WORLD WAR II- THE PACIFIC THEATER
		                             by Harlan Thompson
                         with help from Hubert Tomaz Terseglav Tomazin and Uros Trsan

(please use New Courier font and widen the margins if you want the tech chart to read
correctly)

	The date is December 7, 1941- "a day that will live in infamy."  The Japanese
are sneak attacking Pearl Harbor and other targets throughout the Pacifc.  At first
the Japanese were winning everywhere and threatened India, Australia and Hawaii.  But
the Allies won the key battles of Midway and the Coral Sea, turned the tide and
eventually defeated the Japanese.  As the Japanese can you avoid these defeats and
keep the Allies bottled up until they lose their will to fight?  Or will the Allies
inexorably take back your conquests with the possible help of nuclear bombs?
	This is a big, complicated and time consuming scenario, to match the
complexity of WWII.  Most every type of file that can be changed has been changed.
Each turn lasts a long time, but there are only about 30 turns.  The scenario has
really been designed for a Allies vs. Japanese multiplayer game, but until the multi-
player version comes out, the human player as the Japanese is the only version that
will work.  Do not play any other civ!

INSTALLATION FOR THOSE WITH FANTASTIC WORLDS CD-ROM
	If you have the CD, follow this simple procedure:  Make a new folder under
your Scenarios folder (which is inside your Civ2 folder).  Call the folder "WW2Pac"
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.

INSTALLATION FOR THOSE WITHOUT THE CD-ROM
	Simple: this will not work for those without the Fantastic Worlds CD-ROM.
Sorry.  Buy the multiplayer CD-ROM when it comes out and you'll be able to play anything.

THE PLAYERS
	The game has been designed for the human player to be the Japanese.  Period.
The other civs are not recommended at all.  Why?  Because the computer AI has proven
totally incapable of playing the Japanese in playtesting, so being the Allies for
instance is much too easy.  As an example, despite my best intentions, when the
Japanese is played by the computer it takes years for it to conquer the Dutch Indies
when any intelligent player could do it in two to three turns.  Fear not if you
don't want to play the evil Fascists though: when the multiplayer version for Civ2
is released I will release a version of this game designed for a two player Japanese
vs. Allies conflict.  I have given the Allies a lot of advantages to compensate for
their lack of strategy played by the computer AI, but these will be taken away for
the multiplayer version (note though the Allies and other computer civs still don't
know how to use Carriers correctly! Grr).  
	Whatever player you choose to be, remember that its not just about making
military units: developing the economy with Factories, Manufacturing Plants, Airports,
Universities, Engineers and so on will also greatly help in winning (on the flip side,
the stupid computer civs build too much of this stuff, so they are not able to build
most "peacetime" city improvements in the hopes this will force them to build more units).

