STAR WARS: INSURRECTION (version 1.2R)

By kobayashi a.k.a. Patrick Choo  (email: pchoo@netvigator.com)

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1.01 INTRODUCTION
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This scenario requires Fantastic Worlds.  To use it, after unzipping, move the folder "SWins" into the civ2/scenario folder. If the sound folder(s) comes in a seperate zip file, it(they) must be moved into a "SWins/Sound" folder.

Star Wars and all things to do with Star Wars are copyrighted by LucasFilm. This scenario is meant to promote the Star Wars phenomenon and it is not created for any commercial benefit. Parts of the storyline are extracted out of context from many of the novels and comics which have come to be accepted sources of Star Wars Lore.

From now on the scenario will be referred to as SW:Ins. SW:Ins is multiplayer compatible and three players can play the same game. However, Civ MGE is required.

REMEMBER: USE THE CIVILPEDIA and note the ADVISOR messages when building!

1.02 BRIEFING AND OBJECTIVES
----------------------------
This scenario starts about two years before 'A New Hope' and thus turns are measured in months before and after "A New Hope". It does not follow the traditional triology storyline. Consequently, the Deathstar battlestation is left uncompleted and there is no Battle of Yavin or Battle of Endor. SW:Ins is designed in the standard kobayashi format, meaning there are three main powers which you can choose from. Admiral Zaarin attempts the overthrow of the Emperor a decade earlier in this timeline and he is partially successful. The galaxy splits into three major power blocks under the Old Empire, the Second Imperium (the Insurrectionists) and the New Republic (Rebels out of the closet). About two decades (240 turns) of turmoil follow and eventually one of the three emerges as the dominant galactic power.
 
There is no turn limit and there are no objective cities. Your objective is simple, you must fully eliminate the the other two major powers to claim victory. The other races are largely irrelevant - but they may help you achieve your goal.

1.03 HOUSE RULES
----------------
There is a stupid bug in the game engine which allows you to take any advance the AI player has after the AI has agreed to trade a specific advance with you. Do not choose any advance other than the one offered - this is considered cheating and besides it will spoil the game.

Do not rename any cities as some of them are required for events to occur.

1.04 HIT POINT-FIREPOWER SCHEME
-------------------------------
The scenario employs low hit point/high firepower units to endow a certain amount of unpredictability to simulate real war conditions. This means than on occasion a superior unit may get destroyed by an inferior unit. Another effect of the unit scheme is that units do not always get damaged when fighting, simulating situations of tactical superiority.

1.05 CASH MANAGEMENT
--------------------
Conditions are harsh and resources are scare in times of upheaval. There aren't many energy credits to go around and one of your major goals is to get your finances in order first. You will get by comfortably if you:

Build energy producing planet improvements,
Build Nav and HS Beacons where possible,
Optimise workers for energy generation and not population growth,
Establish (very lucrative for distant routes) trade routes, 
Set a few cities to Energy-Matter conversion and 
Avoid redundant improvements (which require maintainence).


2.01 MAIN TRIBES - NEW REPUBLIC (RED)
-------------------------------------
The Rebel Alliance starts of controlling various small planets in the outer rim plus Alderaan. However, you will very quickly be able to wrest the Corellian system and its planets from the Empire and proclaim the birth of the NEW REPUBLIC. 

The Republic form of government may seem like a drawback at the beginning as you have corruption, no happiness from garrison troops, unhappiness from off-planet units and no free support. However, after infrastructure and diplomatic ties have been built up, you will be able to get up to speed and surpass the Imperial powers.

Advantages:    

You get bombers early to offset the Imperial capital ship advantage. 
You also have anti-aircraft type frigates from the beginning which the Imperials don't get till very late.

You get the advance for Jedi Knights when the date is zero after ANH automatically. 
You get free partisan units to pillage and counterattack when your cities are captured. 

Your tribe specific improvement is the Republic Museum (colosseum).

You share the same initial tech branch as the minor powers and can benefit from cooperation with any of them. The Unalligned realise that you are the nice guys and are willing to be your ally if you treat them nicely. 
              
