Scenario Design Contest, Earth 3000

Barron's Entry, A Time to Stand


INTRODUCTION


This is my entry for the SDC, the scenario is created using FW. For added atmosphere please downlaod the extra sound files as well. Scenarios which I've borrowed from:

Chelonia
Alpha Centauri
Hi-Res Modpack
Hi-Tech Modpack
Alien Invasion
Fall of the West Roman Empire
Up the Deadly Boot
All Terrain Modpack
All Icons Modpack
Shannara
Various MP scenarios

If I forgot to credit your work, just post it on the forums of Apolyton under the HAC section and I'll update it.

Special thanks to Petra Buhagiar, just for being the person who she is :)


THE FUTURE'S PAST


In the 21st century mankind isn't any better then a century before. After many wars in third world countries another big war started. The exact cause of the war is unknown (in the 30st century) but it is known that it triggered a global nuclear war. Many nation had nuclear weapons in those days, and some of them weren't afraid to use it. In the end over 1.9 billion people were killed, and the world was thrown back in the darkages. After 400 years, in the 25th century, mankind finally began to recover from this dreadful war. New nations were formed and long lost technologies were rediscovered. But still mankind hadn't learned his lesson...they kept fighting one war after the other. Due to the development of new technologies, new weapons were also developed. More deadly then nuclear weapons were the Singularity weapons which could destroy an entire continent. Luckily these weapons were very expensive so that only a handful were created. In the 29th century there were a few developed nations, the rest was still not very advanced. Two nation had these Singularity weapons, a third nation, in North America, was also beginning to construct such a weapon. 14 smaller nations didn't had the resources to construct these weapons. In 2834 these weapons, all four of them, were used on an attack on North America by the only two nation that had these weapons, to make sure America didn't develop them as well. The result was the complete extinction of life on that continent. All the other (developed) nations decided to join forces and attack these aggressors. This marked the beginning of the United Terran Alliance. After 3 years the war was won, and Earth was united under the Alliance. They all vowed that none of these weapons should ever be used again, and they destroyed all blueprints, construction facilities and other things that could be used to create these weapons. In the effort to rebuild Earth the alliance decided to build a huge new city in neutral territory, Terra Primus. In 2846 the alliance discovered the Warp engine, which allowed them to reach to the stars. Not long after that a complete Exodus from Earth started and more and more new colonies were founded. The Alliance wanted to make sure that people stopped leaving Earth to settle in the colonies. First they decided to levy taxes on spaceflights, then to offer money, land and a house to people who'd remain on Earth. Nothing helped. In 2887 the Alliance became desperate and closed down the only cities were a spacedock was present, Terra Primus, Great Mexico and Great Delhi. The people who lived outside the cities were furious and riots started. Then the Alliance acted by declaring Martial Law and they forced the people to remain on Earth. Those three cities with a spacedock were completely renovated to offer home to the wealthy citizens of the Alliance, to stop the exodus in these cities. The situation was like this: There were three large cities for the elite and they were closed to any people who lived outside the cities. The Alliance oppressed the people who lived outside the cities and the martial law was never cancelled.

Twenty years ago, in September 2979, three colonies wanted to become and independent nation, the Alliance declined this request. Then the three colonies declared independence without permission, and the Alliance didn't take it lightly. Immediately they sent a squadron of 11 spaceships to take the colonies by force and thus marking the beginning of the Colonial War. The Alliance didn't care how victory was achieved, or how many people would die. Therefore more and more colonies joined the war for independence. On Earth the Alliance is losng it's grip on the people because they sent most of their army to combat the colonies. The forces remaining on Earth withdrew to the defences around the three major cities, thus leaving the people alone. This had incredible consequences which the Alliance did not anticipated. Mutants, people with genetic abnormalities thanks to pollution or experiments and who were oppressed by the Alliance, took advantage of the situation and fled en masse to the still largely uninhabited North America. Asia was now in complete anarchy without the Alliance to control the situation. All sorts of gangs were raiding and plundering cities, killing travellers and blackmailing communities for "protection".  The only region that really benefited from the withdrawal of Alliances forces was Europe were a new "renaissance" was started.

Now it's 2999, the last year of the millennium. The situation is as follows: The Alliance still controls some regions of Earth like north India, north Mexico and north east Africa. They also have one military base on the west coast of South America. Near the areas controlled by the Alliance groups of rebels have united to liberate Earth. They haven't attacked the Alliance yet, but there is a large chance they'll strike soon. These rebels can be found in the middle east, central Africa, and the south of Mexico and India. In North America mutants have set up their own nation. They also haven't attacked the Alliance yet. In Europe the New Earth Republic is trying to create a more civilised Earth. They remain "loyal" to the Alliance, but it is known that the Alliance is started to become more and more concerned by the rapid development of this nation.  In Asia one of these gangs has grown to control a large empire. Like the Mongols centuries earlier they call themselves the Golden Horde and they are bend on conquest. In the northern part of the pacific live a group who are called the Pacific People. Little is know about them, and little is to gain there. The Alliance have left them alone for decades there since they are considered harmless. In the southern hemisphere a group of travellers known as the Seekers have moved from Australia to South Africa and are now in South America. What they want is as of yet unknown. Besides these groups there are still many cities controlled by local gangs. They aren't organised and most of them don't even have some form of government.

