The Second Reich version 1.3 (PBEM version)
	by Michael Jeszenka
	   mihaly@jeszenka.com
	  

You've heard of the Third Reich, but what exactly is the First and Second Reich? Reich is the German Empire. The First Reich was the Holy Roman Empire. The Third Reich everyone knows as Hitler's empire. The Second Reich was the empire created by Otto Von Bismark, and at it's head is the Kaiser.




***EVENTS***



The most important part of the scenario, and if you looked in the Reich2 folder you will see a lot of different events. What does it mean? And how come there is no plain "events.txt" file?


First off, there is only a limited amount of space for events allowed in civ2. Us scenario designers have yearned to exceed these limits and have worked our way around the problem. The solution is to create mutliple events files. So, instead of having the events.txt cover the entire scenario, I have an event file for each year of the scenario (the scenario ends after December 1918). But not only is there an event file for each year, there are different types of events depending on what type of game you want to play. For a multiplayer game, you must use the "multi" events. For a game as an allied power (Allies, Russia, Italy) you must use the "allied" events. For a game as a central power (Germany, Austria-Hungary) you must use the "central" events.

How does this all work? Well, at all times in playing the scenario there must be "events.txt". That is the current event file being used. The other event files will not be recognized by the scenario unless they are renamed to "events.txt". Before you start the scenario you must choose what type of game you will play. You will use that type of events for 1914. (Fore example, if you are going to play as the Germans, use 1914eventscentral.txt) To set it up, just copy that file and rename it to "events.txt". This will set up the 1914 events for the Central Powers. Now, at the end of each year, you will receive a messange saying to load the next events at the end of the turn (which means move all of your units but do not proceed to the next year). To load the next year's events, you must delete the current "events.txt". Then you must take your savegame and drag it over the "deletevent.bat" file. Now you take your 1915 events, copy and name it to "events.txt". Then start up civ2 again and load your game. Proceed to the next year and the events should work fine.



***SINGLE PLAYER GAME***

If you play a single player game, you should be either as Germany or the Allies because the events are based for these civs. You can play as the other civs but they are probably less interesting. Note, version 1.3 has not been tested for single player. I would recomend verison 1.0 for single player.

***MULTIPLAYER GAME***

In a multiplayer game you can play as anyone, save the Neutrals and Bolsheviks. Just make sure someone is at least the main two civs, the Allies and Germans. Or you can play a hotseat game by yourself and be all the countries in your alliance, or just some.

Version 1.3 was designed strictly for PBEM play, and the 5 big civs need to be human controlled. See update.txt for details regarding changes from the original version of this scenario.



***THE CIVILIZATIONS***


GERMANY highly recomended

Germany is the main civ. to be in this scenario. Led by Kaiser Wilheim II, they face Bismark's nightmare, a war on two fronts. Their only chances at victory are the same as they were during the war. By a quick victory under the Schlieffen plan, smashing the British blockade, allowing the Communists to gain control of Russia and end the war on the Eastern Front, and the capture of Paris. If you are unable to accomplish these goals you will be doomed. Economic disasters await  you.

ALLIES highly recomended

The Allies consist of Britain and France, later joined with America. Due to their vast empires over the world and dominance of the seas, they maintain a strong economy throughout the whole war and has the advantage of time. They fight only on the Western Front while another Allied Power, Russia, hassles Germany along the Eastern Front.

AUSTRIA-HUNGARY playable

The Dual Monarchy. The only thing that Austria and Hungary have in common is the Emperor, Francis Joseph. This country is a "paper tiger". Massive, second largest European Empire yet very weak. The country isn't very industrialized and rules many people unhappy with their rule. But with the help of the Germany they should be able to dominate the Balkans, repel Russia and defeat Italy. In this scenario, Bulgaria is included with Austria-Hungary 

RUSSIA playable

This country will have nothing but problems during the war. Barely any factories except in St. Petersburg and Moscow. Lacking railroads and having 1 gun for every 3 soldiers, they obviously have a shortage of supplies and will fight very poorly because of this and low morale. The only thing they have is numbers which will quickly refill the lines in place of their massacred comrades. Although they fight weakly, they have the largest army by a long shot and shouldn't be taken lightly.

ITALY playable

Italy joins the war on the Allied side because they are offered a better deal. Although at first a member of the Triple Alliance with Germany and Austria-Hungary, they are unhappy with their ally, Austria. During the 1800s Italy became united. The Austrian Empire controlled much of Northern Italy and not all of it had been liberated during unification. By having them join the Allies, Austria-Hungary must divert thousands of troops from the Eastern Front to deal with them.

BLOSHEVICKS not for play

Their role comes in at the end, by conquering what's left of Russia. Should not be played.

NEUTRALS not for play

They just take up space and make certain parts of the map off limits.



