Warning!: You need to have installed the CivII: Fantastic Worlds scenario disk for this 
patch to work! Otherwise I do not know if it will do anything for you .


The Spanish Pride Scenario (& Modpack) (v. 2.3)

by Jess Balsinde (jbalsinde@ucsd.edu)

(Versions prior to 2.3 have never been posted on the net)



Background
  
Uncontested rule over the whole bull skin-shaped territory that is the Iberian 
peninsula has been the ultimate goal for many peoples who, at different periods of 
history, have settled in the territory. This was first attempted by the Romans who, by 
the first century B.C. had conquered most of the peninsula, adding it as a province to 
their empire. The occupation did not comprise the whole Iberia, as in the mountains of 
the rough North, Asturians, Cantabrians, and Basques always opposed Roman rule 
and continously revolted against the invader (something like Asterix up there in 
Bretagne). The first true unification of the Iberian peninsula was achieved by the 
Visigothic king Leovigild in 586. Only a hundred years later, from 711, the unified 
Visigothic kingdom was completely wiped out by the Moors in less than ten years. The 
Moors however were never interested in the cold, northern part of the peninsula, which 
was then slowly re-populated by the poor, scared and hungry Christians. The last and, 
--in terms of organization-- most succesful unification of the peninsula was 
accomplished by king Philip II --yes,  the Spanish male leader in a normal Civ2 game-- 
in 1580. The unity of Iberia was definitively broken in 1640 with the seperation of 
Portugal from the Spanish empire. Two independent states have co-existed since in 
the Iberian peninsula.

Taking the above as a starting plot, the idea came to me to design a scenario for 
Civ2 where unification of the Iberian peninsula was the driving force. Thus I came up 
with the idea of putting seven different tribes in a map of Iberia and let them to achieve 
their dreams of glory. From there on, the idea was growing strong, many more ideas 
were coming, and finally I ended up by making a real modpack entirely based on 
Spain. Thus new units, new WoWs, new tribes, new rules, etc. Halfway through making 
the scenario I bought the Fantastic Worlds scenarios disk and was thrilled by the 
finding that 8 extra slots for units and 7 for technologies were now available. That 
allowed me to further "complicate" the scenario. On the bad side however, this 
scenario most probably will not work with Civ versions below 2.7 (provided by the FW 
disk).

Disclaimer - This is just a Civ2 scenario; no political connotations whatsoever!


Installation

As indicated above, this scenario is meant to be used with the upgraded version and 
capabilities provided by the Fantastic Worlds scenario disk. Make a new folder under 
the Scenarios folder. Call it "Spanish" and put all the files in it except those files
with extension .wav. Inside the "Spanish" folder make a sub-folder called "Sound" and place
all the .wav files in it. Now just play. If you want to use the patch just for regular games
(i.e. not the scenario, but other maps, either preformed or random) here is what you have to
do: start a game in the usual way and then save it in the first turn directly to the "Spanish"
folder. Then, get out (completely), get in, and play from the folder. 

Important tip!!: before starting a regular game, replace the city.text file under 
the main Civ2 directory by the city.txt file provided with the patch. This will prevent 
the game for giving nonsensical names to the capital cities of some of your rivals! (e.g., 
Athens instead of Barcelona, Babylon instead of Sevilla, etc). Do not forget to make a 
backup copy of the original city.txt file first!

Before proceeding to explain the Spanish Pride Scenario, I should stress two 
points. First is to indicate that its rules are strongly influenced by the Fascist Patch, 
authored by Steven Strayer. As a matter of fact,  I used version 3.2 of the Fascist 
Patch as a starting point for the Spanish Pride Scenario.  This is because there has 
never been a fundamentalist government in Spain (at least not of the type depicted in 
the original Civ2) but there has been a fascist one, for forty years! The second point 
refers to the flags. As indicated above, Spanish Pride is also a Modpack, so if you want 
to start a regular game with the new rules, units, and tribes included in the patch, it 
would be quite nice to make sure that all the participating civs display their real flags. 
The cities.gif  file enclosed has the flags of the tribes participating in the scenario. If 
you want to try other tribes, I have enclosed a file called spanishflags.gif that contains 
the flags of all the tribes you can find in this patch. You know, just copy & paste from 
spanishflags.gif to cities.gif. To find out which flag matches which civ, please read 
under "Flags of the tribes not appearing in the scenario but available for regular 
games", at the end of this (long) document..



