B L I T Z K R I E G
1936 v.3

A big update has been made for BK1936. This is the third and most extensive update.

"Adolf Hitler became Chancellor of Germany in 1933. Under his leadership the country developed into a ruthlessly aggressive totalitarian state. All forms of democratic government and political opposition were soon swept away. By coercion, repression and propaganda, the Nazi Party began to control German life. The Nazis pledged first to restore Germany to its 'rightful' place in Europe, and then to seek world power. The Blitzkrieg era has begun..." 

In October 1936 Italy's Mussolini made an alliance with Germany's Adolf Hitler. Ethiopian trade concessions were extended to Germany (Ethiopia had been conquered by Italy in May). They also declared common policies towards Spain, the Danubian countries, the Soviet Union, and the League of Nations. Mussolini called the new alliance the "Rome-Berlin Axis".


Here comes the important stuff ? :

The time: October 1936
The objective: To win a possible WW2

REMEMBER TO RUN RUN ME BEFORE PLAYING.BAT BEFORE PLAYING. IT ALLOWS YOU TO SWITCH BETWEEN VARIOUS VERSIONS OF THIS SCEN.

ALSO, ALWAYS OPEN THE Blitzkrieg1936.scn TO START THE GAME!

Civilisations:

1. Axis
2. Imperial Japan

(Look on page three for the rules for victory).

3. USA
4. British Commonwealth
5. Soviet Union
6. France

(Look on page three for the rules for victory.)


7. Independents (not playable)
8. Barbarians: Neutrals (not playable)



Important information:

Axis:
As the axis you start off with a large army, but not ready for any aggressive wars. End with the Versailles treaty and build up your army and get the needed techs to do so.

Imperial Japan:
Japan is in the face of modernizing its army. It might be smart to build up before taking on great powers such as America, the Soviet Union and/or the British Commonwealth. Do not build up for too long either, America has an overwhelming industrial capacity. 

USA:
The United States is one of the mightiest countries in the world concerning industrial capacity. If someone can help out its allies in bad times its America. 

British Commonwealth:
The British Commonwealth naturally has a massive army, air force and navy, since they are so damn large. The Commonwealth civilisation has possessions all over the world. Defend yourself from axis aggression either Western Axis or Japan.

Soviet Union:
The Soviet Union has been lifted up and is in the process of modernizing its country, building up infrastructure and industry. If they can do so in peace, Russia can become a very dangerous neighbour

Independents:
Non-playable

( The Neutrals are not playable )

Some of the changes from v1:
	Fairline units graphics
	General graphics update
	Changed the unit stats radically around
	Many civ specific units now generic units. This to make place for more units for a more realistic game.
	Nationalist China merged into one large Independent civ. This to make the AI put up some resistance in case of war. And so that the game works better in single play.
	Many changes to the tech tree
	Many in-game changes. Including new cities and more or less units here and there
	Corrected various minor bugs
	More wonders (buildable and pre-placed)

Some of the changes from v2:

MAJOR CHANGES:

NEW FEATURES:
	* Sounds introduced. Units rearranged to fit the proper sound slot. Sounds ripped by and edited by me from various games.
	* Introducing STRATEGIC RIVERS!
	- river terrain mixed with ocean terrain!
	* OPTIONAL WW2 BLACK AND WHITE GRAPHICS STYLE ADDED!
	* OPTIONAL STACKABLE TERRAIN VERSION AVAILABLE!
	- In both the SP and MP version you can choose between Stackable terrain in the *.bat file. Stacks added to Grassland, Plains, Desert and Tundra. Defense stats tweaked thereafter.
	* Graphical overhawl:
	- All new Curt cities
	- Terrain graphics changed and tweaked to fit the theme
	- Units replaced and tweaked to fit the theme
	- Coastline tweaked to make the inland "ocean-rivers look like rivers
	* Tech paradigm raised, to give bigger trade revenues and to make trade more important
	* Diplo/Spy screen opened, marco polo (elite intelligence) wonder removed
	* One SP and one MP version included. *.bat file to switch back and forth. Revolutions allowed and a limited option diplomat added in MP.included in MP-version.
	- USSR can change to Representative Democracy and Fascism (or Autocracy)
	- Japan can change to Representative Democracy, Fascism and Communism (or Autocracy)
	- Axis can change to Federal Democracy and Communism (or Autocracy)
	- France can change to Communism or Fascism (or Autocracy)
	- USA can change to Communism or Fascism (or Autocracy)
	- Britain can change to to Communism or Fascism (or Autocracy)
	- Independents can not change government
	* New super producing terrain resource introduced: Ruhr/Ural Industries
	* The Ruhr area in general radically more productive
	* Ruhr Industries wonder moved to Praha and renamed Skoda Industries
	* Oil terrain introduced close to selected oil producing cities, together with the Oil rafinneries city improvment
	* Pedia.txt updated with more description

