Readme document for "Riel" Scenario by Dylan Figueiredo
Last updated Thursday, March 16th, 2000.

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INSTALLATION INSTRUCTIONS
1) Make sure you either own the Fantastic Worlds/Civ2 Gold Edition CD, or
   have all your Civ2 files backed up (in case something weird happens).
2) Unzip Riel.zip to the Scenarios folder of your Civ2 directory.
3) Run Civ2 and load the Riel scenario.

	
BACKGROUND
	This scenario is based on the Northwest Rebellion, a.k.a. the Second 
Riel Rebellion, a.k.a. the Rebellion of 1885, a.k.a. the Great Canadian 
Prairie Insurrection. If you are not familiar with this conflict, all I can
say is this - I can't blame you. All the events depicted in this scenario
were both small in scope (taking place in a sparsely populated area of
roughly 650 x 500 square kilometres in a frigid imperial backwater) and of
little consequence to 99% of the world at the time. For the young Dominion
of Canada, however, the rebellion was a foreshadowing of the discontent,
ethno-racial strife and military glory which would come to it in the course
of the next century. For more facts on the rebellion, see the 1885Timeline 
.txt file and the Photo Gallery .gif file included with the scenario.
	Don't play as the Canadians unless you are really desperate to win.
In real life the rebels didn't have a prayer, but in this scenario a wily
and experienced Civ2 addict might be able to beat the odds and extend half-
breed or Indian rule across the Prairies. Good luck!


STRATEGY TIPS

CANADIANS: If you're playing these guys, you're either a proud inhabitant of
the Great White North, a truly and pathetically inept Civver or both. Within
3 or four months an average player should be able to crush the rebellion with
General Middleton, his/her fantastic Cavalry and the mobility 19th century
steam allows for (the Gatling Gun doesn't hurt either). Your one disadvantage
is the inexperience of your troops, but that can soon be remedied via combat.

METIS: You are more directly threatened than the isolated Plains Indians, but
your position is much more strategic as Saskatoon and Regina lie just to your
south. Unlike the Indians, the Metis can build fortresses - making them a
little easier to play. Build lots of these around Batoche while stalling the
Canadians at Fish Creek. Play for time by building lots of Sniper units (buy
them if you need to... you're a rich Fundamentalism!) and attacking weak
rookie infantry. Eventually, you may want to build a new town or two in the
shield-rich forest to your north-east (western Manitoba) for the trade and
military support. After annihilating General Middleton and most of the 
Canadian army from your trenches, build some Backwoodsmen (Partisans) to 
cause some havoc behind enemy lines. Use Gabriel Dumont (he's not dead, uh, 
right?) to conquer southern cities and gain some useful techs.

INDIANS: Playing these fellas is a real downer. Although at least four easy
victories are within your grasp on the first turn, the two-pronged assault
of Colonel Otter and Major-General Strange should soon shatter your illusions
of grandeur. It is inevitable that most of your peripheral villages will fall
so it is integral that you evacuate most of your veteran units there to high
ground - either Cut Knife Hill or Frenchman Butte. Trade some techs to the
Metis in exchange for Construction so you can build forts (important)! If you
can survive the initial red-coat invasion, send some War Parties and Big Bear
west to Ft. Saskatchewan and conquer Alberta. With a strong yet isolated
industrial base in the west, you can then move east along the CPR to evict
the white man once and for all.


INTRODUCING SEVENTEEN "NEW" UNITS...
UNIT:		Cost/Attack/Defence/HP/Firepower/MovementRate/Special:
Archers		20/5/3/2/1/4/defense +50% vs horse
Artillery	30/9/1/2/2/2/none
Backwoodsmen	20/6/4/2/1/4/treats all squares as road, ignores ZOC
Braves		10/3/3/2/1/4/defense +50% vs horse
Canoes		10/0/1/1/1/10/may be lost away from shoreline
Cavalry		30/8/4/2/1/6/none
Gunboat		60/6/4/1/1/10/naval unit
Horsemen	20/4/2/2/1/6/none
Infantry	20/7/4/2/1/4/none
Militia		10/0/4/2/1/4/defense +50% vs horse
Mounted Police	30/5/5/2/1/2/treats all squares as road
Settlers	40/0/2/2/1/2/settler functions (Canadian)
Snipers		10/6/1/2/1/2/free support, Metis & Indians only
Steamer		50/0/1/1/1/14/naval unit, can carry up to 8 units
Trader		50/0/1/1/1/1/ignores ZOC, caravan functions
Villagers	40/0/2/2/1/2/settler functions (Metis & Indian)
War Party	20/6/3/2/1/4/treats all squares as road, ignores ZOC