Now it's up to you to decide what the future shall bring for Earth in this new, and 5th, World War.


NATIONS


- United Terran Alliance: They have a militaristic regime with a president as head of the state. This president is elected by the people, but only the people who live in one of the three major cities are allowed to vote. Nobody from the colonies, or the rest of the Earth is allowed to vote since 2887. In twenty years they've constructed a defence perimeter around there three settlements which is heavily defended. They still are the most advanced nation on Earth and they can build powerful spaceships. They also have the highest population and production even though they only control 6 cities.
- Earth Liberation Army: Partisans and guerrillas who want to liberate Earth form the Alliance. They are reasonably advanced, but nowhere near the Alliance. They rely heavenly on their guerrilla tactics.
- New Earth Republic: The second most advanced nation on Earth. They are also the most civilised. They have a democracy were anyone can vote, unlike the Alliance. They have started many great projects in these twenty years including the magnificent Atlantis Project were a new island has risen out of the sea.
- Golden Horde: They started out as a small gang of marauders but have conquered so many cities that they now have the largest empire in size (not population). They are bend on conquest and won't rest until the Earth is theirs. They are extremely aggressive and militaristic.
- Free Mutants: These are the mutants who fled from all over the world to be free from oppression and slavery. They've created a well organised nation in North America.
- Seekers: A mysterious group of travellers. Little is know about them and what they're looking for.
- Pacific People: A group of people who live in east Asia and west North America. They are a group of isolationists and were left alone by everyone for decades. Also little is know about them, but nobody is really interested. NOTE: DO NOT PLAY THIS NATION IN THIS SCENARIO


WHO TO PLAY


Alliance: You'll fight a defensive war at first, and it's your job to change that to an offensive war. They can be really difficult to play with in the beginning.
Seekers: The "start with a small empire and conquer the world" approach. You'll be fighting an offensive (Blitzkrieg) war throughout the game.
Rebels: You'll have to defend yourself first, but the tides will quickly change so you can start your offensive campaign against the Alliance.
Horde: You start with a large empire in size and you might be fighting wars on different fronts.
Mutants: Not to difficult at first. Isolated with no enemies. The Seekers might pose a threat later on in the scenario.
New Earth: Focus on research. War isn't the best thing to do since you're a democracy.

I had the most fun playing as one of the three main characters in this scenario, the Alliance, Rebels and the Seekers. The other three playable nations don't play such an important role.


STARTING THE SCENARIO


First decide which nation to play, then rename the event files. If you like to play the mutants rename the file events_mu.txt to events.txt, for the Alliance rename events_al.txt, New Earth: events_ne.txt, Rebels: events_re.txt, Horde: events_ho.txt, and for the Seekers: events_se.txt. Then start the scenario file for the tribe you want to play (mutants.scn, rebel.scn, seekers.scn, alliance.scn, horde.scn, new_earth.scn). If you want to choose a different nation rename the file events.txt back to events_mu.txt (if you played the mutants) and rename another file to events.txt. In short:

1. choose your nation, in this case we'll take the alliance as example.
2. Rename events_al.txt to events.txt
3. Start civII and choose the scenario file alliance.scn
4. After some time you decide you want to play a different nation, the rebels for instance.
5. Rename events.txt to events_al.txt
6. Rename event_re.txt to events.txt
7. Load the scenario file rebels.scn
8. Back to #4....etc


UNITS


* Settlers:

Mutant Workers: This is the first settler unit you start with (except for some nations). They are mutants who are either forced to work as slaves or, in case of the Mutant Nation, volunteer to work to improve there nation.

Worker Drone: Robots who take over the job from mutant workers. They are faster stronger and cheaper then their counterparts of flesh and blood.

Terraforming Drones: The most advanced settler unit in the game. In general it's the same as the normal Worker Drones, but this drone can work twice as fast and can transform land. They were initially build to develop the colonies, but they can be used to develop the Earth as well.

* Traders:

Smugglers: The only trade unit in the game. These units are perfect for smuggling goods trough enemy defences. They ignore ZOC, the treat all squares as roads (and have a movement of 2) and they are "invisible" to most enemy units.

* Sea Transport:

Wooden Ship: Since most nations don't have the technology or the resources to build ships of metal they still use wood. These ships are fragile and have to stay near land to avoid being lost forever.

Stealth Transport: These are advanced ships who have sophisticated equipment to allow them to get past enemy ships undetected.

* Other non combat units:

Space Station: Huge stations orbiting the Earth can protect and repair spaceships docked there.

Satellite: Used for reconnaissance only. They are cheap, but won't survive any attack. Great for scouting though.

* Unbuildable units:

Warlord: The generals of marauders. They are also mounted on horses so they can cross lands faster then their counterparts on foot. They'll only appear trough events.

