Notes on the scenario:

Historical notes:
The English, French, and Spanish were originally all in the 
Mexico thing together, but the English and Spanish backed out
after the landing.  In this scenario, the French and Spanish are
combined, mainly to give them more than one city.  

Back in the States, I made the border states a seperate civilization.
They are neutral to start with, but tend to form an alliance with
whichever side doesn't attack them.  On the other hand, they are weak,
and they occupy some really strategic sites. (In the real war, the 
South invaded Kentucky for the strategic importance of Columbus, KY,
and this threw these states firmly into the Union camp.) 

Neither North nor South was prepared for war when the fighting started, 
which is why I leave both sides with only a few extra units.  This means
that by the end of '61, even the most aggressive expansionist will
probably end up scrounging for armys.  Hopefully, this will prevent
a total overrun, and make the game more interesting.  For the same 
reason, I walled both richmond and Washington, even though both cities
were poorly defended early in the war.

The Mississippi and lower Tennesee are navigable, and naval
control of the rivers is important in the game, just as it was during 
the war. 

The populations for the North, South, and Border states is 1/3
of the actual value for early '61.

The starting gold of the North, South, and Border States is 
the dollar value of each region's bank accounts at the beginning
of the war, assuming an exchange rate of one gold piece to $200,000.

The roads and railroad are correct, but simplified for June 30, 1861, 
as recorded by the Official Military Atlas of the Civil War.  Some 
roads west of the Mississippi (like the Oregon Trail) have been omited.

Naval Blockade

The North's naval blockade was vital in that it stifled the South's 
trade with the rest of the world.  To simulate this, the South has
lots of galleons and caravans, while Union frigates ring the coastline.
 
Cheesy sentimental stuff
Look for the ironclad Virginia in Newport, ready to crush the 
Wooden-hulled Congress and Cumberland before the Monitor can 
reach the Chesapeake Bay.
Note T. J. Jackson's Stonewall brigade in Western Virginia.
Note N. B. Forrest's notorious raiders in eastern Tennessee.
Fort Sumter (next to Charleston SC- rebels usually trash it in the 
first turn).

The other civilizations:
English:
Mostly in Canada, mostly keep to themselves, unless provoked.
Mexicans:
Can expect heavy losses to the French early on, but if they 
survive, they have potential.  They are still sore about the Mexican war,
so aren't very friendly towards the U.S. 
French:
Start out with a couple of Galleons full of weapons, but only
have three cities (in the first version of this, they had four
galleons- but then I discovered that by turning north they could sack 
the Confederacy by Dec. '62, and did some editing- hopefully this 
will work better).
Indians:
Very poor tech, numerous small vilages, also not very
happy with the U.S. (wonder why?).  

Winning:
The U.S. loses big time if if ends up with fewer objectives than it 
starts with.

It gains a marginal defeat if it fails to take more than half of 
the Confederate objectives, while holding its own and the Border 
states'.

A minor victory is earned by taking all Rebel, Border and Indian 
Objectives.

A major victory is taking all of the above, and one third of 
all other Objectives as well.

Tech levels:
They might seem low, but I didn't want transports running around,
and modern democracy was a result of the Civil War, so I figured I'd 
leave it undiscovered.  Starting with riflemen/cannon/dragoons allows 
progress to be made fairly quickly in all three unit areas.  This
simulates the rapid development of weapons and warfare during the war.

Rules.txt modifications (optional)
A slightly modified rules.txt file has been included.  In order 
to use this feature, copy the rules.txt file included in 
civilwar.zip to the directory in which civ2 resides.  
In order to change back to your standard
rules, copy the rules.txt file from your cd, or back 
up your own copy before you start.  The changes are fairly 
minor, however, and the game plays just fine with the original
rules.txt

The changes:

Ironclad:
The stats have been changed to 5/5/3 in order to reflect 
both the thick armor and the slow speed of these vessels.  
In addition, since Civil War era ironclads were not very 
sea worthy (the Virginia was scuttled becasue it could not 
flee to the open ocean, and Monitor was sunk in a gale off the coast 
of N.C.), Ironclads are given the trireme's coastal 
disability.  The ironclad now becomes obsolete with 
the invention of steel, not electricity.

Destroyer:
This now requires the advance of refining, not electricity.

Trade goods:
The names of these have been changed to substances more 
commonly traded to and from the New World.  Some examples:  
Tobacco, Rum, Timber.

Titles:
The head of a republic is a President, not a Consul.
Democracy's leader is now called a prime minister 
to avoid confusion.

That's it.  If you like, please feel free to use these 
new rules with your regular game.


This scenario is copyright (c) 1996 Charles Magee.  It may be 
distributed free of charge, provided that it remains unchanged.  
Enjoy.
