
The Habsburg Bid for Mastery, Version 2

Michael J. Daumen and Harlan Thompson
daumen@mindspring.com harlan@ricochet.net

THIS FILE USES THE ENHANCED SCENARIO BUILDING CAPABILITIES OF FANTASTIC
WORLDS. YOU MUST HAVE THESE CAPABILITIES OR THE SCENARIO WILL NOT WORK.

Setup:
1.   DO NOT put these files in your normal CIV2 directory without
backing up the files, or else you'll be playing this scenario for a 
while.  Create a "Habsburg" folder within your "Scenario" folder and place
the extracted files there.
2.   Files contained in this scenario:
Habsburg.mp --> map file 
Icons --> new pictures for improvements and wonders
Notes --> this file
Cities --> souped up cities and flags
People --> new faces for the Ottoman Empire
Rules --> stats for technology, improvements and units
terrain1 --> new terrain
units --> new pictures of units
habsburg.scn --> the actual scenario
pedia --> on-line documentation
habsburg.txt --> the briefing
City --> alternate city names

Sorry theres no new sounds, try playing with the sound off if you don't like
the sound inconsistencies.

     The game proceeds in one year turns, from the death of the Hungarian
King in 1526 to the Peace of Westphalia, which ended the Thirty Years' War
in 1648.  The Habsburgs are the protagonists, trying to unite Europe under
their rule while staving off the Ottoman Turks and crushing the spirit of 
the Reformation and Protestantism itself.
     You might initially want to play as the Habsburgs, since they and
their dream of European domination are the focus of this scenario.  But
most every civ should make for an interesting game.  For a tougher challenge,
try the Ottomans, the Habsburgs' main nemesis (and if you think you're really
great, try them on Deity level).  England, France and Protestant Cities are
also recommended, Netherlands less so.  The one civ you should not play is
the Catholic Cities: please do not play this as it is less a cohesive civ
and more a collection of various cities and countries that would never act
in unison.

Nations Involved:
1.   The Habsburg family began its influence in Austria but by the
time of the scenario they were securely on the throne of the Holy Roman
Empire.  Charles V's maternal grandparents were Ferdinand and Isabella, 
so he inherited Spain and all of the New World except the Portuguese lands
of Brazil (later, his son Phillip II of Spain was married to Mary Tudor, 
so the Habsburgs had a claim to the English throne as well, but it never
materialized).  They are in control of Spain and the Austria plus parts of
Italy at the start of the game.  Historically, Charles' empire did not grow
much beyond the size it had at the beginning of the game.  Keeping the
empire happy and together will be difficult; conquering all of Europe to
fulfill Charles' dreams of a universal Christian empire will be even more
difficult.  Their government is called Kingdom, but it actually has the
function of what is called Communism in regular Civ2.
2.   The English are represented by Henry VIII (Queen Elizabeth rules
later in the 16th Century).  Five years before the start of the game, the
Pope had bestowed upon Henry the title "Defender of the Faith" for his
defense of Catholic doctrine.  His break with the church follows shortly
thereafter.  As a result of the Hundred Years War, the English are still
in control of Calais on the French coast.  Their government is also a
Kingdom.
3.   The French are ruled by Francis I, an increasingly nervous
monarch now that Habsburg armies surround France from all sides.  He
felt so threatened that Francis allied himself with Suleiman to check
the power of the Holy Roman Empire.  Also a Kingdom government.
4.   The Netherlands are technically part of Habsburg terrtiory but the
northern part remains free of Habsburg dominance.  They are enjoying
a profitable existence -- so profitable that Spain, strapped for money 
despite American gold, sees the Low Countries as a source of tax revenue.
They are governed by a Democracy.  Only the Dutch can change irrigation
into Farmand, owing to their dikes and land reclamation programs that made
the most use out of a little land.
5.   The Ottoman Empire had taken Constaninople (now Istanbul), the
greatest city in Europe, less than 75 years before this scenario begins.
The elite Turkish Janissaries, bolstered by Mameluke cavalry from newly-
conquered Egypt, have pushed on through the Balkans in the name of Islam.
All of Christendom fears the devastating power of Ottoman artillery as well.
But Suleiman is the last capable sultan, and the effects of overextention
and stagnation are already plaguing the empire.  The Ottomans are allied
with the French to start with, but are unable to talk to them or any other
civilization.  The Government is Despotism but this civ gets extra money
while Suleiman is alive.  If you play this civ you may find it hard to keep
your cities happy.  Eventually you may be forced to put 3 units in each town
and raise your luxury rate to keep your cities from starving.  Expansion
will make the unhappiness problem worse unless you can conquer some useful
wonders like Malta (hint, hint).
6.   The Catholic nations include several nations that remained loyal
to papal doctrines following the Protestant Reformation.  They include
Lithuania, Ireland, Poland, Portugal, and parts of Italy.  The Pope is the
head of these states, who are meant to be played by the computer only.  The
papal government is a Monarchy.  The Catholic Cities have multiple capitals
since it is made of multiple countries: Lisbon, Vilna, Venice and Rome.
The Catholics include the Republic of Venice, which maintains a string of
island forts all the way to Crete, well defended by its navy.  It also
includes the strategically important island of Malta, defended by the 
Knights of St. John.  Both Malta and Crete are defended by the exclusive
(and very tough) Hospitallers unit.
7.   The Protestant nations are exclusviely German cities whose rulers
see salvation in the works of Martin Luther and his descendants.  At the
start, they are still united under the empire, but as relations become 
strained, they will not hesitate to protect their borders from an angry
Pope and/or Emperor.  Government is also Monarchy.
8.   Barbarians in this scenario represent other nations who play a
role in the events of the time (Barbary pirates and the Crimean Tatars).
Others will appear at the edges of the map to check the spread of any
ambitious nations (the Swedish under King Gustavus Adolphus, the Russians
under Ivan the Terrible).