Aliens: Although the Aliens themselves fight little in this war on Earth, they do control the battlefields. They'll only appear trough events.

Commander: Modern equivalent of a field general. Strong, well armed and the worst nightmare of their enemies. They'll only appear trough events.

Martian Corps: An elite fighting corps of the Alliance who fight on Mars. They are ruthless in their battles and won't spare anyone, but they will win most battles. They'll only appear trough events.

* Ships:

Motorboat: Small boats powered by small engines. They are armed with a cannon, but won't stand a chance against most opponents. They also must stay near the shore or otherwise there's a chance they'll be lost. Use them primarily for hunting down wooden ships.

Old Battleship: Old metal ships who are renovated and fitted with weapons. They are adequate in combat situations, but they aren't anything special.

Battleship: Newly designed ships created to attack other ships and enemies on shores. Well balanced warship, use them to dominate the seas.

Patrolboat: Smaller then the battleships are these patrolboats. Use them for scouting and attacking smaller ships like wooden ships and motorboats. Great speed combined with average combat strength. 

Adv. Cruiser: State of the art in ship technology. Fast and well armed these ships are the ultimate vessels to rule the oceans.

* Spaceships/aircraft:

Primitive Plane: Small wooden planes units primarily for scouting. They are not well equipped for combat situations, although they can take out some of the weaker ground units.

Sublight Class: The modern version of an F16. These are fast agile planes who can also travel in Space if needed. They aren't equipped with Warp Engines so they won't get much further then Mars. Use them to attack (not to strong) ground units and planes.

Phoenix Class: The New Earth's first Warp capable ships.  They are not as strong as their Alliance counterparts, but they'll do the job. Use them primarily as bombers, or to intercept some weaker space/aircraft.

Defiant Class: A small and agile spaceship with warp engines. Use them for bombing cities and units, or to intercept weaker space/aircraft  like Prim.Planes, Phoenix Class, Small UFO's.

Intrepid Class: A much larger ship then the Defiant Class is the Intrepid Class. Strong on defence and offensive this is a really good unit. Use them to dominate the battlefields.

Cruiser Class: The biggest spaceship in the game is the Cruiser Class. Don't mess with this unit, or there won't be anything left of you them rubble.

Scout Ship: Weaker, but faster and cheaper, then the Defiant Class are the alien's small spaceships. Use for scouting and to take out weak ground units and satellites.

UFO: Weaker, but faster and cheaper, then the Intrepid Class. Same role though.

Mothership: The largest aliens ship in the game is the Alien mothership. It's not as good as the Cruiser class though.

* Missiles:

Missile: Missiles armed with advanced plasma warheads. Note: they are not weapons for mass destruction since these have been banned over a century ago, not even the Alliance uses them.

Alien Missile: The Extraterrestial version of plasma missiles.

* Ground forces:

Refugees: Small groups of people who will flee a city when it is captured (like partisans in civII). They are only armed with guns, so don't expect much of these units. They are cheap so use them as gap-fillers until you can bring on the big boys. Also use them to fortify on mountains to take out a few infantry units. A third useful option is to use as pillagers since they ignore ZOC's and treat all squares as roads.

Militia: Basically the same as refugees, but these units are better on the attack and weaker on the defence. They are groups of people who pick up their arms to fight in the war. Also really cheap like refugees.

MP: No these are not Members of Parliament! They are the Military Police of the Alliance. Poorly armed they are usually used to control riots in the cities, but they are well equipped to fight a real war. They are quite cheap, so use them as gapfillers and to enforce martial law (what they are for). Fortifying them on mountains can take out some enemies. Unfortunately they don't ignore ZOC's nor do they threat all squares as roads, unlike militia and refugees units.

Chaingunner: Armed with rapid firing machine guns. Although these weapons are outdated, they can still be useful since they are cheap.

Infantry: Main units for both offence and defence. They are armed with more advanced plasma weapons, but still aren't the best units to fight a war with (although better then the 4 units mentioned above)

Advanced Infantry: A better equipped version of the Infantry units. They are stronger on both offence and defence and can be used in both tasks.

Elite Infantry: The elite units in the Alliance army. Strong on the offence as well as the defence, even better then advanced Infantry.

Plasma Infantry: These are infantry units armed with better plasma rifles. Good on the offence, but these weapons make them more vulnerable on defence.

Heavy Plasma Infantry: Stronger version of the regular Plasma Infantry unit.

Mutant Soldiers: These are mutants armed with plasma weapons. They re not that well armed, but they are cheap. Only mutants can build these.

Guerrilla: Freedom fighters who hide in forest to ambush enemies. They ignore ZOC's  and treat all squares as roads. Best used on the defence.

Partisan: Attacking variant of the guerrillas.

Mercenary: Soldiers who fight for money, this makes them more motivated on the attack, but less on defence.

Marauder: Soldiers on horsebacks armed with plasma weapons. Only the Horde can build these.

