THE AGE OF WAR 

An Industrial warfare scenario by Exile

I created this scenario to satisfy myself; if others enjoy it, so much the
better. Too often, when playing the default game of civ2, I ran up against a
situation that was unsatisfying. I would acquire the technologies to 
prosecute an industrial war, but by the time an industrial army and/or fleet
was constructed and ready to fight, my enemies would have spent the time 
racing ahead of my technology, and my newly-constructed army and/or fleet 
would now be obsolete. Sometimes, I simply wanted to revel in the 
fantasy-destruction of industrial age warfare; dreadnoughts hurling shells 
across the waters, mass armies marching toward the front, and mobile columns 
striking off over vast areas of enemy territory. Unfortuneately, the tech 
race in the normal civ2 game mostly precludes such endeavors; one doesn't 
ever seem to get the time. This scenario attempts to address that situation. 
It attempts to limit the entire scope of the game to the age of industrial 
warfare in Europe between 1900 and 1945, but adds on another 5 years, ending 
only in 1950. There will be no cruise missles or atomic bombs created, and 
there are no diplomats or spies to circumvent actual warfare in favor of 
excessive bribing. For the most part, I chose to leave out the Americans, as 
much to simplify the scenario as because including the Americans would have 
meant creating another civ, making the game much more difficult to construct.

I. TECHNOLOGY

The tech tree has been extensively reworked to reflect the industrial age and
how warfare was conducted during this period. It is war-tech heavy, though
there are a number of philosophical techs that underlie the warfare techs. 
The tech paradigm has been modified to 7:1; it is 7 times more difficult to 
gain tech in this scenario than in the default game. Tech trading among human
players is recommended to "shortcut" your way to tech gains, but, as usual, 
trading can also pay off as well. Civs like Spain, and especially Turkey, 
will have a long way to go before they can begin to compete in the tech race 
with the other Europeans. The Russians have a similar problem, except that 
for them, bulk number of cities can make up for a poor government in the 
short run. Sometime in 1917, however, the Russians will receive the Communism
tech, and will eventually start a revolution and adopt it as their new 
Government. Similarly, the Italians will receive the Fascism tech in 1922. 
Each nation has an obsoleting tech that prevents it from producing the other 
nations' specific units, and this tech/civ isolation has several layers. The 
various nations also have their own individual techs that allow them to build
certain units. Additionally, there are also two techs that allows certains 
groups of powers to produce certain generic units. The naval technologies 
have been given a very high rating, so there is a good chance that a naval 
tech race will be the first aspect of the intial period of the scenario. The 
Land Reform tech is the Mysticism tech renamed, and will help civs with 
chronic unrest problems. Germany has been given the Space Flight tech, 
re-named German Empire, and will consequently have continuing diplomatic 
problems with other nations in single play. Sea Power is the Nuclear Energy 
tech and gives naval units an extra movement point. Air power is Radio, not 
Radio Telegraphy, and Will allow the construction of airbases. Fortification 
Design is Construction, not the Construction in the scenario, and allows the
construction of forts and the City Defense improvement. Railroad and Bridge
Building are the same as the default techs. Banking is actually the Currency
tech and Banks are the Marketplace. Theology is actually Italian Unification
tech and only Italy will have it during the game. This is to partially offset
the fact that the other industrialized nations all have "happy" wonders
(except Russia,) and also to reflect the influence of the Pope, even at this
late period in history, still a profound influence on world affairs. The 
Labor Union tech is actually Recycling and will decrease the effects of 
pollution somewhat just by a civ having it, in addition to the cleaning 
effects of the Labor Union improvement. Plastics is now Military Industrial 
Complex (Mil Ind Complex), and will consequently make pollution more of a 
problem. Environmentalism is Socialism and will, like Recycling, clean up 
some of the pollution problems. Most European civs will already have 
socialism as well. Public Utilities is actually Electronics, while 
Automobiles is the Automobile tech. The city graphics won't change, but the 
"people" graphic will change slightly when both of these techs are acquired.

