empire is revived. 1270 ... The Seventh Crusade is formed. YEAR HISTORY OF THE MONGOL EMPIRE 1274 ... Yuan sends an expedition to Japan, but fails in conquering the country. 1275 ... Marco Polo visits the capital of Yuan. 1279 ... Yuan destroys the Southern Sung. 1281 ... Yuan sends an expedition to Japan again, but once more fails. 1292 ... Yuan sends an expedition to Java. 1294 ... Khublai dies and is buried in a forest in the valley of the Keruran River, where his grandfather's tomb lies. 1298 ... The Mongol army invades Vietnam, but is driven out. 1305 ... Ogotai Khanate is merged into the Chagatai Khanate. 1330 ... The Chagatai Khanate is divided into the Eastern Khanate and the Western Khanate. 1333 ... Timour is born. 1335 ... Iru Khanate is divided. WORLD HISTORY 1271 ... Marco Polo leaves Venice for the Orient. 1272 ... Uzan Hassan's army invades Asia Minor, but is driven out. 1282 ... The king of Aragon begins to rule Sicily. 1291 ... Egypt under the reign of the Malmuk dynasty drives out the crusaders from Sicily. 1298 ... The Ottoman Empire is established. 1325 ... The Aztec Empire is established on the American Continent. 1337 ... The Bijanagar Kingdom is established in southern India. 1348 ... The Plague spreads over Europe. YEAR HISTORY OF GENGHIS KHAN 1351 ... Timour's army invades Afghanistan. 1368 ... A large-scale revolt strikes a hard blow at the Yuan dynasty. 1380 ... The Mongols are forced to the north of the Great Wall of China. WORLD HISTORY 1350 ... The Ayutthaya Dynasty is established in Thailand. 1368 ... The Ming Dynasty is established in China, destroying the Yuan Dynasty. 1369 ... The Timour Empier is established. 1390 ... Constantinople surrenders to the army of the Ottoman Empire. Fin.