
                World War 2 Scenario Design notes: version 2.41

                please do not alter this file if passing it on.


   Sections include:
1. Scenario philosophy.
2. Map overview.
3. Advances notes.
4. City improvements, including Wonders.
5. Unit notes.
6. Events.
7. Other World War 2 Scenarios.
8. Comments?

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        1. Scenario philosophy.

Okay, I had the basic idea of improving on the WW2 scenario included with the 
original game, which soon developed into a self-perpetuating search for 
perfection that just seems to be eating away at my time (thankfully mostly in
our inter-semester break and not near a deadline). The criticisms of that were
obvious: same units, same wonders, same icons, same rules, etc..., and with
no revision by Microprose themselves in their Conflicts in Civilization add-on
it seemed perfectly obvious to everyone that if we wanted a good scenario of
the second world war then we'd have to do it ourselves, and I believe other
people have done just that, although I've not looked at them. If any of my
improvements are similar to another's then this is due to the fact that in
recreating an historical period the emphases will be on the same things. I'm
not being doubly fraudulent. 

One fundamental aspect that needs highlighting particularly is that I didn't
want civilizations to exchange, buy, or steal technologies. To this end
negotiations are forbidden (also resulting in never ending wars, I know), and
Spies and diplomats cannot be built (sorry). Tinker if you must. I felt that
as the only two powers to actually share technologies freely were Great 
Britain and the United States (sharing Sonar, radar, jet engine, and all one-
sided of course) are here on the same side there seemed little point from
that aspect. There were other instances: the Germans received radar detection
from the French (Admiral Darlan), called Metox; the Soviets infiltrated
the American research into the Atomic bomb (through we Brits).


        2. Map overview.

I'm now aware that people have devoted themselves to improving on the basic
European map. Again I've not yet looked at these to incorporate the no-doubt
sensible amendments, and so the basic map is that included with the game and
used in other scenarios such as the WW1 one. When it came to my revision of
cities in version 2.0 I did in fact take the locations of nearly all the
cities (there seems to be confusion in the exact locations of many Soviet
cities - compare the original WW2.SCN with WW1.SCN) and re-built the map with 
these, a couple from the original WW2.SCN (Cherbourg, Archangel, Dublin, Mus, 
Baku, all of the Spanish), and a couple of my own (Narvik, Kabul, Peshawar, 
Gran Canary, Boston and Norfolk). I should make a separate issue of the US 
cities, firstly that they are completely and utterly incorrect in their 
location (to be accurate would mean their expulsion), and secondly that they 
are included purely to be of above-average production representing the 
industrial might of this nation. The rest of the country is fighting in the 
Pacific, so these four represent the division of resources used to fight 
against Hitler (a very crude simulation). Also I wanted to recreate the 
Atlantic war that never really ended, so shipments will have to be run across 
U-Boat infested waters. I absolutely did not want players to just airlift 
units between the US and UK (as I did in the original WW2.SCN). See below.

The Neutrals are a much larger power than before, possibly larger than is a
good thing, and include such nations as: Norway, Sweden, Finland, Denmark,
Poland, Hungary, Czechoslovakia, Yugoslavia, Greece, Romania, Bulgaria,
the Republic of Ireland, Iran and Afghanistan - and all in a completely
unrealistic representation as a single state, but I wanted these cities, in
opposition to the Axis (a kind of Axis fodder). Their only role is to be 
conquered and BE A BUFFER BETWEEN GERMANY AND THE USSR! Leave that conflict
to the computer and you can expect these to become the main battleground
between these two. Depending on whose views you subscribe to, this battle was
the only really important one of the war, not revenge on France, jealousy of
the British Empire or racial hatred of Slav sub-humans, and I would be
failing as an historian if I ignored this. The British Empire is more fully
developed than before, with the WW1 cities added (Halifax, Multan, Hyderabad
(Karachi!) and the American ones specified above. The Axis have more Italian
cities (let's face it, that peninsular did look awfully bare), less in
E.Europe because this is an earlier starting point and they are not yet
included in the Reich (or as satallites, which for this game must be the same
thing). This power should have the greatest productive potential to balance 
the smaller, denser cities. The Soviets enjoy all the cities they did in the
original WW2.SCN - I had no wish to change this, hoping that weight of numbers
will eventually succeed. Communism is useful in this sense because it'll 
result in them being left behind technologically, which is still not perfect.

