GULF WAR SCENARIO 1/18/97

Designed by Michael Nielsen
Most graphics by Dan O'Rourke & Michael Nielsen
Special thanks to the anonymous graphic designers whose units I "borrowed"
Special thanks to game testers Wes Nelepovitz, Glen Simpson and Michael Centner for special contributions and to all the
others that were involved in the testing.

This scenario is designed to work with Civilization II version 2.42 or higher.
The scenario makes extensive use of the "Event trigger" macro introduced with the new "Conflicts in Civilization" CD and 
will therefore not play as well with lower versions of Civ II, for example omitting the arrival of Allied reinforcements,
and causing the Iraqi AI to misuse some of his units.

The game should be installed in it's own sub-folder of the Scenarios folder and should contain a "Sound" folder for the 
xxxxx.wav files included with the scenario. (Use any of the Microprose scenarios as setup example)
You may name the main folder "GulfWar" or "Desert Storm".
This scenario is totally unrelated to the Gulf War scenario included with the MPS scenario pack under "BestofNet" and 
is a very different game as that game takes a "Global geopolitical" approach using the standard Civ II units and this
game is a strategic/tactical view of the war with all new units. 
 
The game is designed to play from the Allied side against the Iraqis and choosing any other mode of play will be less 
enjoyable as the AI (Computer opponent) is not programmed to use the "high tech" units and will misplay and waste them.  
(I have watched a whole squadron of A-10's fall into the ocean while circling around an US aircraft carrier, why? poor 
programming on Microprose's part, I guess).

The game starts in August 1990 and Saddam Hussein has just invaded and annexed Kuwait.  There are 11 Kuwaiti towns all held
by Iraq and marked as objectives.  The towns are all grouped around Kuwait City near the northern end of the Persian Gulf.
The Allies (protagonists) must free all Kuwaiti cities for a marginal victory, then capture southern Iraqi cities for a Decisive 
victory and capture Bagdad to avoid losing the next presidential election (joke).  The Iraqis must hold on to Kuwait to win.

The Allies are the coalition led by the US and based in Saudi Arabia, Bahrain and Qatar.  All cities held by the allies are
under the same Civilization: no differenciation has been made between Saudi Arabia, Bahrain, Qatar, UAE etc...
A few units are marked with national identifying flags (French, British) or text identifier (US Marines, US Infantry) to give
the game more authenticity.  The Allied cities are marked by Saudi flags.  The Civ color for the Allies is light green. 

The Iraqis are marked by a red color(There are no Barbarians in this scenario) and the Iraqi flag.  

The Iranians are in the game only because of their proximity to the conflict and should not be played.  They are marked by
a dark green color and the Iranian flag.

The MAP is centered around Kuwait and extends from Baghdad down to Riyadh and from Western Iraq to Teheran. This map is at a 
much larger scale than most Civ II scenario maps and therefore unit movement capabilities have been adjusted accordingly 
(Infantry movement is at least 2, motorized units may move 3,4,5,6 and even 7 for the Mobile Recon units, Air unit movement of
up to 24). The terrain is modified with no Tundra or Glacier, but instead Sand Dunes and 2 different types of desert.  Ressources
have been changed, the desert squares producing oil, oil, oil & more oil.  The hills also have Oil instead of Grapes.  The oil
ressources are increased over regular play, giving both shields & trade benefits, but they can't be mined.  They are represented
by different types of derricks and pumping stations for a true look.  One type of desert square can be mined and will cause
the oil well to "catch on fire" and ressources will go to zero.  It is obviously designed to allow the Iraqis to set the Kuwaiti
oil fields on fire! The burning wells can be "mined" back to normal but it takes a lot of time (Bulldozers useful here).
The Buffalo ressource on the plain squares has been changed to "Sheep" for a little more middle eastern flavor. (Shish Kabob?)

The TECHNOLOGY RATE is slowed to 1/5 and new technologies should not be a factor in the game: this is a scenario of military
strategy and economic/political dominance.  The technologies available to each "local" Civilization are also far behind those
required to produce advanced units:  The local production is limited to Infantry, older artillery, some older armor...
This emulates the situation in the actual Gulf War as all equipment was "purchased" or "airlifted" in by the two sides and
no easy resupply source was available during the war.  The Allied side will receive regular airlifts of new equipment during
the entire game and Iraq is able to produce a small number of military units in it's own armement industry.
Aircraft cannot be produced locally and once the Iraqi airforce is annihilated, that's it! no more Mig 25 and 27s... The 
Allies will continue to receive a small stream of aircrafts flying in from Europe and the US.