THE JAPANESE- FASCISM (Fundamentalism renamed)
	The Japanese strategy is simple: conquer all of East Asia while keeping the
Allies (the Americans mostly) at arm's length by destroying Pearl Harbor and depriving
the Allies of forward bases to strike back at Japan.  Eventually the U.S. and other
Allies will tire of the great cost of retaking all of the Japanese Empire and they
will sue for peace.  Well in fact, this strategy backfired horribly.  Instead of
convincing the Americans to quit the war, Pearl Harbor convinced them to fight back with
a vengance and with the much greater industrial might of the U.S. (not to mention
its nuclear weapons program), the Japanese were doomed to lose eventually.
	Could history have been changed?  Most people today tend to think of the Pacific
theater as much less interesting than the European theater because the Japanese had no
real chance of winning.  But actually the really amazing thing is that the Japanese
didn't do alot better than they did.  First off, they totally blew their opportunity at
Pearl Harbor.  The commander in change of the task force against Pearl Harbor was dead
against the idea and so attacked very half-heartedly, leaving most of the fleet there
and all of the facilities intact.  Then, after taking all of Southeast Asia in short
notice, its baffling why the Japanese didn't try to conquer nearly undefended Australia
and India (the Australians in fact were only going to try and defend their southern
cities like Syndey and give up the rest without a fight).  Then, the Japanese lost the
key battles of Midway and the Coral Sea despite having much greater forces and better
equipment.  Later, the Japanese came close but failed to conquer all of China.  Had
they done so they would have freed up a million troops and deprived the Allies of key
air bases to bomb them from.
	The point of all this is that the Allies got lucky.  As the Japanese you should
avoid making the same mistakes as happened in real life mentioned above.  But still
your job will be difficult.  You have little choice but to follow the containment
stategy, because conquering North America is probably impossible.  For the first few
turns you won't find much opposition, but soon the greater technological and economic
ability of the Allies will be felt.  But if you can conquer all of Asia and the Pacific
quickly, the U.S. troops will have nowhere to attack from (or launch atomic bombs from!).
Then hold on until 1947 when the Allies might finally concede a stalemate.
	The Japanese can never build the Spy unit, and the chances of getting the Atomic
Bomb or other advanced units through trading are slim and most of them won't work for the
Japanese anyways (they are civilzation specific).  So although the weapons of the
Japanese are better than the Allies at the beginning of the war, this will soon change.
You probably will want to maximize your science rate so you don't fall too far behind
with new units.
	The Japanese capital is Tokyo, but they have many other Palace city improvements
(in Hsinking, Nanking, Hanoi, Bangkok, Truk and Kwajelein).  This is to make the buying
of Japanese cities much more difficult since in fact the Japanese almost never
surrendered (the cost of buying a city gets more expensive as you get closer to a
Palace).  The cost of buying cities also is connected to the amount of money in your
treasury, so keep a good amount in there at all times unless you want your cities
easily bought.
NOTE: For those who play multiplayer or Allies with this, please follow these house rules:
no buying of Japanese cities!
	Beware of overexpansion.  Conquering all of India, Australia or China will cause
the Allies to shift more of their resources to the Pacific front from Europe, so the
better you do they more resistance you will have in the unconquered areas.  And beware
of attacking North America itself: The United States declares martial law and starts
making units at an even faster rate.  Time is working against you, so act fast.

THE ALLIES- DEMOCRACY
	Nearly the entire Allied naval force was based at Pearl Harbor at the start of
the war.  Chances are the Allies you will lose most or all of this force on the first
turn (not to mention a large number of cities all over the map).  However the Allies were
very lucky that all three aircraft carriers and one battleship were roaming the oceans at
the time. More bad news for the Allies: India, Australia and the South Pacifc islands
are very lightly defended.  The British (and even the Australians) were too occupied in
Europe to leave many troops behind. Aside from some troops in Singapore and Burma, the
only other big force is a second rate British fleet off the coast of India.
	On top of that, at the start of the war the Japanese naval and air units are
superior.  Nearly all of them are veteran from years of war with China while the Allies'
are mostly untested.  Japanese boats can move faster and Japanese air units can move
farther and attack better.  But eventually this should change to the Allies' favor.
Its technology rate is much faster than the Japanese and what's more it can steal techs
from the Japanese.  Ultimately only the Allies possess a reasonable chance to eventually
make nuclear weapons during the war.
	To compensate for the lack of intelligence by the computer in playing the Allies,
I gave all Allied exclusive units an extra hit point.   Allied planes also have their
range, turns away from city and so on greatly expanded or else the computer isn't clever
enough to get the planes from North America to Hawaii and beyond. In addition there are
many events in the events file that help the Allies and hurt the Japanese.  The Allies
are also regularly given many extra units through the events.txt file.

RUSSIA- COMMUNISM
	Chances are Russia will not play an important role in this game. Needless to say,
Russia was just a little occupied on the other side of the world with the Germans and
didn't place more troops than necessary in the Far East.  Japan and Russia actually
fought a little known war around 1939, but it was inclusive and they made a truce.
Later the Japanese signed a peace treaty with them because both countries didn't want
to fight on an extra front.  So even though both countries are bitterly fighting each
others' allies, they are at peace.  Unless Japan gets her mad, Russia should act fairly
neutral.  On the other hand, the Allies could attempt to make the Russians allies (in a
Civ2 sense) and attack Japan from the north through Russia.
	The cities of Moscow and Irkutsk are rather unrealistically placed on the edge of
the map, because without them Russia wouldn't have any economic power at all.  Since
both these cities are placed on mountains, they should be pretty unbeatable.

