THE STRUGGLE FOR EUROPE - V1.94
WW2: EUROPEAN THEATRE
Scenario created by Marko Urm

Dedicated to Captain Nemo's Red Front


If you use Notepad, select Word Wrap for better view.

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THIS README IS FOR THE WHOLE SCENARIO! YOU HAVE DOWNLOADED NOW MULTIPLAYER VERSION. TO HOLD THE SIZE DOWN I DELETED ALL FILES WHICH ARE NOT NEEDED IN PBEM. SO, YOU CAN'T PLAY SINGLE-PLAYER GAME WITH THESE FILES! 
Actually, I need playtesters for the scenario. If you like to help me, please send e-mail to markourm2@yahoo.com and I'll send you the single-player files.    
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CONTENTS

Introduction
1. How to install
2. How to play the scenario
3. Scenario concepts
4. Nations
5. Technologies
6. Units
7. Credits


INTRODUCTION

Since the autumn 1999 I have been working with "The Struggle For Europe" Civ2 MGE scenario about WW2 in European Theatre. 

TSFE allows you play as the leader of any nation represented in the scenario (Axis, Allies, Soviet Union, France, Spain, Turkey and Minor Nations) from April 1940 on. The scenario has designed mainly for playing as Axis, Allies or Soviet Union. Other nations are not supported by specific units (with exceptions of France and Spain). Instead they are allowed to build German units in playability reasons. 

In order to make playing the scenario as easy as possible there is a EUROPE.BAT file with system of menues which manages everything. There is no need to make any specific subfolders for different versions or backup files. Before starting the scenario or continuing saved game player needs only to run EUROPE.bat file and choose the right version. 

Events files are changed 2 times per year in March and November from Summer 1940 to Spring 1948 (if you wish you can continue playing after 1948 also, simply load Summer 1948+ files for every summer and Winter 1947/48+ files for every winter). 

Check out the scenario's homepage: 

http://www.hot.ee/markourm/ 

It is a bit outdated (has information only about version 1.0) but you can find some nice stories there. When I find time I'll update it. 


1.  HOW TO INSTALL?

Create a folder named "Europe" under your "Scenario" folder. Copy all non-sound files into the new folder.

Create a folder named "Sound" under your "Europe" folder. Copy all *.wav files supplied with this scenario into the new "Sound" folder: 

From aircombt.wav to Torpedos.wav (42 files  9.27 MB).

The game needs Civilization II MGE with installed Update 3 (You can get it from Apolyton website http://civilization.gamestats.com  or from Microprose homepage http://www.microprose.com ).


2.  HOW TO PLAY THE SCENARIO?

!!!Very important: every time before you start new scenario or load saved game you must run EUROPE.bat (double-click on it)!!! 

This brings up a menu from which you should select  
Start new scenario (option 1) or 
Load season files or reload your saved game (option 2). 

If you have for example saved your game at August 1943 and want to continue it then:

1.	Double-click on EUROPE.bat
2.	Choose Load season files or reload your saved game (option 2)
3.	Choose Summer 1943 (option 7)
4.	Close Europe.bat program window
5.	Open Civ II MGE
6.	Choose Load a game
7.	Load your saved game from your ...\Scenario\Europe folder
8.	Continue the game

Every March and November an event text will pop up and prompt you to save the current position as EU.sav, run the EUROPE.bat program, change the season and reload your game. Changing the season work the same way as reloading your saved game (look above), only difference is that you must save the game as EU.sav before running EUROPE.bat. This is very important!!!


So, shortly again:

Every time before your November and March turns

- save the game as EU.sav
- run EUROPE.bat
- select the season
- load EU.sav and continue your game

Easy, if you have already done it.


3. SCENARIO CONCEPTS

Negotiations are free, except you can't speak with Axis, Allies and Soviets (because AI unit production is very finely tuned in this scenario and tech trading between major powers can have devastating effect to AI performance).

The scenario favors attack, so you don't need to build up huge army only for taking single enemy city. On the other hand it is unlikely that you can hold any front if your strategy is purely defensive. Counterattack is the best defence! This setup creates very dynamic game with ever-changing fronts. 

Also don't underestimate infantry! When you are choosing which units to build then you can find that infantry is often the best choice. Infantry units are not so fast and strong as tanks but they are fast and strong enough and the most important, they are cheap! Veteran infantry is able to kill medium tanks and is very useful for attacking cities. 

Another important feature is that roads give no moving benefits unless they go through rough terrain. This is the newest concept in the scenario (implemented from version 1.8). It has been proved to be superior (in gameplay aspects) over classical road-concept during playtesting. All ground units have very high movepoints, so the game speed is not slowed by any rate. The main benefit of the concept is more realistic gameplay: battles are not fought only along roads but along the whole front. Also there is no unrealistic slowdown in Africa during winter like it was in earlier versions. 

