Imperial Pride, version 1.5
Leon Marrick (Leon2M@aol.com)

Welcome to Imperial Pride!  It is your duty and privilage to
command the fortunes of an empire in the tumultuous world of 
1870 to 1914.  Units, structures, technologies, trade goods, 
civilizations, and the desert terrain are all greatly altered 
from the standard Civ II game, so remove the "Get_Info" appli-
cation from the "Pedia" folder to prevent misinformation.  Copy 
your original "Rules", "Labels", "Units.gif", "Cities"/"City", 
and "Torpedos" files before moving Imperial Pride's versions 
in (or use the modpack switcher).

     This is a long readme (there's a lot to know), so use the 
online help or scan the "Rules" file if you want a jump start,
and read the Questions and Answers below if confused.

1.)   Basic Unit Info
2.)   The Scoop on Structures and Wonders
3.)   Questions and Answers
4.)   The Imperial Theme
5.)   The State of the World
6.)   Known limitations of the scenario


Basic Unit Info (for altered units):

Artillery:  A state-of-the-art European-style army with heavy 
    weaponry.  Capable of amphibious assaults.  Expensive.
Cannon:  Native artillerists.
Cavalry:  A touch lower attack. Capable of amphibious assaults.
Dragoons:  Mounted natives with plentiful firearms of 
    obsolecent design.
Knights:  Mounted natives with few or no guns.
Legionary:  Members of a warrior society, accustomed to 
    conquest.  Short on guns.  Be careful of their attack.
Mounted Rifles:  These troops have the mobility to reach inland
    areas, and the defensive power to handle most threats.
    When defending cities, they are considered skilled Riflemen.
    Capable of amphibious assaults.
Musketeers:  Natives with plentiful firearms of obsolecent 
    design.
Pikemen:  Natives skilled at guerrilla warfare, but short on 
    guns, these units can be deadly defending in rough terrain.
Riflemen:  Same as standard.  Capable of amphibious assaults.
Warrior:  Primitive natives with an intimate knowledge of
    their homeland.

Home Defence:  A funky-looking chap with a defence of 10.  Can
    complete no action.  They say, in essence, "This place's 
    almost unconquerable.".  The historical review will warn 
    you where your opponents are likely to have them.  Cannot 
    be built.  Depending on my reading of how difficult the 
    region would have been to conquer historically, they may 
    be veteran and/or fortified.

Gunboats:  The modern power's way to bombard coastal terri-
    tories.  Not very fast.
Unarmored Cruiser:  Incapable of of shore bombardment (to 
    prevent either easy conquest of coastal cities, or the 
    computer players wasting fleets).  Fast and cheap, but not 
    powerful.
Armored Cruiser:  Incapable of shore bombardment.  More powerful
    and expensive than destroyers.
Battleships:  Can destroy targets at sea or on land with equal
    facility.  The most expensive units in the game.  Includes
    both pre-dreadnought and dreadnought battleships.

Diplomats and engineers cost a lot more (less stealing of techs, 
slower land alteration to match extended timeframe).


The Scoop on Structures:
    Building up your industry and economy is slightly cheaper 
(to make up for government limitations). You cannot build li-
braries or universities.  City Walls have been renamed "Bastions"
and are more expensive to build and maintain.  Harbors have also 
been made more costly (I didn't want little islands to support
valuable colonies easily).  Because it is extremely difficult to
relocate the productive citizens of your homeland, palaces are
beastly expensive.  You also have ways to control pollution.
    Three Wonders can be built, of which one actually serves
a game purpose - the Eiffel Tower.  Costs are adjusted accor-
dingly.


Questions and Answers:

    Q:  I'm playing the Traditionalists.  Why can't I advance
techs, trade, build most buildings, or use diplomats?  Why am
I so hated?  (etc.)
    A:  Their situation in this scenario is actually somewhat 
improved over what it was historically, particularly in the 
military sphere.  You are playing the discovered peoples; be 
grateful things aren't worse.

    Q:  Why is the bulk of South America a vast desert?
    A:  This game does not include most of that continent.
Also note the Balkans and much of Scandinavia.

    Q:  Why are many regions of the globe less habitable than
I'm used to?
    A:  Two reasons.  Now the map is closer to real-world con-
ditions and continental powers cannot become ridiculously
powerful.  I only changed the standard "World" map when
it served a game purpose.  Note that England and northern
Europe have as many resource squares as I could find.

    Q:  Why can't I build libaries or universities?
    A:  Only the mother country, also known as the metropole,
of an empire tends to be good at science.  The subject peoples
have more immediate concerns.

    Q:  (playing a difficult level only) Why can't I keep up
in science?  What should I do?
    A:  The computer players have no attitude penalties for
growing large.  Either steal techs from your foes, beg them 
from your friends, or develop your empire.

    Q:  (playing a difficult level only) Why don't some colon-
ies have any spare food with pacified citizens?
    A:  This is deliberate.  Many colonies are drains on your 
empire, and you must throw a great deal of good money after bad 
to rescue the situation.  Concentrate on improving one part of 
your empire at a time.