KUOMINTANG (NATIONALIST CHINA)- DESPOTISM
	The Kuomintang are in bad shape.  They have been at war with the Japanese for
years and have already lost the most important parts of China.  Their economy and
technologies are grossly underdeveloped compared to the Japanese.  Their government is
very unpopular, corrupt and inept.  About the only thing they have going for them is
sheer numbers and an annoying partisan force keeping much of the countryside from the
Japanese.  The hope is that attacking the Kuomintang will prove to be such a drain of
resources that the Japanese will decide not to bother.  The main ideological enemy
of the Kuomintang is the Communists, not the Japanese, so don't expect them to be very
aggressive towards you.
	If the Japanese can disrupt the Burma Road from India to China by which the Allies
keep sending aid to the Kuomintang (represented by extra 300 gold per turn), the Chinese
economy will be badly hit (this money will stop).  This can be done by taking Kunming or
Chungking, but it also will increase Allied concern for China.  Already the Allies are
sending a good amount of airplanes which operate from airbases deep in China against the
Japanese. The Japanese occupation of these bases will force the Allied air support back to
India.

RED CHINESE- COMMUNISM
	The Communists are just barely hanging on to life in this game.  They were
nearly destroyed by the Kuomintang a few years earlier in Southern China, so they made
the famous Long March to more defensible positions centered on the city of Yenan.  There,
in caves and mountain retreats, they hope to hold out till the end of the war when a
civil war with the Kuomintang is expected.  So despite having guerrilla bands deep in
Japanese territory, the Communists would be just as happy to not attack the Japanese
if they could help it.
	Technologically the Communists are as behind as the Kuomintang.  But their
government is at least a lot better than the corrupt and ineffecient Nationalists.
It will be hard to wipe out the Communists because their few strongholds are all
located literally on the tops of mountains.  The Communists also have Partisans appear
from time to time behind Japanese lines, capitalizing on popular hatred of the oppressive
Japanese occupation.  The Japanese can prevent this from happening by locating all the
spots where such Partisans appear and permanently occupying them.  This is not easy-
there are many such spots.

DUTCH EAST INDIES- REPUBLIC
	This civ is pretty much doomed.  Defending the 13,000 or so islands of Indonesia
after the Netherlands has already been conquered by Germany and with a local population
eager to get rid of their colonial masters is too much for the few land troops
available.  The hope is that the Allied navy would help the Dutch ships to defeat the
Japanese before they landed, but even this isn't too likely.  The Dutch also start out
with a number of Mines here and there to slow down the expected invasion fleets.
	So the Dutch Indies are like an ripe fruit, just waiting to be picked. In
particular they have great oil and rubber production that Japan desperately needs to
keep its economy running.  Oil in particular is all important in this war (see the 
description of Oil in the "Other Changes" section below).

NATURE
There is a seventh civ, representing the forces of nature.  This is purely an
administrative thing to make the Coral Reefs work.  Everybody is at peace with this
civ and that shouldn't change.  Whatever you do, don't choose this civ to be the
human player!  Don't talk to it either.

The following civs are permanently at war with each other:
Japanese and Dutch
Japanese and Allies
Japanese and Kuomintang
Japanese and Red Chinese
Kuomintang and Red Chinese

THE TECH TREE
	Up to a point, the order of technology advances is more or less the same as the
usual game (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, many leading up to the development of nuclear
weapons. Hopefully this chart below will be all the help you need.
	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).
	Use this tech tree below to figure out what to research next.  The notes in
[  ] indicate limits on what civs can build those kinds of units.  J= Japan, US= Allies,
and R= Russia.  For instance: Zero Fighter [J only] means that only Japan can build
that unit of all the civs that develop that tech.  On the other hand: Atomic Bomb [not J]
means that every civ BUT Japan can build that unit if they get that tech.

