THE MODERN AGE readme file.

I.) INTRODUCTION AND MOTIVATIONS

Reading about the bloody Italian campaigns of the French Kings Charles VIII and Louis XII, I considered the dynamics of early modern period warfare. Tactically, it sounded challenging. But what about strategy? This scenario is an oblique attempt to address that question.

The map is the largest and most detailed I could find. Downloaded it from Apolyton. The period is the 16th and 17th centuries, the time when the gun went through all its early modifications, eventually emerging as the strikingly lethal devices we've all come to know. It was also the age of coalescing nation states. Feudal aristocracies had had their day--and blew it. The feudal hosts in battle after battle had been slaughtered by shrewder foes. At Leignitz the Mongols had destroyed the huge combined feudal host of both Poland and Germany, and farther south, a Mongol detachment crushed a Hungarian army 200,000 strong. At Nicopolis the Turks had again demonstrated the superiority of tactics over the headlong charge. The Europeans had done it to themselves as well. At Crecy, Poitiers, and at Agincourt, the English had poured the shafts from their longbows into immense armies of French knights, three times inflicting crushing defeats on the flower of French chivalry. When no foes proved able, the English then cracked their own kingdom like a clutch of eggs and called the whole series of sordid little affairs the Wars of the Roses.

A new ideology appeared. Absolutist monarchs took their feudal states away from the Aristocracies and began to actively guide their kingdoms. In Germany, the nobles resisted, but in France, England, and Spain, powerful Monarchs established stable governments, installing bureaucracies to regulate and control trade, production, taxation, and judicial authority. The Absolutist Monarchs that succeeded created Nation States. It is not surprising that these states were crafted and geared for war. In an age intellectually defined by Machiavelli, not Cervantes, the role of the Prince was to perfect his expertise at the Art of War. The absolutist movement faltered with the English civil war, and foundered completely with the French Revolution. Charles V sought to reunite all of Christendom, but under the Habsburg banner. Louis XIV, the Sun King, was the epitome' of the absolutist ideal. England's Charles I pursued the same ideal across the channel and lost his head over it (literally). His son, Charles II only lost the kingdom when the Parliament, during the Glorious Revolution of 1688, dethroned the last of the Stuart absolutists and invited a Dutch noble, William, to take the English crown. 

On to the game. [techs in parenthesis are default-"Trade" vs. "(Trade)"]

II.) DIVERGENCES:

The terrain features are altered only slightly, new resources exist, the horse & timber. The deserts are thoroughly inhospitable & and a new terrain, steppe, is almost as uninhabitable. Almost everything else has been changed or relabeled. The units are all different and attempt to address the steady changes that occurred in military technology during the period. The improvements have been given new labels in some cases and new graphics. The Wonders are mostly altered, but some are default. Some techs that may seem familiar are relabeled-Construction, Philosophy, and Gunpowder are NOT those default techs.

III.) THE UNITS:

1.) Ground units; The Man-at-arms and [Turkish] Guard units are the Phalanx unit, renamed. The Man-at-arms has its own tech and goes obsolete with Polearms tech, which provides the Pikemen, Spanish Pikes, and Halberdier units. Don't worry about not being able to build the Guards unit w/the Turks--it goes obsolete on the first turn of the game. The Berber Guards are slightly better and cost a little more. Both the Turks and Berbers are in Fundamentalism at the start, renamed Islam, and can build the Fanatic unit. The Fanatic is weaker than in the default game, but cheaper to build. The Turks start with Janizzaries of 2 types. The pikemen-Janizzaries are not quite as powerful as the European pikes, largely because any Europeans were likely to be either Swiss or Landsknechts. The musketeer-Janizzaries are better than the early Harquebusiers, but not quite as good as later Musketeers. The strength of the more modern units is not only in their hit points, which are usually at least 2, but also in the gunpowder units' firepower number of 2. The halberdiers are slightly cheaper, but almost as effective defense units as the Pikemen, and both are horse-resistant. The Crossbowmen are the most effective early attacking unit, and are cheap, but don't operate very well as a field force, especially if your enemy has cavalry. They are obsoleted by the Gunpowder tech. Turks & Berbers will not be able to build Crossbowmen or Men-at-Arms. Modern Troops tech brings in the most effective units, and obsoletes most of the others, [not Janizzaries or Berber Guards]. These late game units are also slightly cheaper to build than the early units. The Grenadier unit can make amphibious landings. The Peasant Revolt are the Partisans. I wish there was a way I could prevent these being built, only generated.   