II. GOVERNMENTS

All civs begin in Monarchy except France which is in Republic (of course), 
and Great Britain, which is in Democracy. What this means is that these 2 
powers will be able to pay their costs, while the others won't be. This is 
especially a bad situation for the German/Austrian civ. Don't be fooled,
though. The Germans can do several things to deal with their extraordinarily
poor fiscal situation. First, they have a large number of freight units
already on the board. They should establish trade routes as quickly as 
possible. This will accomplish 3 different ends. The immediate benefit of the
trade routes will generate some cash. Moreover the trade routes will also
continue to generate cash by enhancing the base income in the cities to which
the freight units are homed. Also, the establishment of these trade routes
will generate a number of free beakers each time, giving the Germans added 
technology. This last aspect is important. The British and French, although 
they start the scenario slightly behind the Germans in tech, will quickly 
catch up due to their more advanced forms of government. Secondly, the 
Germans can always change their production to "War Bonds" in selected cities,
thereby helping to make up the fiscal costs of the empire. The Germans also 
start out with a very healthy treasury. Thirdly, the German population will 
increase rapidly. If, as the German civ, you can hold the creditors at bay 
for 20 turns or more, your population should begin to "grow into" your 
cities. Before you complain too loudly about the massive German fiscal crisis
at the beginning of the scenario, please understand that this is an accurate 
portrayal. Nascent industrial economies were founded largely on debt. The 
ability to pay these debts and their attendant interest was always a weighty 
proposition, and some economies actually did buckle under this kind of 
strain. Industrialization is, in its initial stages, and wherever it has 
occurred, an investment gamble. None of the other monarchies will have as 
much difficulty as the Germans, however. Some are even solvent, though just 
barely. Trade, both for purposes of finance and science, is imperative in 
this scenario, especially at the outset.

III. UNITS

Taking a cue from the MGE World War I scenario, I have assigned 2 tiers of 
civ-specific infantry units. The first are the "Conscripts" of the various 
civs. The 2nd tier are the "Infantry" units that become available when 
specified civs reach the Infantry Tactics (Gunpowder) tech. Not all civs will
get the new Infantry units, however. The Turks and Spanish, do not recieve an
upgrade to their infantry-type units, and must make due with their Consript 
units throughout the scenario. The Italians do receive a nation-specific 
Infantry unit, but it is weaker on the attack than the Infantry units of the 
other nations. The naval war has received some careful thought and has been 
addressed in an unusual way. No units except the Superdreadnought can shore 
bombard. There are no submarines. All units have the "submarine" flag and the
"can spot submarines" flag. There will be no question about spotting enemy 
naval units. I have made Destroyers a group-type of unit, though this unit 
still has some hitting power. The Destroyers unit represents not only the 
standard Destroyer flotilla, but also the various types of torpedo boats 
fielded by some of the civs during this era. Their attack values represent 
their ability to fire torpedos at enemy ships, not their gunnery 
capabilities. Later in the game there will be long range air units. These 
units, both the fighter and the English heavy bomber, have a 2 "range." The 
T-34 Russian tank is the same as the generic and German-specific Medium Tank,
except that it is cheaper to produce. Several types of artillery can 
eventually be produced, each with its own general purpose. One of the novel 
ideas in this scenario is the Anti-Aircraft artillery unit. It can fire at 
air units as well as other ground units and will "scramble" when located in a 
city that comes under aerial attack. There are "impassable" terrain units 
located in the Pyrenees mountains that separate Spain and France, and in the 
Alpine region that separates Italy from France and Germany. This is realistic
and also saves me the difficulty of having to account for a neutral 
Switzerland. In Morocco the neutral/barbarian cities are building a specific 
unit called the Sultan's Guards. These units cannot move and defend poorly, 
making Morocco a prime target for early aggression, though the Moroccan 
cities are walled. The neutral Consripts use the same graphic as the generic 
Conscript unit used by the Turks and Spanish, but it has no movement and is 
more expensive to build. There is only 1 trade unit, Freight, and only 1 
settler type unit, the Engineer. The Shock Troops unit represents not only 
the Stosstruppen units of 1918, but later in the game represent mountain 
units. There is a very narrow window of time in which this unit can be 
produced, as it goes obsolete very quickly. The air units in this scenario 
have been weakened considerably on their defensive numbers and the purpose of
this is to more accurately simulate the fact that fighters were not good on 
the attack against dug-in ground units, but were apt opponents for aerial 
foes. The monoplane fighters also have the "Aegis" capability, which makes 
them doubly dangerous when attacking other air units, partially offsetting 
their defense weakness against ground units. When the Germans acquire Secret 
Weapons, they also receive two special units; the guided bombs. Don't be 
fooled by the graphic; these units are not meant to represent the V-1 flying 
bombs, they are meant to represent the Hs-293 and/or Fritz X guided bombs 
used in the Mediterranean against British and (surrendering) Italian warships
in 1943 with great effect. There are only these two units, and no more can be
built.

