Warning!: You need to have installed Fantastic Worlds for this scenario
to work! 




SPANISH PRIDE, IBERIAN PRIDE (v4.1)
An Allegory of the Spain of the Autonomous Communities... plus Portugal.

by Jess Balsinde (jbalsinde@ucsd.edu)

April 1, 1999
  


(v4.0 released October 7, 1998)
(v3.0 released June 4, 1998, as Iberian Pride)
(v2.3 released December 20, 1997, as Spanish Pride)
(Versions prior to 2.3 were never posted on the net)




Come visit the Spanish Civilization II Site, where this scenario and 
all others I have designed to date are described in detail!  

http://www.geocities.com/Athens/Aegean/1514/Spaciv.htm




BACKGROUND

Uncontested rule over the whole bull skin-shaped territory that is the
Iberian peninsula has been the ultimate goal for many of the peoples 
who entered the territory. This was first attempted by the Romans who,
by the first century B.C. had conquered most of the peninsula, adding 
it as a province to their empire. The occupation did not comprise the 
whole Iberia, as in the mountains of the rough North, Asturians, 
Cantabrians, and Basques always opposed Roman rule and continously 
revolted against the invader. The Visgothic king Leovigild was the next
to try the complete unification of the peninsula. He and his 
descendants had to face the same problems as their Roman predecessors 
with the indomitable men of the North. Only a century after Leovigild,
the Visigothic kingdom was completely wiped out by the Moors. The Moors,
however, were never interested in the cold North, which was then slowly
re-populated by the poor, scared and hungry Christians. The last and 
most succesful unification of the peninsula was accomplished by king 
Philip II in 1580. The unity of Iberia was definitively broken in 1640
with the separation of Portugal from the Spanish empire. Two 
independent states have co-existed since in the Iberian peninsula.




INSTALLATION

As indicated above, this scenario can only be used with the upgraded
version and capabilities provided by the Fantastic Worlds scenario 
disk. If you have it, make a new folder under the Scenarios folder. 
Call it "Spanish" and put all the files in it except those files with 
extension .wav. Inside the "Spanish" folder make a sub-folder called 
"Sound" and place all the .wav files in it. Now just play.



WHAT'S NEW? --DESIGNER'S NOTES


-- Changes in v4.1 --

A few changes in this version, mostly in the graphics section. New units 
(guerrillas instead of partisans, bandoleros and carlistas instead of
French troops).

A new tech, pike tactics, allows to build the powerful pikeman.

It is now easier to take over barbarian cities.

No French invasions anymore. I realized these invasions imbalanced the
game too much for Catalans and Basques. Not that it was not accurate
from a historical perspective, but hampered gameplay. However the
barbarian leader still is some very well known French guy. That is to
represent the many French attempts throughout history to invade the
Iberian peninsula. In another change, one of the sea barbarians is now
a British cavalryman. That also represents the frequent British attacks to
Spanish coastal cities at different times of history. In adition, 
France is not to be colonized anymore.

All units, including the barbarians now appear in the Civilopedia.

A nice new sound.

A new quote in the intro text from another of the great poets. That's it.


-- Changes in v4.0 --

Many new things in this update. Actually v4.0 is a whole new scenario-
I even had to start from the scratch.

Basically, v4.0 drops, for ever and ever, the modpack concept (at least
in the way I understand it). This is a scenario in its strict sense, 
based on the current political reality of Spain... plus Portugal. The 
scenario itself is fictitious i.e. the Basques, Galicians, Catalans and
Castilians never fought against each other (and hopefully never will). 
But it is full of references about Spain's history and legacy. As 
stated in the introductory text, this scenario is played just like a 
normal Civ2 game; the only difference is that everything there revolves
around Iberia.

Small changes to the scenario, introduced to add more feel to the 
thing Iberian: a new terrain feature, the sheep (what is more 
Spanish that the humble herd of sheep?), and a new city improvement,
the bullring (instead of colosseum). The title.gif is also new and
depicts the seventeen autonomous communities into which Spain is 
currently divided for administrative purposes.