"Cosmic Rules"

Spanish Pride is a Total War scenario, which means that spaceship building is 
not possible. The only way to end the scenario before time runs out is to wipe out 
everyone else. It lasts from 4000 BC to 1998 AD. Scoring is according to the usual 
Civ2 rules.  Partial victory is achieved when your tribe is the one that rules over the 
whole Iberian Peninsula. Total victory means that you have to subjugate the Moors of 
North Africa as well. This scenario was meant to be played at emperor/deity levels. At 
these levels it is really very tough to win. If achieving a partial victory is already an 
accomplishement, a total victory is only for the real Civ2 experts (if you manage please 
let me know and send me your saved game! I would really appreciate it! My e-mail 
address is listed at the beginning of this document. Survival as a low-rated nation is 
easy, though (who the heck wants that?). At lower levels the scenario softens quite a 
lot.

Two major reasons for the scenario being so tough to win at the higher levels 
of play are (i) the Iberian tribes are close to each other, which gives not much room for 
expansion and (ii) the harsh terrain is not apt for expansion either (lots of 
hills/mountain/plains, little grassland). The scenario takes place on a map of the Iberian 
peninsula by Pedro Lpez Rodrguez. It is a superb map that depicts wonderfully well 
the geographical peculiarities of Spain --the most montainous country in Europe after 
Switzerland. In order to make early growth a little bit easier, I had to slightly adapt the 
areas wherein some civs start (i.e. adding more grassland squares).


The Tribes

There have never been seven different tribes at the same time in the Iberian 
peninsula. Everyone who has played Civ2 will agree with me that the higher the 
number of civs in a game is, the more the fun is to play it. Thus I decided to use seven 
peoples among the ones who are currently living in Iberia. I tried to pick up the most 
charismatic ones. It would have been less traumatic if I had room for 17 instead of  7! 
The ones I chose were: the Basques, the Andalusians, the Moors, the Portuguese, the 
Galicians, the Catalans, and the Castilians (sorry for the omissions but I tried to do my 
best). 

Castilians and Andalusians both speak Castilian Spanish language. The other 
six tribes appearing in this scenario have their own language. Whenever possible I 
tried to keep the native spelling for those cities (Girona, A Corua, Getxo, 
Bordeaux). In other cases however, I preferred to use the much more used 
Castilian Spanish term (Bilbao, Pamplona, Tnger). Sorry If someone sees that as 
unfair or "politically incorrect". Suggestions welcome.

Here is a brief description of the tribes and what you can expect from them 
(listed in order of success probabilities, according to my own playtesting)

1) Andalusians (the green). This is, without any doubt, the most playable civ at deity 
level, because they start out in the fertile and resourceful Guadalquivir valley and 
have a promising route for expansion towards the east. Their major problem arises 
from their proximity to zones of high Barbarian activity (the Gibraltar area and the 
Atlantic Ocean), and the Moors in North Africa. Thats why I walled the Andalusian 
capital, Sevilla (they have forgotten the knowledge of masonry though, and have to 
research it again). When computer-controlled, the Andalusians are very friendly and 
prone to ally with the human player. If you were given the chance, take it!! An 
alliance with the Andalusians might be the surest way for a total victory. 

2) Castilians (the purple). This is the only tribe without sea borders, which is a bad 
(less trade) and a good (no sea barbarians) thing. This is also a fine civ to pick up 
although not as good as the Andalusians. Castilians have less room for expansion and a
somewhat harsher terrain to start with. Thus expansion is not fast. In addition, their 
landlocked position makes them to encounter enemy civs all around. This is again bad 
(high risk of war too early in the game) and good (increased trading and tech exchange 
possibilities).

