WORLD WAR II: THE EUROPEAN THEATER
			by Harlan Thompson, Hubert Tomaz Terseglav Tomazin & Uros Trsan 
                        based on the earlier anonymous Blitz scenario

(please use New Courier font and widen the margins to best read this file)

	The time is May, 1940.  The German Army is poised to strike through the
Ardennes, disembowelling the Allied defenses and driving on to Paris in an
astounding six week blitzkrieg. Can Churchill rally his troops in time, or will
England likewise succumb to the Axis juggernaut? Meanwhile, in the east, the
Russian Bear sleeps. Has the Molotov-Ribbentrop pact assured Germany's eastern
flank? Or will the Axis seek its lebensraum on the Russian steppes?  Will the
Allies develop the Bomb in time to stop Hitler's evil schemes?
	This is a big, complicated and time consuming scenario, to match the
complexity of WWII, the biggest war in human history.  It make take a while to get
up to speed on all the complexities of this scenario, but we think you'll find it
is well worth it if you like battle-type scenarios.  Way too much time (!) has
been put into making this as historically accurate as possible.
	The scenario is designed for the human play to be the Axis. Unfortunately,
the computer "intelligence" isn't smart enough to play an aggressive Axis, which
means that it is too easy to play the Allies or any other civ as the human player.
Hopefully in the near future, when Ultimate Civ2 is released and multiplayer playing
is available, we will reconfigure the troop strengths a little and make a great
multiplayer version as well.  Until then, please make do with being the evil guys.

A NOTE ABOUT DIFFICULTY
	In addition to making it big, we tried to make this a pretty tough scenario
too, so that even the most practiced civ2 players can enjoy it.  If you find
yourself having too much trouble, try playing at an easier level than Diety or King.

INSTALLATION FOR THOSE WITH FANTASTIC WORLDS CD-ROM
	This game has been specifically designed to work with the changes allowed
in the Fantastic Worlds CD-ROM.  In particular, we wanted to take advantage of the 
eight extra unit slots.  Aside from these slots, the game should work the same: there
are no differences in any other the other files except for things relating to these
eight units.  
	To install, make a new folder under your Scenarios folder (which is inside your
Civ2 folder).  Call the folder "WW2Euro" or whatever you want.  Put all the files you
downloaded in your new folder, and play.  Make sure that all the sound files are in a
folder called "Sound" within your folder for this scenario if you are playing with 
sound.

WARNING:  AT PRESENT I CAN ONLY GET THIS TO RUN WITH THE FANTASTIC WORLDS CD-ROM.  IF
AND WHEN THE BUG IS FIXED I'LL LET YOU KNOW.  SORRY.

INSTALLATION FOR THOSE WITH CONFLICTS IN CIVILIZATION CD-ROM
	The game should work pretty well with only the Conflicts CD-ROM.  Not having
the eight extra unit slots might effect the play balance, I don't know.  Install
like you normally would for the Fantastic Worlds instructions, except you will
need to use the file RulesCIC.txt instead of the usual Rules.txt file.  Simply
rename the file RulesCIC.txt to be Rules.txt and you will be ready to play  (it
will still work without this little change, but a few things about tech advances
will be screwy).

INSTALLATION FOR THOSE WITH REGULAR CIVILIZATION II CD-ROM ONLY
	We make no guarantees how this game will work without either of the above
extra CD-ROMs.  The game should still work, but it hasn't been playtested that
way.  At the very least, go to the Microprose web site and download the latest
patch so you have the most recent version- there probably will be problems if
you are using a version older than 2.42.
	The play balance will be thrown off without the extra events happening with
the Events.txt file.  In particular, the Axis won't be getting as much money, so
things will be harder.
	Here's how to install.  Before starting to play this scenario, make or make
sure you have backup copies of your Rules.txt, City.txt, City.gif, Cities.gif,
Icons.gif, Terrain1.gif and Units.gif in some folder other than Civ2.  Then put all
the new files you have here (including the ww2euro.scn and ww2euro.txt files) in
the Civ2 folder.  Then you'll be able to play.  The Events.txt and Title.gif files
won't work for you so it doesn't matter what you do with them.  Once you're done,
simply replace these versions of your files you moved with the originals.  If you
want to hear the sounds, follow the same procedure with the sound files in your Sound
folder.
	If you don't have the new CDs but you want your Civilopedia to work just like
those people who do have them (showing all the things the scenario has changed),
rename or move to another directory the GET_INFO.EXE file from the Pedia directory.
When you want to go play a normal civ game put it back or give it the original name
again.