RULES CHANGES:
	* Cost of units radically increased and tweaked to reduce the possebility to use the Rush Building Technique!
	* Various changes roles, attack/defense to various units:
	* Chemical Industry introduced (Solar Plant)
	* Liberty Ship removed:
	- Aichi D35 introduced
	* Cromwell removed
	- Super Battleship (Japan and Axis specific event unit) introduced
	(* AT battery removed:
	- RECONNAISSANCE VEHICLE ADDED IN MP-VERSION (with reduced abilities)
	- KI-100 ADDED I SP-VERSION (Japanese special unit)


MINOR CHANGES:

RULES CHANGES:
	* Medium tank bug corrected
	* Imroved Fighter bug corrected
	* Ground attack aircraft bug corrected
	* JS-2 bug corrected
	* Motorised Inf. now negate city walls and ignores ZOC (Blitz ability)
	* Mechanised Inf. one better attack
	* Elite inf's two better defense
	* Only Elite Inf's able to make amphibious landings
	* Improved Fighter less effective
	* Industrial terrain renamed "Manufacturing Sector"
	* Some 'industrial' terrains rearranged
	* Power Plant renamed "Steel Production"
	* BlackMarket renamed "Textile Production"
	* Clean Water renamed "Public Utilities"
	* Culture renamed "Entertainment Industry"
	* Railway System renamed "Rapid Transit"
	* School renamed "Literacy Program"
	* Subway System renamed "Highways"
	* Military Police renamed "Military Court"
	* Banking renamed "Commercial Bank"
	* War Economy renamed "Investment Bank"
	* One more tech needed to reach Heavy Bombers

	* Heavy Industries cost raised
	* Power Plant cost raised
	* Army Base cost raised
	* Trade Goods price raised
	* Governments renamed to fit a more general term in case of revolutions
	* Cursor icon removed and replaced with the ordinary 'cursor'
	* The Panther removed from the Knight slot
	* Improved Battleship made an Axis/Japan specific unit
	* Old Battleship renamed Battleship
	* Desert movemcost raised to 2

IN-GAME CHANGES:
	* Many "razable" cities given city walls
	* Rostock and Knigsberg given Coastal Fortresses
	* Many things renamed in labels.txt
	* China made harder to captured
	* Great Wall wonder moved
	* Manerheim Line introduced in Finland
	* Changed Currency to the Pound (in millions)
	* Helsinki given Forest terrain
	* Warszawa given less defensive terrain
	* Lwow given less defensive terrain
	* Magionot Line visable to every civ
	* Propaganda Centres removed
	* Japanese leader renamed Hirohito, as there was no way to have Imperialism as govenment and get the leader to be Prime Minister
	* Airbases removed from squares next to cities to avoid the railroad effect.
	* Paris lost its heavy industry
	* American special city style introduced

OTHER:
	* New Sarsstock styled flags

Rules:

HOUSE RULES:
- Only the owner of Suez, together with her allies, can 
  cross the Suez Canal (During peace time, freighters can cross. War time: none).
- Only the owner of Panama City, together with her allies,
  can cross the Panama Cana (During peace time, freighters can cross. War time: none) warships.
- Only the owner of Istanbul, together with her allies, can
  sail between the Mediterranean and the Black Sea.(freighters can cross).
- Only dive-bombers and fighters can land on Carriers.
- Subs can not carry V-1 missiles or atomic bombs.
- No airlifting between cities.

