RED FRONT: A SCENARIO ABOUT THE GREAT PATRIOTIC WAR (1941-1945)
(The Soviet People's war against the Nazi invasion of 1941)

VERSION 1.5, RELEASED 1st March 2004

PLEASE READ THIS BEFORE YOU PLAY THE GAME, OTHERWISE YOU MAY MISS SOME IMPORTANT HINTS. AT LEAST READ SECTIONS ABOUT INSTALLATION, START-UP, SOVIET UNITS AND STRATEGY HINTS. 

Based on historical accounts and records. Original Created by Captain Nemo and Alex the Magnificent, version 1.5 by Colwyn.

Special Thanks to:

Jim Winchell for ideas, suggestions, facts about the Russian SS-divisions and lots of other things and especially excellent, dedicated, play testing... Phase 1 of this scenario is Jim's doing!
Tatu Ahponen (Stefu) for the facts about Finland's history 1941-1945 and assistance in play testing.
"DarthVeda" for ideas, suggestions and play testing. Also for re-colouring Soviet winter units and helping with release 1.3. Kevin is the author of another scenario on the same subject.
John Petroski for the idea of "Anti-tank defences" (Replacing the city walls) and for play testing the game.
Fast-Eddie for his idea of a "race" for control of the Reich territories, between the Soviets and the Western Allies in 1944-45.  
Dirk Zelwis for his knowledge of German WWII vehicles and for his database of pictures that allowed me to design some of the best armour graphics in this scenario.
"Techumseh" for ideas and suggestions (Including the Soviet Pragmatism Wonder)
Michael Daumen for ideas and suggestions.
"Kull" for ideas, suggestions and game feedback.
"Overdrive" for excellent game feedback and the "Reports from the Rodina".
Stefan Hartel for ideas, suggestions and facts about WWII era national flags.
Djugashvili for play testing and feedback
Ken for extensive play testing and feedback (version 1.4)
Agricola for extensive play testing, map editing and feedback (version 1.5)


The majority of graphics used in this scenario are designed by Captain Nemo and Alex the Magnificent.  The graphics remain the author's property under copyright laws. If you wish to use the graphics in other games and scenarios the following rules apply.
For terrain, city, icon and people graphics you may use the graphics without permission if you credit Captain Nemo in your work (Except Admiralty wonder, NKVD post, barracks and Politburo for which you need to credit Alex)
For unit graphics the same rule applies for all units marked Nemo only. Please request Alex's permission prior to using his units (These are most of the infantry units marked "Alex").  

NEW IN VERSION 1.5: 

Remove some German units at start of game to reduce the too many units threshold being reached.

Refugee's cost to expatriate and settle now a little higher.

Scouts:Panzergradiers & Motorised Infantry(bit more expensive) have 2 space view to reflect
scouting abilities. Motorised Inf has AA capabilities from summer 43 onwards.

Motorcycle units replace Calvary in 42/43

NKVD will not budge unless transported until winter 42/43

Some German tanks now have attack role rather than defence.

Increased shield value of Ural resources, added in Peat Bogs, Herds and Ural mine.

Freighters have vastly increased movement, especially needed to reinforce Stalingrad from the Urals.

Trade bonus's for various terrain bonuses's tweaked to get Science being researched in more soviet cities, Caucasus still important but less so now.

Bomber units have longer range.
Fighter units have longer range.
All Soviet air forces now attack and must return to base, changed to stop players using them as blocking units.

No 0 attack values for fortifications/hedgehogs to reduce partisan's ability to kill them so easily.

Some German units with 1 move now have 2 in summer

Red Army units have Treat all terrain as roads in winter and move 2 thus they are more useful to keep.

Tile food improvements now 1 not 2 in summer to actually get some city's to starve. 
Historically a hell of a lot of people staved rather than was killed in battle in the Eastern Front.

Skuka's have 1 mv and thus multiple attacks as per the Russian il-2 during 
all summers (Tech air defence become’s more valuable now rather than a never used advance)

Russian AA batteries can now attack adjacent air units at str 4 from Winter 42 onwards.

Remove many events that created 3 partisans for one red army death.