2.) Cavalry units; Horseback riding tech gives everyone the ability to make  Light Cavalry, which is obsoleted w/the Tactics tech. The Turks & Berbers can build the Horse Archers, which do not go obsolete. Historically, there were some of these units around, though the Horse archer units typically represent non-Ottoman Turkish mercenaries, often along for campaigns. Everyone can make the Heavy Horse unit, and they go obsolete w/the Tactics tech. The Spanish Horse unit is Spanish-only. The Ghazis were Ottoman Turkish border nobles, aggressively prosecuting the Jihad by raiding the Christian frontiers and joining in on the Sultans' forays for conquest. The Ghazi is only available to the Islamic powers. Cavalry is the first modern cavalry unit and can hit hard. The Reiters unit, available with Tactics tech, are mounted pistoleers using the "Caracole" battle tactic to bring maximum firepower to the enemy front line. They lack the firepower of the foot gunpowder units. The Hussars and Dragoons become available with the Modern Troops tech and are the top cavalry units in the scenario. The Dragoons are mounted foot soldiers and have a good defense and hit points for a cavalry unit. The Hussars are imitation Cossacks and are good for reconaissance, but not so much in battle, though they are clearly better than anything before them. These last 2 units obsolete everything all other horse.

3.) Artillery units; No one starts the game with artillery techs. This is a little inaccurate, but the point I'm trying to make is that these older, less mobile pieces were already obsolete. New types were being improved. YOU can research their construction techniques and build them! The Cannon is a basic early light field piece. It is relatively cheap, and can hit hard. The Culverin is more effective, though more expensive. Don't forget--the guns that the Turks used to take Constantinople were manufactured on site by foreign gunsmiths. This is also why the Turkish army in Hungary at the start of the scenario has some Heavy Cannons but no ability to make more. The siege gun is just what it implies--a heavy mortar for knocking out city defenders. The Siege Gun is available w/Bell Manufacture tech. The Falcon is available w/Cannon-making tech. The Horse artillery comes along later, with the State Military tech, hits hard, can move quickly, and has a reasonable defense; by this time, light field pieces were using grape-shot. Its greatest asset may be its price, however. It is cheap. This unit represents Gustavus Adolphus' modifications to his army's artillery, though the scenario essentially allows any other enlightened monarch to precede the visionary Swedish King. None of the artillery units go obsolete. Even during the Napoleonic era, there were still heavy fieldpieces in antiquated armies [like the Russians].

4.) Naval units; All the nations begin with various permutations of the galley. These will all go obsolete at various times, and do not have the trireme disadvantage. Only the Islamic nations can build the dhow and the Galiot. Only the Europeans can build the Galleases. The Berbers will get the Barbary Pirates tech on turn 150 with an event, which allows the building of the Barbary Pirate ship. The Pirate is never obsoleted. Several Europeans start the scenario with the Navigation tech, which allows them to build the Caravel. The Armed Merchant is available w/Local Trade tech. Both of these ships go obsolete w/Shipbuilding tech. India Companies tech allows the construction of Frigates--fast, relatively powerful ships designed to patrol the seas and hunt down pirates. Shipbuilding (Amphibious Warfare) tech makes the shipyard available and the Galleon and Man-o-War. Advanced Navigation is the (Nuclear Power) tech and gives ships another movement point. Merchant Marine tech finally provides all the pinnacle ships, the Ship-of-the-Line, the East Indiaman, and the Sloop-of-war. The Merchant Marine tech also obsoletes the Galleon and Man-o-War units, though not the Frigate. The Fire ship is available with the Explosives tech and is a single-attack unit. The Man-o-War, Galleon, and to a lesser extent, the armed Merchantmen, are all intended to represent the masses of ships used in the naval wars of the period. Dutch prints and woodcuts from the period show large fleets of these types shooting it out in mixed melees. These ships were not intended to be exclusively warships--between conflicts, many of them also had the dual role of cargo carriers. Notice the similarity of numbers between the Galleon and the Man-o-War. One is simply more heavily armed. In the game they have been designed to carry cargo as well as fight. The later ships, Frigate, Sloop, and Ship-of-Line, are all early 18th century innovations, and reflected the "perfection" of the experimental military technologies of the previous 2 centuries. The East Indiamen were relatively fast, durable, armed ships exclusively designed for long distance trade over semi-lawless seas. The Sloops-of-War were small, fast cutters designated mostly to coastal patrol duties.

5.) The Diplomat is the Spy renamed and is available with the Diplomacy (Espionage) Tech. By the time it appears, tech won't be an issue. The Peasant is the Settler renamed, while the Engineer is the same unit as the default, but w/a different graphic and arrives w/the Scientific Thought tech. The Caravan unit is what everyone starts with, but the tech-advantaged Europeans will reach the Mercantilism tech and begin to construct the Trade Goods unit, which is the Freight unit renamed and given a new graphic. 

