VIII. POPULATIONS

Like other scenario designers, I strive for accuracy in city and national populations. The 
reality is that some compromises must be made. Jan Lahmeyer's historical world populations site 
has been instrumental for finding dependable figures for populations of historical cities back to
about 1850, and in some cases much earlier still. However, the way Civ2 handles this is not as 
exact as I would prefer. A Civ2 city is not simply the urban construct and its inhabitants. It 
is the city and its hinterland--the agricultural complex that supports the concentration of 
people in the urban area itself. As such, the total population of a Civ2 city should probably be
larger than the strictly urban population as recorded in demographic data. I used a formula for 
representing this city-and-hinterland population. I usually doubled the total population figure
for any given city and added more if the city was located in a very populated country. Even so, I
realized that this was not going to be as accurate as I would have liked. The alternative way of
determining populations was to compare the city population totals against the total population of
the entire country in question for the year 1870. Here again, there was a problem. Given the 
truly massive population figures of nations like China, India, and even Japan, there was simply 
no practical way to represent these countries' actual populations. The game cannot accomodate 
size 40 and 50 cities. Just doesn't work. So, I tried to create city populations that were as 
representative as possible. Hopefully, the solution that I've come up with will work in the 
context of this scenario.

IX. SPECIAL NOTES:

Certain aspects of this scenario need to be explained. 

1.) Strange and unnaccountable difficulties with the ship movement and its relationship to the 
road movement multiplier have required me to make some unhappy compromises. The Railroads in this
scenario are actually roads, but use the railroad graphic. The road multiplier is 7. My original 
idea was to make the multiplier 10. I would have preferred 15 or thereabouts. Some stretches of 
both the Russian Trans-Siberian railroad and the American Trancontinental railroad contain some 
sections of actual Civ2 railroads, and will require no movement points for units to enter. The 
road multiplier applies to rivers too. These actual railroad stretches can be plundered and 
destroyed, however.
 
2.) After wrestling with the issue of whom to assign the Dutch colonial empire, I finally decided
to give it to the German/Austrian/Scandinavian Civ. This will tend to even out the colonial 
situation in the far east.
 
3.) Some  inaccuracies exist. I'm well aware that Bokhara fell to the Russians prior to the 
opening of this scenario in 1870, but for the sake of consistency, I have decided to make it an 
Oriental city. There might well be some question about the presence of Swakopmund as well, but I 
was determined to make sure that southwest Africa was represented by at least 1 city.
 
4.) Some might complain that the British Empire is very large and therefore the most advantageous
civ to play and that this tends to unbalance the scenario in favor of the British. The only 
answer I have is that I was attempting to recreate the history of the period as closely as the 
Civ2 game will allow. If this puts the British in the number 1 spot, then so be it. The other 
powers will be a challenge to play. Take a look at the Victory Conditions before you dismiss the
scenario altogether.
 
5.) The way the scenario works is interesting. There is a neat interaction between the 
governments, the economies, and the tech acquisition. In Monarchy, the constant problem is fiscal
insolvency, but you ARE able to attack whom you want when you want. In Republic, which can be 
acquired by all civs relatively quickly, any empire will be generally solvent, but limited in 
where and when it can expand and declare war--the Upper House must approve. The Imperial Powers 
wonder will help with this "problem." So the trade-off is there. Moreover, the tech advantage of 
Republic is reduced quite a bit by the fact of the 8:1 tech ratio. Given these little 
complications, the Imperialism government, and, to a lesser extent, the Autocracy government, 
looks pretty good when compared with Monarchy and Republic. Given the distances, corruption can 
take a huge bite from the budget, and both the Imperialism and Autocracy governments can reduce
this problem considerably. The key factor here is that, no matter what government you're in, the
money difficulties will always exist, except perhaps with Autocracy or Democracy, the latter of 
which will only be acquired relatively late in the game. The real problem for every empire will 
be tech acquistion. And there is one solution; TRADE. To solve the problems of the various 
empires, trade is essential. A few trade routes can generate 4000 gold upon delivery! It is 
possible, even with the very high tech ratio, to gain 4 techs in a year. Trading is the way to do 
this. The Trade Goods units are cheaper than the default (Caravans) and (Freight), and can be 
produced quickly. The immense distances mean that even the smallest trade routes will generate 
several hundred gold, and it's not unusual to generate 2000 gold with a good route. Fiscal 
insolvency can be dealt with, even in Monarchy, but to acquire techs at a reasonable rate, a 
player MUST trade. This means that somewhere in the empire, a player must be constructing trade 
units and shipping them to other continents all the time. This dovetails neatly with the whole 
atmosphere of the period. Control of the seas is very necessary. If an enemy can interdict your 
trade, then tech acquisition comes to a standstill, and money problems could also result. 
Therefore, one must keep abreast of, if not ahead of, other empires' naval technology. In order 
to do this, you must trade. So, trade gives you the money to stay afloat, and the technology to 
keep up with your potential enemies, and the technology allows you to protect your trade lanes. 
Because the trade units cannot pass through zones of control, there is added emphasis on 
selecting coastal cities for trading. Although land wars can certainly be waged, this scenario is 
much more of a naval/trade scenario, and this fits well with the period. The ghost of Mahan would 
smile, I think.