Mounted Infantry: Soldiers on horsebacks armed with plasma weapons, somewhat weaker then Marauders. Only the Horde can build these.

Raider: Plunderers on horseback. Their main task is to raid undefended villages. The are weaker then Mounted Infantry and Marauders. Only the Horde can build these.

Scout: Scouts on horseback. Not very strong in combat situations.

Fighter Beasts: Genetically enhanced creatures primarily designed for fighting. It is rumoured that they are of alien origin. They need some time to adapt to Earth's atmosphere, that's why they have to be "researched".

Chupacabra: According to Mexican legends this creature is the "pet" animal of the extraterrestials who came to Earth. There literal name is "goat suckers" since it is rumoured that these creatures suck the blood out of goats (and perhaps humans too).

Battle Drone: Instead of humans robots are also used in combat. They are physically stronger then humans, but they don't negate city defences.

Heavy Battle Drone: Stronger variant of the battle drones. Great for both offence and defence.

Plasma Cannon: Old cannons fitted with a large plasma gun. Devastating on the attack, but virtually undefendable.

Plasma Artillery: Stronger and more modern version of Plasma Cannons.

Walker: Large robots walking on two legs. They are also rumoured to be of extraterrestial origin. Great on the attack.

Large Walker: Even larger and stronger version of the Walkers.

Motorised Infantry: Infantry units in small vehicles. They don't negate city defences, but are much faster then their counterparts on foot.

Light Tank: A well defended vehicle fitted with a small plasma cannon. Great for battles in the fields.

MAV: This Mobile Attack Vehicle is the Alliance version of motorised infantry. It's much stronger then their counterparts of other nations.

Hoover Squad: Infantry units who can hover above the ground thanks to sophisticated technology. Great on the attack, but a bit weak when defending. They are the only "helicopter" units in the scenario.

Hybrid: A cross between humans and extraterrestials. They have the physical strength of an average human, but the intelligence of an alien. Good for both offence and defence.

Fanatics: A group of seeker fanatics. They ignore ZOC's and treat all squares as roads. Great for scouting and attacking.

Launcher: Modern equivalent of a mobile missile launcher. This time they are armed with small plasma rockets though. Use them to blast your enemies away.

Defender Drones: Really heavy combat robot. Great on the defence, and also very capable of attacking other units.

Plasma Tank: Advanced tank armed with a huge plasma cannon. Nearly unstoppable on the attack.

Note: Most ground units ignore city defences. Heavier units like drones, vehicles and cannons don't negate these walls. Read the "FAQ'S" section for explanations.
Note2: Look at the scientific theories section for some more detailed explanations.


SCIENCE


Satellites: From the latter part of the twentieth century Earth's orbit has been filled with artificial satellites for all sorts of purposes (science, espionage, entertainment, etc). This is still done a thousand years later although somewhat more advanced of course.

Small Space Station: The first "city" in space build my man was the MIR in the latter part of the 20th century. After that station a few more followed until the war in the 21st century. After that the first new space station was build in the 26th century.

Space Flight: Also started in the 20th century. Just escaping for Earth's gravity is an accomplishment on it's own.

Advanced Battle Drone: After years of research newer and better combat drones were developed.

Flight: Started in the early 20th century. After that this "art" was never lost to mankind.

Warp Engines: After years of research mankind developed engines which would allow them to travel faster then light. The road to the stars is opened!

Computers: Electronic devices for storing and distributing information, for entertainment and for hundreds of other possibilities.

Bridge Building: Speaks for itself, doesn't it?

Large Replicators: Machines that can convert energy into mass at a much larger scale then their smaller counterparts.

Temples: Temples the Seekers build to worship their "gods".

Small Starships: The first combat ships fitted with warp engines.

Impuls Engines: The fasted way of transportation trough space without using warp engines.

Drones: Robots replacing the jobs ordinarily done by people.

Battle Drones: Robots fighting the wars for the humans.

Advanced Satellites: With new technologies these satellites are also improved.

Marxism: A system which preaches total equality for all. This is very appealing to the mutants who are currently oppressed.

Large Walkers: Even larger and stronger version of the Walkers.

Terraforming Drones: Drones designed to "terraform" planets to make them better suitable for humans.

Fortifications: Basic defences.

Plasma Weapons: Powerful and devastating weapons. A single plasma charge can completely vaporise any human foe.

Plasma Rifles: Better and larger version of these plasma weapons.

Republic: This is a democracy like we know it today. However, the term democracy isn't used anymore due to WW3 in the 21st century due to various causes.

Plasma Artillery: Really large and powerful plasma weapons.

Heavy Plasma Rifles: Larger versions of regular plasma rifles.

Super Computer: Really advanced and smart computers. They are in almost anything superior to humans.

Martian Victory: Event technology

Ship Restoration: Ship building is an art long lost to future man. Reinventing it will be necessary to rule the oceans.

Battleships: Ships primarily used for combating other ships.

Terraforming: Transforming a planet to make it more hospitable for humans

Advanced Ship Design: State of the art ships.

Hoover Packs: nifty devices which allow people to hover above the ground.