Reduce Howitzers mv to 1. Kayusha's and Su-76's(in 43+) are for rapid assaults, Howi's need to be brought up first.

Some other Russian port cities start with Naval Inf in build queue.

Investigating Partisan tech early will let you build them until late 42
Fewer partisans appear & Attack str of partisans now less through ages. (Player will not be able to take over minsk/kiev with partisans)

Me262's are much tougher.

T26's upgrade to T-70's and then Su76 assault guns(ignore city walls) replacing the T-34/85 Guards slot.

Hedgehogs are harder to destroy rather than a 90% kill for one Kayusha

Grain elevators are more expensive to build.

Supply Convoys removed from game and replaced with Tank units, no longer will the player be able to ignore building up the Urals/soviet industry and just rush buy everything with the "Huge" money gained in trade.

Russian Fortified Position's now have only 8 defence and no AA, will now hold up the enemy only for a short time and Sevastopol is historically likely to fall.

Removed Rubble to stop player from settling on unit.

You cannot take advantage of other CIv2 bugs such as lining up convoys and using airports for enhanced movement, incremental rush buying. and disbanding units. These are all forbidden and considering cheating big time.

*** All these changes I feel make the game more realistic for the Player and truly it’s an effort to get to Berlin by '45 and not in 43/44 normally.
It is now truly important to have reserve defence positions at the front to stop the
Germans from rapidly advancing to your cities beyond Moscow/Stalingrad with only a few red army troops for your defence. 
You will also only be able to amass enough forces for a breakthrough at one point in the line prior to the Ural industry build-up of
unit later in 43/44/45.


NEW IN VERSION 1.4: 
Gold renamed to "Roubles". Effect of cathedrals and churches substantially modified. Politburo now replaces colosseums to keep population happy.  
Added T-28 medium tanks. Added PzJg 38 Hetzer. Added Stalin line.  Added Gestapo headquarters. Added motorized labour brigades.  Added Americans as separate nation. Added events for American invasion of Northern Italy in 1944 and of Western Germany in early 1945. Added US Infantry, M4A3 Sherman tanks and P-47D aircraft. Added King George V class Battleship. Removed pollution icon. Added Volkssturm infantry units (In addition to Panzerfaust unit). Modified German defence strategy for 1944-45. Added several cities. Modified starting positions. Changed some wonders... and more.

NEW IN VERSION 1.3:
Some additional new unit graphics (Soviet winter tanks, Pz-38t light tank, multiple versions of same unit as game progresses, misc. improved graphics)

NEW IN VERSION 1.1-1.2:
Some additional new unit graphics (Winter units, Red Guard tank regiments, some improved designs)
Some new terrain graphics
Some new city graphics (Small Ural cities now look like useless villages until they are built-up by the arrival of refugees from the West)
Many new events added, especially in 1943-1945.  
German AI tactics in 1941 are vastly improved making for a more historically accurate invasion in 1941 and 1942.  Guderian's 2nd Pz Group represented by it's own units. Special tactics employed in 1942 push for Stalingrad. 
Major Allied bombing campaign events in 1943-45 with gradual destruction of German industry.
New technologies trigger rapid collapse of Germany when certain objectives are reached in 1944-45.
New "Concentration Camp" city improvement reduces the cash output of the German economy so German money won't "overflow" as it does in version 1.0
Promotion of some Red Army units surviving the summer of 1941 to Guard status in the winter of 1941.
Appearance of Soviet Guard Tank regiments in 1942
Bug with Russian Orthodox Cathedrals not improving happiness is fixed... Now building cathedrals has a significant impact, however capture of Minsk now causes major unrest.
Many new sounds some never heard in Civ2 scenarios (Imported from movie soundtracks)
Improved AI use of special "Karl" and Volksturm units.
Several new cities added for historical accuracy.  Petsamo in the Kola Peninsula can give German U-boats access to the Soviet "backwaters" through the Murmansk straight. 
Changed conditions for victory to make it possible for a good player to win the game on Deity by November 1945.



