The technology tree in this scenario is linear and each new technology will trigger an event that will spawn reinforcements in Odessa. The faster you can research new technologies the faster your army will grow. Ideally one technology per turn is the pace to try and maintain. When a new technology is discovered and event will trigger on your following turn, usually creating units and their transports in Odessa (Island in the far eastern edge of the map).
There are two types of transports; Merchant Ship (Land) for ground units and Merchant Ship (Air) for aircraft. All units must be transported to one of the three ports (Cartagena, Valencia or Madrid). Units must offload inside one of these cities before they can move anywhere. Aircraft cannot fly from their transporting ship and should be set to sleep once en route. Merchant Ships may not enter any city without a port or offload their units anywhere else.
Once the Merchant Ships have dropped off their cargo they must move to (attack) the Anarchist (Barbarian) port unit outside the port cities. This indestructible unit will destroy the Merchant Ship, thus triggering an event giving money and aid to the Republic. The Merchant Ships may not be used as transports to launch invasions or transport troops. Be careful that the Merchant Ship (Air) has not picked up any aircraft in the city when it attacks the Port as they will be destroyed!
The flow of foreign (mostly Soviet) aid will be vital to the Republics war effort. Keep your science rate as high as possible and try to avoid the Italian Submarines and Bombers patrolling the Mediterranean.
Railroads:
ToTPP has finally allowed Roads and Railroads their own movement multipliers, meaning Railroads no longer have to be zero movement cost. This allowed me to add main transport links and back roads. You are not permitted to pillage Roads or Railroads!
Selling improvements:
I have removed tohe option to sell off city improvements. The economy is very precicely tuned and nearly all improvements are necessary.
Stackable terrain:
ToTPP has allowed me to introduce stackable terrain that does not make use of the fortress or airbase terrain features or give a defensive bonus.
Fortified Position (Fortresses):
ToTPP's stackable terrain feature has finally allowed me to re-introduce the fortress to my scenarios. They will be useful in defense, especially on village terrain, and when conducting sieges!
Riverbeds:
The riverbed terrain is placed on almost every river square. Unless there is a Road or Railroad it will take up the whole of a land units movement allowance to enter riverbed terrain. The defense bonus is extremely low, meaning that units crossing rivers will be very vulnerable to attack. Rivers can no longer be used like roads as in the original Civ2.
Villages:
Villages are important defensive positions with a high defensive bonus. If you can build a Fortified position (fortress) on top of a village you will have quite a potent stronghold.
Supply destination ports and Merchant Ships:
There are three Ports pre placed on the map, located at Cartagena, Valencia and Barcelona. These ports cannot be destroyed or disbanded. Their purpose is to destroy the Merchant Ships when attacked, and trigger an event giving financial and military aid to the side recieving the supplies. The Merchant Ships only purpose is to make it to its nearest port and unload its cargo (IE attack the port and be destroyed!). You cannot use the Merchant Ships as regular transports for other puposes!
Supply Convoys:
Supply Convoys can be driven to where they are most needed and disbanded in exchange for their high shield value. Very useful for building up a decent number of 155mm cannon!
Strongholds:
Most cities captured by the Nationalists will be garrisoned by one or more Strongholds. These zero movement units are tough defenders and you will probably need multiple artillery units, bombers or mass tank and infantry assualt to overcome them. I don't want to spoil your fun, but I wouldn't bother trying to capture cities with the initial Militia units. They will be wiped out by the Rebels machinegunners!

ANARCHISTS
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One of the Militiano units buildable from the start of the game. The Anarchist CNT/FAI are the most popular of the Militias and the cheapest to build. However, they will not upgrade into People's Army as the Popular Front do.
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POUM MILITIA
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The P.O.U.M. Trotskyist Militia act as the Partisans in the original Civ2, springing up to resist the enemy when a city is captured. They do not upgrade to People's Army.
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POPULAR FRONT
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The Popular Front were the mose managable of the Militias for the government and the first to be absorbed into the People's Army. When the technology for People's Army is developed the Popular Front will automatically upgrade.
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REPUBLICAN INFANTRY
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This unit represents the units of the Republican Army that remaied loyal after the start of the rebellion.
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PEOPLES ARMY
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The Popular Army (Ejército de la República Española) or People's Army is the professional Army of the Republic organised along Soviet lines with Commisars, ranks and strict discipline, unlike the Militias.
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REPUBLICAN EBRO ARMY
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The Ebro Army was formed from a final desperate draft of youths and middle aged men, as well as Nationalist prisoners. Armed mainly with French equipment. Available in large numbers but not of the highest fighting quality!
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CONSTRUCTION
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Construction units can be used to build irrigation, mines, roads, railroads, airbases and fortified positions. They may not build new cities!
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MERCHANT SHIP (LAND)
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The Merchant Ship (Land) can transport ground units from Odessa to either Cartagena, Valencia or Barcelona. After dropping off its cargo in one of these cities it must move into the Anarchist Port units square and destroy itself, triggering an event that gives money and a unit to the Republic.
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MERCHANT SHIP (AIR)
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The Merchant Ship (Air) can transport aircraft from Odessa to either Cartagena, Valencia or Barcelona. After dropping off its cargo in one of these cities it must move into the Anarchist Port units square and destroy itself, triggering an event that gives money to the Republic.
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SUPPLY CONVOY
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The Supply Convoy unit can be driven to a city in need of a production boost and disbanded for half its shield cost.
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