Fanaticism: Modern fundamentalism, the only difference is that this doesn't have to be religious fanaticism.

Save AM Containment: This make sure that antimatter won't ever "escape" from it's containment. This will avoid a Containment Breach (Nuclear Meltdown)

Hybrids: A cross between humans and aliens. The best of both worlds.

Guerrilla Warfare: speaks for itself

Heavy Plasma Weapons: Large and powerful plasma weapons.

Fighter Beasts: Aggressive creatures used in warfare.

Alien Technology: unresearchable tech

Advanced Quantum Physics: The most abstract form of Physics.

Nuclear Fission: The ability to splice atoms.

Nuclear Power: The ability to harness energy from splicing atoms.

Nuclear Fusion: The ability to fuse atoms.

Fusion Power: The ability to harness energy from fusing atoms.

The Laser: Concentrated beam of light. Can be used for all sorts of things from weapons to computers.

Physics: A science that searches to understand "nature".

Quantum Physics: A form of abstract physics to tries to understand more complex structures in our universe.

Ships: Do I really have to explain this? Really? 

Improved Plasma Weapons: Advanced form of plasma weapons. They are more powerful, more reliable and easier to use.

Anti-matter Production: The ability to create anti matter particles.

Matter/Anti-Matter Reaction: The ability to control a matter and anti-matter reaction.

Zero-Point Energy: the most advanced form of energy...also the most rewarding if you can harness it.

Artificial Gravity: This is needed to allow humans to live in space for longer then a year. Very useful for spacestations.

Space Colonies: The colonisation of new worlds brings new possibilities for science and brings new resources to harvest.

Heavy Battle Drones: Larger versions of normal battle drones.

Autocracy: A government like the absolute monarchies in medieval Europe.

Electronic Entertainment: computers to entertain citizens.

Devotion: You people will follow you blindly.

Better Ship Nav.2: This technology will degrees the chances of your motorboats and 

Large Space Station: Large cities orbiting the Earth.

Better Ship Engines: This technology allows your ships to move faster.

Magnetic Fields: Magnetic fields can be used for a lot of things, from storing anti-matter to monorails.

Atomic Theory: Theory that all matter is build up from tiny particle called atoms.

M/AM Reactor: Ability to harness energy from matter/anti-matter reactions

Interstellar Colonisation: The colonisation of distant planets outside our solar system.

Intrepid Class: Intermediate Spaceships capable of warp flight.

Cruiser Class: Large Spaceships capable of warp flight.

Spacedocks+Teleporter: spacedocks for launching spaceships, teleporters to transport matter almost instantly.

Magnetic Levitation: The ability to have things "float" above the ground by using magnetic fields.

Phoenix Project: Event technology.

Advanced Applied Science: The ability to construct really complex structures.

Genetic Crops: Genetically engineered crops. You can now build Farmlands.

Aristocracy: Government form like in ancient Greece. Only the elite can vote.

Worker Drones: Robots replacing humans in manual labour.

Plasma Cannon: Old cannons fitted with plasma weapons.

Matter-Energy Conversion: The ability to change energy into mass and visa versa.

Better Ship Nav.1: Decreases the chance of wooden ships and motorboats of being lost.

Garbage Convertor: Ability to convert garbage into energy, thus decreasing pollution.

Small Replicators: These devices allow energy to be changed in matter on a small scale.

Rebel Technology: Only for the Rebels.

Holodecks: Rooms fitted with holographic projectors for entertainment (just look at Star Trek :))

Nanoprobes: small robots the size of atoms. They can do anything depedning on their numbers.

Genetic Engineering: The ability to make a lifeform just the way you want it. Great for food production.

Holograms: The ability to create "illusions". All things projected aren't real, but they look real.

CT: Nazca: Event technology.

Trade: Still the same

CT: Manhattan: Event technology.

CT: Kinshasa: Event technology.

CT: Terra Primus: Event technology.

CT: Gironde: Event technology.

New Millennium Tech: Future technologies.

Mercenaries: Soldiers who fight for money.

Undersea Engineering: Once you've researched this you can build huge structures on the bottom of the oceans to harvest the ocean's bounties (food and resources).

Cryogenics: The ability to freeze a person for years, and to later revive him/her.

Forcefields: Advanced form of magnetic fields. These fields can effectively block anything (to a certain degree of course).

Seeker Technology: Only for the Seekers.

Advanced Plasma Weapons: The best form of Plasma Weapons.

Mutant Technology: Only for the mutants.

Golden Horde Tech: Only for the Golden Horde

No MI: Makes sure that mobile infantry units can't be build.

Alliance Technology: Only for the Alliance (although the seekers also have it for game mechanics)


IMPROVEMENTS


All improvements and wonders have been altered. For descriptions check the civpedia, for scientific explanations read the "scientific theories" section in this readme.