BACKGROUND:

This scenario takes a slightly different approach to the WWII Russian campaign: Most people expect to play the Germans and all existing scenarios are designed for play from the German side... This one is not.  It is geared only towards play as the Soviets and everything has been designed to give the German AI some intelligence and to make him a challenge to beat.  To those who complain that all scenarios are too easy, play this one at Deity level... and let me know if you survived 1941!

This is also a multi-faceted scenario, requiring a combination of military power, economic development, technology development and military strategy to win. Important factors in the game are:  
Challenging defensive strategy utilizing weaker Soviet units and "natural" defences while making critical decisions about "where to hold and where to run". 
Building up of Ural industrial region by moving population & improvements eastward. 
Defence of key economic regions and cities.
Bringing Murmansk convoys through the German U-Boat and Luftwaffe blockade. 
Winter season factors changing entire game strategy and causing negative effects such as starvation in the cities.
Military and economic technology tree allowing lots of new units, improvements and wonders.
 
The scenario is very detailed and includes many new refinements. Some of the rule changes are similar to "2194 days of War", but there are also new ones specific to this scenario.
We took full advantage of the 8 new unit slots and 7 new tech slots to add interest to the technical research aspect of the game. Many other changes in events, icons, terrain, wonders and cities also add to the completely new feel...But it still suffers from the very long turns characterizing WWII games with many units, at least until the massive German onslaught cuts down the number of units in the game. 

Some of the new interesting features to note are the extensive use of "Superproduction" squares like bauxite, coal mines and iron (Massive shields and/or trade bonuses) which makes the capture of such areas a real goal as it was in the war. Additionally a special terrain has been created for oil fields with refineries and wells and these are located only in a very limited region of the map (Around Ploesti, Romania and Baku, Grosnyy and Maikop in the Caucasus region). These squares produce so much trade, that their capture will cripple the economy of the side that loses them.

Industry squares replace the "mining" squares. They produce massive shield amounts to simulate the output of industrial complexes around large cities in Germany and certain regions of the Soviet Union. The industry squares can be "pillaged" by enemy units and are very time consuming to rebuild (This mimics the destruction of industry by the war operations and the ensuing slow rebuilding process). Also, surrounding the larger cities are new "Suburb" areas, which boost shield production and have no move-cost. On the other hand the Railroads have been eliminated to avoid the instantaneous and unrealistic movement of troops from one end of the map to the other.  The road movement factor is still 3 during summer months but falls to 1 during the winter season.

The dense terrain: Forest, mountains, Spruce forest and "Bereza" (Birch forest) has higher "move-cost" to make them difficult to move through. Mountains, forest and spruce forest also have increased defensive value, but somewhat less than in the original Civ II rules to reduce the effectiveness of the "Fortress on a mountain" tactic against the AI.

The plains, grassland and tundra have normal move-cost and normal defensive value.  The marshes are almost impassible and offer reduced defensive value so units "stalled" in the marshes are easy targets... This allows partisan units to "hide" behind marsh terrain areas and be less vulnerable to enemy ground units (Air units are still dangerous)

Finally a new type of terrain, "Minefields", has been created for this scenario.  This terrain acts exactly like the Marshes terrain, ie. a high move-cost and reduced defensive value, but this terrain can be created from grassland, tundra and plain terrain by the transform command.  Only Soviet "Labour Brigades" can perform this task and the human player can use it to create a barrier against the German advance.  By using the natural terrain obstacles (Rivers, mountains and marshes) and closing the gaps with "minefields" a wall can be built behind which the weaker Soviet units can lay in ambush and kill the stronger German units...
This tactic is an essential part of the formula required to achieve victory.

Some of the wonders are placed at the beginning of the game, with appropriate historical functions. Some have been made obsolete to prevent unwanted interference with the game but still serve as objectives.  Capture of some Wonders causes special triggered events. 
Some wonders should be researched during the game.
The tech-trees are fully functional and allow a full military and economic development for both the Germans and Soviets. The Civilopedia is also functional and allows viewing all units, advances and city improvements. The player is encouraged to consult the Civilopedia for specific unit statistics.