THE PLAYERS
	Here is a little background on all the civs.

THE AXIS- FASCISM (Fundamentalism renamed)
	Hitler's Germany and Mussolini's Italy are combined into one civ. There are
two capitals, one in Berlin and the other in Rome.  Germany starts off with the best
and most units in the world.  Italy and its colonies in Africa and Albania are less
developed, and the units there start out in poor shape.
	Your goal is to conquer the world.  You start with plenty of money, so you'll
probably want to maximize science research to try and keep up with the Allies.
Beating them in the nuclear race will be damned difficult however.  Be careful with
your money though- after a few years you will probably run out, and the going will
get much harder.
	At the beginning of this scenario German troops are poised to conquer France.
In real life, the Germans avoided the defensive Maginot Line the French built between
Germany and France, and struck through Belgium.  Undoubtedly you will want to do the
same.  Note that there is a large stack of Allied units behind Brussels that
represents the hundreds of thousands of British troops sent to help France (in real
life they were mostly miraculously evacuated through the port of Dunkirk).  Also note
that Norway was just conquered the month before, so there is still some consolidation 
of that conquest needed, especially since the British have made some landings there
and brought much of their navy nearby.
	Militarily, conquering France should be rather quick, but after doing that
you'll need to decide if you want to focus on conquering Britain, Russia, the Middle
East and/or somewhere else.  You're very powerful, but you can't do everything at
once.  Chances are the Russians will eventually surprise attack you if you don't
keep them happy (after all, they are considered an Agressive, Militaristic civ type).
Some of the smaller civs like Turkey and Spain can become your allies or enemies
depending on your diplomatic skills.  If you fail to talk to them and give them
things, they (and the Neutrals) will tend to suprise attack you eventually.

THE ALLIES- DEMOCRACY
	The British Empire is combined with The United States and Canada.  In reality
the U.S. didn't enter the war officially for more than a year after the time this
scenario starts, so to reflect the late entry of the U.S., only the East Coast of 
the U.S. is represented and the U.S. starts off with virtually no troops (also,
imagine the Western U.S. as the portion of production spent on fighting Japan in the
Pacific).  There are two capitals, London and Washington.  Some of the East Coast U.S.
cities have rather unrealistically been given oilfields, but this is to better
represent the huge economic power of the U.S.  The Allies also start out with a rather
small amount of money until the entry of the U.S. at the end of 1941.  This greatly
slows down the research and new units it can make until that time.
	Once the U.S. does fully join the Allies, the U.S. will have quite a devastating
bombing capability.  In order to prevent the computer intelligence from throwing ground
troops into Europe prematurely, the Allies need to develop the technologies that give
them more Landing Craft and Transports than they start the game with.  Also, the Allies
have the fastest research rate in the game, so expect them to be the first and
(probably) only civ to get the atomic bomb. 
	The Low Countries (represented by the cities of Amsterdam and Brussels) are
included as part of France since as the Axis is already at war with them, they
really aren't neutrals any more.

RUSSIA- COMMUNISM
	  Nearly all of the economic might of Russia is represented here.  Imagine the
Far Eastern portion not shown to represent Russia's expenditures against Japan in the
Pacific.  The capital is Moscow.
	Russia is immense.  Let me repeat that: Russia is very, very vast!  However it
is also fairly underdeveloped.  The eastern portion of the map in particular has vast
natural wealth that have been largely untapped.  The military is antiquated and the
scientific research is behind the Axis and Allies.  However, some recently developed
Russian units are very tough, like the T-34, widely considered the best tank in the
war.  Because of sheer size, this is a powerful civ that needs to be reckoned with.
If left alone long enough to develop a modern army, Russia could even conquer the Axis
on its own (at the start of the Russian invasion the Russians and Germans were pretty
evenly matched- it was only the supreme strategic skill of the Germans that allowed
them to advance so far).  To give you an idea how immense Russia's resources are, in
the real war the Russians lost around 6 to 8 million soldiers in the first year of the
war alone, yet it still ultimately beat the Axis.  The Germans had dreams that they
would take Moscow, and the rest of Russia would surrender.  But since the Germans
thought little better of the Russians then they did of Jews, most Russians had a fight
to the death attitude.  Expect a tough, drawn out battle down to the last city.