I read somewhere that in a Scenario you didn't want your cities to double in
size in such a short space of time, and it is perhaps for this reason that
continental Europe is so densely settled: to keep down population growth. I
submit that there is another side to city size: that wartime internal 
migration caused specific cities and whole regions to expand for the wartime
economic needs. Look at how California and the American South, the "sun-belt"
states, grew as a result of the war. In that respect I may have achieved an
unintended good balance. Unfortunately those European cities are going to be
less productive than before.


        3. Advances.

Cross reference this section with wonders and units. My advances are included
primarily for use with units, except anti-Semitism, which is a prerequisite
for the Final Solution (Hanging Gardens) and is only available to the Axis.
Don't criticize that anti-Semitism was known to all the world, especially the
Soviet Union, but the German case is particularly extreme. Also excepting
Cryptology, which everyone has and can be used to build Code Breaking, which
has been built.

- Turbine Propulsion, is used for the second generation naval units.
- Elite Training, is used to produce Commando units
- Mountain Warfare, is used to produce Alpine Corps units
- Jet Engine, is used to produce Jet Fighters and Bombers
- Ram-Jet, is then used to produce V-1 and Guided Bombs
- Unique Design techs make certain units obselete, so used in a particular
  way RESTRICT EACH CIV TO PRODUCING SPECIFIC TYPES OF UNITS, as in WW1.SCN

Existing technologies that have been adapted:

- Electronics now makes Adv.Subs, Mobile AA available.
- Guerilla warfare (Partisans) now comes from Communism and Mountain Warfare

It should be noted that to incorporate my new technologies I've had to replace
some of the more "ancient" techs and remove them as pre-requisites. This 
shouldn't cause any problems. Some civs start off with slightly more advanced
techs, the Axis and Allies both have Advanced flight, the Axis also have Mass
Production, and the Neutrals have Guerilla Warfare and Mountain Warfare.


        4. City improvements; Wonders.

So far I've not amended many of the city improvements except the airport (see
above for reasoning), and the SAM battery. I had always thought of doing a
1940s equivalent of this, either a balloon barrage or gun battery, and finally
opted for the battery as it was [much] easier to draw. Airports are excluded
because I don't want the airlift capacity to be used - the distances can be
too vast to be realistic, it's too easy, etc..., - although I accept the
restriction that veteran air units will not be able to be built. I shall 
investigate other options. Anyway they do become available with rocketry,
which should be sufficiently late to be representative. As for the Wonders,
I promised a complete overhaul, did I not? In this scenario wonders exist to
be used, and not merely to give civ points, or victory points, or to get a
city into the top five. All but Leonardo's Workshop is in use, some still to
be researched and built, because I felt that a complete renewal of existing
units was too advantageous, unless for a minor power and I couldn't think of 
an appropriate 20th century wonder. Anyway:

