Brown Man's Burden Design Notes by Oryx

Situation: The scenario covers the history of Africa from 1885 to 1914.
  During this period the great European powers colonized Africa. Britain,
  France and Portugal were already well established on the coasts of Africa,
  Germany and Italy were late comers to the Great Game. Darkest Africa,
  Ethiopia, and the Sudan lay unconquered. The Sudan had been conquered by
  the British, but a revolt led by the Mahdi had expelled the British in 1885
  and established the Mahdist state. As the scenario opens, the Europeans are
  trying to expand their possessions into the interior. Since there's plenty 
  for all, they need not fight each other.
***
Victory Conditions: Victory is determined by the value of Objective Cities
  you control. How can a scenario where Italy starts out with 2 cities and
  Britain with 17 cities be balanced? Well, Italy gets more computer
  generated reinforcments, which need no support, and Italy is closer to 
  Ethiopia and Sudan, which are backward and have the most valuable cities.
  Not all of Britain's cities have a point value, and most of those they can
  reasonably conquer are worth 1 point. So those with more power at the
  start have to work harder to get ahead. As for Ethiopia and Sudan, they
  are close to a marginal victory just by holding on to their original
  positions.  Germany and Portugal start out with more points than Britain.
  France is near a bunch of 1 point barbarian cities.
***
Governments: Because the scenario covers a period of 30 years, you can't
  switch governments. Here are the forms of government for each civ and the
  reason why it was selected for that civ.
---
Italy: Democracy to help it compete economically and to make it immune from
       bribery, not because it's realistic!
Britain, France, Germany: Republic because that's realistic! It restrains
       them from all out war, but also allows some latitude in making war.
Ethiopia, Portugal: Monarchy because these civs were not modern, Ethiopia
       far less so.
Sudan: Fundamentalism because the Madhist State was a prototype for this
       form of government.
***
Tech Tree: The tech tree has been considerably shortened to exclude most 
  modern techs such as the space race. The early techs are unaltered, but the
  current techs for the scenario have been altered somewhat. The scenario is
  balanced so that Britain, France and Germany can just barely discover them
  all by the game's end and they'll have to trade a lot to do that.
***
Events: The events file has been used to generate barbarians and to simulate
  some historical events such as the Boer War, the Mad Mullah, and the
  Ashanti revolt. In the first go round of this scenario, these occurred
  at the actual time, but now the events happen at a random time for 
  better scenario replay value.
***
Units: Basically there are two types of armies, European and African. Each
  has its own infantry and cavalry. They both share the Native Levy and
  artillery, although the Africans have the obsolete cannon until they can
  discover metallurgy.  Modern weapons, such as tanks and aircraft, have been
  reduced in power and can only be built later on. Some units such as the
  Boers, warriors, garrisons, and Kitchener can't be built, but are created
  by events or the initial setup.
***
City Improvments: Most are the same, some are not available, some have
  been renamed. The temple is now Mission Station, the coliseum is now
  Mosque and has less maintenace, and the Research Lab is the Public School.
***
WONDERS:
Scenario Name 		Original Name		Comment		Owner
-------------		-------------		-------		-----
Pyramids		Pyramids		Obsolete	Britain
Suez Canal		Collosus		Working		Britain
Algiers Naval Station   Lighthouse		Working		France
Missionary Society      Oracle			Not built	
Mahdist Movement HQ     Sun Tzu's War Academy	Working		Sudan
De Beer's Mining Corp.	King Richard's Crusade	Working		Britain
Dervish Brotherhood     Marco Polo's Embassy	Working		Sudan
Ark of the Covenant	Michaelangelo's Chapel	Working		Ethiopia
British East Africa Co.	Copernicus Observatory	Working		Britain
Capetown Naval Station  Magellan's Expedition	Working		Britain
The Sphinx              Shakespeare's Theatre	Working		Britain
Missionary Hospitals    J.S. Bach's Cathedral	Not built
German African Society  Isaac Newton's College  Working		Germany
Rhode's South Africa Co.Adam Smith's Trading Co.Working		Britain
Stanley's Expeditions	Darwin's Voyage		Not built
Eiffel Tower		Eiffel Tower		Not built
Women's Suffrage	Women's Suffrage	Not built
Public Education	SETI Program		Not built
Motion Pictures		Cure for Cancer		Not built
***
Hints for this scenario
-----------------------
~ If you're one of the Europeans, contact other Europeans periodically,
to exchange technology. If you're allied to a more advanced civ, ask for
a gift. They may pity you and give you a useful tech.
~ Explore the interior to find out where the Barbarian cities are. Then
build railroads to them. This is easier said than done, because engineers
are 50% more expensive than in the real game.
~ Build caravans and freights and move your cargo by sea. Ships move twice 
as fast as in the normal game. You can get some big payoffs in 
Europe, Asia, and Madagascar.
~ Barbarian cities are tough to take because they are walled; however,
diplomacy is expensive. Diplomats are double the normal cost, and espionage
is at the end of the tech tree. If you're a repulic or democracy, you'll need
extra cash to build a quick mission station or mosque to keep the natives
happy after conquest.
~ Building new cities isn't easy, because there's a lot of barbarians
and Mahdists running around and you don't get victory points for them 
either. Building new cities can still be useful to generate new trade or
to control strategic areas.