IV. WONDERS

Here is a list to clarify the Wonders in the scenario. "Start" indicates that
the wonder is placed at the start of the scenario and where it is. Only a few
of these go obsolete during the game. Consult the pedia to see which ones do
and when. The way that the scenario is set up, however, practically insures
that the French will build the Maginot Line. The Maginot Line and the Arms 
Race wonders are very much more expensive than any normal wonder.

Kremlin        .  .  .  .  .  . Shakepeare's  .  .  .  .  . Moscow, start
Grand Fleet    .  .  .  .  .  . Magellan's    .  .  .  .  . Aberdeen, start
High Seas Fleet.  .  .  .  .  . Lighthouse    .  .  .  .  . Bremen, start
Ukraine        .  .  .  .  .  . Pyramids      .  .  .  .  . Kharkov, start
Suez Canal     .  .  .  .  .  . Colossus      .  .  .  .  . Cairo, start
Orthodox Church.  .  .  .  .  . Oracle        .  .  .  .  . Moscow, start
Prussian Militarism  .  .  .  . Sun Tzu       .  .  .  .  . Berlin, start
Skoda Industrial Works  .  .  . Rich's Crusade.  .  .  .  . Prague, start
Diplomatic Corps  .  .  .  .  . Marco Polo    .  .  .  .  . Can be built
Islam          .  .  .  .  .  . Michaelangelo .  .  .  .  . Istanbul, start
Ecole Polytechniqe.  .  .  .  . Copernicus    .  .  .  .  . Paris, start
German Chemical Industry.  .  . Newton's College .  .  .  . Cologne, start
British Empire .  .  .  .  .  . Adam Smith    .  .  .  .  . London, start
Arms Race      .  .  .  .  .  . Darwin's      .  .  .  .  . Can be built
Spanish Neutrality.  .  .  .  . Eiffel Tower  .  .  .  .  . Madrid, start
Women's Suffrage  .  .  .  .  . Women's Suffrage .  .  .  . London, start
League of Nations .  .  .  .  . United Nations.  .  .  .  . Can be built
The Commonwealth  .  .  .  .  . Hanging Gardens  .  .  .  . London, start
Third Republic .  .  .  .  .  . Bach's        .  .  .  .  . Paris, start
German Empire  .  .  .  .  .  . Cure for Cancer  .  .  .  . Berlin, start
Maginot Line   .  .  .  .  .  . Great Wall    .  .  .  .  . Can be built

V. IMPROVEMENTS

Most everything has been renamed. Here is a list. The 1st column is the new
name for the improvemnt, the 2nd column is the default name for the 
improvement, and the 3rd column is the prerequisite tech to build the 
improvement. A "+" sign at the end of the 3rd column indicates that the
improvement is now more expensive to build or to maintain or both. A "-" sign
indicates that the improvement is now cheaper to build or maintain or both.