FRANCE- REPUBLIC
	Too bad about that Maginot Line strategy- France is going to be conquered by
the Axis before too long.  The capital is Paris (for now).  Once France proper falls,
what becomes of the French colonies in North Africa and the Middle East becomes
an interesting question.  The French also have a large navy in the Mediterranean that
will be up for grabs.  As the Axis, it is probably wise to bribe the North African towns
as fast as you can since they should be rather cheap and may still have naval units in
them.  Or you may want to make peace with them once you conquer France proper.

TURKEY- REPUBLIC
	Turkey is small, but important as the gateway to the Middle East.  The capital
is Istanbul.  It is an underdeveloped country in a very dangerous position.

SPAIN- FASCISM
	The capital is Madrid.  Francisco Franco is a Fascist dictator, but has
remained neutral in the war so far.  Like Turkey, this is an important wildcard.

THE NEUTRALS- REPUBLIC
	All the other countries on the map have been combined into the neutrals-
countries that only want to stay out of the conflict.  The countries are Sweden,
Portugal, Switzerland, Yugoslavia, Ireland, Saudi Arabia, and Persia.  Each of these
countries has its own capital/Palace (except Saudi Arabia, Portugal and Yugoslavia):
Stockholm, Zurich, Dublin and Teheran.  The U.N. Wonder (called the Geneva Convention
since the U.N. didn't come until after the war) has been given to this civ to help it
stay at peace.  Remember that if you attack one of these countries, you're really
attacking them all.  Also remember, just because these are called the Neutrals that
doesn't mean they will never declare war.  In fact, if you do rather well the Neutrals
will probably attack you sooner or later as all the computer civs start ganging up
on you.

THE TECH TREE
	Up to a point, the order of technology advances is the same (though the units
and city improvements you get with them are sometimes changed around).  In the
modern era (pink), it gets a bit more tricky.  There is no Stealth, Space Flight,
Superconductor, Plastics, Genetic Engineering, Fusion Power, or Robotics since they
are way too advanced for the 1940's.  Mass Production, Recycling and Enviromentalism
have been elimated too since pollution does not count in this game.  In their place
are many new technologies, most leading up to the development of nuclear weapons.
Hopefully this chart below will be all the help you need.  Note Mountain Warfare
and Special Operations (lower left side) are not connected to the rest of the chart.
	If the Allies average three turns for each new discovery and only work on
discoveries leading to the Atomic Bomb, it will take them till 1945 to get it (faster
if technology stealing/trading helps them).  It will take the Germans longer- if they
want the bomb, they'll have to do a lot of technology stealing.
	Two technologies (Heavy Armor and Very Heavy Gun) and a bunch of units are only
available if you are playing this scenario with the Fantastic Worlds CD-ROM.  They
are all marked with (  ).  If you don't have that CD-ROM, just ignore them.
                                                           