3) Galicians (the cyan). I added several grassland squares around Santiago, the 
Galician capital in the hopes this would make these guys to direct their sights 
towards the north-northeast --their natural territories. Of course computer-
controlled Galicians do the opposite and go south to settle along the Douro river. 
That path leads them to early encounters with Portuguese in the South and 
Castilians in the Southeast. Barbarian attacks to the Galician cities are not 
constant, but not infrequent. 

4) Basques (the white). Their starting position --Vitoria-Gasteiz-- is not wonderful but 
neither bad. Instead of going north --as would be historically correct--, when 
computer-controlled, the Basques have a strong tendency to go south and settle 
in the Ebro valley, which I do not like at all as it makes them to clash very early 
with the Catalans. Despite their proximity to Barbarian France and the sea, the 
Basques do not seem to be a preferred target for the Barbarians (do not ask me 
why, I do not know!). That makes their life way easier than that of other tribes. 

5) Catalans (the orange). These guys justve got bad luck! Their starting position is 
probably the best one of the seven civs --lots of varied terrain and extra 
resources-- and their room for expansion appears optimal. However the North 
Mediterranean sea is a zone of continuos barbarian attacks all along the game. 
If you decide to be a Catalan, prepare to defend yourself at all means. If you are 
busy building deffensive units, you waste precious time and resources that could 
have been destined to building new cities or improvements. In addition, the 
proximity of Catalonia to Barbarian France does not help at all either! As I did 
with the Andalusians, I had to put a wall around Barcelona (the Catalans forgot 
all about masonry afterwards and thus need to research it again). As city walls 
were not enough to prevent the Barbarians to wipe too early the Catalans out of 
the game, I had to place a phalanx inside Barcelona (the Catalans have to 
research bronze working anyway). 

6) Portuguese (the yellow). Much against my will, the Portuguese are the losers of the 
scenario. Choosing this as the human civ is quite a challenge. They start out in 
the mouth of the Tagus river --Lisboa-- with plenty grassland squares. But this 
is pretty much it, no resource squares closer. I tried to alleviate this by putting 
some forest around. However, the greatest problem for the Portuguese is their 
proximity to Andalusians, Galicians and Castilians, which cuts their possibilities 
of expansion. In addition, the Portuguese are attacked by Barbarian ships quite 
often. 

7) The Moors (the red --yes, you have read well) . These are the "bad guys" of this 
scenario and should not be chosen under any circumstance, as it would detract 
from the object of the scenario (of course, if you want to experience a different 
kind of game, go ahead). The main purpose for having the Moors in was to 
prevent as much as possible the early expansion of Iberians down to North 
Africa. I made the Moors deliberately strong from the beginning: they are the 
only tribe starting with two cities --Ceuta (the capital) and Tnger (Tangiers)--. 
The Moors have much more room for expansion than any of the other tribes, 
and they do expand like crazy. For some reason during playtesting, they always 
lagged behind in technology, which made them not so dangerous. Anyway they 
usually build >30 decent cities, so conquering them is no piece of cake. By the 
way, how nice is the way pre-industrial Moorish cities look! When computer-
controlled, the Moors do not negotiate. 

8) The Barbarians (the blue --yes, you read well), represented by the French & the 
English, are also very bad guys (you cannot pick up this tribe!!!). In the 
beginning the Barbarians were meant to be the French only . However I 
remembered that the English also possess a chunk of Iberia: tiny Gibraltar; 
Therefore it was fair to take them into account as well. The reason for including 
France in a Spanish scenario seems fairly obvious, as countless are the times 
these guys have interfered in Iberian politics: the Franks and Charlemagne, 
Franois I, Henry IV, Louis XIV and the War of Succesion, Napoleon and the 
Peninsular War...Its funny to realize that the one time that French involvement 
in Spanish politics was more than justified --the Spanish Civil War-- was when 
the French decided to stay away. Same goes for the English, of course. Besides 
Gibraltar, there is another interesting justification for the presence of the English 
as a part of the eighth tribe: when Spanish  power was supreme, they were the 
only ones who dared to attack several Spanish coastal cities at different 
moments of history; they even briefly captured the city of Cdiz. In this scenario, 
the Barbarians will keep attacking coastal cities again and again and eventually 
might take brief possession of any Cdiz-like coastal city. 
		The Barbarians start out with five cities --Gibraltar, Bordeaux, Toulouse 
Marseille, and Nice)--. The Barbarians used to possess a very powerful 
Barbarian Technology (now lost forever) that allowed them to build unpassable 
fortresses around their cities and territories. These barriers cannot be seen but 
have a deffense factor of 14, so do not even think to take over Barbarian cities 
until you have the appropriate technology! Until you are able to overcome the 
Barbarian barriers, the only territories in France that are open for settlement are 
the French Basque Country and the eastern region known as Septimania in 
Roman times (todays Cerdagne and Rousillon). This is because these 
territories were under Iberian rule at certain moments of history. 
		The election of a flag for the English & French barbarians was a tough 
one! It just did not ring correct to have Gibraltar waving a French flag or 
Marseille waving the Union Jack. Luckily, the English and French flags share the 
same colors. Thus I picked up a neutral flag made up by these colors. It turned 
out to be the flag of the Netherlands! Incidentally I found this a pretty much 
satisfactory solution as the Low Countries were once ruled by Spain. 