GOVERNMENT


I've renamed all forms of government. Switching is allowed, but new governments can't be researched. A few small changes: settler units always eat just one "food". Autocracy (Monarchy) supports 4 units, Marxism (Communism) 5, and Fanaticism (Fundamentalism) 6. The governments are:

1. Anarchy = = > Anarchy (still the same)
2. Despotism = = > Dictatorship (basically the same)
3. Monarchy = = > Autocracy (the same, but this time without a monarch as the head of state)
4. Communism = = > Marxism (the "original" form of communism, not Leninism or Stalinism)
5. Fundamentalism = = > Fanaticism (the same, but this doesn't have to be religious fanaticism)
6. Republic = = > Aristocracy (only the elite have rights like voting, like in ancient Greece)
7. Democracy = = > Republic (just a name change, the term democracy isn't very popular anymore since WW3 in the 21st century)


SCIENTIFIC THEORIES


Here I'll give some brief explanations of the various scientific theories I've used in my scenario. I'm not a physicist so I can't explain it very well, but this gives at least some indication.

Warp flight: According to Einstein nothing can go faster then the speed of light. He is correct at this, but there's a way to get around this. It is possible to bent space-time (the 3 dimensions of space + the fourth dimension Time.), bending the universe itself. I can give you a small example which has a similar effect. Pick a piece of paper and picture that that pice is the universe itself. Let's say that you are on one side of the paper and you want to go to the other side. Normally you would have to go all the way across the paper to reach your destination...unless you can bent the universe. No put the two ends of the paper and connect them. Now the universe has a different form, instead of flat it now is round. This way you won't have to travel such a distance anymore to reach your goal. The same things can be done in normal Space-Time...the only problem is our limited knowledge of the universe.

Matter-energy conversion: As Einstein has said, E = MC2 (this is supposed to be "C square" :)) Energy equals matter times the speed of light times the speed of light. Light speed is a constant factor, it won't change. Therefor energy equals mass times a certain fixed number. Matter can be converted into energy and visa versa.

Teleportation: This is an advanced form of matter energy conversion. If you can brake up matter into energy then you can transport it with the speed of light. Once it arrives at the destination you can put it back together.

Replicators: These also work on the same principles. If you need food just convert some energy into mass and then arrange this mass into the right substance you want. This will also mean less garbage since you can just convert garbage back into energy.

Advanced Recycling: Every substance is build up from atoms. If you can break up garbage into individual atoms then you can use these atoms again for something else.

Orbital Theter: This idea was invented by a Russian scientist some decades ago. It is basically a huge elevator from Earth into space. This way you won't need all those costly space launches like we have today. It works with magnetic elevation to propel the cabins. This way it's much cheaper then space launches once it's build.

Anti-Matter: At the big bang all matter was created (except for some new matter created by matter-energy conversions). However for every X number of particles (I don't know the exact figure) one particle of "anti-matter" is created. Anti-matter is the counterpart of all matter. They are positive in everything a normal particle is negative in and visa versa. For instance, an electron has a negative charge, but it's counterpart, an anti-electron (or positron I think), has a positive charge. When a matter particle and an anti-matter particle collide both particles completely disappear but they do create an incredible amount of energy. There are already facilities in the 20th to create anti-matter.

Plasma Weapons: Plasma is ionised gas...and very dangerous. If you though it there won't be much left of you. Plasma weapons shoot small canisters filled with plasma who explode when they hit something, causing massive destruction. Inside the canisters the plasma is harmless since it's contained by a magnetic field.

Zero-Point Energy: One of the most advanced forms of energy. It's basically the energy that keeps everything together. It keeps planets around stars, moons around planets, electrons around the atoms core, and even particles from imploding. One particle, no matter how small, has an incredible amount of energy. If you can tap that you'll have a nearly unlimited supply of energy, although the particle used would implode.

Theory of Everything: A theory that explains the entire structure of the universe. Scientist are trying to find it in the 20th century but they are still to primitive.

Aliens in Earth's past: Anyone who read any of the works of Von Däniken know what I'm talking about. He believes that the "gods" in Earth's past were actually extraterrestials who visited Earth.


ERRORS & BUGS


It is possible that you get a report like the "war between A and B has ended". These reports can be bugs since some wars simply can't end and the AI won't stop attacking. The following wars can't stop once started: Seekers vs anyone, New Earth vs Horde, Alliance vs Mutants, Alliance vs Rebels, Alliance vs New Earth.

The New Earth Republic's leader doesn't have a title, although I clearly gave one. I can't do anything about this

Other bugs might be that ground units attack air units. Only the AI can do this.

The AI can still bribe some units, but most of the time only refugees/militia units.

If you have the chance to research "Alien Technology" then don't do it. The chances of this happening are unlikely, but it could happen. Just don't research it if you have a chance, the AI won't do it also. Also if you can get your hands on "Martian Victory" and Phoenix Project then don't do it. I've tried to remove them completely from the tech tree (no, no perquisites) but this makes the wonders unbuildable. This is the only "houserule" in this scenario.

Some words might seem wrong to Americans, but that's because I ran the English (great Britain) spelling checker on my PC instead of the American one (like honour instead of honor).