Starts with three wonders, the Calamarian Knowledge Bank, Correlian Merchant's Guild and Rebellion HQ. You have more tribe specific wonders than anyone else, five in all, including some of the best ones.

2.02 MAIN TRIBES - GALACTIC EMPIRE (PURPLE)
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The GALACTIC EMPIRE is basically most of the map at the start of the game before it is carved up by the other two powers. As parts of the empire are lost, the remaining portions will face civil unrest. You must quell all dissent. You will also lose all your energy reserves at the start. If you choose to play as Palpatine, your initial goal is to retain as much of your empire as you can and then strike back at the rebels and insurrectionists.
   
Imperial Advantages:    

*Very powerful capital ships in the form of Imperator Star Destroyers reasonably early in the game.

*Has the Imperialsim form of government which allows you to control happiness more easily.

*You can also build hyperspace harvesters and HS conduits for 50% more food (farmland + supermarket).

*Imperial ground units are undoubtedly the best.

Other Advantages:

Your capital planet is completely fortified by minefields and inpregnable until the final stages of the scenario.

You practically have a monopoly on Bacta which is highly desired.
              
You have your own unique battleship unit, the Eclipse and a special tactical fighter - TIE Defender. 

Starts with two wonders, Tarkin's Doctrine and Palpatine's Citadel. Eventually able to build Cloning Rediscovered. You may also build several wonders meant for either of the Imperial powers (the other being the Second Imperium)

2.03 MAIN TRIBES - SECOND IMPERIUM (WHITE)
------------------------------------------
The Second Imperium begins with only a few planets under the jurisdiction of Admiral Zaarin. However, within a few turns, you will be able to conquer most of the Core Worlds.

Advantages:

All the Imperial Advantages as listed above plus...  

Controls the strategic central part of the map at the beginning.

You take all of the energy reserves of the Old Empire when the revolt begins.
              
You have a battleship unit, the Executor. Your fighter strike craft will eventually be the galaxy's best. 
              
Starts with two wonders, the KYD Shipyards and Galactic Center. Eventually able to build the Shadow Academy wonder. You may also build several wonders meant for either of the Imperial powers (the other being the Galactic Empire)

2.04 OTHER TRIBES
-----------------
the CORPORATE SECTOR AUTHORITY is a energy loving syndicate of industrial planets.

The UNALLIGNED try to maintain neutrality and act as a mediator between the other powers.

The PIRATE UNION is quite a powerful irritant to everyone. Pirates can get free support for all small ships like strike craft.

The PACIFISTS just want to keep out of everyone's way.


3.01 TERRAIN
------------
Like ST:BAQ, SW:Ins is mostly empty space(Ocean) so you should play the scenario as a carrier based island type game where you need starships to travel. Ground units cannot walk in outerspace.

The best planets to settle are those with an atmosphere and they come in two varieties, brown and green. The Cloudy planets are good as well.

You can generally guess what resources a planet might have by looking at the colour of the planet. The Suns and asteroid fields are not planets but offer good minerals and energy.

You will see a network of purple nav beacons slowly appearing in open space. This is intentional and created purely for its visual effect. They cannot act as roads for your ground units.


4.01 TECH TREE- BRANCHES
------------------------
There are three main branches, the common branch, Imperial branch and non-Imperial branch. At a certain point, the common branch splits off into future tech and CSA tech. The Imperial branch splits into the Old Empire and Second Imperium. The non-Imperial branch splits into the Rebels and Minor Powers.

The three major powers cannot negotiate with each other but they can still get each other's proprietary tech via third parties or stealing (but not the original starting innate advances). There is no tech from conquest.

4.02 TECH TREE- EPOCHS
----------------------
Unlike Civ2, there are no epochs. The tech icons serve a different function. They are colour coded and are meant to help you identify the tribes which are meant to discover
them.