SPECIAL FACTORS: To insure a balance of power the Allies are played as a Democracy (Although the local countries are far from
Democratic...) and the Iraqis (and Iranians) are Fundamentalist governments. Watch out for those shields supporting incoming
units; lack of support capability could cause critical units to be disbanded as they enter the scene!
The local fundamentalist muslims are not really thrilled to see western troops arriving in their towns to beat up their fellow 
muslims north of the border so you may experience some unrest.
Another balancing factor is the loss of critical units: the Allied governments cannot politically afford a large casualty
rate.  Some "disasters" (Such as losing an Aircraft Carrier) will affect the game outcome...

GAMEPLAY: The game is based on an shift of power from the Iraqis to the Allies as the game progresses.  The Allied units are
generally slightly superior to their Iraqi counterparts to simulate their technological advantage.  The Allies start out with 
only a small Saudi force on the ground to face the Iraqis: M-60 tanks, infantry and a handful of F-16 fighters with inexperienced
pilots.  The first challenge is to contain the Iraqi advance and prevent them from spreading into Saudi Arabia. The Allied 
reinforcements arrive in three ways: computer controlled airlifts to designated bases in Saudi Arabia (Events.txt), player
controlled airlifts from 4 "US airbases" located in the lower left corner of the map and separated from the rest of the map
by water and through slow movement of a group of freighters from the middle of the Persian Gulf to Allied ports.  Temporary
relief from Iraqi advance can be provided by using the USMC amphibious force already in place near the coast of Kuwait or
with a barrage of Tomahawk missiles from US submarines on patrol in the same area. (But note that once your Tomahawks are gone
that's it! Then what are you going to do when the Republican Guards start showing up?) 

The TIME SCALE was a major problem in the design of this scenario...The Microprose software limits the timescale to a smallest
increment of 1 month (Not 1 week as I would have liked).  Although the scenario starts in August 1990 as did Operation Desert 
Shield, it cannot be completed in 7 months (7 turns) as was the actual war.  We have allowed 24 turns (2 years) for the full
scenario, but this could include the capture of Baghdad and elimination of Saddam Hussein...(You need to have a little imagination)

CITY ICONS have been modified for a "Modern/Middle Eastern" look... Smaller cities have the "classical" middle eastern look (Mosque, 
Minaret, Palm trees) while larger cities look like the standard Civ II modern city.

NEW UNITS:
Almost every single unit in this scenario is different from the standard Civ II units.  Some units have special capabilities and 
purposes. Many units have new sound effects also. I suggest printing Unitdata.txt for reference during the game.

Engineer: Standard Civ II issue

Bulldozer: This is a kind of "Super-engineer" unit with capability to modify terrain, build roads, railroads, fortresses etc... at 
a faster rate than the standard engineer.  Can also build new cities as the engineer.

INFANTRY UNITS

US Special forces: This is a combination paratrooper/marine/guerilla unit which can be dropped behind enemy lines to spy, sabotage
attack weak units or open the way for other military units through enemy controlled zones.  This is an especially useful unit since
there are neither paratroopers or guerillas available to the Allies in this game.

British SAS: British elite infantry deployed in the Gulf War.  Arrives via airlift and ships from UK bases.

Foreign Legion: French elite troops deployed in the Gulf War.  Arrives via airlift & naval transport.

US marines: Standard Civ II "Marine" unit.  These are the first US troops in the Gulf, part of the USMC amphibious strike force also
comprising AAV-7 Amphibious Assault Vehicles, AH-64 helicopters and Harrier VTOL jets.  

US Infantry: Basic US combat troops in desert uniform.

Fortified Infantry: Represents the Iraqis "dug in" in Kuwait.  Strong defense value, weak attack.

Infantry: Lower grade unit available to Iraq, Allies & Iran.  Represents the standard armies of all the middle eastern countries
involved in the conflict.

Muslim guerilla: Available to Iraq/Iran, no cost to "Fundamentalist" government.  Represents the different fanatic armed movements
in the region.

Republican Guard: Iraqi elite troops, no cost to "Fundamentalist" government, only available to Iraq.

Infantry w/SAM: Basic Iraqi soldier armed with shoulder fired Surface-to-Air Missile.  Can attack aircraft and has double defense against
aircraft.  Extremely dangerous to low flying bombers near cities/roads where these guys can reach them.   