- Pyramids. Are still unchanged; still in Cairo.
- Final Solution (Hanging Gardens); can only be built with anti-Semitism
- Statue of Liberty (Colossus), where else but NYC?
- Navy League (Lighthouse); in Plymouth. Navy Leagues were established in the
  late 19th century thanks to the influential writing of A.T.Mahan on the 
  importance of naval power for a state. The German and British were the best
  examples of organization, support and function. They envisaged that reserve
  naval personnel should be trained by these, and ideas for a fleet 
  formulated.
- Free Press (Great Library); modern journalism is often regarded as public
  espionage by some regimes, hence it's attributes. In London.
- Communist International (Oracle); I think the third ComIntern at this time,
  this was organized to spread communist ideology into other countries and
  was closely associated with the Red Army. It was a close call which slot
  to use this in, either this or J.S.Bach's Cathedral. In Moscow.
- Empire State Building (Great Wall), and a distinct lack of imagination here
  to use this for this purpose. NYC.
- Officer Training Corps (Sun Tzu's), a War College by another name, although
  that's been done elsewhere and this is not a building but an institution,
  like the Navy League. Built in NYC to represent West Point.
- Worker's Paradise (King Richard's Crusade), was the most appropriate I
  thought for a wonder that increased productivity. The next would be slave
  labour which kind of misses the period (debatable!). Still to be built.
- Code Breaking (Marco Polo's Embassy), was a nasty way for the Americans to
  read diplomatic communications and have the upper hand in negotiations
  (Washington Naval Conference, Cuban Missile Crisis, etc...). So therefore 
  this has been built in Washington.
- Orthodox Church (Michelangelo's), as in WW1.SCN. Still in Minsk.
- The Gaussian School (Copernicus), as in WW1.SCN, only because I couldn't
  think of a plausible alternative. Also in Konigsberg.
- Radio Navigation (Magellan). I remember watching a documentary on 
  preparations for D-Day, and one of the innovations was this, pioneered by
  two Americans (?) which gave extremely accurate navigation positions, like
  GPS now. I don't know if the system was ever actually implemented on a wide
  scale, so this is still to be built.
- Performing Arts Centre (Shakespeare's/Globe), is a peculiarly American
  phenomenon, I think. This one is in NYC, and if you don't like my idea
  substitute "Broadway" or some other equivalent, which I may do anyway.
- Leonardo's Workshop, is in Rome, but is not active.
- Fascist Rally (J.S.Bach's), I couldn't definitely decide which of the slots
  to use for ComIntern and this, so swap them round if you prefer. Built in
  Munich (for Nuremberg, which is what the icon is).
- Ivy League Colleges (Issac Newton), most prestigous, like OxBridge, for
  example Harvard which is in Boston.
- Arc de Triomphe (Statue of Liberty), is kind of amusing in a way, because
  France went through a spread of Republics this last hundred years. Only
  fair that Paris should enjoy this benefit if it happens again.
- National Health Service (Cure for Cancer), is the only modern slot that I've
  changed in timescale. All you need to build it is Medecine (which everyone
  has) and shields (and the pitifully meagre treasury you start with).


        5. Unit notes (prepare for another long section)

Cross reference back to the advances section where they correspond. I'll do
this by numbers (hey, you can just look in Rules.Txt, I have to actually
type all this out). I found out that any other slot could be used for a 
settler unit, but if a non-settler unit is no.1 and you're just starting, 
you'll find yourself with a unit that can't found a city. Most slots have
associated features, such as paratroops, partisans, nukes, spies, freight,
etc... Slots also have certain sound restrictions and attributes that 
define to a large extent what you put where. When placing the units it is a
good idea to be as economical as possible, with the maximum number of units
sharing the same .wav file effect. I tried, but am still left with 9 unique
files. Slot 9 is reserved for units that can only be built under 
Fundamentalism, regardless of attributes.

*IMPORTANT WARNING FOR THOSE WITH MOD PATCHES INSTALLED*
This scenario does not include all the sound files it uses in the sound
subdirectory and relies on the original sound files from Microprose. If any
sound file not in this subdirectory has been replaced this scenario will not
play correctly. Could be interesting if you have such a patch as the Star
Wars one!

The default ground unit sound is SWRDFGHT.WAV, except: (where's my notes...)
- slots 8, 10, 11, 12 use infantry.wav
- slots 9, 13, 14, 15 use mchnguns.wav. Slot 9 is reserved for a unit that
  can only be built under Fundamentalist governments, regardless of attribute.
- slots 16,17, 19, 20 use swrdhors.wav
- slot 18 uses elephant.wav
- slots 21, 22 use cavalry.wav
- slots 23, 25, 26, 27 use medgun.wav and largexpl.wav as artillery
- slots 25, 26, 27 in addition to the above use fire__.wav
- slot 24 uses catapult.wav

Air units
- slots <31 use aircombt.wav, divebomb.wav, divcrash.wav, engnsput.wav for
  air units with a range >0 and are not missiles (or nukes).
- slots >30 use jetcombt.wav, jetbomb.wav, jetcrash.wav, jetsput.wav for air
  unit with a range >0 and are not missiles (or nukes).
- any slot can use helishot.wav if that air unit has a range of 0. An
  attribute for this kind of unit is that it can be attacked by non-fighter
  units.
- any slot can use missile.wav if the attribute "destroyed after attacking"
  is selected, (even ground and sea units).
- any slot can use nucexpl.wav if that unit has an attack strength of 99. But
  also select "destroyed after attacking", otherwise it will play
  divebomb.wav/jetbomb.wav (depending on slot, you see?) first. Selecting 
  both these that attributes will ensure it only plays nucexpl.wav.