Black - Galactic Empire

White - Second Imperium

Red/Grey - New Republic

Blue - Corporate Sector Authority

Brown - Pacifists

Orange - Pirate Union
  
Green - Unalligned

Red Block - Your wonder has been rendered impotent

Some other icons have more than one colour. That means they are meant for more than one tribe. The icon that with the Star Wars logo is meant for everybody. This way, if you look at your science advisor, you can tell if you own any advances not in your default set. If you establish informant networks, you can see if the other tribes have obtained extra advances.


5.01 UNITS 
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Some units have small letters to remind you of their abilities.

'T' for transport - Captial Ships like corvettes which can carry troops
'C' for carrier - Ships which can support strike craft squadrons
'F' for frigate  - Escourt Ships which can attack strike craft
'B' for bomber - Strikecraft capable of attacking planets

Some units do not have a shield, like the minefields and force-enabled units. That is meant to be. You need to guess what their health is. Others like the battle-stations and energy modules have a small window which is green, yellow or red.

5.02 UNITS-CAPITAL SHIPS 
------------------------

Different classes of ships are clearly defined by their abilities.

FRIGATE - (e.g. Lancer Frigate or Correlian Gunship)
mini carrier and anti-strike craft escourts

CORVETTE - (eg. Victory II Destroyer or CR90 Blokade Runner)
transport of ground forces and multi purpose patrolling.

DESTROYERS - (eg. Imperator class Destroyer)
powerful killers of other ships and useful for planetary bombardments

CRUISERS - (e.g. Dauntless and MC80 Cruiser)
powerful but expensive destroyers.

BATTLE CRUISERS & BATTLESHIPS (e.g. MC90 Battle Cruiser or Executor)
very powerful but very expensive cruisers

CARRIERS - 
carriers of strike craft which can also carry ground troops. 

ASSAULT SHUTTLES - 
weak ships which can attack other ships but they can occupy cities (helicopter)

5.03 UNITS-STRIKE CRAFT 
-----------------------
These come in three varieties, each icon represents a wing.

Fighters - 
for killing other fighters and bombers. They are stealthy but cannot attack targets in a planet's atmosphere.

Bombers - 
Although too slow to intercept other strike craft, they are useful for attacking unprotected planets and captial ships. All unescourted capital ships are highly vulnerable to bombers.

Tactical Fighters - 
combination of the previous two.

5.04 CODES UNDER MILITARY ADVISOR (F2)
--------------------------------------

Hld x    = x number of holds for ground units
SR       = Short Ranged Strike Craft
Kill SR  = Can Intercept Short Ranged Craft
C-2      = Can See 2 Spaces
iZOC     = Ignores Zone of Control
ISHLD    = Ignores Local Shielding
Orb      = Orbital (Amphibious) Attacker
Sml      = Small Ship (sub qualities)
Carrier  = Can Carry Strike Craft
Force    = Force enabled attacker (para)
Mob      = All Squares are Roads
x2vsMob  = 1.5x Defence vs Fast Units
x2vsSR   = 1.5x Defence vs Strike Craft
f        = No Support Needed under Feudalism
Sensors  = Can Spot Small Ships


6.01 KNOWN BUGS AND OTHER DIFFICIENCIES
---------------------------------------
The ion cannon has no movement allowance. You will not know when a planet completes the building of a unit and the planet will continue to build more if you do not monitor the progress. Also, you cannot fortify them even from the planetary screen and they canot attack even though they have a high attack factor.

I can't find where to change some menu items, so for example you still have to choose airlift or press 'L' to use the Hyperspace Gate.

At some point there may be an AI generated message saying that the war between the other two major powers has ended. This is not true. For some reason, sometimes the computer forgets the diplomatic contacts you have made near the beginning of the game.

There is no mechanism to tell you when you've won. After you have received the "XX civilization has been destroyed by the YY" messages for the relevant powers, you may consider yourself the victor. You can continue playing if it pleases you.


7.01 CREDITS
------------
I can take credit for doing most of the unit art - like units from my other scenarios they have a little kb marked at the top right corner. In cases where I modified other people's units, I did not put a kb on it. A few of the wonder icons were taken or modified from existing sources but I did the Star Wars specific icons myself (its obvious which ones). I also made the people.bmp specifically for this scenario using Star Wars personalities. Any art that I drew myself you can use without asking me. I only ask that the kb are left where they are and that ST:Ins is mentioned in the readme.