Notice that most of the land is "stackable" (covered by invisible fortresses). Exceptions are roads, rivers, mountains, marshes and tundra. This concept helps to reduce differences between cities (defence 300% with Anti-Tank Defences) and open land (defence now 200%). This way more fighting takes place outside cities. These fortresses are taken account in units attack and defence strenghts. Stackable terrain is very useful for air combat also: you can safely stack your escort fighters with bombers. Even when fighter is defeated the bomber still survives.    

And yes, cruisers can attack aircraft. This is the only good solution what I know to "invincible battleship" problem (battleship covered by airplane is almost impossible to kill with fighters). 


4. NATIONS

A few notes about some nations:

AXIS 
 
If you plan your offensive well you can conquest Low Countries and most of Northern France during the first turn without losing a single unit. The key is Abbeville - big part of French army in Low Countries and in Paris are homed in this city. Penetrate the front in the weakest point and capture the city. Also after capturing Paris, the Maginot line disappear.

The most important wonder what Axis has is Ploesti Oil Fields (gives all your cities Hydro Plants). Try to protect it!

Also don't forget that Allies get every turn free units in America and most likely ship them over Atlantic. So the control over Atlantic is vital.

There is no fixed date Barbarossa event. You can attack Soviet Union whenever you wish or decide not to attack at all. In order to attack them you need to discover tech named "Barbarossa". Next month after you have got it the war with Soviets is triggered. "Barbarossa" technology is in Philosophy slot - it means that you will get free advance when you discover it. This way your technological development is not slowed. If you postpone the war then there is a chance that Stalin decides to attack you. As time passes the chance of Soviet surprise attack increases.

When executing Barbarossa I suggest that you choose Moscow as your primary objective because the Kreml wonder (activated in November 1941) makes all produced Russian units veterans. Unless you capture Moscow early, your life in Eastern Front will be very difficult.      

ALLIES

You have many good wonders, mostly in America, London and Suez. Note that all your American wonders are expired at the beginning. They will be activated when U.S. joins with war after Pearl Harbor event. Then (in December 1941) you will also get several key technologies which reduce unhappiness and make possible to discover good and cheap American weapons. All this together change Allies overnight to superpower equal to Axis or Soviet Union. 

Note that your American city has production of 292 (!) shields per turn. It means that it will produce every unit during single turn (except Battleship which takes 2 turns). It is so huge production that you city screen lies to you (like saying that Destroyer takes 3 Months to complete etc). Don't be fooled!

Also note that the American city has 3 Freight units. Maybe your wish to create a few trade routes for the city :)

You are allied with Soviet Union. If you like to attack them you need to discover a tech named "Allied-Soviet War". Discovering the tech triggers the war next month. After 1945 there is a chance that Soviets declare war to you. So be prepared! 
Also try to reach Berlin before Soviets. In Berlin there is a wonder (Nazi Movement) which makes all produced ground units veterans. As Military Bases (Barracks) are relativly expensive, the possession of Berlin is thus strategically very important.  

SOVIET UNION
 
Only a few notes: 
Soviet Union's only good wonder is Baku Oil Fields - it is expired at beginning but will be activated in Spring 1941. This gives Granary to every your city, making them growing fast. And grow they must! You have terrible industrial potential in your eastern cities!

In order to win Soviet player must find good balance between developing his economy and military forces and find good defensive strategy. 

By the Spring 1941 Axis have almost 400 tanks (250 Panzer IV and 120 Panzer III, rest are other types). But only about 250 from them take part of the Barbarossa invasion. It is still big force but not impossible to beat, especially if you consider that you can have many T-34 and KV-1 tanks which are better than German Panzers III and IV.

Soviet older tanks (and their production in cities) will be upgraded in Winter 1941/42:

T-26 to La-5 fighter
BT-7 to Pe-2 bomber
T-28 to IL-2 tactical bomber 
T-35 to Guard Tanks 

So, it can be beneficial to save some of them.

Make good use from your Kharkov Tank Factory: it is the only city what can produce veteran units and repair damaged ones with one turn.

You are allied with Allies :) at the beginning. If you want to attack them in some reason then you have to discover tech "Allied-Soviet War". It triggers the war. Try to get to Berlin before Allies do because of the Nazi Movement (Sun Tzu) wonder and hold in mind that Allies can attack you any time after 1945.   