Sea units.
The default is biggun.wav and largexpl.wav.
- slots 38, 39, 40, 41, 42 use navbttle.wav in the stead of biggun.wav
- any slot can use torpedo.wav if that unit has the "submarine advantages/
  disadvantages" attribute selected. This only applies to sea units - ground 
  units with this attribute cannot attack any other unit (ground/sea/air); 
  air units will be restricted to attacking sea units only and still use 
  their default attack sound (divebomb.wav/jetbomb.wav/helishot.wav/
  nucexpl.wav/missile.wav). Another feature of this: missiles with this
  attribute are restricted to 1MP (regardless of how many specified - max.
  range is 42 by the way).

City improvements have their own associated .wav files, but I've not yet
messed around with this enough to provide a guide for MOD pack construction,
which is really very easy once you know what effects your changes will cause.

1.  Settlers, has to be in this slot. Uses the advanced icon used in Fantastic
    Worlds.
2.  Engineers, also have to be in this slot if you want an Engineer unit 
    capable of transforming. 
3.  Panzer. The first Axis light tank. Highly mobile, needs to fight in
    conjunction with artillery units to be effective on the attack. In
    Blitzkrieg the early Panzers were armed most often with a heavy machine
    gun, or light cannon at best. All the tank battles used anti-tank guns
    in batteries to actually kill enemy tanks. The advantage of the Panzer
    was purely mobility, able to out-flank enemy armies and threaten
    communications. Restricted to Axis, Spanish and Turks.
4.  Cruiser Tanks were likewise light but fast - the cavalry school of tank
    thought. Restricted to the Soviets, although I did want the allies to 
    have these - I was thinking of the British tanks used in N.Africa, but 
    the Soviets will have to do.
5.  Renault Tanks, advanced WW1 designs, and the British Matilda tanks are
    also of this type, slower but more powerful than the panzers. Restricted
    the Neutrals, Allies and French.
6.  Adv.Biplane. This is a fairer representation of the fighters that equipped
    all air forces at the outbreak of war. Advanced WW1 designs essentially,
    with 4 light MGs (7.5-8.0mm), 250mph top speed (structural limits), small
    bomb payload (about 250lbs) and enclosed cockpits. I think I once read that
    if the pilot wanted to fly in the WW1 manner with open cockpits and long,
    flowing scarves, the wind speeds would break his neck. C.F unit 28.
7.  Early Bomber. Again a fairer representation of early composition, esp.
    France. C.F unit 29.
8.  Homeguard, inspired by "Dad's Army" of course. These modern militia were
    ineffectual as anything but a last ditch. Britain and Germany used them as
    such. Still relatively expensive.
9.  Not used, as I'm not using the Fundamentalist govt. in any guise.
10. Partisans. Had to include thise for my simulation of partisan activity in
    Eastern Europe.
11. Alpine Corps. Little improved. Available with Mountain Warfare.
12. Conscripts. The first available, effective infantry. Still not brilliant.
    Avaliable with conscription.
13. Marines. Same old. Amphibious Warfare still needs to be researched.
14. Paratroopers. Ditto. Combined Arms (again).
15. Regular Infantry. Standard army calibre.
16. Panther, restricted to Axis, Spanish and Turks; avaliable when Mobile
    Warfare is researched.
17. T-34, the Soviet equivalent MBT. This is restricted to the Soviets, 
    although I wanted the Turks to have them the computer wouldn't play along.
18. Cavalry, were extensively used by E.European armies. The Axis have a few,
    the Neutrals have lots and the Soviets have those representing Cossacks.
19. Churchill, could also be replaced with the Sherman from the "Fascist"
    Patch. Resticted to Neutrals, Allies, and French.
20. Recon plane. New with version 2.41. This is unrestricted, can see two
    squares and spot submarines. Designed to fly to and return from a recon.
    mission in the same turn to precede an aerial strike by bomber units.
21. Static AA - The Anti-Aircraft guns that were used by the Germans are of 
    this type; used in Spain they were highly effective against the older 
    technology employed there. Useful for city or field defence.
22. Mobile AA, are like an upgrade when electronics are researched, and think
    of that: radar controlled, better chasis. A later war unit.
23. Siege Gun. Heavy artillery of the kind of hangover from WW1 thinking.
    Slow but sure, and relatively expensive.
24. Commandos, require Elite Training. Versatile, although not powerful, units.
25. Self-Propelled Guns, were basically v.heavy artillery merged with obselete
    tank bases to produce an effective new unit.
26. Artillery; bog-standard field army unit.
27. Howitzer, available with Mass Production. Little changed.
28. Adv. Fighter. For this unit I had in mind the kind of fighter standard
    that appeared in 1942: 400mph+ top speed, 4 20mm cannon, and NOT the 