Major changes to the scenario-- Well, the whole dynamics of the game
has been altered. One thing of Civ2 that always pissed me was the 
impossibility of having no more seven tribes at a time. As I wrote in 
the readme for v2.3, "... I decided to use seven peoples among the ones
who are currently living in Iberia. I tried to pick the most 
charismatic ones. It would  have been less traumatic if I had room for
17 instead of 7!" In any event, it was inevitable that my choices
would be unfair for those left out. Thus I set out to fix this in the 
best possible manner. What I did was to place in the map all the 
important cities of those communities that were not represented in the
scenario: Asturias, Cantabria, La Rioja, Aragn, Valencia, Murcia, 
Extremadura, the North African territories and the Balearic Islands. 
Sadly, the Canary Islands are still out -there is no way to make them 
appear in the map. I lumped all those cities together with the French 
as the Barbarians and put them under the blue flag of the European 
Union.... the best thing I could come up with (suggestions welcome).
Other than that, the Barbarians participate in the scenario in the 
exact same manner they do in v3.0, i.e. as pretty stubborn guys trying
to permanently settle on Iberian soil. 

Oops, almost forgot, all cities under the European flag have got a nice
improvement called palace. This prevents you from bribing them dirty 
cheap. For reasons that I ignore the AI-controlled civs seem to be able
to occasionally bribe some of these cities. Yet another bug, of course.
Not so bad after all, but not so nice anyway.

The Moors are back in business... I have realized that for maximal
fun, some scenarios (particularly this one) do need to cast a civ in
the role of "shool's bully". The Moors fit quite well into these shoes.
I have changed their flag and architectural style though. Tip: watch 
out for the things going on the other side of the strait of Gibraltar. 
 


RULES AND VICTORY CONDITIONS

"Spanish Pride, Iberian Pride" is a Total War scenario, which means 
that spaceship building is not possible. The only way to end the 
scenario before time runs out is to wipe out everyone else. It lasts 
from 4000 BC to 1998 AD, and goes for 399 turns. Scoring is according 
to the usual Civ2 rules. The tech paradigm rmains the same, 10/10. This
scenario was meant to be played at emperor/deity levels. At these 
levels it is tough to win. 



THE TRIBES

Here is a brief description of the tribes and what you can expect from
them (listed in order of success probabilities, according to my own 
playtesting).

1) Andalusians (the green). This is probably the most playable civ at 
deity level, because they start out in the fertile and resourceful 
Guadalquivir valley. When computer-controlled, the Andalusians are 
very friendly and prone to ally with the human player. If you were 
given the chance, take it!! An alliance with the Andalusians might be 
the surest way for a total victory. 

2) Castilians (always the purple). This is the only tribe without sea 
borders, which is bad (less trade) and good (no sea barbarians). This 
is also a fine civ to pick up although perhaps not as good as the 
Andalusians. Castilians have less room for expansion and a somewhat 
harsher terrain to start with. Thus expansion is not fast. In addition,
their landlocked position makes them encounter enemy civs all around. 
This is again bad (high risk of war too early in the game) and good 
(increased trading and tech exchange possibilities).

3) Basques (the white). Their starting position --Vitoria-Gasteiz-- is 
neither wonderful nor awful, if you know what I mean. When computer-
controlled, the Basques have a strong tendency to go south and settle 
in the Ebro valley, which I do not like at all as it makes them to 
clash very early with the Catalans. Despite their proximity to 
Barbarian France and the sea, the Basques do not seem to be a preferred
target for the Barbarians (do not ask me why, I do not know!). That 
makes their life way easier than that of other tribes. 

4) Galicians (the cyan). I added several grassland squares around 
Santiago, the Galician capital in the hopes this would make these guys
to direct their sights towards the north-northeast. Of course computer-
controlled Galicians do the opposite and go south to settle along the 
Douro river. That path leads them to early encounters with Portuguese 
in the South and Castilians in the Southeast. This is their major
problem; they do not have much room for expansion. French Barbarian 
attacks to the Galician cities are not constant, but not infrequent. 