NOTES: Catholic civs (Catholic Cities, Habsburgs, France) are generally unable
to talk to Protestant civs (Protestant Cities, England, Netherlands) and vice
versa. No one can talk to the Ottomans.  The French can talk to most everyone.

The Habsburgs have two capitals (Court city improvements): one in Madrid, the
other in Vienna.  The Ottomans also have two capitals, Istanbul and Algiers
(the second represents the pirate tributary state ruled by Barbarossa).  All
barbarian cities also have Courts in them to prevent bribing.

Unit information.  The Pedia includes all units except those built by techs
that can't be traded (Sipahi, Bashi-Bazouks, Bombard, Preacher, Longbowmen,
Landsknechten, and Fluyt).  Their stats are included in this list of units that 
deserve mention before play:
1   Grenzers:  Scouts that treat every square as a road square.
2.  Tercio:  Spanish legions of battle-hardened soldiers.  Any civ can trade
for the prerequisite tech, but only the Habsburgs can actually make the unit.
3.  Swiss Guards:  Special units of pikemen from the Swiss Cantons that
historically guarded Popes and French monarchs (obsolete).
4.  Longbowmen:  English-only archers that proved devastating in the 100
Years war at Agincourt (4/3; 1 move; +50% v.horse).
5.  Bashi-Bazouks:  Ottoman irregular troops -- untrained, yet cheap (1/3).
6.  Janissaries:  Ottoman elite troops, very limited in number.
7.  Sipahi:  Ottoman regular cavalry (5/2; 2 move).
8.  Mamelukes:  Ottoman elite cavalry recruited from newly-conquered
Egypt, limited in number.
9.  Bombard:  Fearsome Ottoman-only seige engines like those which
battered Constantinople in 1453 (10/2; 1 move).
10. Corsairs: Ottoman unit that can raid over both land and sea.
11. Condottieri:  Italian mercenary cavalry (obsolete).
12. Landsknechten:  German knights (4/2; 2 move).
13. Yeomen:  English townsmen with improved rights (i.e., engineers).
14. Jesuits:  Catholic diplomat units (i.e., diplomats).  Only Catholic Cities
can make Jesuits.
15. Preacher; Protestant diplomat units (i.e., spies), though Mike thinks
the pix for Jesuits and Preachers should be swapped. :)
16. Townsmen:  European city dwellers who will appear when a city is
taken (i.e., partisans).
17. Falconet:  Light artillery pieces.
18. Lateener: A ship equipped with a triangle sail suitable for the
shallow Mediterranean.
19. Carrack:  A sturdy ship developed for the stormy waters of the
Atlantic Ocean.
20. Fluyt:  A Dutch seagoing vessel (4/2; 5 move; carry 2).
21. Galleon and Man of War:  Ships designed for the Atlantic.
22. Galley and Warship: Slave-powered Mediterranean ships. 
24. Fireship:  English ship packed with explosives to destroy other vessels;
used in the defeat of the Armada.  They are destroyed after attacking.  Only
the English can make them once they get the prerequisite tech.
25. Hospitallers: Tough unit exclusive to the island of Malta, very limited
in number.
26. Sultan: One irreplacable unit in Istanbul representing the Ottoman Sultan.
27. Pope: One irreplacable unit in Rome representing the Catholic Pope.
28. Castle:  This tough defensive unit do not move and can not be built. Fifty
gold is awarded to the attacking civ every time a Castle is killed since it
is like conquering a small town.  All Castles start as veterans but none are
fortified.

