@SCENARIO
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^^First Strike (2) by Eivind IV
In the time after the second world war the victorious allies of the West and the Soviet Union respectively, grew growingly suspicios of each others' world ambitions. This in essence led to a state of 'cold war' between the former allies, resulting in an arms race like never before, involving not only conventional weapons but also nuclear weapons. From this constant state of war readiness, the world became a stage of an ideolodical battle between capitalism and communism, using means such as economic warfare and trade embargos, propaganda, xenophobia, espionage and proxy wars. The threat of mutual assured nuclear destruction made sure that no one would dear to deliver the first strike, as both sides had enough nuclear weapons to bomb each other out of existence and to make the entire planet uninhabitable. But as technology became more advanced, granting better accuracy of the delivery systems, the doctrine of first strike was developed, to degrade the enemy's nuclear forces to such an extent that the retalitatory response would involve "acceptable" losses. The possibility of a first strike weakened the peace based on the deterrence theory, and hence increased the tentions of a third world war.
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The time is 1975, where the current world tentions are at an ease, but with developing world events, and one of the superpowers in your hands, this may very well change. Will you be able to deliver the First Strike?
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%I: INTRO
%
%First of all thank you for downloading my scenario. I hope you will
%enjoy it as much as I have making it. Instead of a readme this time
%I have included all the important news in this window. Scroll down
%and read through the house rule and hints before starting to play.
%
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%
%II: HOUSE RULES
%
%-Generic house rules:
%01. No tech trading.
%02. No reloading! 
%03. No terraforming.
%04. No rehoming of trade units.
%05. No 'square stealing' from the AI.
%06. No air protected land/sea stacks.
%07. No "freezing" of airplanes.
%08. No ship chains.
%09. No building of new cities. Only re-creating razed ones alowed.
%10. No airbases in adjecent to each other or a city.
%11. No artificial creating of ZOC with units. 
%
%
%-Scenario specific house rules:
%12. No bribing of units.
%13. No bribing of other than the AI pro-countries allowed. Nor may Non-aligned 
%be bribed. A state of war between human civs is the exeption.
%14. No trading of NATO with the pro-soviets, and vica verca WARPAC may 
%not trade with the Pro-Westerners. Everyone may trade with the Non-Aligned. 
%China/Brazil/India may trade freely world wide.
%15. No war ships may cross straits owned by a foreign power (i.e. the Bosphorus 
%Strait (Istanbul), Suez Canal, Panama Canal, Kiel Canal (Hamburg), Gibraltar 
%strait, resund (Copenhagen) etc.). 
%16. NATO can only build it's USA units in America and likewise it's European 
%in Europe.
%
%
%-Unit house rules:
%17. No Jet bombers and Long Range Bombers on Carriers.
%18. No more than 5 units on the regular Aircraft Carrier and maximum 15 on the 
%NP supercarrier.
%19. No ICBMs on Aircraft Carriers.
%20. No ballistic missiles on submarines until you've researched "Submarine-Based 
%Nukes". And subs may not carry ICBMs, only MRBMs and Cruise Missiles.
%21. No "flying" of missiles from sub to sub, carrier to carrier, or city to ship. 
%Missiles must be loaded inside a coastal city.
%22. No using of missiles for reconaissance. For that you use aircrafts, and then e
%specially the recon aircraft.
%
%
%-Diplomatic house rules:
%23. Every civ may sneak attack, but only with conventional weapons. Nuclear weapons 
%may first be used on the second war turn.
%24. No civs may attack the Non-Aligned (Barbarians), unless there's ww3 situation.
%25. WARPAC can not declare war on the pro Soviet civ and vice verca NATO may not 
%declare war on the pro Western civ.
%
_________________________________________
%
%For aditional info on Multiplayer rules look here:
%http://sleague.apolyton.net/index.php?title=First_Strike
%
________________________________________
%
%
%V: HINTS:
%
%-Play only as either WARPAC, China, European NATO or American NATO.
%
-As capitalist civs can only trade with capitalist civs, and WARPAC 
% only with the Pro-Soviets (Everyone can trade with the Non-aligned), 
% proxy wars will be important. To simulate proxy wars (especially in 
% MP games) you will have to ship military hardware to a pro-the 
% opposite of your pro civ's city and unload them nearby. Then you must 
% gift these units to your pro-civ AI, and hope they can win the war 
% and swear legiance to you. This is the only way to expand markets, as 
% you can not declare war just like that without triggering WW3. Once 
% this is done you can ship trade goods to the city and benefit from the 
% revenues. In the case of an MP game, obviously not all pro cities are 
% cities the other human's would tolerate as your new pro city, so be 
% aware. Africa and South America are declared "free zones", meaning 
% everyone can start proxy wars there without the fear of military 
% reactions from the other human civs.
