@SCENARIO
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^
^^==========  the Wealth of Nations, by Kobayashi version 1.1  ============
^
^^ It is 1974. With the help of the U.S., Facism and Imperialism have been eradicated 
^^ and the communist tide has finally been contained. But freedom comes with a hefty 
^^ price tag. Monarchs have bestowed their subjects with democracy while the old world
^^ powers have granted independence to their colonies. The free market has made the 
^^ world ripe for conquest. 
@options

+   == USE THE DOWN ARROW KEY FOR EASY SCROLLING ==
+
+   As American troops pulled out of Vietnam in 1973, their strategists began to
+   ponder the reason for their defeat. After detailed scrutiny of the rise and fall
+   of former empires and the Rape of Nations period during European colonization,
+   they correctly deduced that any empire built on military might inherently sows 
+   the seeds of its own destruction during its birth. Thus they came to the 
+   inescapable conclusion that they had to displace the ethnic and cultural 
+   distinctiveness of their enemies in order to taste everlasting victory. This was 
+   euphemistically named the Free Trade Doctrine. 
+
+   Will we all soon be part of the United States of Earth or can you stop the 
+   relentless economic juggernaut bent on world domination? Score at least 10 points 
+   by the year 2000 (157 turns) in the modified Demographics Window.
+
+
+   ECONOMIC REGIONS OF THE WORLD
+   ==============
+   JAPAN is capable of accumulating more wealth and having faster research than
+   any of the other regions in the first 10 years. There are practically no 
+   problems with stakeholders initially but its advantage will wane in the 1990s.
+   
+   EUROPE is in a weaker position at the start and will need to wait till its
+   constituents get their act together and form the EU before having a chance to 
+   overtake the Japanese. 
+ 
+   The FAR EAST is smaller and poorer than either the Japan or Europe but holds 
+   the potential to emerge as an economic powerhouse if it manages to make the
+   right alliances and avoided confrontation for the first few years. 
+
+   The UNALLIGNED is the weakest playable region and is very fragmented at the
+   start of the game. Its the most challenging and is not recommeded for beginners.
+
+   The AMERICANS are all powerful. They consist of two tribes both of which are
+   NOT MEANT FOR HUMAN PLAYERS. Do not antagonize them until you are ready 
+   or you will regret it.
+
+   Do not play as the EASTERN-BLOC.
+
+
+   ECONOMICS 101
+   ==============
+   A CARTEL is a group of entities cooperating to monopolize a given market. Cartel
+   members charge the same price which is higher than under regular competition.
+   Current cartels include OPEC as well as the various container liner conferences 
+   controlling major shipping routes. (In Civ2 terms, Alliance)
+
+   An OLIGOPOLY is a group of entities agreeing to each dominate a segment of the
+   overall market. Unlike in a Cartel, Oligopoly members are free to set their own
+   prices but competition is very limited and oligopoly members will usually sell
+   their product based on features as opposed to price. Utility companies and Music
+   companies are good examples. (In Civ2 terms, Peace)
+
+   TARRIFS AND QUOTAS are used if countries wish to trade with limited competition.
+   A Tarrif is a tax on imports to make them as expensive as local goods while a
+   Quota limits the number of items that can be imported. This is usually the case
+   in today's world and a totally free market is generally absent. 
+   (In Civ2 terms, Ceasefire)
+
+   FULL COMPETITION is none of the above. (In Civ2 terms, War)
+
+
+   OTHER GAME CONCEPT AND TIPS
+   ==============
+   1. This is a scenario about economic domination and physical attacks will not be
+   very effective as attack factors are relatively low. Your main means of expansion
+   should revolve around using 'diplomatic' units such as the 'Banker'. 
+
+   2. For those few units which can attack, such as the 'Salesman', their main function
+   is to hamper the growth of your competitors by using the 'pillage' command, guarding
+   your own infrasturcture in stacks and by imposing ZOC. 
+
+   3. You cannot rely on organic growth to win as the market space is very crowded. 
+   You will be unable to start a new company (city) unless another has been 
+   liquidated (razed) some are destroyed. 'Settler' units like the 'VP' are mainly 
+   useful for improving the infrastructure surrounding your companies.
+
+   4. Your early garrison units, for example 'clerks' have zero move allowance and
+   your companies will continue to hire 'clerks' without notice so you have to check 
+   for this manually.
+
+   5. What use areTrade Diplomats? They are not diplomatic units. They are meant to 
+   help you get pass the Communist Border Guards.
+
+   6. What use are lawyers? They're the best way to clear transport networks of enemy 
+   ships and you can also use them to take over enemy companies after an accounting
+   scandals (nuke) empties it of employees since the can parajump.
+
+   7. What use is a Freight Jumbo since it carries only one unit? It can parajump 
+   with its cargo...imagine the possibilities.
+
+
+   AUTHOR'S NOTE 
+   ==============
+   THIS SCENARIO IS NOT A POLITICAL STATEMENT. The pretex of a coordintated 
+   U.S. global initiative to control the world was simply dreamed up for the purposes 
+   of this scenario. Any conclusions or analysis in the game supporting this theory 
+   are compeltely baseless.
|
THE END

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