
CIVILIZATION II SCENARIO - THE RISE OF ROME PART I

Introduction

The date is 753 BC; Romulus and his band of outlaws have just founded
their city on the banks of the Tiber, but the 'city destined to grow
great' faces many obstacles in its attempt to achieve the mastery of
Italy. Directly to the North the sophisticated Etruscan civilization
is beginning to emerge, whilst the lands to the South are occupied
by Latin tribes. Southern central Italy is dominated by the warlike
Samnites and the South by the Lucanians. A greater long-term threat
is posed by the Greek colonists who are beginning to arrive in the
rich lands of Apulia and Sicily, but perhaps the greatest challenge
that Rome will face will be from the land-hungry Celtic tribes who are
starting to move into Italy from Central Europe.

This scenario takes place between 753BC, the traditional date of the
foundation of Rome, and 255 BC. It therefore acts as a prelude to the
scenario provided by Microprose, which begins in 278 BC. This scenario
covers the struggle for domination of the Italian peninsula; the end
date coincides with Rome's involvement with the wider Mediterranean 
world, particularly the Punic Wars against Carthage.


Playing Guide

The scenario is designed to be played at Emperor or Deity level. This
doesn't make it easy for the sons of Rome, but that's how it was (or 
at least that's what Livy and Co. tell us). All sides are playable,
except playing the Celts might be too much of an advantage.

Scenario Setup

The scenario can be played with the normal CIV2 rules, in which case all
you need to do is to copy the ROMPART1.SCN and ROMPART1.TXT files to your
C:\MPS\CIV2 directory (or wherever you've put it).

Alternatively you can use the files provided to customise the standard rules
to provide some new units and technologies. The files are:

	ROMPART1.SCN - Main Scenario File
	ROMPART1.TXT - Scenarion start blurb
        RO1RULES.TXT - Customised rules
        RO1CITY.TXT  - Customised city names
        RO1UNITS.GIF - Customised unit graphics
	CUSTOM1.WAV  - Sound for 1st user-defined extra unit
	CUSTOM2.WAV  - Sound for 2nd user-defined extra unit

**** IMPORTANT **** BEFORE copying these files, do one of the following:

a) Use CIV2 version 2.42 or later (available from Microprose Web Site); this
should allow you to copy all the files listed above into a
C:\MPS\CIV2\SCENARIO\ROMPART1 directory (rename RO1RULES.TXT to RULES.TXT,
RO1CITY.TXT to CITY.TXT and RO1UNITS.GIF to UNITS.GIF) and run the scenario
from there, though for some reason I can't get this to work!

b) Make backup copies of your existing RULES.TXT, CITY.TXT and UNITS.GIF 
which are in C:\MPS\CIV2 (and CUSTOM1.WAV and CUSTOM2.WAV if they're present
in the C:\MPS\CIV2\SOUND directory) and put them somewhere safe!! 
Then copy the files listed above into C:\MPS\CIV2 (the WAV files go in
C:\MPS\CIV2\SOUND). Rename RO1RULES.TXT to RULES.TXT, RO1CITY.TXT to
CITY.TXT and RO1UNITS.GIF to UNITS.GIF.
You'll need to put the originals back when you play standard CIV2 again.


DESIGN NOTES

This covers the new units and technologies, which are:

Units

Swordsmen (attack 2 defence 2 movement 1, cost 30) replaces archers
Spearmen simply renamed Phalanx
Envoy simply renamed Diplomat
Legion (attack 3 defence 2 movement 1, cost 30) replaces 4/2/1/40 legion
Manipular Legion (attack 4 defence 3 movement 1, cost 40) NEW
Heavy Cavalry (attack 3 defence 2 movement 2, cost 40) NEW
Ballista (attack 4 defence 1 movement 1, cost 30) replaces 6/1/1/40 catapult

Technologies

Military Discipline - requires Iron Working and Warrior Code. Enables
the building of Legions (Iron Working alone no longer does this).
Manipular Tactics - requires Military Discipline and Writing. Enables
the building of Manipular Legions.
Macedonian System - requires Horseback Riding and Monarchy. Enables the
building of Heavy Cavalry.

Units and Technologies Notes

I've downgraded Archers to Swordsmen as Archers seem just too strong
for civilizations to possess after discovering just one technology (Warrior
Code).
Legion now represents early legions based upon 3 separate lines of heavy
infantry (hastati, principes and triarii). Quite formidable but a little
inflexible.
Manipular Legion represents later legions based around flexible cohorts
(1 legion = 10 cohorts = 30 maniples); actually introduced historically
after the end of the scenario but civilizations have the chance to develop
them earlier.
Heavy Cavalry - the shock cavalry perfected by Alexander the Great as the
offensive part of the Macedonian combined arms system that won him half 
the world. Maybe 3-2-2 doesn't seem strong enough, but these are only
meant to be second-rate Italian/Greek versions of Alexander's originals.
(e.g. Pyrrhus' Heavy Cavalry).
Ballista - despite Hollywood, catapults were not the ultimate weapon of
the ancient era. I've made them less effective (and also cheaper), which
I think gives them a more realistic role.

I've halved the rate of technology aquisition; this allows the number of
turns needed for a lengthy struggle for Italy without the sight of Romulus
and his panzer divisions getting the express train to Milan to defeat the
Celts. It also reflects the smaller scale of the game - a size 8 city on
an Italy-only map is going to be smaller historically than a size 8 city
on a map of the Mediterranean or the entire world, so it seems to make sense
to slow science down somewhat.


Victory Conditions

I didn't define any objective cities as 1 or 2 size cities often don't
survive, and many of the strategic cities at the end of the game won't
even exist at the start of the scenario. A rough guide might be (for playing
the Romans at Emperor level):

Decisive Victory : Control all of map at end of scenario
Major Victory    : Control all of Italian Peninsular up to River Po
Marginal Victory : Control 2/3  "    "         "
Draw             : Control 1/2  "    "         "
Marginal Defeat  : Control 1/3  "    "         "
Major Defeat     : Control only 4,5 or 6 cities
Decisive Defeat  : Control fewer than 4 cities

(Control = own all cities in area OR cities owned by allied civilization,
where each such ally controls fewer than half the number of cities owned by
Rome)

Automatic Decisive Defeat if Rome is destroyed or ends the scenario owned by
another civilization.


Historical Leaders

If anybody's interested, here are some notes on the leaders:

Romulus    - Legendary founder of Rome
Latinus    - Legendary King of the Latins
Tarquinius - Family of Etruscan Kings (who were also Kings of Rome at one
             stage, but that just complicates things)
Gavius Pontius - Samnite victor in 321 BC of the battle of the Caudine Forks, 
             where a Roman army led by both consuls was forced to surrender.
Beorix     - Celtic (Gallic) King of the Cimbri tribe defeated by Roman  
             general Marius in 101 BC (sorry about the date)
Pyrrhus    - King of Epirus (OK, so that's mainland Greece) who came to the 
             aid of the Italian Greeks, defeating the Romans twice (his
             'Pyrrhic' victories) before withdrawing in 275 BC.
Lucanus    - er, um...



If you have any (hopefully constructive!) comments or suggestions about
the scenario please let me know! 


Ian Shaw
Cambridge, England

idshaw@compuserve.com
