HISTORICAL BACKGROUND

FOREIGN AID & SPECIAL UNITS

HOUSE RULES & OBJECTIVES

ADVICE

CREDITS

CREDITS



Firstly I would like to thank Pablostuka for creating the original MGE scenario which was a classic of its time. I enjoyed playing it so much I was inspired to make a few alterations and this led to a Test of Time conversion. I spoke to Pablo via e-mail and he told me about changes he would have liked to have made, especially to the events, but was unable to do using MGE. I took these ideas and made them reality thanks to the vastly improved ToT events system and TheNamelessOne's superb Test of Time Patch Project (ToTPP). I also made a whole host of changes based on Pablo's and my own ideas and experiences from my very enjoyable PBEM games versus Jerec. I hope you enjoy the results!

I started this project back in 2008 after playing Pablostuka's MGE multiplayer version of The Spanish Civil War over on the German Civ Webring multiplayer forum. I clearly remember the epic battle between my Nationalist army and Jerec's Republicans. In the end he trumped my by employing his highly mobile Miliciano units (equivalent to Partisans in the original game) to infiltrate my lines and pillage my roads, slowing my advance to a crawl. I was struck by what a great concept Pablostuka had come up with but felt that the game could be significantly improved with the additional design features offered by Test of Time. I got in contact with Pablostuka to seek his permission to carry out this modification and he responded enthusiastically saying he had been frustrated with some of the limitations of MGE. He gave me a list of things that he had wanted to change, both historical inaccuracies with troops levels and technical issues with the events.

At the time I was fully addicted to multiplayer games at Civ Webring and still envisioned the modified scenario as primarily a two player head-to-head game (which I still think it would be excellent as) but as time has moved on and the multiplayer community drifted away the project went on the backburner and eventually got abandoned. I had gone through a lengthy period where Civ2 was always in the back of my mind but my enthusiasm to put in the time and effort to create a scenario was lacking. I believe it was around the time of a skiing holiday in the Pyrenees that my imagination was re-ignited for this scenario. I had taken George Orwell's Homage to Catalonia and on the coach trip down from Andorra through Cataliona to the airport at Lerida I was struck by the beauty of the countryside and when I got back home I felt an urge to restart work on the scenario, but this time as a single player versus the AI version. Another factor that influenced me greatly to start up work again was the Test of Time Project Patch by TheNamelessOne which solved many of the issues that had bugged me about Civ2 and Test of Time for years as well as adding a whole host of exciting new improvements. Finally, after starting work again I heard the news of the death of our friend and Civ2 colleague Agricola. I felt determined to see the job through to the end so I could dedicate it in his memory.

The map, most units, city placement, and scenario concept as well as some of the events remain the same as Pablostuka's original. Pretty much everything else has been radically modified. The spirit of the scenario remains but it is very nearly a brand new game, though thoroughly inspired by the concept of the original which was only limited by MGE. Firstly I had to decide who the human player would control. Although the Nationalists had some really cool units they were (depending on your political views) the 'bad guys' and just re-running their victory seemed a little pointless to me. The Republicans on the other hand, with their mix of far-left political idealists, aspiring Nationalists (the Catalans and Basques) and left-wing mainstreamers fascinated me. Fighting in almost complete isolation from the outside world, except for the coercive influence of Josef Stalin's USSR and the Comintern against the conservative and right-wing Nationalists with their considerable backing from Fascist Italy and Nazi Germany. To see if they could defy history, hold Franco's Legions at bay and even turn the tide of war in the Republic's favour and secure Spain for the socialist cause. Surely that would be a much more worthy use of my time. The initial Rebellion would also suit the computer AI much more than giving the human player the elite Army of Africa to steamroller the thinly spread Republicans.