5) Portuguese (the yellow). Much against my will, the Portuguese are on
the side of the losers. They start out in the mouth of the Tagus river
--Lisboa-- with plenty grassland squares. But this is pretty much it, 
no resource squares closer. I tried to alleviate this by adding some 
forest around. However, the greatest problem for the Portuguese is 
their proximity to Andalusians, Galicians and Castilians, which cuts 
severely their possibilities of expansion. In addition, the Portuguese
are attacked by Barbarian ships quite often. 

6) Catalans (the orange). Choosing this as the human civ is quite a 
challenge. These guys have bad, bad luck! Their starting position is 
probably the best one of the seven civs --lots of varied terrain and 
extra resources--. However the North Mediterranean sea is a zone of 
continuos barbarian attacks all along the game. In addition, the 
proximity of Catalonia to barbarian lands does not help much --watch 
out for those pesky invaders! (it's a very important part of the 
history of Catalonia --significanly toned down in version 4.1). If you
decide to be a Catalan, prepare to defend yourself at all cost. If you
are busy building defensive units, you waste precious time and resources
that could have been destined to building new cities or improvements.

7) The Moors (the red --yes, you have read well). As indicated above,
these are the "bad guys" of the scenario and should not be chosen, as 
it would detract from the object of the scenario. Of course, if you 
want to experience a different kind of game, go ahead. The main purpose
for having the Moors in was to prevent as much as possible the early 
expansion of Iberians down to North Africa. I made the Moors 
deliberately strong from the beginning - they are the only tribe 
starting with two cities. The Moors have much more room for expansion 
than anyone else, and they do expand like crazy. When computer-
controlled, the Moors do not negotiate. 

8) The Barbarians (the blue), represented by the main cities of the 
communities not represented in the scenario. All of them have palaces. 
Using a hexadecimal file editor, if you change byte 2F of the saved 
game to 01 you can play as the Barbarians!
	



WONDERS OF THE WORLD

All 28 wonders are new and created by me. Check out the Civilopedia for
a brief description of each of these! 

For your information, here is the list of wonders:

Wonder of Iberia		Replaces		

Roman Waterworks		Pyramids
Cave Paintings	    		Hanging Gardens
Courts of the Kingdom  		Colossus
Hercules Tower    		Lighthouse		      
Fray Luis' Teachings   		Great Library	   
Las Huelgas Monastery  		Oracle
Mural Walls          		Great Wall
El Cid's Campaigns    		Sun Tzu's       
Pilgrim's Way     		King Richard's           
Mudjar Architecture   		Marco Polo's  
Abd-al-Rahman's Mosque 		Michelangelo's
Giralda Tower	    		Copernicus'            
Belem Tower	    		Magellan's		        
Cervantes' Theater    		Shakespeare's              
El Prado Museum	    		Leonardo's		    
San Lorenzo Monastery  		J.S. Bach's
Alhambra Palace        		Isaac Newton's
La Lonja de la Seda    		Adam Smith's     
Columbus' Voyage		Darwin's		    
Gaud's Work	    		Miss Liberty	                
El Pilar Monastery     		Tour Eiffel
Plaza Mayor           		Women's
Puerta de Alcal       		Hoover Dam      
The Alczar			Manhattan		              
Picasso's Guernica    		U.N.              
Dal's View	    		Apollo Program	            
The Science Tree      		SETI	    
Art of Bullfighting    		Cure Cancer



THE TECH TREE

The Fascist Patch v.3.2 by Steven Strayer was initially used as a 
starting point for rearranging the tech tree in the Spanish Pride 
Scenario. Therefore, several new techs come directly from the Fascist 
Patch. These include Fascism (takes the slot of Fundamentalism), 
Firearm Design (Gunpowder renamed; just "Firearms" in the Fascist 
Patch), War College (takes the slot of the unused Plumbing), and Armor
Design (slot U3). 

