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		      *    Scramble for Africa   *
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		      *         By  Puma         *
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My aim for this scenario was to create one that was historically
accurate one from an entirely European perspective. The player takes
the role of one of the seven European nations who set out to take their
share of Africa.

CONTENTS:

1. PLAYING THE GAME
2. HISTORICAL POINTS
3. CIVILIZATION ADVANCES EXPLANTIONS
4. CREDITS


1. PLAYING THE GAME

1.1 Start: The game begins at the beginning of 1885, immediately after
the Berlin Conference. This conference speeded up the colonization
process which had been well under away from 1880 since the Europeans
realised that they would need to back up their territorial claims
with real occupation.

1.2 The game ends with the outbreak of World War I in August 1914.
World War I devastated Europe and effectively ended the age of European
expansion and imperialism. This gives you apart 59 turns to complete
your objective.

1.3 The aim for all countries is to finish with as high a score.
In addition, each country should aim to achieve a specific objective
in order to gain a great victory for their country.

1.4 BRITAIN is the most powerful nation in this scenario and so your
country-specific objective is pretty tough - you must attempt to build
a railroad all the way across Africa from Cairo to Cape Town, thus
asserting Great Britain's economic and territorial dominance over the
continent.

1.5 FRANCE suffers from the perception of her being a shadow of her
former Napoleanic glory. Prove France is still a glorious nation and
outdo your imperial rival Britain. To achieve a true victory you must
exceed Britain on the demographics table in population, manufactured
goods and GNP by the time the scenario ends.

1.6 The GERMANS are determined to challenge France and Britain's
authority and dominance. They too want to gain a productive colonial
empire which will aid Germany's plans to build up a military powerful
enough to those of Britain and France. The Germans must increase their
empire's Mfg. goods to 50 Mtons by the outbreak of World War I in 1914
(when the scenario ends).

1.5 Leopold II of BELGIUM was an ambitous ruler who regarded the
Belgian Congo as his personal empire. Determined to maximise the
economic assets of the Congo, the Belgians must bring the GNP on the
demographics table up to $60 million by the time the scenario ends.

1.6 The IBERIAN nations of Portugal and Spain have been suffering from
a long spiral of decline. Reverse the cicle and restore Iberian pride
by ensuring that by the end of the scenario 3,500,000 people are
working for Spain and Portugal in their colonies. In addition you must
exceed Germany, Italy and Belgium on the powergraph.

1.7 The ITALIANS were the only one of the seven nations attempting to
colonize Africa who was not invited to the Berlin Conference. It is
important that you prove Italy to be equal to the great imperial
nations. Prove your nation's worth by capturing Addis Ababa, capital of
the ancient Ethiopian empire. You should aim to capture Addis Ababa
before anybody esle, doing so will earn you 3,000 gold! In addition,
the Italians must also ensure that at least two other European civs
(so not Ethiopia) are below Italy on the powergraph (you can count
destroyed civs). Bare in mind that in 1894, the Italian government
will send a substantial force to aid you in your conquests.

1.8 The ETHIOPIANS' objective is simply to survive! You must ensure
that none of the cities you begin with (Addis Ababa, Gondar, Adowa and
Harar) are destroyed or occupied when their scenario ends. Bare in mind
that in 1894, the surrounding Africa rulers will aid you in your plight
and a gigantic army equipped with modern weaponry will gather at Addis
Ababa.

1.9 The ultimate aim for all civs is of course is to take the entire
continent. No other nation would dare challenge such a powerful country
whatever their rivalries. In acheiving this you have ensured the
survival of your glorious empire far into the future. However I have
doubts whether this is actually possible for any of the civs except
Britain and France. If you do manage than you have my admiration :)


2. HISTORICAL POINTS

2.1 Note that in real life, the various nations were reluctant to go to
war with each other because it would involve a war far bigger than just
clashes in Africa and to represent this I have made all the civs
pacifists. However total peace would not be much fun. So for the
purpose of this scenario, I will add another point agreed at the
Berlin Conference: that any conflict in Africa should not be allowed
to affect the rest of the world. However, I have made all the civs
pacifists to represent the effect of the agreements at Conference.

2.2 Events that begin with "Elsewhere in the World..." have no actual
effect on the game. There just there to add flavour and put the game
in context.