%
-Co-operate with other nations to keep down the growing pollution 
% around the world. Invest in environmentally friendly technology and 
% city improvements. Only in this way can you avoid global warming.
%
-As Russia controls the Caucasus Oil wonder (Hoover Dam) from the 
% start, every city which builds a Heavy Industry will immediately get 
% a +100% shield production.
%
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%
%VI: PREVIOUS CHANGES MADE
%
%Changes made for v.1.1:
%- More expenisive MRBM
%- Better LR heavy bomber
%- SAM buildable only for the human civs
%- Removed the Eurofighter for the Mirage 2000. Tweaked some aircraft 
%  stats accordingly. Also edited %some prices etc.
%- Replaced mis placed western troops in Buenos Aires with non-aligned 
%  troops.
%
%
%Changes made for v.1.2:
%- Rostock renamed Lbeck.
%- Novosibirsk given the European Community wonder (Adam Smith), 
%  renamed Siberian Minerals.
%- Novosibirsk given Heavy Industry.
%- Krasjnojarsk given Heavy Industry.
%- Global Power Projetion Fleet (Lighthouse) given to US NATO in Norfolk.
%- Nuclear Submarines Wonder renamed Submarine Force Doctrine.
%- SETI as Soviet Academy of Sciences given to WARPAC in Moscow.
%- The original Soviet Academy of Science renamed Soviet Suppressed
%  Sciences and moved to Leningrad.
%- Petropavlovsk now on hills.
%
%
%Changes made for v.1.3:
%- AI civs can no longer build Jet Bombers.
%- Gold renamed dollars.
%
%
%Changes made for v.1.4:
%-Fixed Borneo guerillas to pro-soviets.
%-Replaced Calgary with Edmonton in Canada.
%-One more SAM in Teheran.
%
%
%Changes made for v.1.5:
%-Now Great Wall and United Nations wonder on both sides of the Iron 
% Curtain will quell AI aggression.
%-China may no longer talk with WARPAC, also a mean to reduce unrealistic 
% AI aggression.
%-NATO civs may no longer negotiate, to avoid a familiar problem of the AI
% dissolving the NATO alliance.
%-Recon aircrafts now only range 2.
%-About 5 less movement for all ships and troop transporters only carry 
% 1/2 of what they did before.
%-More expensive nukes.
%-More expensive mech inf's.
%-Now the Tracked APC only move 2.
%-Airbase in Halifax.
%-Deng Xiaoping now rightfully in charge in China.
%-Now the Soviet Militarism wonder expires upon the NP Supercarrier tech.
%-Airbases, naval bases and army bases 25 shields more expensive. Now 75.
%-Road through Ardennes removed.
%-Spy 1 more movement
%
%
%Changes made for v.2.0:
%-2 New civs: Brazil and India. Non-aligned canned (now barbarian, hex edited 
%allied to all), and NATO merged to one civ.
%-Many NATO units and cities removed (New super NATO civ especially trimmed in 
%favour of new Brazilian, Indian and some Chinese cities). 
%-Australia and Japan/S.Korea are given to the Pro-Western civ.
%-Graphical face lift
%-Maxed out nuke prices
%-New units
%
%
%Changes made for v.2.1:
%-Brazil now builds all western units.
%-New Mobile SAM unit for Soviets (Howitzer removed).
%-Removed Kunming, created Colombo.
%-Now Mig-29 only for Soviets. Tweaked Mirage and Mig-25 stats.
%-Fixed Leonardo's Workshop wonder bug.
%-Helicopters better defense.
%-Tweaked Helicopter prices.
%-Removed many airbases and barracks.
%
%
%Changes made for v.2.2:
%-Fixed an event bug.
%-Chinese inf removed, introduced J-8 interceptor for Chinese.
%
%
%Changes made for v.2.3:
%-Fixed a units bugs (mobile sam now soviet only)
%-Pro-West civ no longer can build advanced NATO units.
%_________________________________________
%
%V: OUTRO
%Now you should be ready to play- enjoy yourself! -Eivind IV-
%
%My e-mail that I check out regularly: eivindae@yahoo.no
%
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