It might happen that "Alien" units appear early in the scenario (before the Alien event). Ignore this...unfortunately I can't fix it.


WINNING THE SCENARIO


Your goal is to conquer/liberate/unite the Earth. This can be difficult 8and tedious) so that's why I've used the objectives system. One note though: A nation can't get a decisive victory if it doesn't control Terra Primus. Not that this is to difficult though.

Some nation might be better suitable to accomplish this decisive victory then others, but that's just more challenge. The Seekers and Horde are relatively easy to play, the rest can be somewhat more difficult.


STRATEGIES


Note: Under this part are the strategies for the different playable nations. The Alliance, Rebels and Seekers have the largest strategy section since they are the main characters in this scenario. The rest also starts out with less problems.

Alliance: At the start of the scenario you find your three settlements under attack by rebel forces. Your army consists mainly of defensive units like MP, Infantry and Advanced Infantry. You have one spaceship...you'll need it. In Mexico you'll only to defend the south throughout most of the scenario, in Africa you're under attack from the south and north east. In India you are initially only attacked from the south, but be prepared for attacks from other directions by the Horde. Have your large cities (Great Delhi, Great Mexico, Terra Primus) build heavy ground units for both offence and defence, like Heavy Battle Drones. In the beginning just defend and fend of enemy attacks...you'll need your spaceship here. Don't do anything rash...and don't relax for just a second. Keep your defences up at all time. Use the fortresses to keep enemies from pillaging your farmlands to keep your population from starvation. In Mexico you'll encounter the Seekers soon enough, and they'll make it really difficult for you (and the rebels). In India the Horde will also (probably) attack you after some time. Be prepared or you'll loose both cities there. The other nations will pretty much leave you alone in the early part of the game. The Pacific People, if you encounter them, can help you against the Horde. The Mutants and New Earth Republic won't pose a threat in the beginning of the scenario.

Seekers: At first stick with fanatics, they are the best you have at the time. When you get the "big guns" build Walkers and UFO's to attack your enemies, but let you smaller cities still build fanatics to use as scouts. The conquest of south and central America will be a piece of cake, but the mutants in North America will put up quite a fight. Nothing you can't handle though. What to do when America is conquered? You can use your Wooden Ships to ferry units across the oceans, but since they are weak and since they have to stay near land it isn't the best solution. They will be an easy target for spaceships and the New Earth and Pacific Navies. Try to build Spacedocks instead in your cities and transport your units that way.

Rebels: At first the Alliance might seem invincible, but they're not. They have great units, but the AI doesn't know how to use them properly. Take you time and use guerrilla to move through enemy lines and fortify them on hills to take out some enemies. In Africa the Alliance will attack the middle east, and they'll probably take some cities there. Take advantage of this. The AI will send most of it's units to the north east so you can attack them from the south. It shouldn't be to difficult, but don't underestimate them either. In Mexico the Alliance is just the first enemy, the Seekers will make you life much harder. There is a large chance that you'll loose all your cities in Mexico. Also use fortified Guerrillas on hills and jungle. In India the Alliance might make an all out attack on your cities, but you'll probably survive this. All in all won't it take more than 50 turns at most to completely take out the Alliance and win the (first part of the) war. Did you beat the scenario now? No way! Next are the Seekers who'll be bugging you...and since you'll have to reach your objectives I suggest you start conquering some more!

Horde: Not much strategy here...just keep on the offence and you'll be fine. Don't mind breaking a few treaties here and there to get what you want. First take as many barbarian cities as possible, then go after the New Earth republic (an event will make sure of this). Attacking the Alliance, rebels or pacific people can be very rewarding as well. Basically nobody likes you so getting into a war won't be that difficult. But this will also mean that you'll be fighting a war on multiple fronts.

Mutants: First expand to the west by conquering barbarian cities. Then you can go to attack the Pacific People. If you get a war with the Alliance (trough events) then attack them first. Beware the Seekers though, they'll come for you after some time. Better be prepared.

New Earth: try to conquer the larger barbarian cities first like Atica and Roma. Then take some of the smaller ones. You'll probably get a war with the horde (trough events) so beware. I don't think they'll be that much of a threat since they have a huge empire to defend, but since you're a democracy (Republic in the game, you can change it though) war won't be easy. Use research to your advantage, since you're ahead of all other nations except for the Alliance.