     Boats note: England, Netherlands, Protestant Cities and France can
only build Atlantic styled boats.  Catholic Cities and the Ottomans can
only make Mediterranean boats.  The Habsburgs are somewhat in the midddle.
We decided that the Habsburgs are should be limited to making Mediterranean
styled boats because most of their naval battles should take place there.
They do receive a few Galleons in northern Spain from time to time, however.

Notes about the events.txt file:
     Look for many historical events recreated through the events file.
Better to let you be surprised than tell all here.  The events file also
creates most barbarian and exclusive (impossible to build) units.  Further-
more, it gives sometimes useful, sometimes harmful techs to civs on occasion.

Notes about the map and terrains:
1.   Mike made up an "alpine" terrain, representing cities built at high
altitudes (i.e., Geneva).
2.   Near every navigational choke point is a "straits" terrain, which
is a grassland in every respect but one:  it generates a large amount of
trade, to reflect the command of a strategic waterway.  These are located 
near Cadiz, Messina, Malta, Istanbul (Constantinople) and so on.
3.   Harlan added "Silk" to the Mediterranean shores which increases the
growth of some slow cities, notably in the Ottoman Empire.
4.   Timber icon is from Harlan's Viking scenario.  The other "special"
squares are not changed too much otherwise.
5.   Mike did the best he could with city placement.  Always difficult to 
decide which cities were most important and then squeeze them all together.
Harlan did the real work about placing more cities, and more accurately, 
plus changing ownership of some cities at the start of the game.  He also
changed a lot of the map's terrain, made originally by Mike appropriating
the Europe2 map available on the net.

Notes about City improvements:
     Data about buildings are included in the Pedia file.  Dikes and
Stadtholds you will only find in the Netherlands and no more of either can be
built.

Notes about technology:
     The tech tree has been pruned to allow distinctions between tribes. Many
technologies that are very basic and everyone would have already (like Bronze
Working) have been eliminated, renamed and reused as something else.  Certain
techs are exclusive, which means they cannot be traded or researched, and do
not show up in the civilopedia.  They have names like "Not Catholic Culture"-
ignore them.
     Certain techs will be given by events in the events.txt file.  Some
of these can be traded, most cannot.  The ones that can be traded will appear
in the Civilopedia.  Be careful to check this first- you don't want to start
a trade with another civ only to find you cannot really get the tech you want!
     The Ottomans have a pretty different tech tree than everyone else.
They can't talk to other civs or have any diplomatic units to steal so there
is no way for them to get many techs.  If you play one of the Christian civs do
not steal any techs from the Ottomans: these are not meant for you.  Generally
the Ottomans are not able to get most of the techs that lead to economic and
scientific development like Guilds and Printing. This is because of their
unusual government and society at the time, which was pretty contrary to things
like capitalism, competition, guilds, invention, factories and so on.  Ottomans
are able to make many military advances however, including the metallurgy branch
that leads all the way to the Artillery unit.

A few techs have extra "powers".  Here is a list to keep in mind.  These are 
generally out of alphabetical order in the Civilopedia because they had to
be, sorry.

City Defenders: allows Townsmen unit to be created when a town is conquered (i.e.,
the Partisan units effect)
Counter Reformation: +1 happy citizen per Cathedral
Governmental reform: +1 happy citizen per Mosque
Gunpowder: will cause all barracks to be sold off when the Ottomans get this
(all other civs already have it and so avoid the effect).  Also, the maintainance
cost of barracks is increased by one.
Nationalism: + 1 happy citizen per Monastery
Protestant Thought: -1 happy citizen per Cathedral, increases the number of
Townsmen created when a town is conquered