  RADIO  --------> ADV. COMMUNICATION                           MACHINE TOOLS    
Airport,units      +1 sea movement                                Artillery  \    
    |                          |                                     |        \    
 ADV. FLIGHT  ----------\      |                   MOBILE WARFARE----+----\    \    
Level & Tact. Bomber     ADV. PLANE DESIGNS         |  Med. Tank     |     \    \   
      |               Mosquito,Bf109,Stormovik      /    |           |      \    \  
UNGUIDED PROJECTILES                 |             /   SELF PROPELLED GUN   |    |  
Rocket Launchers    <----------------+------------/    Mobile Artillery     |    |  
      |                              |                  |         |         |    |  
PROXIMITY FUSE <-------- STRATEGIC BOMBING      LABOR UNION       |    HEAVY ARTILLERY     
 VT Anti-Air              Flying Fortress,      Mech. Infantry----+---\     Howitzer,     
      |                 (Lancaster Bomber)            |           |    \    (88 Gun) 
GUIDED PROJECTILES            |                       |           |     \      |        
 Guided Missile (V1)          |              WAR MOBILIZATION-----+--> (HEAVY ARMOR)
(Mustang Fighter)             |              Manufacturing Plant, |  (JS-1,Churchill,)
      |                    JET PROPULSION         Carrier         \      (Panther)
    ROCKETRY  ----------->   Jet Fighter              |            \      |        
Ballistic Missile (V2)         |                       \         (VERY HEAVY GUN)    
      |          \   \    ROTARY WING                   \         (Heavy SP Gun)      
      |           \   \    Helicopter                    \                
      |            \   \                                  \                
ANTI-AIR MISSILES   \   \       ATOMIC THEORY              \        AMPHIBIOUS WARFARE
SAM Missile Battery  \   \          |                       \   Port Facilities, Marines
                \     \   \    NUCLEAR FISSION               \              |
                 \     \   \  Manhattan Project               \        MERCHANT FLEET 
                  \     \   \      |                           \      Shipping Docks 
                   \     \   NUCLEAR TESTING                    \            |           
ESPIONAGE-------\   \     \        |                             \       LANDING CRAFT
  Spy            \   \     \-------+------------------------------+------Landing Craft
                  |   \            |                               \         |
                  |    \           |                                 INVASION TECH
MOUNTAIN WARFARE  |    |           |                                   Transport
 Alpine Troops    |    |           NUCLEAR POWER                           |
     |            |    |       Atomic Bomb, Nuclear Plant <----------- COMPUTERS
SPECIAL OPERATIONS     |             |                              Research Lab
  Commandos            |             |                                 /
                       |             |                                /
                      ADV. ATOMIC THEORY                             /
                           |                                        /
                       FUSION BOMB <------------------------MINIATURIZATION
                           ICBM    
                            |    
                       FUTURE TECH
  

UNITS:
	Not all units appear in the Civilopedia due to wierd things we had to do that
make certain units available for one civ only.  There are alot of units like that:
11 for the Allies, 10 for the Axis and 6 for the Russians. So if you don't see
something in the Civilopedia, you can look it up here.
	Units with (  ) around their names are units that can only be used by those
with the Fantastic Worlds CD-ROM and the 8 extra unit slots that CD gives.  In
addition, For the units that can only be built by one civ, look for the ##, ** or @@
signs to symbolize Allied, Axis and Russian only respectively.  The techs involved
with these units have strange names, like British Army, or End Tech 1.  You cannot
trade or research to these techs, so just ignore them.  There is literally no way
for any other civs to get these techs to build the exclusive units.