ARMORED VEHICLES

M-2 Bradley: Armored personel carrier of the Allies, same capability as a tank with more mobility but less firepower/armor.  Use as an attack
weapon against infantry and lightly armored enemy vehicles.

YW571C APC: The Chinese-made counterpart to the M-2, a huge number of these were used by the Iraqis and captured by the Allies when Saddam's
army unravelled and left them behind.

Mobile Recon: Represented by a Humvee w/Tow missile launcher.  More mobile than the APC but also less punch and less defense capability.  Use
to locate the enemy, cut off his retreat, seize undefended towns or mow down infantry.

Armored Recon: Represented by a French Panhard ERC "Sagaie".  This is a fast moving armored car equiped with a 90mm cannon capable of destroying
even tanks, however it is very vulnerable to return fire due to it's light armor.  Great to locate enemy units due to large movement allowance.

USMC AAV-7: The US Marine Corp's Amphibious Assault Vehicle, can make direct amphibious assaults as the "Marine" unit, but with the punch of a 
light tank.

M-60 Tank: This older, US-made, medium tank is the core of the Saudi army.  It's the only tank available to the allies until the freighters 
show up carrying the M-1's and Challengers.  Beware of the Iraqi T-72's

T-62 Tank: This older, Russian made, heavy tank is the main weapon of Iraq's regular army.  These have been around since the 70's and are no
match for the newer MBT's (Main Battle Tank) but are superior to the Saudi M-60s

AMX-30 Tank: An older, French made, heavy battle tank similar to the M-60s and T-62s.  Marked with french flag as part of the French contingent 
of the Allied forces.  Somewhere between the T-62 and the T-72 powerwise. Arrives via freighters later in the game.

T-72 Battle Tank: The very dangerous, Russian made, Main Battle Tank of the Iraqi Republican Guards...Fast and Powerful but in limited supply.
About an even match to the Allied MBTs.  

Challenger MBT: The newest British made MBT, very similar to the US M-1 Abrams, although slightly slower and less sophisticated. Marked with a 
British flag as part of the British contingent of the Allied forces.  A match for the Iraqi T-72s.

M1 Abrams MBT: The killer of most of the Iraqi T-72s in the Gulf War, this is without doubt the best tank in the world today...It's fast and deadly
but arrives only with the later surface shipped reinforcements.

Motorized Artillery: One nasty, Russian made, attack unit: heavy artillery on a tank chassis.  It moves like a tank but it blasts like a howitzer.
Ignores city walls. Fortunately the Iraqis had very few of these monsters.

OTHER VEHICLES

SAM launcher: Armored air defense vehicle, no attack capability, 2 x defense against air units.  This, Russian made, unit accompanies many Iraqi
battle forces to defend them against Allies aircraft. 

SCUD launcher: This unit is essentially a launching "base" for SCUD missiles.  Due to their short range they cannot fly directly from Iraqi cities and
hit allied targets.  The launchers mark the places where the Iraqis launch their SCUD attacks from, take them out and occupy the sites and Allied 
cities will be safe from the missile threat.  (Once you find it, it's a sitting duck).

Patriot Battery: The allied air defense unit, equivalent to the Iraqi SAM launcher but better.  Will protect cities and staging bases against incoming 
SCUDs...

155 mm Howitzer: The classic Civ II unit.  The Iraqis still utilized conventional artillery in big numbers during the Gulf War.

MISSILES

SCUD missile: This an older, short range, missile designed to deliver conventional, biological, chemical or tactical nuclear warheads.  In this
scenario the missile is of the conventional type.  It's short range forces the Iraqi launchers to approach the battlefield in order to launch and 
will make them vulnerable to airstrikes. Design note: I have made this unit an air unit, not a missile unit, to overcome the MPS bug that
prevents AI controlled missiles from being used against land units. (Notice how the old Cruise Missiles only attacked your ships) Due to this you
will occasionally see a missile "pull away" after a attack.

BGM-109 Tomahawk: The US cruise missile carried onboard Ohio nuclear submarines in the Gulf.  (I wanted to enable the battleships to carry them 
too but then they lose their capability to conduct shore bombardments due to a "quirk" in the Civ II program)

Exocet missile: The dreaded French Anti-ship missile is in Iraqi hands in this scenario.  The Allied could have it too but since Iraq does not have
a Navy, it would be wasted.  These missiles have a short range but don't get too close to the Iraqi coast!