SMALLER NATIONS

Smaller Nations have no limitations in this scenario: they can attack everybody and also can be attacked by everyone. When you choose to play as a small nation then you can eventually develop and produce all sorts of advanced weapons including nuclear bomb. For example when playing as Spain there is no reason why you can't get eventually as powerful as Axis or Soviet Union. It is not realistic but improves the gameplay much. 
For better historical accuracy things are different when you play as Axis, Soviets, Allies or France. Then smaller nations don't have advanced technologies and they can't research them. But if you wish you can give them your technologies. 

Minor Nations - 
Some of your cities produce Freights at beginning. They are valuable for you but even more valuable for others. Maybe you wish to sell them (unit gift in Civ2 AI diplomacy, you know) to other countries for good prize?    

Spanish and Turkey - 
Not much specific to tell - you have your armies and your chances. 


5. TECHNOLOGIES

General notes: Don't be confused that several advances seemingly give you nothing. It is not true! In most cases they will allow you to build units in later date. For example Mobile Anti-Air technology lets you build Mobile AA units from Spring 1942 on. Or Infantry V will give powerful Anti-Tank Infantry from Winter 1943 on. Etc.
Some advances give other benefits. For example Naval Warfare IV not only lets you build Naval Bases but also adds 1 MP to your ships. Or Advanced Farming lets you make Farmlands with Engineer units.

General technologies:

Infantry I (Homeguard) 
Infantry II (Airborne and Sappers)
Infantry III (Anti-Tank Infantry and also allows construction of Military Base (former Barracks)).


Naval Warfare I (Destroyer and Transport) 
Naval Warfare II (Cruiser and Submarine)
Naval Warfare III (Battleship and Carrier)
Naval Warfare IV (allows construction of Naval Base and gives extra moving point to your ships).


Idea of Atomic Bomb 
Nuclear Project I
Nuclear Project II (Nuclear Plant)
Nuclear Project III
Nuclear Weapons (allows Nuclear Testing wonder and Nuclear Bomb).


Public Works (Engineers) 
Fortifications (Fortifications and allows stackable terrain improvement (frotresses))
Modern Farming (allows Farmland terrain improvement).

Propaganda War (Wonder Weapons Project (Darwin's Voyage), Propaganda Ministry (Eiffel Tower))

Corporation (War Bonds)
Mass Production (Factory) 
War Economy I (Factory Complex)
War Economy II (Labour Teams, Hydro Plant, Industrial Centre)
War Economy III (Merchant Fleet)
War Economy IV (Market, Bank)
War Economy V (Freight, Stock Market and Superhighways).


Axis technologies:

German Tanks I (Panzer IV and StuG III) 
German Tanks II (Panther and Tiger)
German Tanks III (Knigstiger, Maus and JagdPanther).

Waffen SS (SS Troopers)

German Aircraft I (Ju-88 and FW-190) 
German Aircraft II (Me-262 and V-1)
German Aircraft III (V-2, Ar-234 and He-162).


Allied technologies:

Allied Tanks I (Matilda II, Crusader and M3 Lee/Grant) 
Allied Tanks II (Sherman, Churchill, Cromwell and M-18 Hellcat)
Allied Tanks III (Comet, M26 Pershing and M40 GMC).

Marines (Marines)

Allied Aircraft I (P-47 Thunderbolt and B-17 Flying Fortress) 
Allied Aircraft II (P-51 Mustang)
Allied Aircraft III (Meteor, P-80 Shooting Star and B-29 Superfortress).


Soviet technologies:

Soviet Tanks I (T-34/76, KV-1 and KV-2) 
Soviet Tactics (Katyusha, SU-122 and SU-85)
Soviet Tanks II (T-34/85, KV-85 and IS-2)
Soviet Tanks III (IS-3 and SU-100).

NKVD Army (NKVD Troopers)

Soviet Aircraft I (Pe-2 and La-5) 
Soviet Aircraft II (IL-2)
Soviet Aircraft III (Yak-9).
 

6. UNITS

Fortification units give only a illusion of good defence. They are strong but most medium tanks and bombers are able to destroy a Fortification. Also Sappers units are specifically designed to kill Fortifications.   

Axis special units:

SS Panzers - very strong and fast tank unit, they get better as time passes. At the beginning Axis has one SS Panzers unit, in December 1940 they get one more and in January 43 the third one.

Veteran Panzers - your biltzkrieg tanks. They ignore anti-tank defences what makes them deadly weapons. You have only one at beginning and you can't build more. In 1940, when you conquer Paris, you'll get another one. In 1941 you'll get each time one Veteran Panzer unit when you capture following cities: Belgrade, Athenai, Minsk, Smolensk, Kijev, Kharkov and Moskva.  