Be advised however that most other changes to the rules introduced by 
the Fascist Patch have NOT made their way thru in the Spanish Pride 
Scenario. For instance, horsemen and chariots have been switched back,
crusaders and knights (renamed horse knights) are again two separate 
units, a Gunpowder advance has been brought back and put before 
Metallurgy... 

These are the new techs introduced without the need of the Fantastic 
Worlds disk: Fanaticism (taking the slot of Genetic Engineering --what
is that?), Gunpowder (yes you read well, this a new tech which does not
allow one to build musketeers nor makes barracks obsolete --taking the
slot U1), and Leisure (taking the slot U2).

The new techs allowed by the Fantastic Worlds disk are: Siege Warfare 
(X1), Biomedicine (X2), Civil Protection (X3), Faith Spreading (X4), 
Pike Tactics (X5), Early Armor (X6), and Humanities (X7). 

Finally, there are many changes in the prerequisites of several pre-
existing techs, most --but not all-- of them due to the inclusion of 
the above new techs. Frequent consultation with the Civilopedia is 
highly recommended.




UNITS
	
I created a lot of new units for this scenario. Some others received a 
new look or new name, but are essentially the same as in regular Civ2
games. To make a good sense of them all I strongly urge you to consult
the Civilopedia. If somebody wants to use the units that I have created 
(those marked JBR), it is fine with me as long as credit is given and 
my initials are not removed from the file!!!!

The units that I myself created have an unequivocal Spanish flavor. 
These include the Falangists, the Civil Guards, the Harquebusier, the 
Conquistador, the Champions, the Special Forces, the Legionnaires, and
the Tercios. The Camel is not very much Iberian, I know, but I had to 
add it to put aside the Elephant (despite Hannibal, elephants have not
much to do in a scenario like this one). Let's take the camel as another
piece of Moorish heritage in the Iberian peninsula.

I have made the cavalry and grenadier (riflemen in normal Civ2 games)
units to dress in white as this was a very frequent color for 
Spanish uniforms in the XVIII and XIX centuries. Other icons that I 
changed just for the sake of adding more Spanish/Iberian flavor are 
those of the Phalanx (now a true Roman soldier, Greek military 
presence in Spain did exist but was minimal), the Horsemen (now 
depicting a Moorish light cavalry --another bit of Moorish heritage), 
and the Castilian Halberdier (Pikemen in Civ2; Axemen in the Fascist 
Patch, from which my icon was derived). Except for the fact that the 
horsemen has now been given the ability to treat all squares as roads
-the perfect explorer-, none of the units mentioned in this paragraph
have their characteristics changed with respect to normal Civ2 games.

Some of the Spanish-flavored new units need no comment; everybody has 
heard about conquistadores, harquebusiers or tercios. I think however 
that other units need to be explained a little bit further.

The Falangists are the members of the Spanish Fascist Party, Falange 
Espaola (Spanish Phalanx), today almost extinct. The Falangists played
a very remarkable role during the Spanish Civil war and the post-war 
era. Not as soldiers --though they combated fiercely-- but as 
maintainers of civilian order and organizers of the intelligence 
services, the Falangists distinguished themselves as zealous supporters
of Franco's regime.  I tried to reflect these characteristics by giving
the Falangists the ability to see two spaces away, to treat all squares
as roads and a high defensive strength. Thus the Falangists are 
excellent city defenders. They are not powerful in attack though.  

If you've visited Spain you will certainly agree with me that the Civil
Guards (Guardia Civil) are among those things one can find only in 
Spain. The ubiquitous olive-gree dressed Civil Guards, always patroling
in pairs, are responsible for keeping the law in the contryside. Their
distinctive and incongruous black tricorn hats are now rarely seen 
except for formal occasions. This strong but singularly ineffective arm
of law was raised in 1844 to combat rural banditry but have since 
regularly intimidaded the peasantry. According to these characteristics,
I gave the the Civil Guards the all-as-road ability and made them 
strong both in attack and defense. They are cheap too.