***UNITS***


Laborers- A settler type unit. Moves 2 and works slow.

Conscripts- Each country fighting in this war is represented by at least conscripts. Being the Allies or Austria-Hungary, you can build 2 types of conscripts. To keep the game historically accurate you should have each country build its own type of coscripts. Conscripts are a little bit weaker in attack and defense than Divisions, but they cost half the amount to build. The Allied and German conscripts are a tad stronger than the rest of the conscripts, because during the war they were better supplied, trained, and led. Austrian, Hungarian, Bulgarian, and Russian Conscripts move 1 less than the others because of the lack of railroads in their countries.

Divisions- Most countries have a Division unit to correspond with their Conscripts. They are a little bit stronger in attack and defense than Conscripts, but cost double the amount to build. They same concepts of German and Allied superiority applies to Divisions as with Conscripts.

Machine Gun- Cannot be built but received via events. Strongest defense unit avialable. Russia starts out with a few but won't receive any in the course of the scenario. Austria-Hungary and Italy receive a few of these from events but not on a regular basis like Germany and the Allies.

Cavalry- Some nations have cavalry units, and the same concept of German and Allied superiority applies to them as well. They have better attack than the infantry, better movement, more cost and les defense. In trench warfare, the extra movement makes little difference but the less defense does. Cavalry works well on the Eastern Front.

Tanks- The British invention to defeat the German trenches. A very effective weapon in both offense and defense.

Railroad Gun- The most powerful attacking unit in the scenario.

65mm Battery- Light field artillery. Moves faster than your heavy artillery, but has less attack.

77mm Battery- Heavy artillery made obsolete by the Railroad Gun. This piece is a better attacker than the 65 mm Battery, but less movement.

Fighters- Each of the playable civs have at least 1 fighter. The Allies have 2 and the Germans have 3. Each fighter gets progressively better.

Bombers- The only civs that can get bombers are the Allies, Italians, and Germans.

Reconaissance- Cheap aircraft that will scout the battlefield for you. Very usefull in the early stages of the war due to the absence of fighters.

Destroyer- Faster but weaker than Cruisers. Sea reconaissance.

Cruiser- Slower but stronger than Destroyers. Sea reconaissance.

Battleship- Slow but very powerful. Cannot see U-Boats and cannot see 2 spaces away.

U-Boat- The Submarine, buildable by the Central Powers. Very useful naval unit.

Trasnport- Only the Allies can build this unit. Very costly, and very slow. It is the only thing than can transport troops. It moves slow so you can't invade Germany from the Sea and makes an easy target for the U-Boats. When destroyed the Allies lose money and sometimes the Germans gain money. The allies get these by random events, so you don't have to waste your time building them, which is a good thing because of how much they cost. You can disband them in cities for a nice production bonus.

Chlorine Gas- A very cheap missile type unit. The gas masks at this time rendered gas obsolete, yet chemical warfare remainded a powerful weapon if the enemy was caught unprepared. The same thing goes for this scenario. If a lone infantry unit is stranded in no man's land, then it will be very vulnerable to a gas strike. But if the enemy is situated in their trenches, then the gas will do very little damage. Chlorine Gas was fired in canisters from artillery, but basically this is a shell unit. It ignores zone of control and is alpine.

Interceptor- Moves none, but might work in thwarting Zeppelin strikes, which in civ2 terms is counter espionage.

Zeppelin- This can be a devastating tool of war. No attack or defense. It the spy abilities of viewing a city, strategic bombing (industrial sabatoge) and civilian bombing (posioning water supply). It can also bomb units outside of cities but to little effect. The Zeppelin in this scenario is a ground unit but acts like it can fly with the paradrop command.

British General- Strong ground unit for the allies.

Imperial Guard- Used for the showdown on the Western Front in 1918.

German Field Marshall- Strong ground unit for the Germans.

Red Soldiers- Bolshevik troops that conquer Russia. Very powerful.




***MISCELLANEOUS INFORMATION***

Just some clarification here on the citizen faces. You should be able to easily distinguish between happy citizens and content ones. Happy citizens look more aristocratic and content look like your common peasant. On your special purposed citizens, the science guy is the same as always, but the entertainer and tax collector look similar. The entertainer wears the grey helmet, and the tax collector wears the gold. It is like this because grey is more of a military color, and the military will ensure there is no civil disorder, while gold is a more regal color as tax collectors are agents of the monarchy.

Another note, this one about "No Man's Land" terrain. No man's land marks the major fronts, and can usually be found between lines of trenches. It isn't very benefical to cities, and has a minus 50% defense factor. So make sure you don't get attacked while in No Man's Land.





***THE FRONTS***


WW1 became known as a World War because fighting occured on many theaters. This scenario covers only the European theaters, which were the biggest and bloodiest in prehaps all of history.