Some minor parts of the scenario are taken from previous SW scenarios by Paul Cadwell, John Valdez and Nikola Kupreanin. Most of the sounds are new but some are re-mixed from their scenarios. In particular, there are a few units by StM (I think its Stephan Meissl) used by everyone before me. Their work was a major inspiration to me.

I knew almost nothing about Star Wars before embarking on this odessy and much of what I have done is based on information from the following sites on the internet:

1. The Completely Unofficial Star Wars Encyclopedia ver 2.04
2. The Star Wars Planet Guide ver 2.5
3. Galactic Empire Data Bank

Thanks to Chris Polous for spending time to play-test. Special thanks to Charles Moore a.k.a. Thoth for his excellent feedback leading to many of the changes for version 1.2.


8.01 VERSION 1.1 UPDATES
------------------------
a. Changed cost of MC-80 from 13 to 12 and changed cost of MC-90 from 13 to 14.

b. Adjusted the terrain a bit so that when centerpoint station is activated, a deathstar battlestation (the terrain not unit) doesn't appear.

c. Removed holds from all carriers and battlestations. (Should have remembered that holds do not work on ships which can carry aircraft)

8.02 VERSION 1.2 UPDATES
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A. Changed scheme of gun emplacement units.

a1. Laser Turrets are now anti-aircraft units. The x2 defence verses mobile has been removed.

a2. Turbo Lasers are now specialised anti-ground units. Their defence factor ohas been reduced from 18 to 16 to increase differentiation from Ion Cannons. The x2 defence verses air has been removed.

a3. Ion Cannons have been given the attack role and a high attack factor to induce AI to build some - even though they are defensive units. Defense factor reduced to 30 as they were too powerful behind planetary shielding.


B. Made several adjustments and additions to make the scenario more challenging. 

b1. Made certain Techs more desirable so the AI would research in a more potent sequence.

b2. It is now impossible to steal other power's innate advances. However, you can still steal/trade the advances derived from the innate advances. This makes the AI races reach their powerful units faster as they won't research down two tech branches simultaenuously.

b3. The YZV are more powerful now. YZV automatically get the Feudalism form of government. They also get an new sturdy strike-craft, the Coral Skipper.

b4. Gave Planetary Shields to 2 cities of each major power at the start. Its not easy to overrun the enemy's major planets now.

b5. Removed the double defence against strike-craft for the minefields so the AI Millenium Falcon won't commit suicide by attacking it.


C. Miscellaneous rebalancing

c1. Added 2 to the attack factors of all bombers to make them more effective.

c2. Free battle-stations are now veterans to make them more powerful.

c3. Increased hit points of carriers to 2 to compensate for the loss of holds.

c4. Reduced the irrigation time for cloudy planet from 3 turns to 2.


D. Bug fixes

d1. Role of Head Hunter and A-Wing is now set to Air Superiority.

d2. All Ships now have a 'range' of zero. This eliminates the irrelevant display numbers.

d3. Several messages (including the fort messages and the Tarkin obsolete message) have been amended or corrected.

d4. I have changed the ATT to look like the Trade Federation ATT.

d5. Changed Barbarian colour to black so their units can't be mistaken for the Republic.

d6. Removed engineers transform info for terrain so MGE users won't think that an engineer will become available later.


E. Added the barbarian energy module sub-plot to inject 1000 more credits into the galactic economy in aggregate.


END
==============


A Final Note for Star Wars Enthusiasts

For someone who knew absolutely nothing about Star Wars I think I have done quite a decent job. Yes many parts of the scenario are not accurate. I have had to make changes to the unit stats to balance the game. There is no way to make the Executor 11 times more powerful than an ISD II and the Republic cannot be left with mediocre ground forces etc. etc.

I have also twisted some other SW names to suit the scenario. For instance the Shadow Academy has actually got nothing to do with Darth Vader and the Second Imperium was actually a plot to use holographics to impersonate Palpatine.