AIRCRAFT & HELICOPTERS

Mig-25 Fighter: The Iraqi/Iranian standard fighter, is an older generation Russian made, high speed interceptor, this is the best the Iraqis
have but it's no match for the Allied F-16, but still dangerous to the allied bombers. Must take off, fight and land within the same turn.

Mig-27 Bomber: Also Russian made, and also not the latest available technology so same comments as for the Mig-25. Must land every other turn.

F-16 Fighter: The best fighter of the Allied airforces, available in small numbers early in the game (Saudi airforce) and in greater numbers as the
US Carrier groups arrive on the scene.  Must take off and land within the same turn.

F-15E Bomber: The "basic" bomber of the Allied airforces, counterpart to the Mig-27 but more powerful. No air-to-air combat, must land in second turn.

USMC Harrier: This VTOL (Vertical Take-Off & Landing) Fighter-Bomber is part of the Marine amphibious battle group.  Its capability to land in the field 
is simulated by letting it stay airborne 4 turns between landings.  Otherwise it is a typical bomber with ground attack ability only.  It has a higher 
defense than the typical bombers to simulate that it's fighter-bomber status. 

A-10 Warthog: This is the mother of all "tank-killers".  Ground attack capability only, no air-to-air combat.  Must take off and land in the same turn.
With multiple attacks within a turn this unit can eat up a whole tank column at a single sitting...

B-52 Bomber: This heavy bomber is designed to "plaster" enemy cities and large military concentrations. Can stay airborne for 4 turns and has very long
range. Tremendous firepower. No air-to-air combat. Vulnerable to fighters and SAM missiles.

AH-64 Apache: The ground attack helicopter of the Allied forces.  Ideal against light tanks and infantry as well as for "behind the enemy lines" missions,
but be careful not to land too near to enemy ground forces as you are very vulnerable on the ground.

E-3 Sentry: This is an airborne radar, it has expanded "vision" radius, can stay airborne for 6 turns and has enormous range.  Don't get caught in enemy 
airspace at the end of a turn because this unit is very vulnerable.  Ideal unit to spy on enemy movements.

SHIPS

Torpedo craft: Iraqi suicide squads aboard small "gunboats" tried sorties against US naval vessels. They may take out unescorted transports or a destroyer
if they are very lucky.

Freighter: These bulk carriers bring the heavy Allied equipment to the Gulf.  Very slow movement to insure that reinforcements show up late in the game.
No attack and barely any defense capability.  Protect them well, losing all their M-1s could spell doom for the Allied forces!

Spruance Destroyer: This is the basic Civ II destroyer upgraded to match modern destroyer capabilities.  Very similar to the AEGIS cruiser but with added
speed and a little less firepower. Also 2 x defense against air units. 

AEGIS Cruiser: Standard Civ II unit. Some movement and A/D adjustments to match up to other units in this scenario.

Iowa class battleship: Standard Civ II unit. Some movement and A/D adjustments to match up to other units in this scenario.

Ohio Submarine: Standard Civ II submarine.  Some movement adjustment to match up with other units in this scenario.

Nimitz Carrier: Standard Civ II "Carrier" unit. Some movement adjustment to match up with other units in this scenario.

Landing Craft: The US marine corps beach landing craft.  Less carrying capability than the freighter but much faster.  

OTHER UNITS

Bunker: Kuwait and southern Iraq are littered with these.  Tough to destroy and equiped with air defenses too. (2 x against air).  Provides shelter to mobile units
but cannot move or attack.

Fortified Battery: Same as the above bunker but even tougher.

Minefield: The Iraqis have loaded the desert floor with mines.  They are marked by barb wire fields and especially dangerous to infantry. Cannot move or attack.

AA artillery: The obsolete Anti-Aircraft cannon: they light up the sky, make a lot of noise but aren't much of a threat to modern aircraft.  The Iraqis did
hit a few cruise missiles and Allied planes with them.

US staging base: This unit represents the rapidly built military compounds where the Allied shipped, equiped and organized their military forces.  Defend them well 
for they are your "entry points" for reinforcements.  Saddam would love to destroy or capture them. They also have landing strips and will function as airbases.

Saddam Hussein: Your favorite world leader...Extra bonus for Allies if you blow up this unit up! You may find him inspecting his forces at the front or, more likely
huddling in a bunker under Baghdad.

HAVE FUN!!

Then let me know how you like this game (Constructive criticism welcome) and report any bugs to: Michael Nielsen 103130,1743 @ Compuserve.com