                                                                             
             EXPLOSIVES    MACHINE TOOLS                         AMPHIBIOUS WARFARE
              Engineers      Artillery,    INDUSTRIALIZATION     Port Fac.,Submarine,
                    \     Bazooka [US only]      Factory         Marines [US,J only]
                     \        /      \             |           / Transport [US only]
 ADV. FLIGHT          \      /        \            |          /     |          |
  Anti-Aircraft,       MINING          \       MERCHANT MARINE      |          |
 |  Bomber       \      Mine            \    S. Docks, L. Craft,    |          |
 |     |          \                      \      Heavy Carrier       |          |
 |     |           \                      \             |           |          |
 | TORPEDO BOMBING  \     MOBILE WARFARE   \        LABOR UNION     |          |
 | Torpedo Bomber    \     |   Light Tank   \         |     |       |          |
 |  [US,J only]       \    |         \     HEAVY ARTILLERY  |       |           \
 |               /-----+---RADAR      \      Howitzer       |       |            \
 |              /       \ Airport      \       |            |       |             \
 CARRIER BASED AIR       \  |  \--------+------+------------+-> RADAR SUBMARINES   \
Zero Fighter [J only]    |  |           |      |            |    Adv. Submarine     \
Dauntless D. B.[US only] |  |          HEAVY ARMOR          |                        \
Hellcat Ftr [US only]    /  |   Medium Tank, Sherman Tank---+--> MOBILE ARTILLERY     \
Val Dive B. [J only]    /   |    [US only], T-34 [R only]   |    Mobile Artillery      \
 |       |             /    |                  |            |                          |
 | RECONAISSANCE <----+---CONVOY PROTECTION <--+---NAVAL COMMUNICATIONS                |
 |  Catalina         /      |                  |     +1 Naval Movement,                |
 |                  /       |                  |      PT Boat [US only]                |
 |                 /        |                  |           |             COMBINED ARMS |
 |  SUICIDE ATTACKING <-----+------------------+-----WAR MOBILIZATION     Paratroopers |
 |  Kamikaze [J only]       |                  |      Manuf. Plant,            |       |
 |                       ESSEX CARRIERS----\   |    Seabees [US only]          |       |
 |             /-------- Essex C. Carrier   \  |            |          SPECIAL OPERATIONS
 |            /             [US only]        \ |            |         Commandos [US,J only]
NAVAL FIGHTERS                           PROXIMITY FUSE    /                 |      |
Mustang Fighter [US only]                  VT Anti-Air    /    COMMUNISM-----+-> ESPIONAGE
Shiden Fighter [J only]                        |         /   Police Station  |  Spy [not J]
Thunderbolt Ftr [US only]                      |        /          |         |
    |                                  GUIDED PROJECTILES          |         |
    |                                   Guided Missiles    GUERRILLA WARFARE | 
    |          ATOMIC THEORY              | [not US]              |       \  |
    |              |                      |                FREE FIGHTERS   JUNGLE WARFARE 
    |            NUCLEAR FISSION          |                  Partisans      Flame Thrower                     
    |                   |                 |
    |                 CRITICAL PILE TEST  |
    |                 Manhattan Project   |
    |                            |        |
 PRECISION BOMBING --------------+--> ROCKETRY ---> ANTI-AIR MISSILES
 Superfortress [US only]         |      |           SAM Missile Battery
       |                         |      |                          \
       |                         NUCLEAR TESTING                    \
   JET PROPULSION                      |                           MINIATURIZATION
    Jet Fighter  ------------>  PLUTONIUM BOMB                           |
        |                     Atomic Bomb [not J]------------------> COMPUTERS
     ROTARY WING                    |                               Research Lab
      Helicopter                    |                                /
                          ADV. ATOMIC THEORY                        /
                                    |                              /
                             FUSION BOMB--------------------------/
                           Hydrogen Bomb [not J]
                                    |
                              FUTURE TECH


UNIT NOTES:
	For the first time in my making of scenarios I've figured out a way to have
all the units appear in the Civilopedia.  So look up the stats there.
	Certain units in this scenario are exclusive to one civilization only.
When I say exclusive, I mean just that- only the civs that start the game with
those units can possibly ever build those unit types; even stealing the pre-
requisite tech is impossible (a little trick explained in Leon Merrick's scenario
making FAQ, http://www.glyphweb.com/civ2/reference.html).
	There are many restrictions on what civs can build which units.  It is all
highly complicated.  Essentially, many advanced units can only be built by the big
powers, Russia, Japan and/or the Allies.  The tech tree chart above shows which
units that are still unbuilt can be built by which civ.
	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!
	Certain units like Torpedo Bomber the computer civs have proved incapable of
using properly, so I had to take these units away but hopefully they will be restored
in the multiplayer version.

