AXIS & ALLIES: WORLD WAR II GLOBAL CONFLICT SCENARIO

Designed by Michael Nielsen with major help and input from 
Christopher Nahr, John Lee and Michael Centner. Stuka Soundfile
and Fascism modifications borrowed from Steve Strayer's Fascist 
patch. Some graphics borrowed from unknown authors. Thanks 
to all who contributed knowingly and unknowingly.

INSTALLATION:

Create a folder named "Axis & Allies" or "Axal" inside your 
"Scenario" folder. Copy following files in the new folder:

  Rules.txt
  Events.txt
  Pedia.txt
  Labels.txt
  Axal.scn
  Axal.txt
  Title.gif
  Units.gif
  Cities.gif
  Icons.gif
  City.txt

Create a folder named "Sound" inside your "Axis & Allies" 
folder. Copy all the new .wav files supplied with this scenario
into the new "Sound" folder. Make sure you are using Civ II 
version 2.62 or higher. The game will function with version 2.42
but all triggered events will not occur and there may be some
non-historical peace treaties and/or war declarations between
Axis and Allies.

START UP:

Start Civ II
Select "Begin Scenario" from the first menu.
Select "Scenario" folder
Select "Axis & Allies" (or "Axal") sub-folder
Select "Axal.scn"

You're now ready to select your civilization and level of play.

WHAT TO EXPECT:

On December 7, 1941 the Japanese Imperial Navy attacked the 
United States naval station at Pearl Harbor, on Hawaii, damaging 
or destroying most of the US Pacific battle fleet.  This turned 
the conflict from a major war in Europe into World War II...

The scenario starts on that date, with the attack on Pearl Harbor
(Unless you play the Japanese, in which case you may choose 
whether or not to attack Pearl Harbor)

Starting positions are the following:

The AMERICANS are caught by surprise, not really ready for a major
war, but possessing the greatest economy in the world.  As the 
Americans you may lose most of your fleet at Pearl Harbor and you 
may also have trouble preventing the Japanese from conquering the
Philippines and other Pacific islands in the beginning of the
game. Rebuilding the fleet and bringing reinforcements in against
the Japanese are only two of the balls you must juggle.

Japan is well industrialized but small... but if they conquer
China with it's large population and resources the war may be
lost!

Although Britain has survived the initial Blitz of 1940, the 
Empire is still shaky and only a narrow channel of water away
from Hitler's Panzers! Will you reinforce your allies with 
convoys of material and men? Will you help Churchill by opening
a second African front behind Rommel's "Afrikakorps"? 

The German U-boats are sailing up and down the East coast, 
unharmed and off the Santa Monica pier a Japanese submarine has
just been spotted... Are you going to huddle up and just defend
American soil or will you venture out against those intruders?

The Germans are ingenious and their war technology can produce
the best weapons: You will only be able to beat them with superior
numbers and a better strategy.

The Soviets have been mauled in the summer of 1941, Kiev and 
Minsk have fallen and the Nazis have their eyes set on Moscow, 
Stalingrad, Leningrad and the oil fields of Baku.  If they succeed
they will be able to turn their efforts back towards Britain and
you.  To support the Soviets you will need to send convoys either
eastward to Murmansk through U-boats and bombers or westward to
Vladivostok right under the nose of the Japanese...

The BRITISH have been at war with Hitler for a while but suddenly
they face imminent threats to their Far-Eastern possessions! These
are isolated and poorly defended... The Commonwealth stands behind
you but Australia is vulnerable, Canada is not a military power, 
and India and Pakistan are undeveloped. The colonial Empire is so
far flung that it is difficult to gather a major force for a 
strike against Hitler... Your strengths are the Royal Navy with 
all it's capital ships, the Spitfire squadrons that broke the 
Luftwaffe a few months ago and your strong positions around the 
Mediterranean, backdoor to the European continent. The danger: 
Hitler on the other side of the channel! The strategy: win the
North African campaign, blockade the continent and build heavy 
bombers to pound German industry until you are ready for D-Day.