Capital .  .  .  .  .  .  . Palace    .  .  .  .  . nil
Training Facility.  .  .  . Barracks  .  .  .  .  . nil, +
Warehouse District  .  .  . Granary   .  .  .  .  . Food Storage
Church  .  .  .  .  .  .  . Temple    .  .  .  .  . Popular Religion
Bank    .  .  .  .  .  .  . Marketplace  .  .  .  . Banking
School  .  .  .  .  .  .  . Library   .  .  .  .  . Elementary Literacy
Magistrate .  .  .  .  .  . Courthouse.  .  .  .  . Legalism, -
Fortifications.  .  .  .  . City Walls.  .  .  .  . Fortification Design
Water Supply  .  .  .  .  . Aquaduct  .  .  .  .  . Construction, -
Light Industries .  .  .  . Bank      .  .  .  .  . Regional Trade
Cathedral  .  .  .  .  .  . Cathedral .  .  .  .  . The Church, -
University .  .  .  .  .  . University.  .  .  .  . University
Mass Transit  .  .  .  .  . Mass Transit .  .  .  . Railroad
Stadium .  .  .  .  .  .  . Colusseum .  .  .  .  . Popular Culture
Factory .  .  .  .  .  .  . Factory   .  .  .  .  . Industrialization
Industrial Complex  .  .  . Manufacturing Pl.  .  . Military Indust Complex, +
Labor Union.  .  .  .  .  . Recycling Center.  .  . Labor Union, -
Steel Mill .  .  .  .  .  . Power Plant  .  .  .  . Steel, +
Hydroelectric Dam.  .  .  . Hydro Plant  .  .  .  . Public Utilities, +
Munitions Plant  .  .  .  . Nuclear Plant.  .  .  . Explosives, +
Stock Exchange.  .  .  .  . Stock Exchange  .  .  . Economics
Sewer System  .  .  .  .  . Sewer System .  .  .  . Sanitation
Farms   .  .  .  .  .  .  . Supermarket  .  .  .  . Fertilizers
Superhighways .  .  .  .  . Superhighways.  .  .  . Popular Culture, +
Research Lab  .  .  .  .  . Research Lab .  .  .  . Research Imperative, +
Anti-Aircraft Defenses .  . Sam Missile Battery.  . Long-Range Aircraft
Coastal Defenses .  .  .  . Coastal Fortress.  .  . Advanced Ballistics, +
Harbor  .  .  .  .  .  .  . Harbor    .  .  .  .  . Steam-Powered Ships
World Port .  .  .  .  .  . Offshore Platform  .  . International Trade, +
Airport .  .  .  .  .  .  . Airport   .  .  .  .  . Air Power
Secret Police Unit  .  .  . Police Station  .  .  . Guerilla Warfare
Port Facility .  .  .  .  . Port Facility.  .  .  . Naval Bases, +
(War Bonds).  .  .  .  .  . (Capitalization).  .  . Nationalism

VI. STRATEGY TIPS

1. Germany/Austria

By far the most powerful civ in the scenario is the German/Austrian, referred
to hereafter simply as German. The German civ is in the middle of the map and
is surrounded by potential foes. The fact that the German civ has the Space
Flight tech will make diplomacy difficult and will spur this civ to war. 
An initial problem with the Germans will be pollution, and several Engineer
units must be dedicated to running around cleaning things up. The Pollution 
graphic looks like a big dirt pile, not a skull, so be sure to look for the
right graphic. The biggest problem for the Germans will be fiscal and tech 
acquisition. As previously stated, if the German civ can survive the fiscal 
crisis of the first 20 turns, the increase in population, augmented perhaps
by some rapid conquests of neutral cities, should alleviate the difficulty. 
Finding sufficient trade arrows to funnel into research will be another 
problem, and Monarchy is not the best tech to deal with either of these 
problems. Trade is strongly recommended and can help to offset both the 
fiscal difficulties and the tech race. The German civ is also the only one at
the start of the scenario that can build the Arms Race wonder. it is VERY
much more expensive than the Darwin's Voyage default, so construction should
not be put off. 

2. Great Britain

The British are also a very powerful civ, though they are decentralized. As 
long as the British are in Democracy, there won't be a problem with 
corruption, and there will always be sufficient trade for both money and 
research. The League of Nations wonder can help with convincing the irksome 
Lower House (Senate) to go to war via the League Mandates. Britain also has a
built-in advantage with trade; it's an island/continent and can therefore 
reap increased amounts of cash from the establishment of trade routes. The 
disadvantage for Britain is that it has distant frontiers to defend. 
Nevertheless, there is certainly room for expansion via conquest, especially 
in the Mediterranean and Levant, primarily at the expense of the Turks. The 
British will also be allowed to construct the Lancaster Longe-Range Bomber. 
With a 24 movement and range of 2, this unit can hit almost anywhere in 
Germany except Silesia, East Prussia, and the Austrain cities. Like the 
Bf-109, the British Spitfire monoplane is slightly better on the attack than 
the generic Fighter unit. The Democratic government will also generate WLTPDs
at the outset of the scenario, and will therefore add considerably to the 
population and thereby the trade, money, and science. The British may also 
find it easier to create, keep, and maintain alliances with continental civs.
This is because AI civs on the same continent tend to be at each other's 
figurative throats. 