NAME                   COST ATT DEF MOVE HP FIRE SPECIAL    PREREQ. TECH     OBS. BY
Anti-Aircraft           50   4   4   1    1   2   5,14      Radio            Prox. Fuse
Alpine Troops           40   5   4   1    2   1   10        Mountain War.    none
## ANZAC Troops ##      40   5   4   2    2   1   2,3,11    British Army     none
Artillery               50   10  1   1    2   1   7         Machine Tools    Heavy Art.
## Bazooka ##           20   12  2   2    2   2   11,13     British Army     none
Cavalry                 60   8   3   2    2   1             Tactics          Steel
## (Churchill Tank) ##  80   10  5   2    3   2   7,10      Heavy Armor      none 
Commandos               80   10  5   2    2   3 2,3,9,10,13 Modern Tactics   none
Early Tank              50   7   4   3    2   2             Steel            Wehrmacht
** (88 Gun) **          100  12  3   2    2   2   7,10,14   German Artillery none
Engineers               40   0   2   2    2   1   2         Explosives       none
Freight                 50   0   1   2    1   1   2,10      Corporation      none
(Heavy SP Gun)          80   12  2   2    3   2   7,14      Very Heavy Gun   none
Howitzer                70   12  2   2    2   2   7         Heavy Artillery  German Art.
@@ Infantry @@          20   1   4   1    2   1             Red Army         none
** Infantry **          20   1   4   1    2   1             Wehrmacht        none
## Infantry ##          20   1   4   1    2   1             British Army     none
Infantry (other)        30   1   4   1    1   1             Conscription     none
@@ (JS-1 Tank) @@       80   10  5   2    3   2   7,10      Heavy Armor      none 
Machinegunners          40   0   5   1    2   2   1,11      Tactics          Wehrmacht
## Marines ##           60   10  5   2    1   1   3         British Army     none
Mech. Infantry          60   6   6   3    3   1             Labor Union      Wehrmacht
Medium Tank             60   10  5   3    2   1             Mobile Warfare   none
Mobile Artillery        90   12  2   3    2   2   7         Self Prop. Guns  none
** Panzer Grenadiers ** 60   8   6   3    3   1             Wehrmacht        none
** (Panther Tank) **    80   10  5   2    3   2   2,7,10    Heavy Armor      none 
Paratroopers            60   7   4   1    2   1   9         Combined Arms    none
Partisans               50   4   4   2    2   2   2,9,10    Free Fighters    none
@@ Rocket Launcher @@   60   12  2   3    2   2   5         Unguided Proj.   none
## Sherman Tank ##      80   10  5   3    2   2             British Army     none 
** Spy **               30   0   2   2    1   1   1,2       Espionage        none  
** Stormtroopers **     50   6   5   2    2   1   1,3,11,12 Wehrmacht        none  
Strongpoint            100   0   5   0    4   2   1,11,14   no
@@ T-34 Tank @@         80   10  5   3    3   2   7         Red Army         none
## Tiger Tank ##        80   10  5   3    3   2             Wehrmacht        none
VT Anti-Air             50   6   5   1    1   2   5,14      Proximity Fuse   none

AIR                                                   TURNS AWAY  
Atomic Bomb             160  99  0   10   1   1   13   1   Nuclear Power    Fusion Bomb
Ballistic Missile       50   25  0   15   2   3   13   1   Rocketry         Democracy
** Bf 109 **            70   5   3   8    2   2   5    1   Adv Fighter Des. none
Fighter                 50   4   2   8    2   1   5    1   Radio            Jet Propuls.
## Flying Fortress ##   120  14  5   20   3   3   1    2   Strategic Bomb.  none
Helicopter              100  10  3   6    2   2   1    -   Rotary Wing      none   
ICBM                    200  99  0   50   1   1   13   1   Fusion Bomb      none
Jet Fighter             60   6   3   10   2   3   1,5  1   Jet Propulsion   none
##(Lancaster Bomber)##  140  14  5   20   2   1   1    1   Strategic Bomb.  none
Level Bomber            120  12  2   10   2   2   1    2   Advanced Flight  none
## Mosquito ##          80   10  2   12   2   2   5    1   Adv Fighter Des. none
##(Mustang Fighter)##   60   6   2   12   2   2   5    1   Guided Project.  none
@@(Petlyakov Bomber)@@  100  12  4   10   3   2   1    2   Strategic Bomb.  none
## Spitfire ##          60   5   3   8    2   2   5    1   Radio            none
@@ Stormovik @@         80   10  3   10   2   2   5    1   Adv Fighter Des. none
** Stuka Dive Bomber ** 80   10  1   8    2   2        1   Wehrmacht        none
Tactical Bomber         70   8   1   8    2   2        2   Radio            none
Guided Missile          40   20  0   10   2   3   13   1   Jet Propulsion   Democracy

NAVAL             HOLDS
Battleship          0   160  12  12  4    4   2   1        Mobile Warfare   none
Carrier             0   160  0   10  5    4   2   8        Advanced Flight  none
Cruiser             1   80   6   6   5    3   2   1        Steel            none
Destroyer           0   60   4   4   6    3   1   15       Electricity      Steel
Landing Craft       4   30   0   5   3    3   1            Landing Craft    none
Submarine           0   60   10  4   3    3   2   1,4      Combustion       none
Transport           8   50   0   3   6    3   1            Invasion Tech    none
** U-Boat **        0   50   10  3   6    3   2   1,4      Wehrmacht        none