The SOVIETS are reeling from 4 months of Operation Barbarossa: 
The German Panzers have plowed their way deep into your heartland
and are getting ready for assaults against Moscow, Leningrad and 
Stalingrad.  80% of your economy is West of Moscow so losing this 
fight means losing the war. In the east Vladivostok, your only 
major city on the Pacific is isolated and exposed to Japanese
invasion. Japan has just attacked Pearl Harbor.  Will you stand
by and watch, mindful of your vulnerable position? Will you 
declare war on Japan at the risk of opening a second front in 
your own backyard?  When will those convoys, promised by the 
British and Americans, finally reach your soil?  How can you stop
the German advance?  How long can you keep trading terrain for
time through slow retreat?  How many Red Army units can you fling
at those German tanks?

The CHINESE have been at war with Japan for a decade or more. The
old nation has no economy, no technology, no industry but a 
massive population. You have the many militiamen of your army and
a few modern weapons acquired abroad to slow down the Imperial 
Army of Japan, ruthless, cruel and ready to add your resources
and population to their advanced technology to form a great Asian 
empire. To your North is the Soviet Union, an untrustworthy
"friend" (You are General Chiang Kai-Shek, leader of the Chinese 
Nationalists), not an ally but allied to your allies, the 
Americans and British. The Japanese have a foothold in southern
China from where they threaten Hong Kong and Shanghai. Your 
strategy must be guerrilla warfare as you are not equipped to
oppose the modern units of the Japanese on an even footing...
Modernization is also a key to strengthening your position. 
Develop industrialization, flight and the automobile as soon as
you can. If the situation becomes hopeless, retreat into the
Himalayas and wait for the Cavalry!

The GERMANS are the military rulers of 1941! They have yet to face
a loss or defeat... Poland, Norway, Denmark, the Nederlands, 
Belgium, France, Greece, Serbia, Crete and now the Soviet Union 
have crumbled before the mighty Panzers... Only the Battle of 
Britain was less successful than expected. The Soviets are on the
ropes and need one final blow to tumble: the capture of Moscow or
Stalingrad. On the North African front Rommel is advancing on the
British possessions in Egypt and Palestine. The British mainland 
is holding but still hurt after the losses of 1940 and 1941. 
Reinitiating the air war may break them... The United States is 
the only unknown, brought into the war by your ally's daunting 
feat but as Yamamoto said: Have we awakened "a sleeping giant?" 
Will the Americans move boldly or hold back, fearing your U-boat
blockade? Your strategy must include the development of the best 
German weapons: The armor, the rockets, the jet fighters and the
submarines, unmatched by their allied counterparts and key to 
balance against the weight of the American economy.  

The JAPANESE are the naval rulers of the Pacific. Their well 
planned moves against Allied possessions in the Far East can but
result in major victories and rapid expansion. But how to fuel 
this expansion?  Japan is small with only few resources... 
Rebuilding lost naval and air units will strain the economy,
dilution of forces as they spread over the Pacific will make 
them vulnerable to a counter-offensive. Addition of territories 
and populations through conquest and industrialization of the 
conquered cities is a must to fuel the expansion or it will 
fizzle! Striking at the American mainland may be a tempting 
option but a dangerous one due to long supply lines and a 
formidable adversary. The Soviets are also a dilemma: Do you
declare war against them since they are allied with the Americans?
Do you ignore them and hope they stay out of your affairs? Can
you afford to be at odds with another major nation? Can you afford
to have a bunch of Soviet Communists camping out in your backyard?
Who would trust Joseph Stalin? :-( Use your amazing Zero 
fighter-bomber planes before the Americans can match them, fortify
your positions in the islands before the American reinforcements 
arrive, strike the isolated Americans and British positions before
they can organize and consolidate. Timing is the key...

The NEUTRALS should not be played. Hope your enemy will strike 
them so they will join your side for additional resources.

TECHNOLOGIES:

There are a number of new technologies available in the game.
All of them are military-oriented, generally leading to new
and improved units. There are basically three new branches:

The Flight path (Advanced Flight I, II and III, Jet Engine,
Propellants, etc.) which leads to new planes and missiles.

The Mobile Warfare path (Mobile Warfare I, II and III, Blitz
Warfare, Armor design, Advanced Artillery, Mobile Artillery, etc.)
which opens the door to vastly improved ground units.

The Advanced Research path (Advanced Research, Electronics,
Radar, Nuclear Fission, etc.) which ultimately leads to the
development of the Atomic Bomb.

Along with these new branches, there are a few other new
technologies (e.g. Naval Superiority) and many of the 
traditional ones. Use the Civilopedia or Help to view the
units and city improvements made available with each new
technology. 