    Q:  Why can't I change my government?
    A:  To prevent foxy you from suddenly and easily making
your empire incredibly rich, keeping your citizens happy what-
ever you do, or too rapidly developing your economy.  Try
making your richer cities go into a "We Love the King Day".

    Q:  Why do Americans live under a Monarchy?
    A:  If they had a Republic or a Democracy, they would ad-
vance far more quickly and collect far more money than other 
nations.  Trade to America would be outragiously lucrative.  
They would have constant morale problems as soon as they sent
armies or navies abroad that would magically vanish as soon
as women got the vote.  None of these were in fact the case.

    Q:  Please, tell me WHY are there airbases in England?
    A:  Check the cities using those squares carefully.  If
your game has the same bug as mine, they produce as much food
as an irrigated square (farmed, with supermarkets) while simul-
taniously producing as many shields as a mined square.  Why
England?  If you need to ask that question, read the history
review.

    Q:  Why are some towns named after regions or colonies?
    A:  If by capturing a town, you should assume that you have
taken/pacified the entire region/colony, then it is named after
that area.

    Q:  Why are a number of nations lumped together into the 
Central European empire?  Ditto with the French and the
Chinese/Japanese.
    A:  This game is at the scale of civilizations, not nation
-states.


     I have put a great deal of work into giving this game as 
real-world a feel as the Civ II engine allows.  If you are 
solidly grounded in the history of the era, play and enjoy.  
If you are not confident that you understand what the world 
was like a hundred years ago, read on to avoid a bloody nose.


The Imperial Theme:

     It is 1870.  For Westerners and Japanese, it is a era of
optimism, progress, self-confidence, and expansion.  Trade is
booming, and each year the world seems a little smaller.
There seems no end to the wonders of science and engineering,
and most believe that, however giddy the economic cycle of 
rapid booms and sudden crashs, their children will do better 
than they.  
     It is the age of cultural expansion.  Whenever a civil-
ization has prospered, it has influenced its neighbors.
With the rise of the West, the spread of a culture does not 
effect a valley or a region, but the world.  Some protest 
at the cruel treatment of natives and aborigines, most focus 
on more immediate concerns, but enough people feel sufficient 
confidence in the modernizing, Christianizing, westernizing 
mission that mighty efforts are made to bring the truths known 
to the West to all the peoples of the world.  Everywhere, 
missionaries press for cultural reform; then subvert the exist-
ing order when they fail to convince.  
     It is the birth of the global economy.  Merchants come 
to every place accessable by sea, set up shop, and drag the 
native rulers and people into the imperial spotlight.  They 
beg for homeland protection, evade local taxes, and charge 
whatever the market will bear.  The entire native economy
slowly becomes an appendenge of the mother country's, fixed
in the only position its callowness and ignorance can obtain:
the bottom.
     It is the age of empires.  When either missionaries or 
merchants are hindered, the soldiers march in.  No public 
protest in the colonizing country can be sustained:  Were 
not our fellow citizens injured?  An advisor is appointed to 
watch over native policies, a protectorate is established, a 
new colony is formed.



The State of the World:

Definition:  A "Metropole" is an empire's homeland and the 
mistress of all conquered regions.  It is defended with Home
Defence units; don't attack it unless you know what you are
doing.

Europe:
     Europe is the most densely urbanized continent, and con-
tains four Metropoles; The British Isles, Germany/Austria-
Hungary, France/Spain, and European Russia.  England and 
southern Scotland are the most industrialized regions on 
earth, and London is the center of the financial world.  Ire-
land is quite a bit poorer.  The Low Countries and the newly 
unified Germany have a greater industrial growth rate, but will 
not surpass England for some years yet.  Northern France and 
northern Italy are newly industrializing, but both nations' 
southern areas are still rural.  Poor, troubled Spain offers a 
disturbing study in contrasts. Portugal is saved by solid 
trade links.  Although eastern Europe is populous, 
larger and larger patches of wilderness interrupt the 
agricultural areas. East of Saratov, the wilderness dominates, 
with a few towns, like beads on a string, stretching to 
Vladivostok.  Vast expanses of Russia are unviable with current
technology.

North America:
     North America contains another metropole, that of the
Americans.  As in Europe, but with the east more industrial-
ized this time, the factories of the northeast give way to 
farms as one moves southward and westward.  Chicago and the 
Ohio valley will challenge even New York in time; the war-
ravaged and bitterly divided South needs an open-handed re-
construction.  Even though railroads now tie America together 
with rails of steel, the Souix still hold out in the Great 
Plains and the Apache in the rugged terrain of the southwest.
San Francisco is considered part of the American metropole.  
Canada's situation is a mirror of the United States', on a 
smaller scale;  A well-defended east (to keep the Yankees 
honest) offers resources to develop a barely settled west.  
The Inuit and Cree cling to their ancestral lands in the far
north.

The Carribean and South America:
     The Carribean is dotted with small, poorly defended
colonies, often with valuable trade links.  Far to the south 
lies Buenos Aires, which simulates the moderately valuable 
southern South American trade.  It is well-defended.