6.) At start, some of the player civs have naval bases in their home countries and around the 
world. The cities in England all have Coaling stations, as do Halifax, Columbo, Sydney, Adelaide, 
Quebec, Kingston, Bombay, Orissa, Calcutta, Singapore, Hong Kong, Trinidad, Capetown, and 
Melbourne. The French have Coaling Stations in Hanoi, Nantes, Bordeaux, and Marseilles. The 
Russians have Coaling Stations in St. Petersburg and Sevastopol. The Americans have Coaling 
Stations in New York, Boston, New Orleans, Charleston, and San Francisco. The Germans have 
Coaling Stations in Hamburg and Amsterdam. These improvements represent the naval support 
facilities available to these nations and are placed even though none of the civs have the 
requisite tech to build more. 

7.) Naval Movement; sometimes, the program does strange things. When you look at the movement 
numbers for naval units in the Pedia, you will notice that they are wrong. This couldn't be 
prevented, and was a side-effect of the high road-movement multiplier. When you move ships, 
simply look at the total movement available and ignore what is stated in the Pedia. As a matter 
of fact, ignore ALL movement numbers in the Pedia.

8.) About Africa; While testing the scenario, I noticed that there was a lot of space on the 
"Dark Continent." The problem was that there was little or no incentive to go there. No new 
cities can be founded, and, except for Sokoto and Timbuktu, there are few cities in the interior
to capture. At almost the last minute, I put in a Tribal Capital unit and made its defense value
low and its movement 0. An event will reward British, French, or German units that attack and 
defeat these Tribal Capital units--100 gold for each one eliminated. The Russians, Japanese,
Americans, and Independents will not receive a cash reward for eliminating these Tribal Capital
units, but by destroying them, will effectively prevent other empires from earning it. 
Additionally, a random unit, the Elephants unit, will appear at various places throughout 
southern and eastern Africa and run amok, so there will be danger invloved in this exploration. 
I also added the Expedition unit. This unit IS barely powerful enough to attack the Tribal
Capitals, but will be endangered by the Elephants. The Elephants pose little danger to military 
units of the empires. The advantage of the Expedition unit is that it is cheaper and moves faster 
than any other unit the Imperial powers can build. It is available with Colonialism.

9.) Coastal and shipbuilding; There are quite a few Coastal Fortresses located in cities around 
the world at the start of the scenario. However, to build more, players must acquire the 
requisite technology, which none have at the start. There are also quite a few cities that cannot
build coastal improvements even though they are clearly on a seacoast, and there are quite a few
more cities that cannot build ships. Shipbuilding, and more especially dreadnought-building, was
the exclusive province of a special type of shipyard, though I do leave room for potential in 
many cities worldwide. Many of the single-square, island cities cannot build coastal because I 
don't want them; 1.) defended with Coastal Defenses, 2.) to skyrocket their populations w/a 
Harbor, or 3.) to boost their production unrealistically w/a World Port. Small islands like 
Antigua and Guadulupe are small and will STAY small. The lists of cities that cannot build 
coastal and cannot build ships is a big one. You'll just have to examine your cities, no matter 
what empire you play. 

X. PBEM (Play-By-Email) AND MULTI-PLAY.

To really enjoy this scenario to the fullest extent, it is suggested that at least 6 out of 7 of 
the players be humans, and done via simultaneous or hot-seat play, or PBEM. The problem is this;
If one sets the game to the "Prince" or Commodore setting of difficulty, then diplomacy is 
relatively restrained, but not enough to be accurate or realistic, and the Oriental units are at
an undesired fraction of their intended strength. Set on the next higher level of difficulty, the
Orientals are at the full intended strength, but the AI runs the other players in a very 
annoyingly bloodthirsty manner. In solo play, there is almost constant warfare somewhere, and 
most of the time, every empire on the map is at war with some other empire. Not very realistic,
considering the period. Additionally, the AI doesn't seem to be able to overcome the tech 
acquisition difficulties. A human running the Japanese Empire, for example, will be able, through
judicious trading, to stay even with the leading AI player (usually the British), in terms of 
technology. But when the AI runs the Japanese, they inevitably fall far behind. An aggressive 
human playing the Japanese can, by 1880, carve an empire out of China. I have never seen an 
AI-run Japan even come close to achieving this. This is a feature of the MGE AI, and something 
that I can't forestall or manipulate away. SO, the ideal way to use this scenario is to place 
actual humans on all the imperial thrones and enjoy the game.  