**= Axis only can build this unit
##= Allies only can build this unit
@@= Russia only can build this unit

SPECIAL FUNCTION KEY:
1: Two space visibility
2: Ignore zones of control
3: Can make amphibious assaults
4: Submarine advantages/disadvantages
5: Can attack air units (fighter)
6: Ship must stay near land (trireme)
7: Negates city walls (howitzer)
8: Can carry air units (carrier)
9: Can make paradrops
10: Alpine (treats all squares as road)
11: x2 on defense versus units w/ movement of 2
12: Free support for fascism (stormtroopers)
13: Destroyed after attacking (missiles)
14: x2 on defense versus air (AEGIS)
15: Unit can spot submarines

UNIT NOTES:
	A few things need a bit more explaining.  Some exclusive units you start
the game with, but others are researched to.  For the ones that are researched to,
I've worked it out so that only the civ meant to have the unit will be able to
build it, even if other civs develop that technology as well.  So for instance,
Unguided Projectiles allows the Rocket Launcher unit, but only for the Russians.
Any other civ can get that tech, but it will only be useful for them as a spring-
board to other technologies and will not give them the Rocket Launcher unit.
	Note that the Ballistic Missile and Guided Missile are almost exclusive 
units, in that the Axis and Russians can build them, but the Allies and other
Democracies can't.  In a similar vein, only Russia and France has the ability to
build Partisans, but they will still spontaneously appear for any civ when civs
that have the Guerrilla Warfare or Communism tech have one of their cities
conquered.
	Spies, despite their name, have the functions of the usual Diplomat unit,
not the Spy.  Only the Axis can build spies, and they are a bit more limited than
usual in what they can do.  We really wanted the Allies to be able to build Spies
as well, but figured that having the Allies invade continental Europe simply by
buying a coastal town was too easy, and unrealistic.  The Axis Spies of course cannot
bribe Allied towns at all since the Allies are a Democracy.  Spies in this game also
are very limited in their ability to steal technology.  They cannot steal technology
from Allied or French cities, except for the six cities that make up the United
States.  Since most new technologies lead to the development of nuclear weapons, it
doesn't make sense to have the Axis develop the nuclear bomb by stealing something
from say, Crete.   If you as the Axis want to get nuclear weapons you will probably
have to make a daring spy mission across the Atlantic.  Technology stealing and city
bribing is unlimited on the Russian front, however.
	Don't try moving Strongpoints- about the only thing you can do with them
is unfortify them or disband them (and there is no way for any country to build
more).  Since they are so tough, I'll let you know that all the towns of North
America, plus Great Britian, plus Zurich, plus the Russian town of Sevastopol are
all the towns with Strongpoints in them.  No more can be built.
	After all the above, you may be a bit overwhelmed by all the units, but it
really pays to learn their numbers closely.  Each unit has its place.  For instance,
I think there is definitely a right way to go about attacking a tough city: occupy the
high defense squares around the city first so you won't have Partisan troubles later 
(Alpine Troops and Fighters are good for this).  Start attacking with the Level
Bombers to drive out the Anti-Aircraft, then Tactical Bombers, then clean up with
Stuka Dive Bombers.  Put some Anti-Aircraft of your own under your aircraft that are
stuck next to the city so they won't be killed in a counterattack, then bring in a
Fighter type plane, an Anti-Aircraft, and other ground units to hold the city.
Include Stormtroopers and/or Panzer Grenadiers so your more valuable units like tanks
won't be lost in a counterattack.  Use tanks to clean up the countryside and get rid
of the Partisans.  If not using or supplementing air to take the town, Heavy SP Guns,
Panthers, 88 Guns and Mobile Artillery will do the job, in that order of toughness.
So you see, in conquering one town you may end up using virtually every type of air
and ground unit you have.  
	Finally, apologies for all you WWII experts who don't see unit types you
think should belong.  We did our homework but believe me, there's only so much
you can do with the number of unit slots available!

WONDERS:
	The names and pictures of some wonders have been changed to reflect the
real wonders of the time.  This chart shows what has been changed.  The Manhattan
Project takes twice as long as usual to build (1200 shields).