NEW HOUSE RULES:
- Fighters can not finish their turn on top of a land or sea unit stacks Only bombers can be escorted. 
- Do not under any circumstances freeze unit to gain longer ranges
- Do not circumstances build airbases to use them as railways. Railways are removed from this scen.
- Trading of civ specific techs disalowed
- Ship chains disallowed
- Building of new cities disallowed. Only re-creating razed ones alowed.
- Bribing units in the MP-version disalowed


Victory conditions:
#1: World Dominance: Control the entire world, either by alliances or alone.
#2: Technological: First one to reach Modern Technology (Future Technology)
#3: Conquest: Destroy 2 civilsations.
#4: World War: Win or be one the winning side of  the world war.
Credits:

I don't really know where to begin the thank you thingy. I guess my biggest will have to go to Kobayashi for the massive inspiration his work has had on this scenario. Just take a look at the hit points-firepower stats, those are based on the ZWK stats. Also the guys at Paradox Entertainment who made Hearts Of Iron, which I have looked to for historical accuracy from time to time. The unit placement is inspired from their 1936 scenario.


From here on there are no ranking, everyone is in randomized order, and I am equally greatful to all of you! Even to those who is not on the list, if you are reading this or playing my scenario that is :D

Thanks very much to the 1942 play testers:
	Academia
	Nilat Bolshevik/Stalin II
	Jim Panse
	FiGu
	Dario1986
	Squonk
	Arthedain

And to the 1936 v.1 play testers:
	Academia
	Nilat Bolshevik/Stalin II
	Jim Panse
	FiGu
	Pablostuka
	Historical Atze
	POTUS
	Squonk

And to the 1941 play testers:
	Academia
	Nilat Bolshevik/Stalin II
	Jim Panse
	FiGu
	EmuGod

Exile: For letting me use his map. And for the idea of oil fields from imp1870.

Thanks Kobayashi for inspiration. The unit stats from ZWK modified to fit this scen. Without the hitpoint firepower thing he has.

Pablostuka and CDG: Thanks for hosting my scenarios and thanks for doing a great job for the Civ2 community! This one is dedicated to you! ?



Graphics:

Units:
Fairline: Gareth is the master mind behind the great looks of almost all these units. I have modified some of them myself, but Fairline did the great job of actually drawing them. Thank you, matey! 

HT made the great mustang.

Steph modified the Me-110 (Heavy Fighter)

And many of the astonishing tweaks of Fairlines unit, signed with a dolphin, are done by Catfish.

Some units are also nemo units.

Cities:
Curt was kind enough to lend me a hand on the cities. His cities simply is the best looking ones to this date. Thank you letting me use them!

Using Sarsstocks template I modified the flags to fit my theme.

Icons:
Most icons have unknown authors. Many icons by my self. All flags were drawn by me. The Prussian Militarism, Oil Raffinery, Narvik Iron Ore and the Stalins Russia icons also by me. Many others tweaked and modified.

People:
People by Curt I believe.

Terrain:
Plains and Desert I borrowed from Kaiser. Radiation terrain by me. Irrigation, Farmland and the mining terrain icon modified by me. The fuel Depot and local factory terrain icon by me. The rest, unknown Im afraid.

Title:
Title by the great Saarstock.

The Blitzkrieg 1936 banner:
By me.





Feel free to contact me anytime! ?
My email address that I check out regularly:

eivindae@yahoo.no 

Enjoy your self!


Find more of my scenarios here: http://www.cdgroup.org/forums/tbs/civ2/index.php?h=1&pf=118