Note that there are advances related to each country i.e. "Not
German", "Not British"... that cannot be arrived to through 
research.  These advances are given to the respective countries
and cause certain units to become unavailable.  For example "Not
German" obsoletes the Stuka, Wehrmacht, SS Storm trooper, 
STuG III, Panzer Grenadiers, Panther, Tiger, Me-109, Me-262,
Type XXI U-Boat, 88mm MP Gun and the V-1 Flying Bomb. This means
that if another nation than Germany develops "Mobile Warfare II"
they will not get "Panther tanks" although the Civilopedia says
they will. Of course, if you are playing the Germans and your 
ally, the Japanese, offers to give you "Not German" advance 
because "you haven't discovered it yet", DON"T TAKE IT! It would
cause you to give up all the German units on top of the foreign
ones that you already can't get. A very bad deal!

Also note that the Tech Paradigm has been boosted from 10 to 30,
resulting in an increase in the amount of time required to 
research new technology.

UNITS:

There are a number of basic units (light tank, fighter, bomber, 
artillery, motorized infantry, A.A. artillery, cruiser, destroyer,
submarine, battleship...) which are "generic" and available to
all, as long as the required technology has been developed. 
These units represent the technology generally in use in the late
1930's. The basic naval units are relatively unchanged, with the
exception of minor adjustments to the attack and defense values.
The new land-based units are described below.

        Unit: Infantry (United States)
              Wehrmacht (Germany)
              Infantry (Britain)
    Features: Infantry and Wehrmacht: None 
              British Infantry: Defense is doubled against SS Stormtroopers
Prerequisite: Conscription                        
      Attack: 5                                    Hit Points: 1 
      Defend: 5                                     Firepower: 1 
    Movement: 1                                          Cost: 30

These are the basic infantry units available to their respective
nations at the beginning of the conflict. Note that the British 
Infantry is unique among these as their defense is doubled against 
SS Stormtrooper units.

        Unit: Nationalist Army (China)
    Features: None
Prerequisite: Conscription                        
      Attack: 3                                    Hit Points: 1 
      Defend: 5                                     Firepower: 1
    Movement: 1                                          Cost: 10

The standard Chinese infantry unit representing the typically poor
quality training and equipment offered by the Chinese Nationalist
Army. On the positive side, these units are very inexpensive.

        Unit: Red Army (Soviet Union)
    Features: None
Prerequisite: Conscription                        
      Attack: 4                                    Hit Points: 1 
      Defend: 5                                     Firepower: 1
    Movement: 1                                          Cost: 20

The standard infantry unit of the Soviet Union. As with the
Nationalist Army, the lower attack factor represents training and
equipment which was generally inferior to the other participants. 

        Unit: Motorized Infantry (All)
    Features: None
Prerequisite: Automobile                        
      Attack: 6                                    Hit Points: 2
      Defend: 6                                     Firepower: 1
    Movement: 3                                          Cost: 60

The standard mobile infantry of the era. Truck-mounted troops with
hand held weapons (and towed light artillery) served as the
backbone of most armies in the early 1940's.

        Unit: Light Tank (All)
    Features: None
Prerequisite: Automobile                        
      Attack: 8                                    Hit Points: 3
      Defend: 5                                     Firepower: 2
    Movement: 3                                          Cost: 80

This unit represents all the early tanks of the war including the
German Pzkw III-IV. For the Japanese and the Chinese, it is the 
pinnacle of their potential development of armor.

        Unit: A.A. Artillery (All)
    Features: Defense doubled against air units
Prerequisite: Machine Tools                        
      Attack: 0                                    Hit Points: 2
      Defend: 5                                     Firepower: 1
    Movement: 1                                          Cost: 50

The basic anti-aircraft weapon available from the beginning of the
war. It reflects the emplaced 50 caliber or 40mm guns commonly
used throughout the world at the time. 

On the other hand there are a number of units which can only be
developed by 1, 2 or 3 nations, somewhat in line with historical
facts. This is to give the game "more historical" flavor although
some may think it is "unfair". For example, the Americans could
develop the "Jet Engine" (and did during WWII) but they never 
developed any successful planes using it... On the other hand the
Germans did make highly successful designs such as the Me-163 and
Me-262 and in addition used it for V-1 and V-2 Rockets. Therefore,
the game will grant only the Germans Me-262's and V-1 Flying 
Bombs upon development of "Jet Engine". 