Below are some unusual units that may need a bit more explaining:

MINES (combined sea mine, land mine and anti-aircraft flak)
	This is a VERY unusual unit for Civ2.  The Mine is completely invisible for the
human player to see.  It can be used both on land and sea.  In the ocean, the Mine
has a movement of one.  On land the Mine can't move but you can paradrop it from a city
to any nearby land square, where it will stay until someone from another civ comes
across it.  Regardless how you use it, the Mine has no upkeep cost and does not cause
unhappiness by being out of a city.  You can move through squares with your own Mines
in them, but the only way to detect an enemy mine is by moving a unit with an attack
strength of zero (an Engineer, Seabee, Carrier type, Freight, Spy or Mine of your own)
into the area you think a mine might be.  If such a unit can't move into a square
(without zone of control problems) and you see nothing there, that means it must be a
mine.
	If you build a mine, its a little tricky in that you don't see any unit flashing
to show you were the unit is.  Look at the Status section of the screen and it will
show you the name of which unit you have currently activated.  If it still isn't clear,
use the "c" (center unit) and "v" (view ) commands to help you out.  After you
parachute the Mine, you need to hit the space bar once before you can move on to
another unit.
	Mines are mostly nuisances and ususally wound, not destroy, units that stumble
into them.  But be especially careful of them when moving your Landing Craft around.
Since these have an attack of one, they (and all the units in them) will almost
certainly be destroyed if they hit a mine.  Keeping another naval unit in front of them
is a good idea.  Finally, land or sea mines can also be attacked by airplanes (for
instance if you think a Bomber is headed for one of your cities, put a mine in its
probable path and that will end its turn!).  This may seem unrealistic at first, but
you can also think of the mine as anti-aircraft flak designed to hinder enemy aircraft.
	Chances are the computer players won't use the mines very well and don't like
building them, but expect to see some regardless, created via the events.txt file.

HOME FORCES
	The Japanese start out with many of these units, but they can never build any
more, and no other civ can ever build or have them either.  They have no movement
points, which means you can never attack with them.  There is one way to move them
though.  If the Home Forces unit is in a city, you command it to "Sleep/Board Next
Ship" from within the city screen, and then carry it by boat to another city where
you can fortify it again.  This is a good way to consolidate your new conquests.

TORPEDO BOMBER
	The Torpedo Bomber has the advantages and disadvantages of submarines.  This
means that, although it is an air unit, it is hard to see like a submarine ususually
is.  It also means that, like a submarine, it can only attack naval units out at sea.
It can NEVER attack anything on land or in cities.  After all, torpedoes are made to
destroy boats, and city harbors almost always had nets that kept the torpedoes out.
But when it comes to attacking boats, this unit is hard to beat.

CORAL REEF
	This is the strangest "unit" of all.  I named one of the civilizations Nature,
and this civ has no cities and only this one kind of unit.  It has no attack and cannot
move.  However it has a very strong defense so destroying a Coral Reef is not a good
idea, nor is there any reason to be at war with the Nature civ.
	So, instead of thinking of these units as units, think of Coral Reefs as a
terrain type.  These represent reef areas and shallows, like the Great Barrier Reef off
of Australia, that are impassable for troops, and also small islands that are
strategically unimportant.  No kind of units, not even air, can enter squares with
Coral Reefs in them, so just move around them.

SUPER BATTLESHIPS
	The Japanese only built two of these, though they worked on a third that never
got finished.  So to prevent the Japanese from building too many, they only appear via
the events.txt file very rarely.
	Meanwhile, the Allies built some super battleships of their own later in the
war: the Iowa class battleships.  But the number here was limited as well.  So look for
some Allied Super Battleships appearing later via the events.txt file also.

PARTISANS
	Partisans are different from the usual Partisan unit in one important way: they
have the adv./disadv. of submarines.  This means they are harder to see and also they
cannot attack other units (the computer civs may cheat sometimes on this last point
though).  So what do they do?  They still can pillage, and with their strong defense
they can sap the enemy when they are forced to attack them.

FLYING TIGERS
	This unit represents the Allied air defense of the Kuomintang.  Since normal
air units want to fly back to a home city each turn (i.e., India), the Flying Tigers
are destroyed after attacking so they will actually attack in China.  Permanently
occupying with a unit the airbases in China that exist at the start of the game will
force some Flying Tigers to disband, others to retreat to India.