Please note that some units that can be researched later in the game do not appear in the Civilopedia in the early stages because some unit slots are used multiple times to maximize the number of available units... For example, the Soviet T-28 Medium tanks were already obsolete in 1941, however they were present on the battlefields of June-August 1941.  Therefore a number of T-28 tanks are under Soviet control when the game starts. They should, however, be quickly lost to the German advance. When the new files are loaded in December 1941 (winter terrain and units) the game deletes the T-28 unit and replaces it with a future unit that will be researched later on.  Typically there should be no T-28s remaining in play by that time, but if there are a few they will be converted into the new type units (Call them "prototypes").

There are multiple events.txt files each designated for a certain period of the war and designed to simulate the changes between summer and winter conditions. This allows the game challenge and focus to change as war progresses.

The summer-winter factor is very important in the game.  Not only does it change the landscape completely every fall and spring but it also modifies the terrain and unit rules and some of the unit graphics.  Here are some examples:  

The roads become less effective in the winter to simulate mechanical breakdowns, mud in the fall month and the stalling of movement due to paralyzing cold, exhaustion etc. Both sides are affected but the Germans are more affected.
Grassland, plain and tundra terrain movement cost is doubled (Difficult to drive or walk through 8 feet of snow)

Deciduous forest, which loses its leaves in the wintertime, also loses its defensive bonus.  
Spruce forest keeps its defensive value but becomes almost impassible.

Marshes freeze over and their movement penalty decreases in the winter.

Russian tanks with wide track move better on the snow than German narrow track tanks.

German inf units have less resilience in winter (less HP)

The Finnish infantry, which is really average in the summer months, becomes a real dangerous force in the winter due to their very high mobility and winter warfare experience.

All farmland and irrigation bonuses are cancelled during the winter months so cities go into temporary starvation and must live off their reserves. Cities without granaries can really suffer if they start the winter with low/no reserves. 

INSTALLATION:

Create a folder named "Red Front" inside your "Scenario" folder. Copy following files in the new folder:

Game.txt			Events1.txt			RedFront.bat 
Labels.txt			Events2.txt			Delevent.exe 
Pedia.txt			Events3.txt			wterrain1.gif 
RedFront.txt			Events4.txt			sterrain1.gif 
RedFront.scn			Events5.txt			wterrain2.gif 
People.gif			Events6.txt			sterrain2.gif 
Icons.gif			Events7.txt			wcities.gif
Readme.doc  			Events8.txt 			scities.gif
Title.gif 			Events9.txt				
Rules1.txt			units1.gif			
Rules2.txt			units2.gif			
Rules3.txt			units3.gif 			
Rules4.txt			units4.gif 			
Rules5.txt			units5.gif					
Rules6.txt			units6.gif			
Rules7.txt			units7.gif			
Rules8.txt			units8.gif		
Rules9.txt			units9.gif		



Create a folder named "Sound" inside your "Red Front" folder. Copy all the new .wav files supplied with this scenario into the new "Sound" folder. Make sure you are using Civ II FW version. The game will not function without the FW version of Civ II

START UP:

Before starting the game, double-click RedFront.bat. This brings up a menu from which you should select option 1 (Load Summer 1941). Selecting 1 sets the game to summer conditions and set events to the initial part of the war while creating the files units.gif, cities.gif, events.gif, rules.txt, terrain1.gif and terrain2.gif.  If you do not first run RedFront.bat the game will not find these required files and will revert to the corresponding standard Civ II files.

Now start Civ II
Select "Begin Scenario" from the first menu.
Select "Scenario" folder
Select "Red Front" sub-folder
Select "RedFront1-5.scn"

You're now ready to select your civilization and level of play.
You should choose all the default settings (Soviets, Josef Stalin, male, Deity) unless you feel you aren't ready for play at Deity level.   

Every so often an event text will pop up and prompt you to save the current position, run the Redfront.bat program and reload your game.  This will change the rules and look of the game to simulate changing seasons and later events in the war.

WHAT TO EXPECT:

FINLAND is a separate nation, allied with Germany and at war with the Soviet Union. It is not designed for play and there are very few units and developments available to Finland. If you are Finnish and decide to play this nation anyway, you were warned!

SWEDEN is neutral, cannot develop or build anything significant and should not be played.

