After the French were driven out of Mexico in the 1870s, a Juarista general, Porfirio Diaz, became dictator of the country. During this period, known as the porfiriato, foreign capital was given a free hand in the nation. Although the capitalists created modern communication and transportation infrastructures, the intrusion generated considerable discontent among native Mexicans. In 1910 the aging Diaz decided to allow an election. Thinking there would be no serious electoral challengers, the dictator was surprised when Francisco Madero began to successfully campaign against him. Acting hastily, Diaz imprisoned Madero, won the election, and then released him. Madero fled Mexico and plotted revolution in Texas. As the year neared its end, Madero called for open revolt against the Diaz regime. His call was answered by the Bandit chieftain Pancho Villa in Chihuahua, renegade general Orozco in Coahila, and the agrarian populist Emiliano Zapata in the southern state of Morelia.
For the next ten years, there was WAR in Mexico.
VIVA MEXICO! is a scenario that recreates this war. The scenario is short, only 180 turns. There is no actual tech research, air units, or usable naval units. The player positions are;
1.) The Diaz government (and Huerta)
2.) The Constitutionalists (Madero, Carranza)
3.) The Constructionists ( Orozco, Obregon)
4.) Villistas
5.) Zapatistas
6.) United States
All units ignore city walls. Railroads are historically accurate and are essential for rapid movement and concentration. The map has been extensively reworked for accuracy. This scenario is fast moving. It's weighted heavily to favor attacking. Taking a cue from Brian, research has been made into foreign arms deals, but in order to receive the arms, certain railroad and port entrepots must be held. Ideally, the USA and Government player positions should be AI-controlled. Only the four factions should be played. Units by Gareth. The scenario runs from 1910-1920.
For the next ten years, there was WAR in Mexico.
VIVA MEXICO! is a scenario that recreates this war. The scenario is short, only 180 turns. There is no actual tech research, air units, or usable naval units. The player positions are;
1.) The Diaz government (and Huerta)
2.) The Constitutionalists (Madero, Carranza)
3.) The Constructionists ( Orozco, Obregon)
4.) Villistas
5.) Zapatistas
6.) United States
All units ignore city walls. Railroads are historically accurate and are essential for rapid movement and concentration. The map has been extensively reworked for accuracy. This scenario is fast moving. It's weighted heavily to favor attacking. Taking a cue from Brian, research has been made into foreign arms deals, but in order to receive the arms, certain railroad and port entrepots must be held. Ideally, the USA and Government player positions should be AI-controlled. Only the four factions should be played. Units by Gareth. The scenario runs from 1910-1920.
Comment