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?
Borobudur                  (obsolete)               Djokjakarta      yes
Daibutsu Temple            Copernicus' Observatory  Tokyo            --
Empire State Building      Shakespeare's Theater    New York         --
FDR's New Deal             Adam Smith's Trading Co. Washington       --
Forbidden City             (obsolete)               Peking           yes
Golden Gate Bridge         J.S. Bach's Cathedral    San Francisco    --
Grand Canal                Pyramids                 Shanghai         --
Grand Coulee Dam           Oracle                   Spokane          --
Hollywood                  Michelangelo's Chapel    Los Angeles      --
Hoover Dam                 same                     Las Vegas        --
Jewel of the Orient        Colossus                 Hong Kong        --
Kremlin                    Isaac Newton's College   Moscow           --
Kyoto's Ancient Temples    (obsolete)               Kyoto            yes
Manhattan Project          same                     not yet built    --
Mao's Long March           Sun Tzu's War Academy    Yenan            --
Meiji Restoration          SETI Program             Tokyo            --
Nature Wall                Great Wall               Utopia           --
Navajo Code System         Apollo Program           Albequerque      --
Pagan Pagodas              (obsolete)               Mandalay         yes
Pearl Harbor               Lighthouse               Honolulu         --
S.E. Asia's Trade Center   Hanging Gardens          Singapore        --
St. Basil's Square         Cure for Cancer          Moscow           --
Statue of Liberty          same                     New York         unusable
Sumatran Oil Strike        King Richard's Crusades  Palembang        --
Taj Mahal                  Eiffel Tower             Delhi            --
United Nations Conference  United Nations           Washington       --
Women's Sufferage          same                     Washington       --
Yamamoto's Naval Strategy  Magellan's Expedition    Tokyo            --

OTHER CHANGES:
- It is four times more difficult than usual to research new technologies.
- Fundamentalist government is now called Fascism.  Fascist governments lose 50%
of science, and they cannot spend more than 60% of their budget on science.
- Fascist governments pay support (shields) on all units per city past 6.
- Communist goverments have a small amount of corruption in this game.
- Roads and rivers move four a turn instead of the usual three. 
- The Colosseum city improvement is now called Stadium and its upkeep is only one
per turn.
- Banks, Manufacturing Plants and Superhighways have had their upkeep costs reduced
a bit.
- The Offshore Platform city improvement is now called Shipping Docks and is a bit
cheaper to build.
- Pollution doesn't matter (except that caused by nuclear explosions).
- Hydro Plants have been eliminated- since there is no pollution in this game,
Hydro Plants are made unnecessary by the cheaper Power Plant.
- The special resource square types have been drastically changed.  In place of some
less important usual ones are these new types:

                 Food  Shields  Trade   if mined       if irrigated 
Oil (Jungle)       1      10      7      + 8 shields   --
Rice (Plains)      4      2       1      --            +1 food
Rubber (Jungle)    2      4       5      --            --
Timber (Forest)    1      2       3      --            --
Tin (Jungle)       1      6       4      --            --

Don't ask how there are now three special squares for jungle instead of the usual
two- these things just happen!  Note that a mined Oil square will yield 18 shields
a turn, plus lots of trade!  This shows just how important oil is in the war.  In
fact it could be argued the Japanese went to war mainly to get the oil of the
Dutch East Indies.  By the way, note that Oil is now only for jungle squares, not
Glacier and Desert types as usual, and the big mining bonus works only for Oil and
not the other normal (or special) jungle squares.
- Double the amount of food is required for a city to increase in size.
- Technology from conquest is forbidden.
- Government types cannot be changed.
- As a Democracy the Allies have a big advantage over the Japanese: their cities cannot
be bribed.  To help balance this, all Japanese cities have been given Courthouses, which
nearly doubles the cost of buying a city.  To discourage these from being sold, they
now have no upkeep cost. 

OBJECTIVES:
	There are a total of 310 objectives.  Every city at the start of the game counts as
an objective, strategically important cities count as 3.  Wonders do not count as objectives,
thanks to a computer bug that happens when one chooses that option.  The protagonist is
the Japanese.  To reach a decisive victory, it needs 268 objectives which is the entire
map minus Russia and North America.  A limited victory is 168 objectives- about the number
Japan had at their peak. 100 objectives or less (the number Japan starts out with) is a limited
defeat and 47 objectives or less for a decisive defeat.  If you play the Allies, measure your game
by the opposite of what kind of victory or defeat the Japanese has (if they have a decisive defeat
you have a decisive victory and so on).  Here is a list of all the cities that count as 3
objectives:

ALLIES            
Adelaide
Bombay
Brisbane
Calcutta
Delhi
Hilo
Hong Kong
Honolulu
Los Angeles
Madras
Manila
Midway
Noumea
New York
Pago Pago
Perth
Port Moresby
Rabaul
Rangoon
San Francisco
Seattle
Singapore
Sydney
Washington        