IV.) THE PLAYER POSITIONS--PERIOD POLITICS AND GAME BALANCE.

How on Earth can I justify separating the Habsburg domains in Germany and in Spain, given my starting year? Simple; game balance. Moreover, I was also trying to keep in mind the later political permutations that occurred during this era. I concluded that Germans did things largely for German reasons, Spanish largely for Spanish reasons, etc., etc. No matter what banner they fought under, local political expediency took precedence over matters of "The Empire," or "The Faith." The Imperial position IS powerful, but has some built in disadvantages too. First, the Turk is literally on the doorstep. The Imperial capital is Vienna, a city in a dangerous position for the intial 20 or 30 turns. The Empire is bordered by a host of small Independent "barbarian" city-states to the east--they will only be a nuisance, but eliminating any of them will prove difficult because there are fortified, high-defense units in most of the "Neutral" cities. And, like all of Germany's wars, there will be a powerful France to the west, making the 2-front war virtually inevitable. The French have mountains that provide relatively secure borders in the south, but are faced in the north and east by a powerful Empire and an ocean-protected England. The English are relatively weak in this scenario, as they were historically, though later they can become thoroughly entangled in northern European politics. The Italian states are pretty weak in every respect. They are also rich, and thus a fat target for more aggressive powers. Oceanic trade would begin shortly after the scenario starts, so Italy is doomed to decline, though the position is playable. The Berbers are not really meant to be played either, but their position isn't completely hopeless. As a matter of fact, if you can hold out until Barbary Pirates, you might actually stand a chance of defending your coastline from all but the most determined attacks. I made the Berbers their own Player because, during this period, they were sometimes allied with the French and selectively raided the Italian and Spanish coasts. If I had made them simply barbarians, there is no chance this would happen. The Turks, as well as the Berbers, are tech-disadvantaged because the only governments they have are Islam (Fundamentalism) and "Oriental" Despotism but the Turkish position at the beginning of the scenario is powerful. There is a large army in Hungary, ready for conquest. This is a little inaccurate, but game balance demanded it. The Spanish position is interesting for its many aspects. It is continental, but has the mountain barrier between it and France--a stable fortress line can be constructed early on and will probably endure. In the Mediterranean, however, there are several immediate potential foes to reckon with. The Berbers will always be a danger unless their cities are conquered early--exactly what the Aragonese did, historically. The Italians will not be so easy to deal with. Naples is a very HOT SPOT with the French, Spanish, and Italians. Look at the events file to see what I mean. Additionally, the Spanish also have the seagoing English to consider in the North and, historically, English raids on Spanish ports did occur.

V.) IMPROVEMENTS

Several improvements have been left out but most are here, some with new names, some with new graphics, some with both. With the Exception of the Foundry, I tried to leave out the big production-enhancing improvements so as to limit the ability of any player position to overwhelm completely another. 

Excessive Taxes is (Capitalization) renamed, available w/Tax Farming.
Civil Magistrate is (Courthouse) renamed, available w/Judicial Reform tech.
Farms is (Farmlands) renamed, available w/Enclosure Movement tech.
Foundry is (Factory) renamed and assigned to its own tech.*
Garrison is (Police Station) available w/Absolutism tech.
Merchant's Quarter is (Bank) renamed, available w/Credit Instruments tech.
Shipyard is (Port Facility) renamed, available w/Shipbuilding tech.
Theatre/Opera is (Colosseum) renamed, and assigned its own tech.
Bank is (Superhighways) renamed, available w/India Companies tech.
Warehouse is (Granary) renamed.
Water Supply is (Aquaduct) renamed.
World Port is (Offshore Platform) renamed, available w/World Trade tech.
Royal Monopoly is (Stock Exchange) renamed, avail. w/Royal Monopolies tech.

*Only the European powers have the (Industrialization) tech. It has been renamed European Worldview and designated a "no,no" tech. It is there primarily to make sure the right city graphic is in place, but it also obsoletes all the Islamic military units.