Wonders of the World

	There is only one Spanish WoW in the original Civ2 game (Magellans). Thus I 
had to create 27 new ones. Check out the Civilopedia for a brief description of each of 
these! Some of the wonders have been attached to different advances (for instance, 
the WoW that gives you a free granary in every city now comes with construction, not 
masonry).



New Techs

As indicated above, the Fascist Patch v.3.2 by Steven Strayer was used as a 
starting point for rearranging the tech tree in the Spanish Pride Scenario (& Modpack). 
Therefore, several new techs come directly from the Fascist Patch. These include 
Fascism (takes the slot of Fundamentalism), Firearm Design (Gunpowder renamed; 
just "Firearms" in the Fascist Patch), War College (takes the slot of the unused 
Plumbing), and Armor Design (slot U3). 

Be advised however that not all changes to the rules introduced by the Fascist 
Patch have made their way thru in the Spanish Pride Scenario. For instance, horsemen 
and chariots have been switched back, crusaders and knights (renamed horse knights) 
are again two separate units, a Gunpowder advance has been brought back and put 
before Metallurgy... there are surely others that I do not remember now.

These are the new techs introduced without the need of the Fantastic Worlds 
disk: Fanatism (taking the slot of Genetic Engineering --whats that?), Gunpowder (yes 
you read well, this a new tech which does not allow to build musketeers nor makes 
barracks obsolete --taking the slot U1), and Leisure (taking the slot U2).

The new techs allowed by the Fantastic Worlds disk are: Siege Warfare (X1), 
Biomedicine (X2), Civil Protection (X3), Religious Wars (X4), Barbarian Tech (X5, not 
available for research), Early Armor (X6), and Humanities (X7). 

Finally, there are many changes in the prerequisites of several pre-existing 
techs, most --but not all-- of them due to the inclusion of the above new techs. 
Frequent consultation with the Civilopedia is highly recommended.



New Units
	
There are many new units in this scenario. Others have received a new look or 
new name, but are essentially the same as in a regular Civ2 games. To make a good 
sense of them all  I strongly urge to consult the Civilopedia.
If somebody wants to use the unit icons that I have created (those marked JBR 
in the icons.gif file, it is fine with me as long as credit is given and my initials are not 
removed from the file.

The units that I created have an unequivocal Spanish flavor. It could not be another way!!
These include the Falangists, the Civil Guards, the Harquebusier, the Conquistador, the Champions, 
the Special Forces, the Legionnaires, and the Tercios. The Camel is not very much Iberian, I know, 
but I had to add it to put aside the Elephant (despite Hannibal, I think it is quite obvious that 
elephants have nothing to do in a scenario such as this one). Let's see the camel as another piece
of Moorish heritage in the Iberian peninsula.