The UNITED STATES are allied with the Soviets and will historically declare war on Germany in December 1941.  They will have insignificant impact until they start entering the map in 1944-45 then they will compete with the Soviets for the capture of Eastern Europe and Germany. They are not designed to be played. 

GERMANY is designed to be a very aggressive AI.  Playing Germany as a human player would make for a very boring game, would ruin a lot of the events and probably allow you to finish the game by the end of 1941! DO NOT PLAY GERMANY! 

TECHNOLOGIES:

There are a number of new technologies available in the game. Most of them are military-oriented, generally leading to new and improved units. There are basically three new branches:

The Flight path (Advanced Flight I, II and III, Jet Engine, Propellants, etc.) which leads to newer, better planes.

The Mobile Warfare path (Mobile Warfare I, II, III and IV, Blitz Warfare, Armor design, Advanced Artillery, Mobile Artillery, etc.) which opens the door to vastly improved ground units.

The General Research path (Advanced Research, War productivity, Military Research, Civil Defence, Air defence Corps etc.) which leads to faster development, more productivity and new Wonders.

Along with these new branches, there are a few other new technologies (e.g. Naval Superiority) and many of the traditional ones. Use the Civilopedia or Help to view the units and city improvements made available with each new technology. 

Note that there are advances related to each country i.e. "German", "Soviet"... that cannot be arrived to through research.  These advances are given to the respective countries and cause certain units/research paths to become available.
Some advances are only given by special event to simulate a historical occurrence.

UNITS:

All infantry units in the game have the "ignore City walls" bit set because city walls have been changed to "Anti-Tank Defences" and only affect tanks.  Special city assault units like artillery, mobile artillery and rocket launchers also ignore the anti-tank defences. 
John Petroski introduced this excellent idea in his scenario "Up the deadly boot"
Relative attack/defence/firepower numbers on the units have been adjusted NOT to match historical military data BUT slanted in favor of the German AI to insure that "he" is a challenging opponent. Please do not interpret this as historical inaccuracy but rather as a reasonable compromise to make the game more playable.
I have access to the actual tables on armor thickness/kill distances/relative strength, but even with the biased settings I use, the AI is quite inept and wastes a lot of units on hopeless attacks.

Difference between tanks, tank-hunters and mobile artillery, a mini-lesson in mobile warfare equipment:

Tanks are more expensive to build but have both good offensive and defensive numbers. Tanks get better and better as technology progresses so there is little comparison between a 1941 medium tank, PzKw III for example and a 1943 Panther tank. In the game use them to attack units or defend positions and don't throw infantry at enemy tanks.

Tank Hunters are really anti-tank guns mounted on a tank chassis.  These were designed to kill expensive tanks by striking first and because they did not have rotating turrets they were cheaper to build and could typically carry a bigger gun than the corresponding tank.  The StuG III carried a 75mm gun as opposed to the 37mm or 50mm guns of the PzKw III tank, which it was based on.  But they were typically much more vulnerable because they could not defend themselves from side attack (No turret) and carried much less armor.  In the game use them to knock out enemy units but withdraw them after the strike or they are dead.  Remember that enemy tank hunters may be vulnerable to your infantry even if they look like tanks. Some late German tank-hunters were really nasty since they carried massive guns AND massive armor, which made them near invulnerable.

Mobile artillery was designed to move up behind the frontlines quickly and fire at the enemy in the distance.  The tank chassis was used not for its armor but for its all-terrain mobility.  Typically the crew compartment was open and only the driver sat inside the chassis.  In the game these units are designed to attack cities (Ignore city walls) and are very vulnerable to enemy counter attacks. The Soviets do not have mobile artillery units because their Katyusha launchers have identical statistics and the same function.

The following basic/advanced units are/will become available during the game to each civilization:

GENERAL:
Floating Mines: Indestructible stationary naval units, prevents non-historical landings by AI and human player.
Freighter: Carries up to 4 units
Destroyer: Fast and ideal for anti-submarine warfare and convoy screening duty
Cruiser: Fast and effective against enemy cruisers, destroyers and submarines.
AA Battery: Defensive role only (Attack=0) but defends 2x against air units.

FINLAND:

Infantry: Basic infantry unit during the summer months, but becomes lethal when the snow hits!