XI. VICTORY

IN ORDER TO WIN THIS SCENARIO;
    1.) Take over the entire world by 1900
    2.) Win the WORLD WAR--Have control of all European capitals by the end of the game. These
        include; Berlin, London, Paris, Madrid, Rome, Moscow, Vienna, and Constantinople. 
        "Allied" victories do count as victory in this context. All players in an established 
        alliance system can win if the capitals are occupied by troops of the alliance. (Note; if
        all the players conspire to join an all-European Grand Alliance, they can probably "win"
        the game using this victory condition. However, it does tend to defeat the purpose of the
        game as well as eliminating the FUN (!) of playing. SO; the suggested LIMIT for any 
        alliance, for the purposes of this kind of Victory, is 3. No more than 3 empires may form
        an alliance and achieve Victory by Winning the WORLD WAR.)
    3.) SPECIAL "COLONIAL" VICTORY; Control Lhasa, Bangkok, Baghdad, Alexandria, Buenos Aires,
        Caracas, Mexico City, Mandalay, Shanghai, Peking, Manilla, Tananarive, Addis Ababa,
        Timbuktu, Dar-es-Salaam, Darien, Samarkand, Erevan, Cairo, Khartoum, Constantinople,
        Teheran, Kabul, Havana, Honolulu, Sokoto, and Fez by 1900. 
    4.) Note that Victories # 1 and # 3 MUST be completed prior to the year 1900. AFTER that 
        date, only victory via Winning the WORLD WAR can be achieved. If no empire or alliance is
        able to Win the WORLD WAR, then the scenario is declared a draw.

XII. CREDITS

As usual, I owe a tremendous debt of gratitude to all the folks out there who have created the 
various graphics that were utilized in this scenario. Likewise, I also had assistance from other
members of the Civ2 community, and I wish to also thank them for their efforts; without them, 
this scenario wouldn't be as complete as it is.

Jesus Balsinde; the Harbor and the Independent flag. These came from his (and Jesus Munoz 
Fernandez') War in Cuba scenario.

Captain Nemo; Virtually all the other "Troops" and "Infantry" graphics, the Tank, Freighter, 
Irregular, Large Freighter, Battleship, Battlecruiser, and Dreadnought units, the Early 
Industrial city graphic, the Mining graphic, the Airfield graphic, the Training Camp, Steel Mill, 
Theatre/Ballet, Coaling Station, Railway Station, Industrial Complex, and World Port graphics, 
the Ukraine, Kremlin, Ruhr Chemical Industry, and Free Enterprise (the last somewhat modified, 
however) wonder graphics, 

Allard Hofelt; the Fortress, the Engineer, and the Heavy Artillery graphics, from his River War 
scenario. Also the Boer Kommando unit.

Jesus Munoz Fernandez; The French Colonial Troops, the "fortified" graphic, the British Empire 
wonder, the Coaling Station, and the Womens' Suffrage wonder graphics all came from his First 
World War scenario.

Michael Jezenka; The Coastal Fortress improvement, and the German Empire and the Edwardian Age 
wonder graphics came from his Second Reich scenario.

Cam Hills; the Secret Police Station, Diplmatic Corps wonder, and Light Industries graphics from 
his Gangster scenario.

John Petroski; The later industrial city and German flag graphic came from his WWI scenario.

Carl Fritz; The Machine Gun unit came from his Brown Man's Burden scenario. The University 
graphic came from his Struggle for Empire scenario. I also can't thank him enough for the wav 
files I used for the various infantry units and the absolutely perfect one for the Native 
Uprising, both sampled from the film "ZULU."

Mattias Pitz; The Russian flag graphic came from his Imperialism 1884 scenario.

Tecumseh; for the use of his Chinese Warlord Infantry graphic (as Meiji period Japanese Infantry)

Thanks to "Gukguk," for single-handedly creating the pile of bags and boxes that is the Raw
Materials graphic.

Morten Blaabjerg; I used his Elephant and combined his native garrison graphic to create the 
Expedition graphic.

[I did alter some unit graphics to suit my tastes. These are; the British Troops, Sepoys, 
Cannons, Rifled Artillery, Machine Gun, the French Cavalry, and the Independent Infantry units. I 
did put together the Destroyers graphic and am happy with the results. I can't remember where I 
got some of the flag graphics, so, if you see a flag that you made, alert me at 
exile@gbronline.com and I'll change this readme to give due credit.]

SPECIAL THANKS:

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!

Photos of the Great War. This site is full of superb photography of WWI. I've toyed with the 
conversion of various graphics using pix from this site. I suggest that anyone with an interest 
in WWI visit this wonderful site and look through the photos there. The URL is; 
http://www.ukans.edu/~kansite/ww_one/photos/greatwar.htm

To Carl Fritz, (a.k.a. Gothmog) for producing the amazing CivCity and CivTweak utility programs, 
without which, this whole project would have been far more difficult to produce, and far less 
"neat" that it is. Carl has also readily advised me whenever I ran into difficulties and 
problems.

To Henrik Lohmander, who assisted me mightily in putting together the events file. He also 
created the People gif file to my specifications and enhanced the Prussian Militarism and 
Britannia Rule the Waves wonder graphics, as well as creating the Garrison graphic. And he is a 
playtester par excellance! Thanks again, Henrik.

To Bernd Brosing, for being kind enough to create the title gif splash page. I selected the 
painting, and he was able to convert it to a usable form in no time at all. It looks great and 
gives the scenario precisely the flavor I was seeking to impart.