The "special" units were chosen based on my subjective assessment
of their impact in WWII. Some might argue that I didn't pick the 
right ones and I'll be glad to correct my mistakes after 
discussion (Contact me on CompuServe: 103130,1743 to make your 
case).

Here are the ones I picked and why: 

        Unit: SS Stormtroopers (Germany)                        
    Features: No support required
              Defense doubled against Mobile Howitzers
Prerequisite: Fanaticism
      Attack: 7                                    Hit Points: 2
      Defend: 5                                     Firepower: 2
    Movement: 2                                          Cost: 50

These were truly elite military units with a higher level of 
fanaticism than seen in prior wars.  It could be argued that 
other nations had such elite units too but I don't think so. 

        Unit: US Marines (United States)                        
    Features: Can make amphibious assaults
Prerequisite: Amphibious Warfare
      Attack: 7                                    Hit Points: 2 
      Defend: 5                                     Firepower: 2 
    Movement: 1                                          Cost: 50

Also an elite corps with the special ability to make amphibious
landings as was demonstrated throughout the Pacific theater. This
was a new warfare style never seen in prior wars (I gave the same
ability to the Japanese Imperial Marines although they are a bit
weaker unit).

        Unit: Imperial Marines (Japan)                        
    Features: Can make amphibious assaults
Prerequisite: Amphibious Warfare
      Attack: 6                                    Hit Points: 2
      Defend: 5                                     Firepower: 1
    Movement: 1                                          Cost: 40

Similar in capabilities to the US Marines, although a bit weaker,
Imperial Marines also serve as the basic Japanese infantry unit.

        Unit: Armored Infantry (United States)
    Features: None
Prerequisite: Blitz Warfare                         
      Attack: 7                                    Hit Points: 2
      Defend: 7                                     Firepower: 2 
    Movement: 3                                          Cost: 70

This is the support unit (armored half track) to the US tanks in
armored tactical warfare, as used by Patton in Europe 1944-45.

        Unit: Panzer Grenadiers (Germany)
    Features: None
Prerequisite: Blitz Warfare                         
      Attack: 7                                    Hit Points: 2
      Defend: 7                                     Firepower: 2
    Movement: 3                                          Cost: 70

The motorized support to the "Panzers" in the Blitzkrieg. The
tactics employed by the Germans in Russia, in 1941-43, relied on
fast infantry support to follow behind the tank regiments to mop
up pockets of resistance after the tanks had eliminated the bulk
of the enemy forces.

        Unit: Churchill Tank (Britain)
    Features: None
Prerequisite: Mobile Warfare I                        
      Attack: 9                                    Hit Points: 3 
      Defend: 6                                     Firepower: 2
    Movement: 3                                          Cost: 80

The British tank designs early in the war were pathetic and
could in no way stand up the German designs. Later in the war
the British designed a number of "somewhat better" tanks like
the Churchill and Crusader. They also received and used a large
number of US made Sherman and Lee/Grant tanks. The choice of the
Churchill was random but it sure is UGLY.

        Unit: Sherman Tank (United States)
    Features: None
Prerequisite: Mobile Warfare I                        
      Attack: 9                                    Hit Points: 3
      Defend: 6                                     Firepower: 2
    Movement: 3                                          Cost: 60

The mass production and universal use of this tank made it a
necessary unit in the game. It still has quite a disadvantage
against the German Panther V and an even greater one against the
Tiger I, which is perfectly correct, historically speaking.

        Unit: StuG III Tank Hunter (Germany)
    Features: None
Prerequisite: Mobile Warfare I                         
      Attack: 9                                    Hit Points: 3
      Defend: 6                                     Firepower: 2
    Movement: 3                                          Cost: 70

Germany produced the first "jagdpanzers", turret-less tank chassis
with heavy armor piercing guns, designed to hunt and kill other
tanks while being cheap and simple to produce. 

        Unit: T-34 Tank (Soviet Union) 
    Features: None
Prerequisite: Mobile Warfare II                         
      Attack: 10                                   Hit Points: 3
      Defend: 7                                     Firepower: 2
    Movement: 3                                          Cost: 60

When this Russian tank appeared on the Eastern front it shocked
the Germans, whose Pzkw III & IV had been unmatched so far. The
T-34 was the inspiration for their new Panther.