2.3 You may notice various units appearing in your main port. These
represents reinforcements and immigrants from the mother country.
The type of reinforcements varies from country to country.
*Britain and France's reinforcements appear regularly in Cape Town
and Dakar respectively. Due to superior training, British and French
armies are all veterans.
*The German government has invested less heavily in Africa than Britain
and France and hence reinforcements arrive in Swakopmund as often.
However, their armies are also excellently trained and are all veterans.
*Belgium is very interested in its colonial empire and despite its
small size, manages to send reinforcements to Boma as Britain and
France do for their empire. However, their armies are not as well
trained and are not veterans.
*Italy is a still a fledgling nation and provides reinforcements at
half the rate of Britain and France. Its army is also less experienced
and are not veterans. Their reinforcements will arrive in Mogadishu
(or if it has not been captured, Massawa).
*The Iberian nations are far poorer than their northern cousins and are
unable to provide any reinforcements.
*Bare in mind that should you lose your principal port than the larger
nations wil recieve the reinforcements in some other major port.

2.4 The Iberians are actually the two nations of the Iberian peninsula
 - Spain and Portugal. Since their interests did not come in to conflict
in Africa and their objectives and situation were largely the same, I felt
it was acceptable to merge them together so I could include the Ethiopians
as a tribe.

2.5 Not all the invasion forces which I have placed on the Africa coast
had actually arrived in 1885. However, since there is only limited
event file space, the invasions which arrived in the next few years are
there at the start of the game instead.

2.6 I have no idea how large the cities were or how big the various
armies were, so I'm afraid I have had to make educated guesses for
these aspects of the game.

2.7 Missionaries have the same abilities as diplomats in standard civ.
This represents their ability to infiltrate colonies and cities,
allowing them influence over the citizens. Despite their benefits to
the mother country missionaries are zealous about their purpose and
always stay behind at their missions.

2.8 I have deleted the Iberian and Italian land masses because I felt
it would be unfair if Spain, Portugal and Italy got powerful extra
cities while the other nations, whose European cities would have been
far richer, got nothing. I also did not want to simply leave them bare
in case the bizaare situation of them being colonized arose.

2.9 I did not want to discourage large empires so the effect a large
number of cities has on increasing unhappiness is now neglible.

2.10 By way of compensation, and to reflect the native resentment
towards European imperialism, the population level and which
unhappiness first occurs at chieftain level is now 6 rather than 7.

2.11 You will be happy to know that the area of Africa revealed
follows the routes of the major explorers of Africa before 1885. In
fact one of the explorers, the German Wissmann, is still active, just
in case you were wondering what he was doing there.


3. CIVILIZATION ADVANCES EXPLANTIONS

3.1 Since all major scientific breakthroughs of this period were made back
in Europe, the only advances available to the colonizers are ones
unique to Europe's study of Africa, mostly results of interaction with
the native Africans.

3.2 AFRICA CHURCH increases the effect of cathedrals and represents a
true church structure being developed from the colony.

3.3 AFRICAN TERRAIN represents knowledge of Africa and its varying
allowing specially trained Scout Regiments to be built, moving quickly
over the terrain as if they were roads while still being able to carry
enough arms to be significant fighters.

3.4 EURO-AFRICAN TRADE allows the building of cheap Native Infantry and
Native Cavalry units to act as cannon fodder for their armies. It is
especially important for Ethiopia to aquire this advance since Heavy
Infantry, Regular Infantry and Cavalry can never be built by them,
Native Infantry is the best defense units they can ever build. It also
paves the way for research into European technologies, including the
vital Development advance, which allows the Ethiopians to build
colonists.

3.5 CHRISTIANIZATION represents intensive missionary work in the
colonies and increases the effect of churches.

3.6 POLITICAL COERCION allows the training of Special Envoys, which are
experts at influencing other nations and especially African rulers.
Also, unlike missionaries they do not stay in the objective city.

3.7 SKILLED IMMIGRATION encourages specialized citizens of the mother
country to emigrate to the colonies. This allows cities to build
engineer units which are much more efficient than the colonists.

3.8 With TRIBAL COOPERATION, governors learn to liase with tribal
chieftains. With African rulers cooperation, law and order is improved
and the effect of prisons are increased.

3.9 TRIBAL CULTURE is basically Future tech in standard civ and has no
benefit other than increasing your civ score. Each TRIBAL CULTURE
advance represents another tribe which is fully understood by your
antropologists, bolstering your nation's repuation as a civilized and
learned country.


4. CREDITS

4.1 The large barbarian cities (In the Middle East) are from
cities1.gif in the sample graphics supplied with Fantastic Worlds (in
the library folder). However the graphics for city walls of these
cities were added by me.

4.2 The European cities were designed by me, using the default
graphics.

4.3 All of the icons used in the scenario are from Harlan Thompson's
All Icons Version 4. The only exception is the Customs House, which
was designed by me.

4.4 All the units in the scenario are from either Ricardo Logus's
"Empire" scenario or "The World of Jules Verne". There are two
exceptions - the Scout Regiment is an adaption of a unit in Harlon
Thompson's "Ancient Units". The Native Infantry unit is also a slight
adaption of a unit in "Jules Verne" - I made it darker.

4.5 My main reference was the excellent Time Atlas of World History.