Spanish Legioners - strong infantry unit, equal to Polish infantry. Axis gets three of them in July 1941 (Blue division).

Allies special units:

Polish infantry - strong infantry unit. Allies have 4 of them at beginning (in England and Norway), in both March and August 1942 they get one more in Middle-East as general Anders army.

Soviets special units:

Guard tanks - strong tank unit, get better over time, weaker than SS Panzers. First appear in November 1941.

Polish infantry - Soviets get one in July 43 as Tadeusz Kosciuszko division and 2 more in December 43 (general Berling's army). 

Most special units are recreated once per season when lost (sent back to home to rest and refit after serious battle losses). If a unit is lost twice per season then it is gone forever. This rule makes special units to survive longer. Exceptions are Veteran Panzers and Russian Guard Tanks which will not be recreated when lost (Soviets get 2 Guard tanks every year).


GENERAL UNITS (all nations can have) 

Homeguard
Airborne
Anti-Tank Infantry
Engineers
Sappers
Fortification
General
AA Gun
Anti-Tank Gun
105mm Gun
Freight
Mobile AA
Motorized Infantry
Destroyer
Cruiser
Battleship
Carrier
Submarine
Transport
Fighter
Bomber
Nuclear Bomb


AXIS UNITS 

Italian:

M 39/11
M 14-41
P-40

German:

Sturmtruppen
SS Troopers
StuG III
Ferdinand
Wespe
Jagdpanther
Panzer 38(t)
Panzer I
Panzer II
Panzer III
Panzer IV
Panther
Tiger
Knigstiger
Maus
Veteran Panzers
SS Panzers
Me-109
FW-190
Me-262
He-162
Ju-87 Stuka
He-111
Ju-88
Ju-287
V1
V2


ALLIED UNITS 

Infantry
Marines


British:

Vickers Medium
Matilda I
Cruiser Mk I
Matilda II
Crusader
Cromwell
Churchill
Comet
Beaufighter
Hurricane
Spitfire
Meteor


American:

M3 Lee/Grant
M18 Hellcat
Sherman
M26 Pershing
M40 GMC
P-40 Warhawk
P-38
P-47
P-51 Mustang
P-80
B-17 Flying Fortress
B-29 Superfortress


Other:

Polish Infantry
Eben-Emael Fortress


SOVIET UNITS 

Red Infantry
NKVD Troopers
Cavalry
BT-7
T-26
T-28
T-35
T-34/76
T-34/85
KV-1
KV-2
KV-85
IS-2
IS-3
Guard Tanks
Katyusha
ISU-122
SU-85
SU-100
I-16
La-5
Yak-9
IL-2
Pe-2


FRENCH UNITS 

Char B1 bis
Somua S35

SPANISH UNITS

Legionaries


YUGOSLAVIAN UNITS

Yugoslavian Infantry (Carrier)
Light Tank

I spent several months for making original units for TSFE. But at the end I realised that using Nemo-styled units is best for the scenario, so I switched to them. If anybody still wishes to see my units then e-mail to me and I'll send them (or you can look TSFE v1.0 to get an idea). 


7. CREDITS

I thank John Petroski - as we use the same map I took most city locations and many ideas from his Ansteig scenario;

Captain Nemo  most of units and many terrain, city and icon graphics are his;

Alex the Magnificent - most infantry units are originally done by him;

ANZAC - several tank and some air and infantry units are made by him;

Jimmy - some air units are his;

Jesus Munoz Fernandez - most city styles are his;

Michael Jeszenka - Playing his Third Reich I got idea of making this scenario;

Exile - I took many Diplomacy Game.txt changes from his excellent Age of War scenario;

Henrik - Eben-Emael Fortress unit is made by him;

Siim, Hermo and Denes - for playtesting early versions (0.1 - 0.9) of the scenario; 

Fabi, Jim Winchell and Cockney  for playtesting version 1.0 of the scenario;

SunTzu - for playtesting both 1.0 and 1.7 versions of the scenario; 

IceCascades and Case - for playtesting version 1.2 of the scenario;

Tracid00, Bob and bixjj02 - for playtesting versions 1.2 - 1.8 of the scenario;

Field Marshal Klesh - for playtesting version 1.90 of the scenario, also P-40 Warhawk unit is his;

Joe - for playtesting version 1.92;

and all others who have given ideas and suggestions or supported other ways.

Some city, units, improvements and terrain drawings are taken from different Net collections and I haven't yet figured out all original authors. So, if you recognize your graphics please let me know (my e-mail is markourm@yahoo.com)  I will thankfully add your name to credits.



OK, so much for now. 
Have a fun! :)