DUTCH
Amboina
Balikpapan
Bandjarmasin
Batavia        
Makassar
Medan
Palembang
Soerabaya

JAPANESE
Bangkok
Canton
Hanoi
Hsinking
Iwo Jima
Keijo (Seoul)
Kwajalein
Kyoto 
Matsuyama
Mukden
Nagasaki
Nanking
Peking
Osaka
Sapporo
Shanghai
Taihoku
Tokyo
Truk
Wuhan & Hankow

KUOMINTANG
Changsha
Chungking
Kunming
Sian

RED CHINESE
Yenan

RUSSIANS
Irkutsk
Moscow
Vladivostok

SPECIAL PEARL HARBOR STRATEGY NOTE:
	As the Japanese, your whole fate will hinge on how you do in your Pearl Harbor attack.
Be forewarned that Honolulu (i.e., Pearl Harbor), is filled with tons of units.  Over 20 in
fact, of all different types.  The square just north of Honolulu also has lots of air units.
You will want to create maximum destruction but also not lose too many units.  This is your
great gamble and if your air and naval fleet is destroyed in the process you're sunk because
you cannot rebuild nearly as fast as the Allies can.
	So to save your units I recommend to first attack Pearl Harbor with your Val Dive Bombers.
When the tougher Allied units are gone, bring in the Zeroes.  Once you have only weak and
wounded units in Honolulu, attack with your already used but still pretty healthy Vals and
Zeroes again and again till they are too weak.  Use the Torpedo Bombers to get the Battleships
just outside the harbor.  It is very hard to clear out the many air units north of the city and
will be very costly (its a hill square after all).  My advice is don't bother but get your
Carriers and air units the heck out of there so those air units don't get you the next turn.
Deal with them later.  If you can, leave some fresh units to attack Midway soon.  You will
need some base like that to let your many wounded air units recover.  You may not kill all
the Allied units and you have no ground troops to move in anyways, but you should at least
sink the major boats.  If the area is properly "softened up" you will be able to attack again
and conquer Hawaii in future turns.  To do so you will also have to figure out a way to
prevent Allied reinforcement from the mainland.
	Final note: be careful of moving an air unit onto a square with a Carrier and prematurely
ending your turn!

INTELLIGENCE REPORT:
	Also, here is roughly what your intelligence services would know about your opening turn
position.  Pearl Harbor, while having many units in it, is vulnerable to air attack.  Hong Kong,
Guam, the entire Dutch East Indies and all of India start out very lightly defended (usually one
unit per city). The Allied islands in the South Pacific and Australia are slighly better defended.
The Philippines are somewhat defended, but taken by surprise with units out of position.  Some of
the new Flying Fortresses have just been delivered there, and more are on their way to Hawaii.
Two U.S. Carrier groups are thought to be somewhere west of Hawaii, and one more is near the West
Coast of the U.S.  It will be a tough fight to conquer Burma and Malaysia.  Singapore in
particular is very well defended against sea and air attack.  In the first turn disorder will
reign in Allied defense plans, but after that prepare for guerrilla resistance around cities you
conquer.  However there should be little popular support for the Dutch masters in the Dutch East
Indies.  Expect a rapid Allied buildup in all areas they control.
	In China the war slogs on in a near stalemate as it has been for years.  Resistance to
advance is heavy, but the Chinese have little to counterattack with.  They also are very weak
against air attack.

NOTES AND THANKS:
	Thanks first to Hubert Tomaz Terseglav Tomazin and Uros Trsan.  I don't know where
you are now, but I hope you get to see this final product.  Thanks to Monk for his Mine
idea.  The Flamethrower sound is from A.K. and Chris Roder.
	The map I designed myself to maximize the part of the world needed for this.  It
uses a very strange projection.  Some units and wonders I created, but many were grabbed
from here and there.  Thanks to all who made them- its hard to track down the mostly
anonymous authors to thank individually.  Thanks also to Hein Valk, Tim McDowell, Paul Cullivan
and others who playtested and had good suggestions to offer.  The terrain used in this new
version is influenced by the terrain file created by CHRGU@t-online.de (sorry my download
didn't have a name attached to it).
	Feel free to use the map, units and icons etc that I made in your own scenarios but
please give proper credit. If you have any comments, questions or criticisms about this scenario,
e-mail me at: harlant@hawaii.edu.  Enjoy.  