    earlier designs of the late 1930s, such as the Me109, Spitfire, Hurricane
    and WarHawk that were respectable 300mph+ speed, 8 8mm MGs (or MGs/cannon
    mix).
29. Adv. Bomber. Again I envisaged the later standard of 4 engined, 12,000lb
    payload (although later the Lancaster and SuperForts could exceed 
    20,000lbs) and NOT the early war twin-engined <8000lbs. How many air units
    do you think I have room for? I wanted also to have light-bombers and dive
    bombers, but they'd be so close in ability that the computer would only 
    build one.
30. Fortress. Not a unit I had an icon for initially, although I had the idea
    from the Civil War scenario and wanted to represent the Maginot line
    somehow. Unavailable to build further and completely static.
31. Jet Fighter. From late 1943 jet engine technology was used successfully
    in deployed aircraft designs, notably the Me262. Find me an icon so I
    don't have to use this F-86...
32. Jet Bomber. I'm only using this for consistency. The only wartime
    jet bomber design I'm aware of was from Arado, the last version having
    two engines hung off each wing. An interesting design philosophy that
    the Americans would adopt (probably had the same engineers) as seen in
    this B-52. The British opted to enclose the engines in the wings, which
    were rejected by the Americans because of the necessary thickness of the
    wing and the drag it would cause. Now the B-2 uses the same philosophy:
    survivability.
33. Coal Destroyer. It was only in the late 1930's that efficient marine
    turbines were developed to replace the earlier propulsion systems. This
    is the older design.
34. Coal Cruiser. Same first generation technology.
35. Dreadnought. Revolutionary battleship design that was maintained in the
    inter-war naval consensus from 1921-193?. 
36. Troop transport. Otherwise known as "passenger ferries", these are
    moderately fast with a small cargo capacity, but cheaper than its 
    successors.
37. Destroyer: utilizing advanced propulsion, this is faster and more powerful
    than it's predecessor. Can see 2, anti-sub ability.
38. Battle-Cruiser. A cross between a battleship and a cruiser, designed
    for commerce raiding more than fleet actions; for use in smaller navies.
39. Cruiser. Second generation: faster, more powerful.
40. Heavy Cruiser. For this I had in mind the kind of cruisers that came out
    of the United States after 1942 for use in the Pacific, with longer range,
    much heavier and with increased AA armament.
41. Battleship. Not the Queen of the Seas anymore, but with ferocious 
    firepower. Vulnerable against subs and bombers.
42. Fleet Carrier. Not immediately available. Again I envisaged a later design,
    namely the "Essex" class carriers built after 1942 as the main class.
    They introduced armoured flight-decks into the US Navy. Not as advanced
    as contemporary RN designs, but when any carrier is going to have a 
    capacity of 20 air units then why have two? To represent the advanced state
    of Allied carrier aviation, the Allies start with a single carrier at
    Scapa Flow (from ver. 2.4), although it cannot be replaced.
43. Early Submarine. Lacking technological finesse, nevertheless these early
    designs were more than effective against the opposition.
44. Advanced Submarine. Incorporating technological advances, were able to
    detect radar emissions, could detect ships (and subs in here) on passive
    sonar, could snorkel and had torpedos able to home in on a ship's 
    propellers. This design was very late war historically, and this unit is
    beefed up in every way over the former.
45. Fast Transport. Especially for rapid movement of troops, these units
    can carry four units at the same speed as a Carrier/Cruiser.
46. Bulk Transport. Twice the capacity for half the speed.
47. Mechanized Infantry. Best defence, fairly expensive, fast. Better than 
    no.15.
48. Spy. Not used.
49. Reconaissance Vehicle, like the British Humber design, were fast and 
    afforded their crews some light armour to stop small arms fire. Can see
    2 squares!
50. Freight. No changes.
51. Explorer. Not used.
52. V1 Rocket. Available with Ram-Jet technology. Fairly powerful but fairly
    expensive unit.
53. V2 Rocket. Available with Rocketry (surprise!). Even more powerful and
    even more expensive.
54. Guided Bomb. These could be air launched and controlled from the bomber.
55. Free slot, out of respect to those users of version 2.62 or less.
56. Free slot, out of respect to those users of version 2.62 or less.
57. Free slot, out of respect to those users of version 2.62 or less.
58. Free slot, out of respect to those users of version 2.62 or less.
59. Free slot, out of respect to those users of version 2.62 or less.
60. Free slot, out of respect to those users of version 2.62 or less.
61. Free slot, out of respect to those users of version 2.62 or less.
62. Free slot, out of respect to those users of version 2.62 or less.