        Unit: Panther Tank (Germany)
    Features: None
Prerequisite: Mobile Warfare II                        
      Attack: 11                                   Hit Points: 3 
      Defend: 7                                     Firepower: 2
    Movement: 3                                          Cost: 80

This was the precursor to most modern tanks with slanted hulls and
turrets, high speed and a powerful 75mm cannon.  This unit 
outclasses all Allied tanks except the Russian JS-1 heavy tank.

        Unit: Tiger I Tank (Germany) 
    Features: None
Prerequisite: Mobile Warfare III                        
      Attack: 12                                   Hit Points: 3 
      Defend: 9                                     Firepower: 2
    Movement: 3                                          Cost: 100

By it's weight, size, armor thickness and 88mm cannon this was the
first successful heavy tank in history.  Except for the Soviets the
Allies did not build any heavy tanks during WWII.

        Unit: JS-1 Tank (Soviet Union) 
    Features: None
Prerequisite: Mobile Warfare III                        
      Attack: 11                                   Hit Points: 3 
      Defend: 9                                     Firepower: 2
    Movement: 3                                          Cost: 70

The JS-1 (or Joseph Stalin 1) is a Soviet heavy tank which appeared 
in 1944 and represents the advances of the Soviet armaments 
industry late in the war. The Soviets were actually the only 
allied nation that developed armor able to match the German armor.
The JS-1 is a precursor to the T-55s of the Cold War era.

        Unit: 88mm MP Gun (Germany)
    Features: Defense doubled against air units 
Prerequisite: Advanced Artillery                         
      Attack: 9                                    Hit Points: 2
      Defend: 6                                     Firepower: 2
    Movement: 1                                          Cost: 60

This was a remarkable artillery weapon of the Wehrmacht. First
designed as an anti-aircraft gun, with a folding "X" base, it was
later used as an anti-tank weapon, fired directly from it's 
rolling chassis, sometimes still in tow behind a personnel 
carrier. In the scenario it's a high-powered artillery unit with
special anti-aircraft capability.

        Unit: Mobile Howitzer (United States)
    Features: Ignores City Walls
Prerequisite: Mobile Artillery                         
      Attack: 11                                   Hit Points: 3 
      Defend: 5                                     Firepower: 2
    Movement: 2                                          Cost: 100

WWII saw the appearance of the first "self-propelled" artillery
both in the form of US and Soviet heavy artillery pieces mounted
on tank chassis. The Germans also made extensive use of mobile
artillery. In the scenario, I made this unit available only to the
US because the Soviets have the more powerful Katyusha Rockets and
the German AI has too many choices of weapons already and can't 
develop them all during the course of the game.

        Unit: Katyusha Rocket (Soviet Union)
    Features: Ignores City Walls
Prerequisite: Propellants                        
      Attack: 12                                   Hit Points: 2
      Defend: 5                                     Firepower: 3
    Movement: 3                                          Cost: 80

The Soviets used rocket-artillery extensively towards the end of
the war. Although the Germans, Americans and British also used
rocket-artillery during WWII the Soviet's Katyusha was the most
recognizable and made the greatest impact.

        Unit: Me-109 (Germany)
    Features: Two-Space Visibility
Prerequisite: Advanced Flight I                        
      Attack: 7                                    Hit Points: 2
      Defend: 4                                     Firepower: 2
    Movement: 10                                         Cost: 70

When these well armed, high powered and maneuverable fighters
appeared they totally outclassed the older fighters they 
encountered (In Poland, France and Russia). They represent the
"Luftwaffe edge" over Russian fighters on the Eastern front
where some German aces logged over 300 victories! They are a
match for the British "Spitfires".

        Unit: Spitfire (Britain)
    Features: Two-Space Visibility
Prerequisite: Advanced Flight I                        
      Attack: 7                                    Hit Points: 2
      Defend: 4                                     Firepower: 2
    Movement: 10                                         Cost: 70

Certainly a remarkable aircraft, one of the keys to the RAF's
victory in the 1940-41 battle of Britain.

        Unit: Zero (Japan)
    Features: Two-Space Visibility
Prerequisite: Advanced Flight I                        
      Attack: 7                                    Hit Points: 2
      Defend: 4                                     Firepower: 2
    Movement: 10                                         Cost: 60

The Americans laughed at the Japanese pilots and aircraft prior
to Pearl Harbor. They were wrong!  The Zero turned out to be the
best aircraft of it's time, outclassing all US fighter planes. Not
only that, but it was also a remarkable bomber (And later suicide
plane!).  And it was easy and cheap to build to boot.  