3. France

The French civ is more difficult to play than either the German or British. 
The Republic government will greatly facilitate tech acquisition, and it is 
strongly suggested that the French build the Maginot Line wonder as quickly 
as it comes available. This will keep the German civ at bay until the Fascism
tech is discovered. The French have a series of considerable, but poorly 
developed North African cities, and the Moroccan cities will probably fall 
rather quickly to a concerted and well-planned attack. The real issue for the
French is what will happen to the cities in the Low Countries. Those cities 
are large and full of improvements, and can enhance the French state 
considerably. Alternatively, if the Germans conquer them, as they 
historically did, things could go badly for the French. Trying to maintain an
alliance system with the Italians, Russians, and British is strongly 
recommended, but will prove very difficult if the scenario is played solo. 
The likelyhood of the Germans and French remaining at peace with each other 
over any length of time is remote. 

4. Russia

The Russian civ is huge and sprawling. Its population will grow wildly at the 
start of the scenario, and will normally require a combination of occupation
troops and police (default entertainers) to keep civil unrest at bay. There 
is a large field army of NON units at the start of the scenario, and if 
concentrated, it can be formidable. Picking off turkish cities is tempting,
and can certainly be done, but the rewards are sparse. The inevitable foe
will be the Germans, and the likelyhood of war from that direction is great.
As previously mentioned, the Russian civ receives the Communism tech in 1917
and it is suggested that the government be switched out of Monarchy as soon 
as Communism appears, though the AI always seems to wait a little while to
do so. Communism will not change the happiness problems, but will generate
much more in the way of science, both because it will eliminate corruption
and increase trade. A few trade routes with Britain will be a big help both 
for fiscal purposes and for the advancement of Russian science. Germany will
always be a big menace on the western border, but a modern army can offer 
stiff resistance and the potential for eventual victory. Constructing 
railroads throughout Russia is tempting, but stronly cautioned. Rail lines 
will give an invading German with temporarily superior tech a highway right
into the Russian heartland. For the Russians in WWII, this was an essential
element in their victory. The poor transportation infrastructure meant that
German reinforcements and supplies had to traverse some of the most primitive
roads in Europe, making the whole undertaking exceedingly difficult and 
exacerbating the problems of conducting mobile warfare. 

5. Italy

The Italian civ has advantages and disadvantages. It is somewhat insulated 
against overwhelming aggression by its neighbors. The impassable mountain 
barriers channel any attacks coming from the French or Germans to two narrow 
corridors, easily plugged by sufficient defensive units. The problem is that 
these same barriers also act to limit Italian expansion. The Balkans are 
always an area for military adventures, but are dangerous due to the tangled 
situation there. If the Italians can beat the French and/or British to the 
punch, the Turkish Libyan cities are poorly defended, difficult if not 
impossible to reinforce, and can therefore be picked off rather easily with 
some preparation. Peace with Britain is a good idea, but hard to maintain and
there will always tend to be British naval units in the vicinity of Malta. 

6. Turkey

The Ottoman Turkish Empire was certainly close to moribund at this time in 
history, and was referred to as the "Sick Man of Europe" because it was 
chronically destitute, corrupt, racked by internal revolts, and militarily 
impotent. The Balkan crisis that eventually sparked off the Great War of 1914
began when petty states like Bulgaria, Serbia, and Greece started squabbling 
over the remaining Turkish territories in Europe. The Turks in this scenario 
are financially poor, technologically far behind, and militarily weak, though
not hopelessly so. The best territories of the Turkish empire are in the 
Levant, and are therefore threatened by the British in Egypt and Cypress. If 
improved, these cities can be an effective engine to advance tech and trade, 
so defending them should be a priority. Happiness will not be as big a 
problem due to the presence of the Islam wonder in Istanbul. The main problem
with the Turkish empire is its terrain. There is little arable land in 
Anatolia and it needs substantial improvement. This will require time, and a
smart British player will act fast.

