First i should like to thank Haralan for the alexander scn which was
inspiration for all this, i have used it as a starting point and gone
on from there.Then i had a look through MedMod files to better understand
who what where and why.This is the second spqr and more will follow as
i learn more of how to change the game mechanics.This version has a 
different ai routine from the original,feel free to use it for your
own use.

The first scn dealt with Dacia, this one deals with Carthage and their
2nd Punic War with Rome,regarded by most as Hannibals War.


                        new for this Module:-
Siege weapons/assembled when wanted otherwise packed for transport. 
Pirates/ there all stealth units, hidden untill adjacent and packed with
pirate troops.
Ambush detatchments/ static stealth units a general places to ambush.
Generals/ can carry other units, breaking the stacking rules usful for
getting troops through terrain that they ordinarily cant,Posistions
ambushes,siege equipment.
Cavalry of all types has lost the ability to fortify, this is because
cavalry are primarily an offensive unit not a defensive one,would
gain no advantage by being entrenched/fortify even if they capaable
of it in the first place.
Active defense, many units have this ability when an ai is doing its
turn you may here the combat being resolved, that means if your quick
you can scroll to the combat and see results.
The naval warfare is now more thoughly used by the ai,excpect to see
much more going on at sea.
I have taken advantage of diplomod to increase the effects of diplomacy
in the game,alliaces of power blocs will be the norm.
Carefull placement of your units will show you much
of what is occuring in the world as the game now zooms to show what you
are observing.
New ai specificly for this module.
Units no longer disband with anarchy,they do disband if change to a
new type of government.
Xcell playsheets,all the info you need.

Note units moving onto a leader often load themselves,when unloading its
best to unload onto adjacent tile rather than the tile your in as they
may disband if you do so,for this reason i recommend you have auto save
on so you can put right any mistakes you make during movement.Access
the leader and select his cargo and then unload it is better than
a straight foreward unload.
If you try to  do the following, load troops onto general,load general 
onto ship,move ship and unload general,move general and unload troops 
in the same turn you may get a crash to desktop depending on your ram
and cpu,content yourself with simpler transport if you experience
this.

Barbarians are for the most part immune to ambushes and active defense.
For active defeanse to work you MUST be at war with that nation.
To create new provinces you must disband an existing one, then found
the new one.
Diplomacy now plays a bigger role than before,as each nation now starts
with appropraite regard levels to each other to say nothing of the 
extra inteligence gatherd by your suffetes. 
Trade is still possible but the ai is unlikly to use it much,
instead ports are now the driving force for trade.Possesion of a port
will greatly increase revenue for that province.In the roman world it
was quicker to transport goods the length of the med, by sea than to move
25 miles by land.


Before you start, dont use cheat mode to look around the map as it will
spoil your first few games i think it will take a while to get used to
the way the game plays so give it a good thrash before you have a good
look round to see whats what.

In this mod i have linked types of troops that historicaly were used by 
a nation to the personalitys that control the civ, this allows you via
the unit build list to predict what will be produced by that country,
thus Rome will produce Legions while Greece produces Hoplites, this
will continue through the tech tree so that each countrys army will
have a more or less historical force mix of troop types.(Its not
perfect but close enough for now) Note that no one apart from rome will
research the roman way of war and so have Legion units untill very late
in the game.

Print out the excell pages, these contain all relavant info on the game.
The great library is incomplete and likly to stay that way for some time,
as its mainly data entry and there are better things to change first
Combat note.
It is possible to attack into a tile you cannot move into.Similary its
possible to bombard/move or move/bombard with missile units to soften
up a target stack so its a good idea to operate in groups that can
mutually help each other.

To get an idea of who is tops in combat use cheat mode to watch some
differnt combinations in action. You will find some units have the 
bombard ability, this is to reflect their ability to harass and wear
down,hit and run, etc without bringing on a general engagment.Artilary 
with the longest range in the game will counter bombard as will some 
others.Slavery in this period was the norm rather than the exception and
many units have the victory enslavement,this is ofset by most wonders
freeing existing slaves,who move up to being free,who are replaced by
yet more slaves and so on.Some units have a bonus vs Mtd to relect the
weapon length advantage of that unit over the Mtd troops.