        Unit: P-38 Lightning (United States)
    Features: Two-Space Visibility
Prerequisite: Advanced Flight I                        
      Attack: 8                                    Hit Points: 2
      Defend: 4                                     Firepower: 2
    Movement: 12                                         Cost: 70

This "night fighter" was a very powerful long range aircraft, it 
represents the better American fighters appearing early in the war.

        Unit: P-51 Mustang (United States)
    Features: Two-Space Visibility
              Must return to base every other turn
              Defense doubled against air units
Prerequisite: Advanced Flight II                        
      Attack: 9                                    Hit Points: 2
      Defend: 4                                     Firepower: 2
    Movement: 8                                          Cost: 80

This was the best fighter aircraft of the Allies, with amazing range, 
speed and armament. By it's 2-turn airborne capability it replicates 
the ability of the P-51s to escort bombers all the way to Berlin and
back.

        Unit: Me-262 (German) 
    Features: Two-Space Visibility
              Defense doubled against air units
Prerequisite: Jet Engine                        
      Attack: 10                                   Hit Points: 2
      Defend: 4                                     Firepower: 2
    Movement: 10                                         Cost: 140

The Me-262 jet fighter was the only jet plane (Along with the
Me-163 "Comet") that saw significant action in WWII, the British
and American designs being delayed and somewhat unsuccessful. This
weapon could have made a significant difference had it appeared
earlier in the war.

        Unit: Ju-87 Stuka (Germany)
    Features: Two-Space Visibility
Prerequisite: Combined Arms                        
      Attack: 8                                    Hit Points: 2
      Defend: 2                                     Firepower: 2
    Movement: 8                                          Cost: 50

I had to have this one in the line-up although it was almost
obsolete at the beginning of the war (Who could fight WWII without
screaming Stuka's overhead?). It is a ground-attack dive bomber
with no air-to-air combat capability designed to hit enemy armor
and troops multiple times per turn. (Soundtrack by Steve Strayer)

        Unit: Ilyushin II Shturmovik (Soviet Union) 
    Features: Two-Space Visibility
Prerequisite: Advanced Flight II                        
      Attack: 10                                   Hit Points: 2
      Defend: 5                                     Firepower: 2
    Movement: 10                                         Cost: 80

Described as the best ground attack aircraft of the war. Same
capabilities as the Ju-87 Stuka except a lot better numbers.

        Unit: DH Mosquito (Britain)
    Features: Two-Space Visibility
              Defense doubled against air units
              Must return to base every other turn
Prerequisite: Advanced Flight II                        
      Attack: 10                                   Hit Points: 2 
      Defend: 4                                     Firepower: 2
    Movement: 8                                          Cost: 80

Both a remarkable fighter and superb precision bomber the wooden
Mosquito was used by the RAF throughout the war. One of it's most
remarkable feats was the bombing of the Gestapo headquarters in
Copenhagen, where the multi-story buildings where hit without
killing the prisoners held in cells under the roof to deter air
attacks! In the game it's a bomber but with very high air 
defensive value, making it a great escort fighter too.

        Unit: B-17 Flying Fortress (United States)
    Features: Two-Space Visibility
              Must return to base every 4th turn
Prerequisite: Advanced Flight III                      
      Attack: 14                                   Hit Points: 2
      Defend: 6                                     Firepower: 4
    Movement: 10                                         Cost: 120

The Americans and British were the only ones to develop heavy
bombers during the war (or the only ones to use them effectively).
The B-17 also represents the B-24s and B-29s used by the USAF
during WWII.

        Unit: Avro Lancaster (Britain)
    Features: Two-Space Visibility
              Must return to base every other turn
Prerequisite: Advanced Flight III                      
      Attack: 14                                   Hit Points: 2
      Defend: 6                                     Firepower: 4
    Movement: 8                                          Cost: 100

The most extensively used British heavy bomber was instrumental 
in destroying the German war industry.  Similar in capability to
it's American counterpart the B-17 Flying Fortress.