7. Spain

The Spanish, though better off than the Turks in this scenario, especially in
technology, are much smaller in their number of cities. City growth will help 
to deal with the comparatively small fiscal crisis as the scenario opens, but
this growth will consequently create new problems in civil unrest. Going for 
The Republic will help considerably will both science and money, though it is
unlikely that the Spanish will ever catch up to the industrial giants in 
terms of technology. What the Spanish do have is the Spanish Neutrality 
wonder (Eiffel Tower) which does keep the wolves at bay. What seems like a 
good strategy is Iberian conquest; the seizure of the Portuguese cities and 
Gibraltar. Because of the wonder, war with Britain is NOT inevitable, but can
apparently be avoided throughout the game. Attacking the British in order to 
consolidate the penninsula sounds like a good idea, but the British will very
quickly surpass the Spanish in military technology, and Spanish Field 
Artillery and Cavalry will soon be facing English tanks, planes, and 
Dreadnoughts. Not a very bright prospect.

VII. HISTORY

When creating a sceanrio like this one, all a designer can really do is set 
the stage. The actors must create the drama themselves. The AIs tend to be 
rather lackluster and somewhat stagnant in this regard. The question that is 
at the back of this designer's mind is; "CAN history be recreated?" When I 
consider what has been wrought here, with this scenario, the answer is "yes."
The question "WILL history be recreated?" is quite another and the answer is 
most assuredly "no." The AIs are not dynamic enough to plan or implement a 
sophisticated campaign; they will simply throw units at a target until it 
succumbs or until they decide to give up and make peace temporarily. To 
really get full enjoyment out of this scenario then, it is recommended to be 
played as a multi-player game, either play-by-email or simultaneous. When a 
group elects to play this scenario as Multi-player, they have the option to 
substitute a much-abreviated Events file, labeled "MP Events" for the usual 
Events file. To do this simply click on the normal events file and hold down
the button, click-dragging it and placing somewhere else, in another folder 
or wherever. Now right click on the "MP Events" folder. A menu will come up 
and you should select "rename." Now rename this folder to "Events." The 
scenario will now use this events file instead of the normal one. To put back
the solo events file simply repeat the renaming process again, retreiving the
the old events file and reversing the names back to what they were 
originally. 

Another word about history; technically, the history of the period could be
accurately simulated, given all the capabilities of the civ2 game. A tight
British blocade against a German player in Monarchy could have the effect of
underming fiscal solvency in Germany and undermining the war effort there. 
The French and German players could build up large armies and declare war 
only in 1914, and then dig in along their mutual border, while moving large 
numbers of artillery and consript units to the front trench lines, and 
watching these units be eliminated by enemy attacks, over and over again. 
Britain could overrun the Levant, as it did in 1916-7. Italy could declare
war on Turkey in 1911 and occupy Libya. The Balkan Wars could occur as they 
did historically, with exception of an active Rumania, if the respective 
nations are run by human players who agree to limit the conflict to that 
area. Peace could be declared in 1918, with a severe and draconian settlement
that cedes large sections of central Europe to the French and Russians, while
refusing to give much to the Italians, simultaneously loading the Germans 
with a massive war debt. With the rise of Fascism in Germany and Italy,
rearmament could take place (as well as a gift of the Fascism tech to Spain,
circa 1935, in return for its neutrality). Vast German armies could overwhelm
France and the Low Countries, Scandinavia, the Balkans, then turn on Russia 
with a truly grandiose Barbarossa. And the Red Army, updating as it goes, can
build to the point of attritioning the Wehrmacht in the field and achieving
ultimate victory by occupying Berlin while the British launch invasions 
throughout the Mediterranean, knock Italy out of the war, and eventually 
invade France, with some Americans units to assist. It COULD happen. But it 
almost invariably won't.

VIII. CREDITS

I stand on the shoulders of proverbial giants with this scenario, so I will 
endeavor to thank all those to whom I owe a debt.

Units & Icons;

Captain Nemo's WWII scenarios provided me with many of the graphics that I 
finally used. There was no comparison. His were simply far and away the best
for the period and purpose. These include the Fighter, Spitfire, Bf-109, 
T-34, German Heavy Tank, all motorized and mechanized infantry units, the 
Freighter and Large Freighter, the Lancaster bomber, the British/Russian/
German/American Infantry units, the allied Heavy and Medium Tank, the German 
Medium Tank, the Anti-Aircraft, and Jet Fighter. The Coastal defenses, 
Fortifications, Munitions Plant, AA Defenses, Research Lab, and Capital 
improvement icons. Wonders include the Ukraine, Grand Fleet and High Seas 
Fleet (though both were modified slightly), German Chemical Industry, and 
Kremlin. Also used were the icons for "mining" and "oil field," as well as 
the indicator icons for "military" and "applied" technologies. Also the 
Long-range Fighter, and Air-Landing Troops, Fascist Elite, the various 
conscript units, the Medium Bomber, the Battlecruiser, the Battleship, the 
Heavy Cruiser, and the Dreadnought units. There may well be more that I could
add to this list. {Nemo, if you spot any others, please let me know and I'll 
put them here.} 