When talking about modern legionnaires one immediately recalls the 
French Foreign Legion. The truth is that the Spanish Army also has a 
regiment which is exactly like the Fench Foreign Legion, mainly 
garrisoned in North Africa. The Legion was initialy founded under the 
name "Foreign Tercios" as a homage to the glorious Spanish infantry of
the XVI and XVII centuries, In accordance with their stormtrooping
duties, I made the legionnaires very strong in attack and able to move
two squares per turn.

The Special Forces are the units with paradroping abilities. I drew 
this unit wearing the distinctive black beret.

Finally the Champions (would "Paladins" be a better name for this unit?
Comments welcome). This is actually a crusader without a horse so it 
moves only once per turn. The pair Champions & Crusaders is equivalent
to the pair Armor Knight & Horse Knights. For Spaniards only: Yes, the
"Champions" unit depicts the Capitn Trueno. I drew this one pixel by
pixel, I am happy to say.

The Carlist unit. These XIX century bigots provoked two wars, both with
the purpose to place two individuals called Carlos (Carlista means 
follower of Carlos) on the throne of Spain. They failed. The Carlist 
movement was very strong in the Basque provinces, Navarre and a bit 
less in Aragon and Catalonia. In the rest of the country it was 
unsignificant. The Carlist is a barbarian-unit only.




MISCELLANEA

There is no buffalo in Spain. I changed it to "olive oil" and/or 
"sheep". No silk in Spain either; it has been replaced by "rabbit". 
Pheasant has been changed to "game".

Some trading commodities have been changed to better reflect what Spain
actually produces. Tungsten replaces uranium just because tungsten is 
the only element of the 104+ of the Periodic Table that was discovered
by Spanish scientists.

There are no goody huts. This was absolutely necessary to prevent the 
appearance of advanced tribes here, there and everywhere.




CREDITS

The scenario takes place on a map of the Iberian peninsula by Pedro 
Lpez Rodrguez. It is a superb map that depicts wonderfully well the
geographical peculiarities of Spain --the most montainous country in 
Europe after Switzerland. In order to make early growth a little bit 
easier, I had to slightly adapt the areas wherein some civs start 
(i.e. adding more grassland squares).

Several unit graphics and techs were borrowed from the Fascist Patch,
version 3.2, authored by Steven Strayer. 

The icons for the engineer and the rabbit terrain are from Fredric 
Meuni. The European flag is from Mike McCart. I do not know who 
created the "knight armor" and the "donkey caravan". If it is you, let
me know so I can add your name here. The Stealth Fighter icon is from 
Michael Nielsen. The Carlist idea is from Jordi V (El Website Iberic).

The Spain.wav file is from Dustin Dunn. Unfortunately the Portugal.wav
was not available at his site.

Special thanks to Alfredo Barriocanal for many useful suggestions, 
including the bullring improvement (and its pic).



AND THE SAGA CONTINUES...

As you may or may not know, I am dedicated to flood the net with Civ2
scenarios about Spain, her history and legacy. Here is the list of
those that I have completed to date: 

__"Spanish Pride, Iberian Pride"              (v4.1, April 1, 1999) 
__"Spanish Civil War. The Defense of Madrid"  (v2.0, June 24, 1998)
__"The Visigoths"                             (v1.0, January 29, 1998)
__"The Conquest of Mexico"                    (v1.1, February 10, 1998) 
__"Al-Andalus, the Trail of the Sun"          (v2.0, May 9, 1998)
__"The Age of Philip II: the Time of Thunder" (v1.0, May 4, 1998)
__"The Crimson Manuscript: War in Granada"    (v1.1, August 30, 1998)
__"Alba de Amrica"                           (v1.0, October 12, 1998)
__"The Quest for Eldorado"		      (v1.0, March 16, 1999)

All of them are available for download at several websites, but I would
like to invite you to download them from the Spanish Civilization II 
Site and tell me how you like them. The URL address is: 

http://www.geocities.com/Athens/Aegean/1514/Spaciv.htm