EIGHT "NEW" WONDERS...
CP Rail Terminus (Pyramids) - located in Calgary
Louis Riel (Michaelangelo's Chapel) - located in Batoche
Mounties Headquarters (Women's Suffrage) - located in Regina
Poundmaker (J.S. Bach's Cathedral) - located in Cut Knife Hill
The 'Exovedate' (Sun Tzu's War Academy) - located in Batoche
The Lieutenant-Governor (United Nations) - located in Regina
The Power of Steam (Magellan's Voyage) - located in Swift Current
The Stampede (Shakespeare's Theatre) - not yet built

FIVE "NEW" RESOURCES...
Beaver Furs (Whales) - food=2, shields=2, trade=3
Caribou (Pheasant) - food=3, shields=2, trade=0
Cobalt (Coal) - food=1, shields=2, trade=0
Lumber (Silk) - food=1, shields=2, trade=3
Wild Game (Wine) - food=1, shields=0, trade=4

FIVE "NEW" SPECIAL UNITS (cannot be built again if lost)...
General Middleton (Canadian)	100/10/5/3/1/6/none
Gabriel Dumont (Metis)		100/10/5/3/1/6/none
Big Bear (Indian)		100/10/5/3/1/6/none
Gatling Gun (Canadian)		80/8/4/2/2/2/defense +50% vs horse
Cannon (Metis)			40/8/1/2/1/2/none

THREE "NEW" TRIBES...
Canadians (red): Aggressive, Expansionist, Militaristic
Metis Rebels (blue): Aggressive, Perfectionist, Militaristic
Indian Rebels (yellow): Aggressive, Expansionist, Militaristic

AND A SLIGHTLY MODIFIED CITY IMPROVEMENT IN A PEAR TREE:
Training Grounds (Barracks) - found in Plains Indian cities only.
Prerequisite is Native Lore.

Bugs? I don't know of any yet, but if you discover one, please e-mail me at 
dill_fig@hotmail.com and enlighten me to the problem. The files which SHOULD be
included in Riel.zip are as follows:
	
	- 1885Timeline.txt		- R-E-A-D-M-E.txt (duh!)
	- Advice.txt			- Riel.mp
	- Cities.gif			- Riel.scn
	- City.txt			- Riel.txt
	- Events.bak			- Rules.bak
	- Events.txt			- Rules.txt
	- Icons.gif			- Terrain1.gif
	- labels.txt			- Terrain2.gif
	- Pedia.txt			- Title.gif
	- People.gif			- Units.gif
	- Photo Gallery.gif		- XDaemon.log
	- indian.wav (in Sound folder)	- mapleaf.wav (ditto)


SCENARIOS I RUTHLESSLY PLUNDERED FOR UNITS, GRAPHICS AND IDEAS
	I assumed most of the Civ2 doodads and thingamagigs such as these
which I had found on the Net and elsewhere for my scenario were in the public
domain. If I was mistaken in this assumption, please forgive me! If you see
one of your tailor-made graphics in the Riel scenario which you would like
to be credited for, just e-mail me at dill_fig@mail.com and I will do my best
to include you in an updated readme file.
	My thanks goes out to the following great scenarios I stole from:

	- The War of 1812 by Unknown (Villagers, Sniper, Militia, War Party,
Cavalry and Artillery units copied or modified by myself)

	- Brown Man's Burden by Carl Fritz (Gabriel Dumont, Infantry, Mounted
Police, General Middleton, Cannon, Gunboat, Steamer, Gatling Gun, Settlers
units, as well as the graphics for Power of Steam and other improvements)
	
	- Alba de America and Iberian Pride by Jesus Balsinde (the people
graphics and certain terrain features)
	
	- 2194 Days of War by Captain Nemo and Alex the Magnificent (Union
Jack graphic for Lieutenant-Governor wonder and a few terrain features)

	- The New World by Microprose (?) (Training Grounds graphic, Archers,
Horsemen, Big Bear, others, Indian .wav file)

	- The Ascendance of Europe by Nick Holzapfel (Exovedate, Church)	

	- and probably many, many more

OTHER SOURCES: 
	- http://www.tcel.com/~brownb/Metisreb.htm
	- Historical Atlas of Canada by D.G.G. Kerr
	- A History of the Riel Rebellions by G.F.G. Stanley