NEW NAME                   OLD NAME                 CITY              OBSOLETE?
Arc de Triumphe            Darwin's Voyage          Paris             unusable
Big Ben and Parliament     King Richard's Crusade   London            --
Eiffel Tower               same                     Paris             Guided Project.
Empire State Building      Pyramids                 New York          --
FDR's New Deal             Hoover Dam               Washington        --
Geneva Convention          United Nations           Zurich            --
Kremlin                    Copernicus' Observatory  Moscow            --
Lend Lease Assistance      Adam Smith's Trading Co. Archangelsk       --
Liberty Bell               J.S. Bach's Cathedral    Philadelphia      --
Manhattan Project          same                     not yet built     --
Max Planck Institute       SETI Program             Berlin            --
Nazi Ideology              Isaac Newton's College   Berlin            --
1936 Olympics              Marco Polo's Embassy     Berlin            --
Nuremberg Rallies          Leonardo's Workshop      Dresden           Strategic Bomb.
Michelangelo's Chapel      same                     Rome              --
Suez Canal                 Magellan's Expedition    Suez              --
Shakespeare's Theatre      same                     London            --
St. Basil's Square         Cure for Cancer          Moscow            --
Statue of Liberty          same                     New York          unusable
Women's Sufferage          same                     Washington        --

OBJECTIVES:
	There are a total of 100 objectives, including wonders.  The protagonist is
the Axis.  To reach a decisive victory, it need 85 objectives- that would mean
you have conquered pretty much the whole world except North America.  A limited
victory is 55 objectives; 21 objectives or less is a limited defeat and 10 objectives
or less is a decisive defeat.  Here is a list of all the objective cities:

ALLIES:
Alexandria 
Amsterdam   
Athens   
Baghdad     
Boston  
Cairo
Delhi  
Edinborough
Gibraltar
Jerusalem             
Karachi                  
Lahore                   
London (+ 2 wonders)
Malta                               
Manchester
Montreal
Mosul                  
New York (+ 2 wonders)                    
Newcastle                
Philadelphia (+ wonder)                          
Suez (+ wonder)
St. John's                
Washington (+ 2 wonders)
                                         
AXIS:
Berlin (+ 3 wonders)
Bucharest
Cologne
Dresden (+ wonder)                    
Hamburg
Helsinki
Milan
Oslo
Palermo
Rome
Stuttgart
Tobruk
Tripoli
Trondheim
Vienna
Warsaw

FRENCH
Casablanca
Damascus
Lyon
Marseilles
Paris (+ 2 wonders)
Strasbourg
Tunis

NEUTRALS
Belgrade
Dublin
Lisbon
Medina
Stockholm  
Tabriz
Teheran
Zurich (+ wonder)

RUSSIA
Archangelsk (+ wonder)
Astrakan
Baku 
Chelyabinsk   
Gorky 
Grozny 
Karaganda
Kharkov
Kiev
Kuibyshev
Leningrad
Lvov
Minsk
Moscow (+ 2 wonders)
Murmansk
Novosibirisk
Omsk
Riga
Rostov
Sevastopol
Smolensk
Stalingrad
Sverdlovsk
Tashkent

SPAIN
Cordoba
Madrid

TURKEY
Ankara
Istanbul

OIL
	In many ways, this war was very much about oil.  It was a big reason for
instance why originally Hitler wanted to conquer the oil rich city of Baku more
than he wanted Moscow.  So, the special resource Oil has had its productivity greatly
boosted to reflect the supreme importance of oil in the war.  Shield production is now
doubled the usual amount (from 4 to 8), plus four trade points are gained too.  In
addition, if the Oil square is mined, one gets an additional 8 shields for a total of
16! If you put a Factory and Power Plant in that city it doubles to 32, and with a 
railroad over the square, you have 48 shields from that one square alone!
	In looking for oil squares, generally look for Plains squares that are mined.
The oil squares very closely represent the real and potential oil fields of the time.
Look for the most oil in the Middle East (especially Mosul), near Baku and Grozny in
Russia, and near the city of Bucharest.

THE EVENTS.TXT FILE
	In this game, the Events.txt mostly gives money at important times.  The
Axis tends to get money before summer begins, and Russia gets money just before
winter.  Also money is sometimes given when key cities are conquered. The Allies
get a lot of money when the U.S. enters the war at the end of 1941.
	In addition, the Events.txt file prevents the Axis and Allies from ever
talking to each other.  Also, look for Russian partisans to appear in Yugoslavia
occasionally.