FAQ'S


- Why didn't I make a multipart scenario? Well, I think that playability is the most important thing in a scenario. A multipart events feat like Spartacus or Shannara is great in it's own form, but there are to many houserules. The scenario decides how you should play the game. In this scenario you decide how the scenario should be played.  More freedom of actions, more civII, less plot based, less houserules. It's just a matter of tastes, but I like scenarios with more freedom. In fact I liked John Petroski's New Germany scenario better then Ansteig. Two other reasons for not making it a multipart sceanrio are to make it more user friendly. All that changing of event files can be annoying, and this would also mean a total of at least 12(!) event files. The last reason is the lack of time :)
- Why did I enable pollution? I did it just to make it more realistical. Eventhough many new technologies exist, mankind will still keep polluting the planet.
- Why can't I play the Pacific People? Three reasons: The lack of time, the lack of a good story line, and for game mechanics. I didn't want the action to evolve around the pacific, so therefore I placed a tribe there to slow down/stop expansion in that direction.
- Why are all the civilization advances scientific? Why not social? Well, do you know what the future would come up with? People in the 15th century couldn't imagine Communism, just as much as we can't imagine what society or government we'll have in the future. Also all social ideas have been "created" in the past. The ideas of Communism existed long before the first Communist state. Another reason is the fact that technology becomes more and more important to mankind. In the future this will just increase.
- Why make 6 separate events.txt, briefings and *.scn files? Since it's really difficult to balance one scenario file for all 6 or 7 tribes I decided to give every nation (except for the Pacific People) their own events, briefing and *.scn file. Another reason for the events and briefing is to create additional atmosphere. You now see the events in the world through different eyes. The message you get if Terra Primus is captured is different for all tribes. He rebels will be filled with joy, the  people of the alliance will be sad. It's a great way to ad to the atmosphere.
- Why no cities.txt? Well, why should I? Who says people in the future won't build New York in Asia? It happened before since cities as Portland and Plymouth exist on different continents.
- What are all those weird city names? Did you made them up? No, only Terra Primus is my own idea. The rest actually exist or existed in some form. Those names in the scenario are either: names of present day cities in another language then English (French, Latin, Russian, etc), names of cities that existed there in the past (and which are obviously rebuild), names of local tribes that live(d) there, names of rivers that run there or names of the area they're in (like Patagonia in South America)
- Why did I have many units ignore city walls? This is for gameplay and realism. Now you still have to build the weaker infantry units to attack cities, thus making your army more divers. It's also done for realism since large Tanks or Robots are an easier target for cannons then infantry units.
- Why are guns still used in this era? Well, just think about it. Swords were used long before the birth of Christ, and they still played a role on the battlefields in the 19th and in a lesser degree the 20th century. In the Napoleonic Wars soldiers still had a sword to fight with, in the 20th century freedom fighters still use swords when they don't have enough guns. So why can't guns still be used in the 31st century? Three other logical reasons are that guns are more pratical then plasma weapons, guns are cheaper then plasma weapons and that technological advances have been halted from the war in the 21st century till the 25th century.
- Why no descriptions.txt? That's because I've created this scenario using FW. This text file is only used in ToT and MPG/UCC
- Why did you "borrow" art and sounds from other persons work? Here we have a saying, "better a good rip off, then a bad idea". Why reinvent the wheel if it's already there? There's no need for it. But to keep it somewhat more original I've edited some of the sounds and art, and a lot of sounds and art are borrowed from "hard to get" scenarios found on the Internet. I did create some new things though (especially the sounds).
- Why didn't I gave the "non researchable" technologies just the perquisites "no, no"? Well, I tried this at first, but if you do this then the wonders and improvements can't be build anymore have this tech as it's perquisite.
- Why can't I see rebel cities on the tiny map in the top right corner? I've done this on purpose to at to the atmo. Now it seems like the Alliance doesn't know where rebel camps are (like in Vietnam). You can still see them on the regular screen so don't worry :)
- Why didn't gave the aliens a better story line? I wanted to let the scenario evolve around one main theme, the Alliance-Rebel war. If the aliens got a better and more complex story line then the main theme wouldn't be so "main" anymore. I used the aliens as a tool to make the scenario better as a whole, not to dominate the scenario entirely. They are just an "added effect".


WHAT DO I THINK OF THIS SCENARIO?


I think it's turned out pretty neat. First I had some other plans with this scenario (like events) but  decided to let it drop. I focussed on the playability here, and that came out pretty good. The AI can be quite good and can give you a good run for your money. If you play the Rebels or the Alliance then there is a large chance that the AI might actually take some important cities from you. I didn't create unmovable units or having AI units pop up with events to make them so strong. It is actually quite capable of acting by itself. Still, a veteran human player will defeat the AI, like always.

Another thing that's really great is the artwork and sounds. Although a lot of it isn't my own, it's still really good. Try to do what I did. Play the scenario for about 20 or 30 minutes and save the game. Then remove the art from the scenario folder and load it again. Besides the possibility of ships on land the difference is really amazing! Just look at the difference from the original art (that many scenario creators still use).

A third thing is the ability to view the scenario trough different perspectives. As far as I know no scenario has done this before me, and if they have it can't be more then an Axis and Allied version of WW2. Here every nation has different text popping up with events, and a different briefing. This way you can really feel the atmosphere in this scenario. It is better to have an event say something stated as a matter of fact, without any emotion behind it.

Fourth is the realism of my scenario. All things I've used have a scientific bases, nothing has just been "made up" by me. All things which seem incredible can exist in real life in the future, although they might seem farfetched.

On overall I really like this scenario, and I hope you do too. Don't just ignore this scenario because it isn't historical, or it doesn't have multiple chapters (events).