UNITED STATES:
G.I. Basic infantry, appears in 1944
M4A3 Sherman, Fast, mass-produced medium tank with the more powerful main gun installed later in the war. Start appearing in large numbers in early 1945.
P-47D Thunderbolt, Ground attack fighter-bomber("Jabo") greatly feared by the Germans. Start appearing in the summer of 1945

GERMANY:
Wehrmacht, basic infantry defence role
Wehrmacht SG, attack infantry, can capture cities via "blitzkrieg" capability (Paradrop)
Waffen-SS regiment, elite assault infantry
Romanian Infantry, basic infantry of allied Romania. Built by event only and based in Bucharest.  Becomes obsolete (Disbanded) if Romania surrenders.
Einsatz-Kommando, elite SS anti-partisan fighting unit (All as road, Ign. ZOC)
VolkSturm w/Pzfst, "peoples" defence forces armed with anti-tank weapons. (Suicide attack role)(Defends 2x against mobile units)(Destroyed after attack)
VolkSturm w/MG43, "peoples" defence forces armed with heavy machine gun (Defence role). 
Both Volksturm units appears if German territory is invaded. 
Hedgehog, strong stationary infantry position used by the Germans in the winter months to protect their summer gains.
PzKw 38t Panzer, Highly mobile light tank, Czechoslovakian design taken over by the Germans in 1939. 
PzKw III Panzer, Highly mobile light tank, backbone of the early Panzer divisions
StuG IIIC, (Sturm-Geschutz or "assault artillery") Powerful tank-hunter armor unit on PzKw III chassis (Upgraded versions F & G appear later the game)
PzJg 38 "Hetzer", Tank hunter based on PzKw 38t drivetrain.  Appeared in large numbers late in the war.
Pzkw IV Tank, Medium Tank, the "workhorse" of the Panzer divisions during the entire war. (Upgraded versions appear later the game)
Wespe, Mobile artillery unit on PzKw II chassis (ign. Anti-Tank def.)
Hummel, Powerful mobile artillery unit on PzKw IV chassis (ign. Anti-Tank def.)
PzKw V, "Panther", Medium Tank, outstanding design, very dangerous foe
PzKw VI "Tiger", Heavy Tank, even more dangerous... the trademark of German armor after 1943, although not produced in great numbers.
PzJg VI "Elephant", Heavy Tank Hunter, very powerful attack weapon but poor design makes it vulnerable even to infantry. 
PzJg V "JagdPanther", Deadly late design tank-hunter on Panther chassis. Probably the best tank of WWII.
Tiger II Panzer, Heavy Tank, Best armor in game, SS panzer divisions only!
88mm MP artillery, Mobile anti tank/anti aircraft gun (2x against air, 2x against >2 move)
150mm Feldhaubitze, Heavy towed field artillery (ign. Anti-Tank def.)
60cm Mortar "Karl", Incredibly powerful siege mortar (ign. Anti-Tank def.)(Created by special event only)
Panzergrenadiers, Mobile support infantry
SdKfz w/4x20mm Flak, Highly mobile AA battery (2x against air)
He-111 Bomber, Medium bomber, older design
Ju-88 Bomber, Medium bomber, new design
Me-109 fighter, Basic fighter aircraft
Ju-87 "Stuka", Dive bomber
Fw-190 fighter, Better fighter aircraft
Me-262 Jet Fighter, Jet fighter aircraft (Best fighter in the game)
U-boat, Submarine (Invisible to most, Carry missiles)
Battle-cruiser (Only a few in existence, no new ones appear)
Slave Labour (Settler unit) represents captured Soviet civilian and military personnel forced to work in German labour camps. Created by special event only. 