The Biplane unit, and the Harbor graphic came from John Petroski's WWI 
scenario.  

From Jesus Munoz Fernandez' WWI scenario came the Early Tank and French 
Colonial units. The borrowed icons include the "fortify," the Industrial 
cities graphics, and the German, Italian, Spanish, and Russian flags. The 
wonders include the British Empire and the Commonwealth.

From Michael Jesenzka's Second Reich scenario, I used the icon for the 
Submarine Warfare and German Empire wonder.

From the Gangster scenario by Cam Hills came the icons for the Light 
Industries and Secret Police Unit improvements, and the Diplomatic Corps
wonder. 

From the River War scenario by Allard Hofelt came the Arms Race wonder
graphic. I believe it's an image of Kitchener in front of a field artillery 
piece. I looked for quite awhile, but was unable to find anything more 
strongly indicative of an industrial age arms race than this. If anyone can 
think of something, please go ahead and let me know. The Engineer unit and
Heavy Artillery graphic also came from this scenario.

From the World War Two in China; The Forgotten War, by Harlan Thompson came 
the Light Tank and British colonial infantry graphics.

From the Afrika Korps scenario by John Petroski came the Dive Bomber, Italian 
Infantry, and Anti-Tank artillery units.

Many other graphics came from the various scenarios in the MGE package.

The Heavy Cruiser, Battleship, Dreadnought, and Battlecruiser unit graphics
all came from El Awrence's "Europe in Crisis" scenario. These are great unit
graphics, and I was lucky to find them when I did. 

I wish to also thank profusely the following people who graciously provided
assistance.

To Jan Lahmeyer, who has offered the most invaluable assistance that I have
ever come across. Without Mr. Lahmeyer's help, the city populations would 
have been mere guesswork. As it is, they are remarkably accurate. I cannot 
suggest strongly enough that anyone designing scenarios seek out his site and
peruse the wealth of data that resides there. His site URL is;
Http://www.library.uu.nl/wesp/populstat/populhome.html
Please do check out this site; you will not believe your eyes!

To Carl Fritz, for being most patient and for helping to solve the 
"barbarian" problem.

To Henrik Lohmander, for continuing friendship and encouragment. He created 
the splash gif from a bmp file I selected and the "People" gif and re-made 
the Events and Rules.txt file so that extended names could be rendered 
("Super Dreadnought" instead of "SprDreadnought"). He also made the 
suggestion for the Maginot Line wonder. Henrik was always there pointing out 
all the little things that I missed, and helped me make the scenario better 
every time he did so. Thanks, Henrik, I hope you enjoy this one.

To Chris Poulos, for recommending the naval idea of no submarines and no 
shore bombardment and for the idea of comparatively weak air units. Thanks,
Chris, those were good ideas, and I used them. They work.

To the playtesters of the early versions of this scenario; Henrik Lohmander,
Gary Smith (Grothgar), John Shrader (J Marks), (Vietminh), Nick Dowling 
(Case), Alan Bartholomew (Caspian), and thanks for some valuable remarks from
Jesus Munoz Fernandez (Kindal).

I wish to also thank and recommend, in the strogest possible terms, the 
following websites;

Photos of the Great War. My splash graphics, both the preliminary and final, 
came from this wonderful site. Future versions of this scenario may yet 
include other photos that have originated from this site. The URL is; 
http://www.ukans.edu/~kansite/ww_one/photos/greatwar.htm

Another site that proved instrumental in the placement of fleet units at the 
beginning of the scenario was Warships on the Web. Their URL is;
http://web.ukonline.co.uk/aj.cashmore

These are great sites, and contain not only fascinating reading, but are 
storehouses of information, both to the casual web-crawler and to the 
scenario designer.