        6. Events.

The Events.txt is one of the most promising yet problematic aspect in any
scenario. Microprose wanted them to add more "spice", that's what we do. Here
this takes the form of creating many units at different times and for
different reasons, and civilizations declaring war to match the timeline of
the historical 1939-45 conflict. Thankfully these can all be quickly
summarized: (or just look in events.txt yourselves)

1. Loss of Warsaw to Axis will provoke French and the Allies into declaring 
   war on Axis. Loss of Athens to Axis will result in unitcreation on Crete,
   representing airborne invasion. Loss of Stalingrad to Axis results in
   "furious" counter-attack with created reinforcements. Ditto for Cologne and
   Cherbourg to Allies from Axis. Also for Amsterdam from Neutrals to Axis.
   Loss of Lvov to Axis will provoke Soviets to declare war on Neutrals.
2. November 1942 recreation of "Operation Torch", creation of multiple units
   near Casablanca. June 1941 "Operation Barbarossa", Axis declare war on
   Soviets. September 1949 announcement that USSR detonates atomic bomb 
   jointly with news that Chinese Communists prevail over Nationalists. A good
   point for a Cold War scenario.
3. Random creation of units, in order of decreasing probability:
   - Axis Subs in North Atlantic, to simulate on-going Atlantic war.
   - Axis Reg.Inf on E.border, representing Japanese incursions.
   - Neutral partisans in Eastern Europe. I like this idea: there are three
     areas for partisan activity, each with three locations, so to suppress
     this event the Axis (or whoever) would have to keep nine units in the 
     field, which is a neat representation of army oppression and martial
     law AWAY FROM THE URBAN CENTRES.
                
                
        7. Other World War 2 Scenarios


Filename      Area      Start Date   Author          Comments
                                                              
20thcent.scn  Global    July, 1919   Anon.          
WWii.scn      Global    Dec, 1941    Paul Caldwell  
WW2-mb.scn    Global    Jan, 1942    Marco Bernado  
USSR.scn      Global    Mar, 1946
                                                           
Panzer.scn    European  Nov, 1939    Anon.          
WWii.scn      European  June, 1940   Microprose      The original
Blitz.scn     European  June, 1940   Dirk Weber      Has U.S eastern seaboard
Worldwar.scn  European  June, 1940   Marija Gustin   Improvement of Blitz.scn
WW2Euro.scn   European  June, 1940   Harlan Thompson "WW2 scenario to end all 
                                     et al.          WW2 scenarios"(?)
WW2.scn       European  Mar, 1943    Anon.           Much revised European map
Euroaxis.scn  European  Jan, 1950    Anon.           Axis have conquered Europe
                                                    
WWiijap.scn   Pacific   May, 1937    Raymond Lee    
Eastwind.scn  Pacific   Dec, 1941    Don Melsom
WW2.scn       Pacific   Dec, 1941    Anon.          
Pac1942.scn   Pacific   Aug, 1942    Leonard Nesdal 
USSRJAP.SCN   Pacific   Aug, 1946    Anon.           Alternative history.
                                                    
Italyww2.scn  Italy     1939         Anon.           
DDay.scn      Normandy  June 1944    Anon.          

Those seeking icons for use in a scenario are encouraged to see the
(http://ourworld.compuserve.com/homepages/AHSHofelt) Web site.

        8. Comments.

Well, frankly I'm not expecting much feedback even assuming that the nice
people owning the Web pages will post it. I can be e-mailed currently at:

                Aplivings@hotmail.com or Aplivings@Yahoo.com

I always thought that information should not belong to a small group of
people and that ideas should not be constrained by means of distance or
method of communication. What a pity that free knowledge is still constrained 
by lack of access and technophobia.

Enjoy this offering, :)