THE WESTERN FRONT

The Western Front starts off historically inaccurate in this scenario for playability purposes. In reality, Germany started off sweeping towards Paris in a wave, but this scenario it is in a line. This is to make sure that if the Allies are the AI that they stay in their trenches. This is the most important front because WW1 is based on the conflicts between Germany and France in the 1800s. Germany considers this their top priority and all they have to do is capture Paris to win. The British send many divisions here and basically do the fighting themselves after the French army is decimated at Verdun. But when America joins the French and British armies are relieved by around 200,000 more soldiers pouring in each month.

THE EASTERN FRONT

The Eastern Front is at first the border between Russia and the Central Powers. Russia sends two armies on the attack. One against Germany is East Prussia, and one against Austria-Hungary in Galicia. Germany usually comes out on top in each battle and seems to be giving Russia a run for its money. But the significance of this front is that Germany most different thousands of troops from the West to protect it's backdoor and to keep Austria-Hungary alive.

THE BALKAN FRONTS

In the Great War there were many fronts in the Balkans. There was the Serbian Front, Romanian Front, Montenegro Front, and Salonika Front. This map covers only the Serbian and Romanian Fronts. Serbia and Romanian in this scenario are part of Russia. This is inaccurate because Romania joined later in the war, but there wasn't any other way to represent them.

THE ITALIAN FRONT

This front is to Austria as the Eastern Front is to Germany. If they had their way they wouldn't fight it. The Italian Front diverts thousands of Austrian troops away from their other fronts. But since they have no claim here they sit on the defensive while Italy attacks time after time on the same battlefield without ceasing.



***TECHNOLOGIES***

Technologies are extremely important in this scenario. Should you neglect the new areas of warfare you will find yourself out-gunned. Certain techs some civs already start out with. Some techs cannot be researched and will have effects on the game. I will not map out a tech tree, but I will explain some techs.

(key) *=allies only +=germany only #=not for russia @=not for germany



Chemical Warfare+# - allows production of Chlorine Gas and Dyestuff Industry wonder.

Blockade* - allows seized goods city improvement and makes some German production wonders obsolete.

Trench Warfare- allows trenches to be built.

Aeronautics+ - allows Zeppelin production and the Lunatic's Workshop wonder.

Heavy Artillery - allows productino of 77mm Battery

Railroad# - allows railroad city improvement.

Tracked Vehicles* - allows production of Tanks.

Railroad Guns- allows production of Railroad Guns.

Unrestricted U-Boats+- allows Unrestricted U-Boat wonder.

Decoding@- allows Decoder wonder

Propaganda#- allows Propaganda city improvement and Propaganda Campaign wonder.

					
				

***ECONOMICS***


Economics play a big role in this scenario, and they are the reason why certain wonders and improvements are given to certain civs. The economics of this scenario are influenced by historical reasons as well as civ2 equilibrium. In the early stages of the scenario you must ask yourself what do you want to accomplish. Do you want to gamble on a quick victory, or prepare for a long war? If you decide that preparing for a long war would be the safest route you need to prepare you economy for the troubles ahead. Resources are limited and the competition is fierce. Most of your cities will be under developed and will need happiness, science and tax improvements. The technology race will be a contributing factor to what you need to concetrate on, but at the same time you must keep up your income and fight a war. Good judgement is needed to build your country strong enough to defeat the enemy. The Economic portion of this scenario could be the most important, so you most decide what is best for your goals.

How does history effect the ecomonies? Well, Germany cannot build Raw Materials (refrence below) because they have a trading fleet which sails around the world and imports goods from foreign lands. This is represented with wonder the Shipping Fleet. Other countries have their own, but that is what Raw Materials are. They are shipped in. And since Germany has the Shipping Fleet their production in all cities with factories are improved, and they don't have a need for the Raw Material city improvement. But the British Blockade will eventually render this fleet useless and German production will suffer.

During the war, governments had to increase taxes to pay for the military's spendings. But Germany did not. They just printed out more money. This is represented with the Printing Press wonder (Adam Smith's) so they won't have to keep a high tax rate to pay for maintainance.

Russia has a situation of its own, this one more sever. Russia throughout the past few decades has had to deal with a growing amount of discontentment. However when the war started, national feelings arose and people went to war forgetting the horrible conditions they faced at home. This is simulated with the happy wonders Russia has, but they have no happy city improvements. But as the war goes on and Russia feels defeat after defeat, the people's discontentment return and the happy wonders go obsolete.

Civ2 equilibrium effects the Allies. Because they are a Democratic government they get an exceedingly amount of trade resources. This makes their science rate soar sky-high, making the scenario unbalanced. To counter this unbalance, many of their cities do not have science wonders in them and they cannot build universities.



***CITY IMPROVEMENTS***

Most of the city improvements can be built by everyone, but certain improvements won't be allowed for certain civs.