I have made the cavalry and grenadiers (riflemen in normal Civ2 games) units to dress in white as this
was the most frequent color for the Spanish uniforms in the XVIII and XIX centuries. Other icons that I 
changed just for the sake of adding more Spanish/Iberian flavor are those of the Phalanx (now a true 
Roman phalanx, Greek military presence in Spain did exist but was minimal), the Horsemen (now depicting a 
Moorish light cavalry --another bit of Moorish heritage), and the Castilian Halberdmen (Pikemen in Civ2; Axemen
in the Fascist Patch, from which my icon has been derived. By the way, I do not know if "Halberdmen" 
(Spanish alabarderos) is acceptable as a word in English. I would really appreciate some advice. My e-mail 
appears at the beginning of this document). Except for the fact that the horsemen has now been given the ability 
to treat all squares as roads --the perfect explorer--, none of the units mentioned inthis paragraph have changed 
their charecteristic with respect to normal Civ2 games.

Some of the Spanish-flavored new units need no comment; everybody has heard about conquistadores,
harquebusiers or tercios. I think however that the other units need to be explained a little bit further.

The Falangists are the members of the Spanish Fascist Party, Falange Espaola (Spanish Phalanx).
Fortunately, this party is today almost exctinct. The Falangists played a very remarkable role during the 
Spanish Civil war and the post-war era. Not much for soldiers --though they combated fiercely-- but
for maintainers of civilian order and organizers of the intelligence services, the Falangists
distinguished themselves as zealous supporters of Franco's regime.  I tried to reflect these characteristics
by giving the Falangists the ability to see two spaces away, to treat all squares as roads and a
high deffensive strength. Thus the Falangists are excellent city deffenders. They are not 
powerful in attack though.  

If you've been in Spain you will certainly agree with me that the Civil Guards (Guardia Civil) are among those 
things one can find only in Spain. The ubiquitous olive-gree dressed Civil Guards, always patrolling in pairs,
are responsible for keeping the law in the contryside. Their distinctive and incongruous black tricorn
hats are now rarely seen except for formal occasions. This strong but singularly ineffective arm of law was
raised in 1844 to combat rural banditry but have since regularly intimidaded the peasantry. According to these
characteristics, I gave the the Civil Guards the all-as-road ability and made them strong both in attack and deffense.
They are cheap too.

When talking about modern legionnaires one immediately recalls the French Foreign Legion. The truth is that the Spanish
Army also has a regiment which is exactly like the Fench Foreign Legion, mainly garrisoned in North Africa, and always
wearing its distinctive beret. In accordance with their duties as stormtroopers, I made the legionnaires very strong in attack and
able to move two squares per turn.

The Special Forces are the units with paradroping abilities. I drew them wearing their distinctive black beret.

Finally the Champions (would "Paladins" be a better name for this unit? Comments very welcome).
This is actually a crusader without a horse so it moves only once per turn. The pair Champions & Crusaders is 
equivalent to the pair Armor Knight & Horse Knights. For Spaniards only: Yes, you guessed right; the
"Champions" unit depicts the Capitn Trueno. (I am particularly satisfied with the look of this unit).

Some Barbarian units are Barbarian-only. They were included to add more English/French flavor to the eighth tribe.




Miscellanea

There is no buffalo in Spain. I changed it to "olive oil". No silk in Spain either; it 
has been replaced by "rabbit". Pheasant has been changed to "game". A new terrain 
square, volcano, appears twice in the map. The two latter changes are just for fun.

Some trading commodities have been changed to better reflect what Spain 
produces more. Tungsten replaces uranium just because tungsten is the only element 
of the 104+ of the Periodic Table that was discovered by Spanish scientists.

There are no goody huts. This was absolutely necessary to prevent the appearance of 
advanced tribes here, there and everywhere.