A major change is that all mainland cities begin the game under Republican control, though very few units are available to move on the first player turn. Events create the Rebel forces in historical areas but there is a degree of random placement involved so that some Republican cities may hold out, allowing the player to reinforce them when their second turn begins. The Nationalist Rebellion is very strong (the AI needs extra units to compensate for its poor tactical handling of military manouvers) and the AI's first turn is fairly lengthy (much like Red Front) but is interesting to watch as it is a fairly faitful recreation of the military situation in July 1936. There is also quite a lot of text popups that will explain key events during the early days of the insurgency.

Reinforcements for both sides are mostly handled by events. The Nationalists will recive a steady flow of units supplied by Italy and Germany as well as a carrying out several historical offensives depending on their military progress at a set date. It will be possible for the human player to prevent these offensives if certain objective cities are taken! The Republican reinforcements are mostly aquired via the technology tree. After a technology is discovered on the linear tech-tree the units associated with the technology will become available the following turn in the island city on the extreme east of the map called Odessa. Air and land units must be shipped to one of the three major Republican ports (Barcelona, Valencia or Cartagena) where they can disembark and goin the fighting. The two types of Merchant Ship (Air unit and land unit carrying) are then removed from the game by destroying themselves against the barbarian port unit next to the port city. This will ensure the republicans don't end up with a huge number of transport ships that could seriously unbalance the game and it also gives a cash and unit reward to the Republicans.

I have tried to make managing the economy and science rate fairly simple. The aim it to keep the reinforcement events at roughly a technology per turn. To begin with this is fairly simple (you may even get more than one technology per turn in the first few turns), but as territory is lost the situation deteriorates and you may need to cut rations to increase the number of science specialists or tax collectors. Getting the Soviet Aid shipments through safely will help in balancing the books and giving the player a modest bank balance to spend in crucial areas. Incremental rush building is now disabled so rush building units is a less economical strategy. Certain cities will give a cash injection (via events) every turn to make up for the cash flow defecit your economic advisor will display. Lose key cities and this monthly cash boost will be reduced.

The original scenario did not have stackable terrain. The initial ToT multiplayer did but this was causing some problems with the unit stats. The latest version makes use of ToTPP's option for all squares to lose one unit at a time if a stack is defeated in combat. This option does not confer the Fortress bonus and has allowed me to once again make use of Fortresses in game. These fortresses, especially on high defence bonus terrain such as hills or villages, could be vital in defending key positions on the map!

Movement has been revolutionised with ToTPP's option to specify the movement multiplier of Railroads. I have always left them out of my scenarios as they are completely unrealistic and hugely favour the human player. Now railroads are twice as efficient as roads making them the arteries of Spain and key to making rapid advances. Air units can spend multiple turns in the air. I hope this will encourage more air combat. Air power will be key in this scenario!

I have given the unit stats a major overhaul, removed certain units and added others. I think the current selection is about the most historically accurate use of the available slots as I can get. The original Miliciano Unit has been replaced with the CNT/FAI Anarchists and they are joined with other militia units such as the Asturian Miners, the Popular Front and the POUM. Instead of the free ranging (Alpine) Miliciano's of the original the Militias now have more realistic movement and, as historically, will initially be best employed making a stand in their cities, towns and villages than trying to take on the advancing Nationalists in the open where their far greater military training will be key. Later on more professional unit will be trained as well as quantities of Soviet tanks, fighters and bombers. These will be crucial for any counter-offensives. As there are no anti-arcraft defences, fighters will be critical in combatting the Nationalist bombers attacking Republican cities! An interesting new unit is the Supply Convoy that will arrive from Odessa on the Soviet Aid shipments. This unit can move along roads and railroads rapidly to bring supplies to key cities. Disband them for half their shield value to speed up production!

I would like to thank the guys at the Scenario League, hosted by Civ Fanatics and formerly Apolyton. Your techncal assistance and encouragemet has been the difference between success and failure. I would especially like to thank Fairline for his fantastic unit graphics.

I would also like to credit Anthony Beever for his excellent book The Battle for Spain and Ken Loach's film 'Land and Freedom' which I first saw as a teenager and which first gave me an interest in the Spanish Civil War.