VI.) WONDERS

The elite quality of the Janizzaries is enhanced by the Janizzaries (Sun Tzu) Wonder at Istambul. The Sublime Porte (Michaelangelo's) wonder represents not only the unity of Turkish Islam, but also prevents Cathedrals [!] being built in Turkish cities. England starts the scenario with the Court of Star Chamber (Oracle) Wonder. Henry VII established the Court of Star Chamber as a counterweight to the other court systems then extant. He also decentralized by passing on the magistracy to the Justices-of-the-Peace. Shakespeare's Theatre is also in London at the start. London was on the verge of becoming one of the world's leading trade cities and this wonder represents a new and aggressive spirit of individualism and rising middle-class aspirations. The Iron Crown of Lombardy (Great Wall) is already obsoleted, but, as the new pedia states, represents the idependent spirit of the Italian cities and nobility. (An Aside; a guy named Clarence Bigsaddle was once asked by a little girl, "hey, why are you not wearing a WAR BONNET? You're an Indian, aren't you?" He replied by asking, "hey, little girl, why are you not wearing the Iron Crown of Lombardy? You're a European, aren't you?") Issac Newton's College is the default in every way, but Theory of Gravity is placed differently in the tech tree. J. S. Bach's Cathedral only becomes available with the Theatres/Opera tech, and Copernicus only becomes available with the Heliocentrism tech. Balance of Power is the (Eifel Tower) renamed, available w/its own tech. Cartography is the rather pointless map-revealing effect of the (Apollo) wonder, included for period flavor. The Dutch Trade Empire (Colossus) is in Amsterdam at the scenario start, representing the initially latent economic power of the Dutch, though this scenario doesn't see them as an independent power. I wanted to avoid the silliness perpetrated by some of the "Age of Exploration" scenarios where it is possible for the Dutch player position to take over the world. Hungary is the (Pyramids) renamed and represents the "breadbasket" effect of the Alfold region throughout this period. The Imperial Settlement (Cure for Cancer) wonder is located in Wittemburg. To explain my reasons for this would take more space than is available and you wouldn't wanna read it anyway. It's historical. Marco Polo is in Florence at the start of the scenario, but expires with the discovery of the Mercantilism tech. New World Trade (Adam Smith) becomes available with Shipbuilding tech. Science is the (Great Library) renamed and made available only with the Scientific Thought tech. It does not go obsolete. As previously stated, the State Piracy (Lighthouse) wonder is located at the start of the scenario in Algiers and does not go obsolete, but can be taken. The Voyages of Exploration (Magellan) wonder has simply been renamed. It is available at start for several of the Europeans and is being built in 3 separate cities by the Italians, English, and Spanish. These cities are Florence, London, and Cadiz, respectively. The Age of Reason (Darwin) wonder becomes available with Reformation tech. War with the Turks is (King Richard) renamed and placed in Vienna at the start of the scenario. This gives the Imperial player a better than even chance of hanging on to his capital and preventing the initially powerful Turkish Janizzary-based, artillery-armed army from taking it. The Inquisition (Hanging Gardens) wonder is located in Toldedo at the start of the scenario. This may be more or less accurate but what I wanted was a central position in Spain so that it couldn't be snatched away by a powerful surprise raid from the sea. The Sun King (Women's Suffrage) represents the aspirations of absolutist monarchs of the period and their ability to quell dissent. The wonders are usually more expensive than normal.

VII.) Miscellaneous notes:

Yes, there are churches in Islamic towns. Until very recently, there had always been significant non-Islamic minorities in many Levantine cities; Armenians, Jews, Syrian Christians, etc. These churches represent those communities within Islam and, in game terms, preventing disorder by these minorities is precisely what the churches do. The myriad changes in the tech tree are too copious to explore in detail, so I'll address only some of the more interesting alterations. Fundamentalism has been renamed Islam and is a "no,no" tech. There is now a tech called Barbary, it is also a "no,no" and cannot be reached. These techs supply the 2 Islamic states with their units, which all are obsoleted by the European Worldview tech, which all the Euros have at start. Monarchy has been renamed Feudal Nobility, and made a "no,no" tech, but the government is called "Aristocracy." Aristocracy(tech) is NOT Aristocracy(govt). Only the Euros have the Aristocracy(govt). All the europeans are in Aristocracy(govt) at the beginning of the game. The Aristocracy(govt) is NOT available to Islamic states, only Despotism & Islam. Absolutism is (Republic) renamed. I have moved Copernicus to Heliocentrism tech not simply to add more techs to the mix, but also because the discovery of Astronomy, in history, did NOT coincide with a Copernican revolution. Heliocentrism was the revolution. The (Future tech) has been renamed Industrial Revolution--it is NOT (Industrialization). The Civil Magistrate (Courthouse) is not available until Judicial Reform, rather than Legal Codes (Code of Laws). During the medieval period, judicature was often the prerogative of the feudal nobility. Only when powerful monarchs were able to better control the court systems, were they truly able to function as intended. Moreover, there were several, semi-redundant court systems in place simultaneously. Canon law was enforced by religious courts, "civil" law by another, common law another. Part of judicial reform was the effort to rationalize and condense these bloated, inefficient, and often corrupt and many times redundant systems. This process didn't simply occur. It required the will and direction of the absolutist monarch. Credit Instruments is (Banking) renamed and Merchant's quarters are (Banks).       
(Cont.)