(key) *=allies only +=germany only #=not for russia @=not for germany $=not for allies

Parliament- Palace

Silio- Granary

Propaganda#- Tempe

Library#

Town Square#- Courthouse

Fortifications#- City Walls

Hospital- Aqueduct

Bank#

Communication System#- Cathedral

University#$

Opera House#- Colesseum

Factory#

Railroad Supply System#- Manufacturing Plant

Raw Materials@- Power Plant

Seized Goods*- Offshore Platform

Post Office#- Police Station



***WONDERS***

For an explanation of the significance of some of these wonders, go to my website at http://civ2.jatek.net/second_reich.html.

Scientific Farming- Pyramids

General Staff Building- Hanging Gardens

Alsace & Lorraine- Colossus

Unrestricted U-Boats- Lighthouse

Decoder- Great Library

Propaganda Campaign- Oracle

Brandenburgh Gate- Great Wall

Schlieffen Plan- Sun Zu's

Krupp Steel Works- Richard's Crusae

Schoenbrunn Castle- no effect

St. Basil's Cathedral- Micheangelo's

Gaussian School- Copernicus

Trafalgar Square- Magellan

Hermitage- Shakespear

Lunatic's Workshop- Leonardo's

Church of Our Saviour- Bach's

Humboldt University- Newton's

Money Printing- Adam Smith's

Vatican- no effect

Arc de Triumph- no effect

Eiffel Tower- same

Women's Suffrage- same

Shipping Fleet- Hoover Dam

Dyestuff Industry- Manhatten

Buda Castle- no effect

Elizabeth Bridge- no effect

Unification of Italy- S.E.T.I.

Kronstadt- Cure for Cancer




***HOUSE RULES***


I hate House Rules and I hate making them, hate following them, and I'm sure you think the same way too. Well if civ2 was a better game I wouldn't have to make them, but I do. There is only 1. You cannot produce Chlorine Gas until the Dyestuff Industry is built. I wanted Chemical Weapons in this scenairo to be like the same situation as Nuclear Weapons in normal civ2. But for that to happen I had to make Chlorine Gas have 99 attack, which would be unfair.


***BATTLES***


This scenario is very historically accurate in terms of battles and invasions, and you have work with them for a better chance at success. A lot is at stake in these battles and invasions. Some of the biggest battles of the war has been represented with units. These battles are Tannenburg, Verdun, Somme, and Caporetto. The First Battle of the Marne is represented by the city of Reims. When you learn that a battle or infasion is going to be initiated, prepare troops to back it up or defend against it. The events will give you troops for the attack put that won't be enough.


Marne- Represented in 1914 by the city of Reims. When the allies retake this city it destroys the Shflieffen plan, making the wonder obsolete. The Shlieffen plan goes obsolete by the end of the year anyways.

Tannenburg- This battle is fought in 1914 between Germany and Russia, around the Masurian Lakes. What's at stake in this battle? Russia's East Prussia invading force.

Verdun- The biggest battle of the war, where the French were bled white. The tactic at this battle was to attack a French momumental site, were the French army would sacrifice anything to protect it. The French did not want this village to fall into German hands, and the Germans knew this. So the Germans made a four mile advance along the town front with hundreds of thousands of troops, drawing almost every French reservist to the battlescene. There the Germans entrenched while their atrillery hammered the French positions for months. There were around 400,000 French casualties from this battle. This battle is represented in the scenario by a unit called "Verdun", and if it is killed the allies lose 4000 gold! Each piece of gold represents 100 men. The Battle of Verdun will be fought at 42,66, or if that space is occupied, 42,68.

Somme- The Allies answer to Verdun. Together these battles dominated the course of the war in 1916. A few months later after Verdun was initiated, the British attack the Germans in the Somme valley to releave the French forces at Verdun. It succeeded in catching Germany's attention. There were hundreds of thousands of casualties on both sides, and the British gained 5 miles. The Battle of the Somme is represented by a unit named "Somme" and if it is killed the Germans lose 4000 gold. The Battle of the Somme will be fought at 40,60, or if that space is occupied, 41,61.

Caporetto- The main event on the Italian Front. Up until this point in 1917, the Italians have iniated every battle. This time, the Austrians aided by a small German force of 6 Division, launch their attack. Because of Italy always being on the offensive, they were unprepared to fight on the defensive. This battle's casualty list amounted into the hundreds of thousands, and Austria extended it's front lines to the outskirts of Venice. If Austria wins this battle Italy will lose 4000 gold. This battle will be fought at 65,93, or if occupied, 63,93 or 63,95.



***VICTORY CONDITIONS***


To consider this scenario won, play it until the end of 1918, and if you occupy more enemy territory than they occupy of you, you've won, unless you are Germany. If you are Germany you only win if you have Paris by the end of 1918.