OTHER CHANGES AND NOTES:
- It is four times more difficult than usual to research new technologies.
- Fundamentalist government is now called Fascism.  Fascist governments lose 20%
of science, and they can spend up to 80% of their budget on science.
- Fascist governments pay support (shields) on all units per city past 6.
- Communist goverments (i.e., Russia) have a pretty big amount of corruption in this
game.
- The Temple city improvement is now called Church.
- The Offshore Platform city improvement is now called Shipping Docks.
- Hydro Plants have been eliminated- since there is no pollution in this game,
Hydro Plants are made unnecessary by the cheaper Power Plant.
- Two special resource terrain types have been changed. The Buffalo special square
has been changed to Game since there of course are no buffalo in Europe.  The
Silk square has been changed to Timber- this just seems more realistic.
- Cities on inland seas and lakes, such as the Caspian Sea, cannot build naval
units.
- Double the usual amount of food is required for a city to increase in size.
- Pollution doesn't matter (except that caused by nuclear explosions and read the
bit about the Qattara Depression below).
- Technology from conquest is forbidden.
- Government types cannot be changed.
- This is a Total War scenario, meaning there is no space race.

THE QATTARA DEPRESSION AND POLLUTION
	Between the towns of Tobruk and Alexandria you will notice a large black area.
This represents the Qattara Depression.  This unusual geographical feature is a
place where the sand is soft and almost completely unpassable.  Since the area was
extremely strategically important in WW2, we made it a truly unpassable area, not
just one that takes a long time to pass through.  It was turned into a lake and
the lake was covered with black looking pollution so it doesn't really look like a
lake.  What this means is that you may see the pollution count go up until it 
looks like there will be global warming.  But don't worry, pollution doesn't count
in this game, so unless nuclear bombs start dropping (and the total polllution count
goes over 9), there should be no ill effects.

FINAL NOTES AND THANKS:
	Hopefully this scenario isn't too big.  It was designed to be the WWII scenario
to end all WWII scenarios, but that means it will take a looooong time to finish.  If
management of all those cities starts to wear you down, remember you can always set
some of your towns to (Capitalization) and just build units near where you need them.
	Thanks to the unknown author of the Blitz scenario for getting us started.
That file was then modified and improved by marija.gustin@siol.net and then we
modified that.
	Aside from all the other changes, there were countless changes made to the
base map we inherited to make it more accurate.  We highly recommend you use this
map we made if you want a game or scenario based on greater europe.  There are a few
distortions in it but mostly great care was put into its accuracy.  Even things like
where railroads were at the time were looked into (though sometimes we would change
the real situation to improve playability.  For instance the Atlantic is a LOT
narrower than it should be, but that is so moving across the Atlantic doesn't take a
year or two!).  If you want to use this map for your own games, we've included two
versions.  Grteuro1.mp is the same as used in this scenario, with the rivers changed
around a bit (since you can't fix rivers in scenarios).  The second, Grteuro2.mp, is
the same except that the ill-fitting North America has been left out.
	The Title.gif is a real WWII poster gotten somewhere off the internet- it
was included as a bit of tongue-in-cheek humor.
	If you are interested in learning more about how to make exclusive units
and some of the other tricks used in making this scenario, check out the file
Advanced Scenario Making Ideas at the Glyph web site (http://www.glyphweb.com/
civ2/advscen.html).  A new trick we figured out for this scenario is making exclusive
units that can be researched to.  The key: give a technology with "no" and "no" pre-
requisites to all the other civs but the one you want to make the unit.  Make that
technology be the tech that makes the unit obsolete.
	One last thing.  Harlan compiled a graphics file of a whole bunch of WW2 era
units to help make this scenario with the best units possible.  If you are making
a WW2 scenario of your own or even just something that uses those types of units,
look for the file WW2units.gif on the web for instance at the Glyph web site
(http://www.glyph.com)/civ2).

	Feedback is appreciated!  You can e-mail Harlan at harlant@hawaii.edu.