SOVIET UNION:

Refugees, Civilians fleeing the German advance during the summer of 1941. They are non-attack units without special capability during the first part of the game. But they can settle in new cities and improve terrain as "Settlers" AFTER the summer of 1941. These are a valuable resource later in the game and an effort should be made to get as many of them out of the Western cities and to the Ural/Siberian region without getting them killed.
Laborer, Replacement unit for the refugee once the initial exodus of the summer of 1941 has ended. Settling capability, slower movement rate. 
Labour Brigade, Civilian population workers ready to build fortifications around their cities, can transform land into "minefields" (Engineers) Automatically upgraded to motorized version later in the game.
Red Army, basic infantry
Red Guard, elite assault-infantry 
NKVD, Communist party's police/paramilitary force.  Very tough defence capability (Won't retreat).  Can only be built in Kharkov and Saratov at the start of the game. If production is switched they can no longer be produced.  
Naval infantry, Sailors from the Red Navy ready to join the Red Army where their naval bases are threatened.  Can only be built in some port cities.
Siberian regiment, Tough veterans returning from the Far-Eastern Siberia once the Japanese threat has been dispelled. Unit cannot be built and is highly mobile in wintertime.
Motorized Infantry, Highly mobile infantry can quickly reinforce remote cities under attack.
Armored Infantry. Armored personnel carrier shipped from the US via Britain to Murmansk as a part of the Atlantic Charter help to the Soviet Union.  Appears in British port and must be transported to Soviet territory to be used. Weak attack capability so it cannot be used for conquest but strong defensive value to help protect Soviet cities. 
Partisan, usually appears only when cities are captured and by special event (ign.ZOC, All as road, can be build with advance)
T-26 Light tank, weak Soviet armor, represents most of the Red Army armor units in 1941
T-70 Upgraded light tank
Su-76 Mechanised assult artillery unit
T-28 Medium tank, Soviet armor, slow and vulnerable.  Already obsolete in 1941. 
T-34/76 Tank, Medium tank 1941-1942
T-34/85 Tank, Newer, more powerful and less costly version of the above.
T-34/85 Guards, special tank units created by events only.
KV-1 Heavy Tank, The first, somewhat unsuccessful, Soviet attempt to build a modern heavy tank (Slow, but difficult to kill).
Su-122 Tank hunter on T-34 chassis. Powerful 122mm main gun will blow holes in any German tank of 1941-42. 
Su-152 Assault Gun, Heavy self-propelled artillery with 152mm cannon... Very powerful attack against any German armor but vulnerable to counter-attack.
JS-II Heavy Tank, very powerful armor unit, had the most powerful main gun (122mm) of any WWII tank (Cannot be built before May 1944).  This tank can take on any German Panzer on a near-equal basis.
I-16 Polikarpov, Weak, antiquated fighter. Represents the bulk of the Soviet airforce in 1941
La-5 Fighter, Intermediate Russian fighter (Surviving I-16 are automatically converted to La-5s in December of 1941)
Yak-9 Fighter, Excellent Russian fighter
IL-2 Schturmovik, Ground attack aircraft, lethal and tough to shoot down!
Pe-2 Medium Bomber, Good mid range bomber
Katyusha Rockets, City assault weapon (ign. Anti-Tank def.)
Heavy Artillery, Heavy towed field artillery, very powerful but slow(ign. Anti-Tank def.)
Machine gun, Anti-infantry weapon, best kept in cities/fortifications (moves only 1) and used to kill adjacent enemy units  
45mm Anti-tank, Anti-armor weapon (High firepower), best kept in cities/fortifications (moves only 1) and used to kill adjacent enemy units (Defends 2x against >2 move)
Cossack Cavalry, represent Soviet cavalry used early in the war. (All terrain capabilty)
Motocycle Unit, replaced cavalry later in the game, greater movement but loses all terrain capability.
Valentine,Sherman lend lease tanks, created by special events inferior to T-34 but better than the T-26.
Freighters are also created by special event in the UK to simulate the Murmansk Convoys. They can transport up to 4 units (Supply Convoys and Armored Infantry) to Soviet Arctic ports.  You may want to disband these in Soviet ports to build units. Otherwise, you will have a huge fleet of useless freighters by the end of the game (That is, if you can dodge the German U-boats)

IMPROVEMENTS:
  