Black Africa:
     Africa below the Sahara is a cockpit of conflict between 
five powers.  Here is where imperial pride comes into its own;
this area is the inspiration for the scenario.  Southern
Africa has the most industrial potential, but a three way war 
continues between the Cape colonialists, the land-hungry, 
Dutch-descended (and German supported) Boers, and the pug-
natious Zulus.  The Katanga region offers mineral wealth,
Eastern Africa contains Arab traders whose dhows still carry
much of the western Indian Ocean trade, but much of the con-
tinent is dirt poor.  The French have their eyes on Western 
Africa, but will find it more difficult to develop than to 
dominate.  Ethiopia, soon to be united by Menelik, is a 
conquerer's bugbear.

The Middle East (Known in this era as the "Near East"):
     The Arabs and Turks are the most formidable traditional
peoples; a few of their forces are close to the European 
standard.  Although most areas from Morroco to Mesopotamia 
(Iraq) suffer from arid climates and stagnant economies, 
Eygpt and western Anatolia are the richest prizes still left 
in the traditional world.  Be warned; the Turks are tough, 
the bedouin are as difficult to exterminate as the wind, and 
Mecca is a holy city.

Asia, apart from the Far East:
     While Russia and Britain compete in the "Great Game" in 
nearly desolate inner Asia, the Afghanis ready themselves to
prove that, like the Switz, they are not worth conquering.
India itself is the "brightest jewel in the imperial diadem".
This most valuable of colonies is populous, the center of 
trade links from Africa to Australia, mistress of Great
Britain's eastern empire, and beginning to industrialize.  
South-east Asia's economy is still traditional and the area 
itself only partially colonized.  The Kingdom of Siam, lying
between French and British spheres of influence, is protected
by treaty.  Offshore, traditional but prosperous and highly 
merchantile Java (ruled by the Netherlands) contrasts with 
Sumatra, the Celebes, and Borneo, where the jungle still 
dominates.  Manila, still governed by the Spanish, is preven-
ted from conquering all the Philippines by stalwart Muslim/
animist resistance in Mindanao.  New Guinea is rumoured to 
contain a thousand languages, but not nearly that many working 
firearms.

Australia, New Zealand, and the Pacific
    Australia and New Zealand are highly advanced societies,
with mineral resources waiting to be tapped.  Both badly
need immigrants and capital.  The Treaty of Waitangi pro-
tects what Maoris still survive, but the Aborigines are in
mortal peril.  The French and British compete to claim
protectorates over the beautiful islands of Polynesia, 
while the Americans are slowly bringing the Hawaiian Is-
lands into their sphere of influence.

Far East Asia:
    Eastern Asia, struggling to become modern while re-
taining the best of the traditional, completes our tour of 
the world.  It contains two metropoles:  the Japanese home 
islands and Peking.  Japan is moderately wealthy, and 
rapidly industrializing.  In a few decades, the Ainos ex-
terminated or assimilated, she will be a force to be rec-
koned with.  China is in serious trouble:  Much of the south 
scoffs at the dying Manchu dynasty in Peking, Outer Mongolia 
has broken away, and the subject peoples of Tibet and Sinking
are in rebellion. Annam and Tonkin, long protectorates of the
Qing, must fend for themselves.  The "Sea Barbarians" 
threaten to sweeze more and more of the trade of the rela-
tively prosperous coastal provinces into their own hands, and
enjoy extraterritorial privilages in several towns.  Korea is
still isolated.




Known limitations of the Scenario:

    Please use a little imagination when viewing the unit 
icons for Destroyers, Cruisers, and Home Defence.  Likewise, 
I am unable to keep the computer players from fighting like 
cats and dogs. It is just a tad frustrating to see forty 
years of constant struggle in Europe, while the Tradition-
alists get off scot-free.  Thirdly, I am aware that some of 
my dates are a little off;  Custer's Last Stand happens six 
years too early, Ethiopia was still called Abyssinia in 
1870, and certain of the colonies shown were not even 
founded in that year, etc.  Without the version that allows
events, however, I will simply create historical color and 
let precise dates go hang.

Changes anticipated for version 2.0 (if created):

-Reducing the British Isles to its historical size, adding 
a renamed King Richard's Crusade and imported food.
-More map alterations in other places, including making 
northern Russia more varied (although no more hospitable).
-Changing the base civilizations, so that leader pictures
are more realistic.  This will require redoing the scenario.
-Adding a whole bunch of events (should I spring for the 
Conflicts in Civilization CD).

Credits:

For version 1.5 of Imperial Pride, I adopted four unit icons 
from other people's collections.  The Riflemen icon (artist's 
initials "MHN") is taken directly from the Fascist Patch, as 
is that for the Battleship (initials "SAS").  The Biplane 
uses a slightly modified picture from Michael D. McCart's 
large collection of units (no initials).  Mounted Rifles uses 
two icons, pasted together; the kneeling rifleman
is the standard version's (flipped horizontally) and the
horse is derived from one shown in the "Heian" scenario, 
by C.J. Johans (initials "BJ").