        Unit: V-1 Flying Bomb (Germany)
    Features: None
Prerequisite: Jet Engine                    
      Attack: 16                                   Hit Points: 1
      Defend: 0                                     Firepower: 3
    Movement: 6                                          Cost: 80

The V-1 Flying Bomb was not really a major impact weapon, but 
very representative of WWII and I found a nice graphic (Thanks
to ??)

        Unit: "Ohka" Kamikaze (Japan)
    Features: None
Prerequisite: Fanaticism                        
      Attack: 16                                   Hit Points: 1
      Defend: 0                                     Firepower: 4
    Movement: 8                                          Cost: 60

Certainly a trademark of Japanese fanatism and desperation and a
must for any Pacific campaign. The graphic is that of a late, 
rocket engine powered, specially built suicide plane. 

        Unit: Liberty Ship (United States)
    Features: Can carry up to 8 units
Prerequisite: Mass Production                         
      Attack: 0                                    Hit Points: 3
      Defend: 2                                     Firepower: 1
    Movement: 7                                          Cost: 40

A product of American mass production, these freighters were built
in masses at low cost to ferry weapons and supplies to Britain and
Russia. Their capabilities are reflected in the scenario by an 8
unit carrying capacity and a low cost.

        Unit: Type XXI U-Boat (Germany) 
    Features: None
Prerequisite: Naval Superiority                        
      Attack: 12                                   Hit Points: 3 
      Defend: 4                                     Firepower: 2
    Movement: 4                                          Cost: 80

This submarine type appeared late in the war but was actually the
precursor to the modern nuclear submarine: bigger, faster, double
hulled, with deeper dive capability and longer electric propulsion
range than any other of the time. Fortunately for the Allies, here
again it was too late. In the game it is a terrific weapon!  

        Unit: Aircraft Carrier (United States, Britain and Japan) 
    Features: Defense doubled against air units
Prerequisite: Flight                        
      Attack: 0                                    Hit Points: 4 
      Defend: 8                                     Firepower: 1
    Movement: 5                                          Cost: 200

These were the only nations that used aircraft carriers during the
war.  

        Unit: Superbattleship (United States and Japan)
    Features: None
Prerequisite: Naval Superiority                        
      Attack: 14                                   Hit Points: 5 
      Defend: 14                                    Firepower: 4
    Movement: 6                                          Cost: 280

Breaking the London Naval Treaty, before the war, the Japanese
built two amazing battleships, the Yamato and the Musashi, 
weighing in at over 70,000 tons and equipped with "never seen
before" (or thereafter) 18" main guns.  Later the US countered
with Iowa class battleships (4 were built), not quite as large,
and with "measly" 16" guns but so fast (33 knots) that they also
deserve to be called "Superbattleships".

        Unit: Atomic Bomb (United States) 
    Features: Destroys all units in target and adjacent squares
Prerequisite: Manhattan Project                        
      Attack: 99                                   Hit Points: 1 
      Defend: 0                                     Firepower: 1
    Movement: 10                                         Cost: 600

The ultimate weapon, the result of a national research effort by 
the United States. In real life it was completed too late for use
in the European Theater. In the scenario, the research required
and the tremendous cost make development and use of these weapons
a real challenge. 

IMPROVEMENTS:
  
There is only one new improvement in the scenario. The Air
Defense Radar, which can be built after the discovery of Radar,
replaces the SAM Missile Battery. This improvement doubles the
defense factor of any defending unit against air attacks.

WONDERS OF THE WORLD:

Due to the era in which the scenario takes place, all of the
wonders already exist and none may be built. Most wonders have
been assigned to their historical locations, with a few minor
exceptions. There are four new wonders...

The Los Alamos Research Lab (Albuquerque, US) replaces the
Manhattan Project, enabling the United States to build Atomic
Bombs after the discovery of the Manhattan Project technology.

The Kremlin (Moscow, USSR) replaces the United Nations. In
the game, this wonder has virtually no effect since to have
nations forever offering peace to the Soviets would defeat
the purpose of the scenario. It does however add to the value
of Moscow as an objective. 

The Petrochemical Complex (Baku, USSR) replaces the SETI 
Program, providing a much-needed boost to Soviet research.
It would probably be a VERY bad idea to let this wonder fall
into the hands of the Germans!

The Communist Party (Leningrad, USSR) replaces the Cure for
Cancer, helping to maintain the happiness of the Soviet people
as the country fields the large army necessary to defend
itself. 