Navel combat of this period fell into 2 tactical methods, ramming and 
boarding, as ship sizes increased then boarding became more prevelant.
Sails masts were sent ashore and battle was fought by oar power.

If you like the map ive included it with no start positions called SPQR

The idea behind a seasonal turn sequance is that i hate looking at the
Date and thinking, god thats out of whack with what ive invented so i 
got rid of the problem in the simplest way possible.Of course now i 
want a Winter/SpringSpring/SummerSummer/Autumn with sets of events
for each season but thats another story.

Allied Tribes/Tributary settlements/ports/farms all give more resources
than other terrain.Dont cheat yourself by building ports all over the
place,allow yourself 1 port per city that has adgacent navigle terrain.
Remember your playing this for fun and entertainment.Similary as it 
stands with slave taking you get it per combat, so dont attack only to 
run away with a new pop point in the bag.

For best reults play with diplomod.Pollution is taken into account so
you may play with it on.frenzy ai is up to you,but i dont think you 
need it,you will soon see why.If you play with it on it will distort
the game balance considerably.
                                           
Hope you like what ive done so far, any ideas post at apoylton,Mod scn,
forum for my attention.

Any problems loading or crashes etc please let me so i can rectify.
Turns now run a about 1 min for a complete cycle,increasing ai time
slice above what ive set them at will not help in terms of speed or
in overall ai performance,the longest wait is during Germania(brown
player) turn.

Nick Spencer AKA Hannibal Ad Portas
spennick@aol.com

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Historical commentry
Carthage
Hannibal with his army arrives north of massilia heading for n italy,
Scipio, a roman consul, by chance puts in at massilia for supplies
for his army in route to spain where he expects to find hannibal,a
sharp cavalry action follows and hannibal force marches to the alpine
pass he has selected to lead him into italy.A second consul is tasked
with the complete conquest of sicily.At this point history is now
yours to make.

This scn has a number of chalanges to you the player,your main field
army is across an enemy dominated sea,how do get reinforcements to
it?how can you replace its losses?do you send your limited reserves to
Sicily or Sardinia or to the toe if italy that is not yet under Roman 
control?can hannibal capture a base of operations in the Po valley and
and become self sustaing?can you through diplomacy set your allies
againgst Rome?

All other nations are playable some more intresting than others, all
need do is open cheat and select the nation that takes your intrest,
dont expect carthage to do to well as an ai.You will have to play 1
turn as carthage before changing to a new nation,this is due to
forcing the ai to operate in a certain way for the opening turn.
Recomemended Selucia,Dacia,Germania,Greece as intresting and
challenging to play.


The game can run for 1600 turns,and is open ended in terms of victory
but as a guide,whichever nation you play,try to eliminate 2/3 nations
using amphib operations as well as land campaigns,as carthage you should
consider it a defeat if Hannibal and his brother are lost.

                 Nations at Start have the following     
Germania 11  Tribes      49 population    Most have a leader from       
Dacia     5  Provencies  33 Population    when that Nation was at
Greece   10  Provencies  78 population    its height militarly
Rome      7  Provencies  57 population    speaking.
Selucia   8  Provencies  70 population
Ptolemaic 11 Provencies  71 population
Carthage   9 Provencies  52 population 
Pontus    10 Provencies  86 population
Barbarian 50 Areas       333 population

These numbers correspond to adult males of military age
 
                           Instalation
--------------------------------------------------------------------------
For best results play with the most current diplomod available
at apoylton files database.

If you want to see further scns like this then fill in a vote form
at the files database to rate this scn,if you want a specific period
in history coverd post a request in the forums for Mods/scn.If you
enjoyed the first spqr please rate that as well.

1 -Unzip files to Call to Power 2 Scenario directory.
2- Printout the excell play sheets.

If you dont have excell you can obtain Excel 2000 spreadsheet file viewers
from below.
http://officeupdate.microsoft.com/Articles/viewerscvt.htm  
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If you wish to help with the creation of further scns or just to play
test then send me an email with your cpu and ram and brief note about
yourself and in what way you would like to help.         