Notes about Wonders and Objectives:
     There are several wonders that start the game already obsolete.
Information about things like this is available in the Pedia file.  In addition,
as techs advance more wonders become available.  This revealed a bug in the
scenario design process, which Harlan has noted elsewhere:  if wonders count
towards the overall objectives in a game of conquest, no new ones may be built
unless they are already available at the start of the game.  As a result, none of
the wonders count toward the total objectives of this scenario, but they
should -- especially the obsolete ones!  To compensate, any city with a wonder
in it at the start of the game (obsolete or not) counts as 3 objectives, all
other cities count as 1.  In addition, the towns of Amsterdam, Ofen (Buda),
Belgrade, Madrid, Milan, Naples, Palermo, Florence, Marseilles and Lisbon also
count as 3 objectives each.
     The Habsburgs start with 49 objectives.  If they end up with this same
number, that is a marginal defeat.  Ten less and that is a decisive defeat.
If they get 30 more, that is a marginal victory.  80 more and that is a decisive
victory.  There are 207 objectives total.
     Follow this same formula for the other civs you play.  Here are
how many objectives the other civs start with:

Catholic Cities:    55
Protestant Cities:  16
French:             27
Ottoman Turks:      34
English:            14
Netherlands:         9

Bugs: There could be bugs (errors causing the game to shut down) if entire
civilizations are conquered.  This is because the computer might look to find
that civ name in the events file and can't find it (becuase the option to create
a new civ when an old one dies was chosen: don't choose this when you make
scenarios!).  If this happens to you, move the events file to a different folder,
save game, and reload.  Hopefully the problem will go away though you will lose
lots of interesting events as well.  We have taken precautions to (hopefully)
prevent this from happening with the Dutch since they are the smallest and most
likely to be destroyed, but we could only do this with one civ.  You may also be
able to play through the  errors just by chosing "ignore" several times rather
than quitting the game (in the case of the Dutch this bug may only last a few
turns if it happens at all).
     Also, you may get messages announcing things like "the war between the
Habsburgs and Ottomans has ended". Take these with a grain of salt, sometimes they
are true and sometimes they are only what the computer would want to happen if it
weren't for events in the events.txt file.  These kinds of things can also screw 
up your information you get from embassies telling you who is fighting who (some
civs appear to lose contact with others, but this is not true).

Credit where credit is due:
The title is taken from the chapter in Kennedy's Rise and Fall of the Great
Powers:  Sid Meier lists this in the bibliography of the Original Civ game.
New units are taken from the Ancient Units collection or the Conflicts'
scenarios; the Tercio comes from Jess Balsinde's "Spanish Pride." Harlan
did the Janissaries, Corsairs, Venice Galley, Jesuit, Preacher, Galley and
Lateener while Mike did the Fireship.  Many new icons (some vandalized) are
from the Allicons file.  The pix of the Aqueduct, Clunaic House and Escorial
come from Jess, and others are from Microprose products.  The Tower of
London, St. Mark's Square, Ortelius's Atlas and the Bayeux Tapestry are booty
Mike took from websites.   Jess deserves mention again for his Spanish icons
which inspired Mike to look for good pix.  "Picture" (vandalized) of Erasmus
was taken from the  cover of Worldly Goods, a history of the Reniassance
(and source for the scenario) by Lisa Jardine.  Mike did the pix of Henry's
School and Notre Dame.  He dosen't remember the source for the Canterbury
Cathedral or the Leaning Tower -- these artists plus any other who deserve
mention, please contact Mike.  Harlan did the Blue Mosque pic, plus
significant Mike arm-twisting to get it included! :) The Hagia Sophia, Knights
of St. John, St. Ignatius' Exercises and Mosque are his graphics as well,
some from earlier scenarios.  Ottoman city and people graphics are from
Harlan's Mongols scenario; the Dutch cities come from Allars Hofeld, slightly
modified by Harlan.  Jess did most of the flags as well.  Thanks to Jess
again for the Title.gif too!  When you need things Spanish he is always in the
know.

Special Credit:
Goes to Harlan for taking what Mike thought was a pretty good scenario and
making it better.  The initial changes suggested to Mike after the first
version were not planned for a total revision until the suggestions we
grew to a pretty impressive "to do" list.  Much of the improvements in
in events, units and overall playability came from Harlan's observations,
playtesting and previous design knowledge.  I now know far more than before
about scenarios even after reading the excellent FAQs available on the net.
Heck, I'm just happy my scenario made someone look into the era I tried to
represent:  it really was an exciting time in European history.
So, thanks again !

An Apology:
Goes to Jess for beating him to the punch.  When he first looked at the
scenario, he laughed (it sounded good-natured) at the similarities between
this scenario and his "Time of Thunder."  Mike hopes that they are different
enough to stand alone on their merits; this one was made with the changes
wrought by the Protestant Reformation in mind, and Jess designed his with
an eye to continue the Spanish tradition.  So to make it up to him Mike took
a lot of cool stuff from his earlier modpacks.