Most city improvement graphics have been changed and many have been renamed:
Granary has been changed to Grain Elevator
Temple to Cathedral (Requires Reformation Church)
Cathedral to Orthodox Church (Soviet only)
City Walls to Anti-Tank Defences
Factory to Steel Mill
Manufacturing Plant to Ammunition Plant
Court House to Gestapo HQ (German only)
Aquaduct to Water Works
Colosseum to Politburo (Soviet only)
Police station to NKVD Headquarters (Soviet only)(Do not sell this improvement, which would be cheating!)
Harbor to Fishing Fleet
Bank to Collection Centre
Supermarket to Kollektiv Farm
Superhighways to Oil Refinery
Stock Exchange to Railroad Terminal
Airport to Air Force Base
Port Facility to Naval Base
Offshore Platform to Sea Port
Sam Missile Battery to Air Defences 
SDI to Concentration Camp (Sell this useless and very costly improvement as soon as you capture a German city containing one)

WONDERS OF THE WORLD:

Look at the Civilopedia! I spent a lot of time on those descriptions in the Pedia.txt, so I'm not going to repeat it here.

SOME STRATEGY HINTS:

This scenario is difficult, so here are a few hints to help you avoid discouragement when you play the game.

The "Hold cities at all cost" strategy during the summer of 1941 may cause you to lose too many good units that are needed to defend the even more important cities by the winter of 1941.  It goes against many Civ player's typical strategy to retreat and give up certain cities but in this game it may be necessary. 

Selling improvements in some cities that cannot hold anyway is a way to generate cash for building improvements in other cities, "speed-building" units that are needed for defence or paying for the economic deficit that occurs if the research rate is kept at or above 50%.

Preparing to defend cities behind the front before the Germans get there... That's the only way to modify the terrain and to build multiple defensive units like AA batteries and motorized infantry. Having 4-5 AA batteries and 10-15 additional units in major cities is not excessive.

It is important not to ignore the economic build-up in the Ural region during the first stages of the game.  This scenario is not purely military!  (Historically, the Soviet Union did defeat Germany through overwhelming production superiority) Build industry everywhere, you can't have too many shields!

The refugees seem like useless units in the summer of 1941 but by the winter they become valuable laborers or they can join city populations in the Ural and improve terrain (like settlers), later they can even be upgraded to Labour Brigades and ultimately become motorized... So don't just throw them away!  

Some surviving Red Army units will be promoted to Guard status by the winter of 1941-42.  

Unit statistics change between summer and winter, SOME DRASTICALLY, so figure it out before charging blindly ahead... Planes become virtually useless during the winter and can't remain airborne as long.  All bombers and fighters are reduced to a single turn flight so don't let them crash!

Some units that are being built in certain cities when the scenario begins do not appear on the build menu selection. Some of these units can only be built in those specific cities until production is changed, then they cannot be built at all (Naval infantry only in major ports, NKVD only in NKVD headquarters in Kharkov and Saratov). Other units.

All cities are set not to be in civil disorder when the game starts but  Germany's initial attack will eliminate enough units in the first turn that some cities will go into disorder...This is intended, not a flaw. There is no government switching in the game so having cities in disorder is not a major problem, but it makes the city easier to capture and you lose it's production capability.  

You can lose one of the 3 major German objectives (Leningrad, Moscow and Stalingrad) and still win the game; losing two it becomes more difficult.
Losing the Caucasus region is an economic disaster for the Soviet Union. In order of importance Baku, Grosnyy and Maikop are the three most valuable cities in the game! I do not think the game can be won if those cities are lost in 1942.

If the Caucasus region is invaded in the summer of 1942 after the fall of Rostov, the invasion can be halted by the Stalingrad counter-offensive if the Soviet player succeeds in retaking Rostov and cutting off the Germans line of supply over the Don river.  Some units involved in the Caucasus offensive will be disbanded once their supply line is cut.

Late in the game, when all Soviet technologies have been researched, it may seem tempting to lower the research spending and sell the research improvements, but this may result in some game problems.  In order to "upgrade units" the Soviet Armement Industry (Leonardo's) must be triggered by the discovery of a new technology (Even a future technology). If the upgrades do not occur regularly, some slots may not become available when they are needed and the game may malfunction or give incorrect units to one of the Civs. Therefore I recommend never letting the research rate drop below 1 discovery every 5 turns. 

NOW GOOD LUCK! See you next December in the Kremlin, Komrade, when the first snow falls... if you are still there.