Thank yous

The map used in the scenario was made by Pedro Lpez Rodrguez. I adapted 
it a little bit. Several units, graphics, and techs were borrowed from the Fascist Patch, 
version 3.2, authored by Steven Strayer. 
The icon for the "Hydrographic Plans" WoW is from Harlan Thompson.  The original idea of 
the camel unit is also his (I drew my camel icon using the one appearing in his 
"Vikings" scenario as a template) . The uniform of the Tercios unit is based on a "fat" 
unit that I saw in his "Collection of Ancient Units" file. The icon for the donkey also 
comes from that file.
The icons for the engineer and the rabbit terrain are from Frederic Meuni (the latter being 
from his beautiful Stonehenge Modpack). 
The partisan icon and the basic idea of the harquebusier were taken from "The Fall of 
Great Kesh" scenario, by Timothy McBride. Incidentally, the fact that my harquebusier dresses
the same as the Castilian Infantry in the Age of Piracy scenario (gold and blue) is just a
coincidence. I had drawn my icon way before I saw the AoP scenario for the first time.
The legionnaire unit was taken from one of the "Huge Collection of Units" file by Mike McCart, 
and redrawn later by myself. The flags are also from Mike McCart. the "Barbarian" flag (Dutch)
comes directly from his "allflags" file. I drew the others on the basis of his designs. 
I do not know who created that wonderful "knight armor". I got it from Daniel Quicks Ultimate
CivII Site. 

Hope I have not forgotten to acknowledge here anything that was not created by myself. 
If you notice something in this package whose origin has not been properly
acknowledged, please let me know and I will fix it immediately.


__________________________________________________________________________________________

The following section has nothing to do with the scenario, so ignore it if do not plan to 
use this package as a modpack (i.e. on normal maps).



Flags of the tribes not appearing in the scenario but available for regular 
games 

Spain is currently divided into seventeen autonomous regions, each with separate 
governments. All of them are represented in the patch. As Civ2 has room for 21 tribes, 
I had to find out which other 4 tribes to put in. Portugal and Moorland, appearing in the 
scenario, were obvious choices. And, because of the neighbourhood, France came 
rapidly across as another obvious option (as an independent tribe, not as the 
Barbarians of the scenario!). 

Finally, the last slot had necessarily to be for the New Spain, i.e. the Spanish-
speaking American nations. This is the American civ. With the term American I do not 
mean to say what English-speaking people understand. Yes, this is not the U.S, but the 
Spanish-speaking nations in the American continent. I know that using the term 
"Americans" is a bit confusing, but I could not find anything better. New Spaniards is 
way too pretentious and unfair, and Latin Americans is stupid and inexact 
(Brazil and Haiti are also Latin America but have nothing to do with Spains heritage. 
Moreover, you might also have not noticed yet that French-speaking Canadians 
--Quebecois-- are also Latin Americans and have even less to do with Spain than Brazil 
or Haiti. Finally, there are 20 million U.S. citizens whose mother tongue is Spanish. 
Should we call them Latin Americans or just Americans? Hope I made my point). The 
capital of the Americans is Santo Domingo as it was the biggest and most important 
Spanish city in the New World for decades. Because I had no clue about which flag to 
pick up for these guys (suggestions welcome), I chose the one from the Dominican 
Republic. 

The colors of the tribes were assigned primarily on the basis of geographical 
considerations. Tribes very close in the real life were given the same color. For 
example, if playing a regular game, Basques and Navarres will never be together in the 
same game. 



The Navarrese (white tribe) flag is garnet red with the regions seal in the middle.

The Riojan (white tribe) flag consists of four horizontal stripes colored red-white-green-
yellow. 

The Murcian (green tribe) flag is garnet red with small yellow stripes in the left and 
right. 

The French (blue tribe; red if using the cities.gif file included in this package) flag is 
blue-white-red in vertical stripes.

The Valencian (blue tribe; red if using the cities.gif file included in this package) flag 
has four red horizontal stripes over a yellow background and a vertical blue in the left.

The Canarian (yellow tribe) flag is white-blue-yellow in vertical stripes. 

The Estremadurian (yellow tribe) is green-white-black in horizontal stripes.

The Cantabrian (cyan tribe) flag is just like the one of Poland; two vertical stripes, white 
the upper, red the lower.

 The Balearian (orange tribe) flag is just like the Catalan flag with a purple square in the 
upper left corner. Inside the purple square there is a white castle. 

The Aragonese (orange tribe) flag is just like the Catalan flag with the regions seal in 
the middle. 

The Madrilian (purple tribe) flag is red with seven white five-pointed white stars in the 
middle 

The New Castilian (purple tribe) flag consists of two vertical bands in white and purple. 
The purple band has a yellow castle.



