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To the Citizens of Russia!

The Provisional Government has been deposed. State power has passed
into the hands of the organ of the Petrograd Soviet of Workers and
Soldiers Deputies - the Revolutionary Military Committee, which heads
the Petrograd proletariat and the garrison.

The cause for which the people have fought, namely the immediate offer
of a democratic peace, the abolition of landed proprietorship, workers'
control over production and the establishment of Soviet power -
this cause has been secured.

Long live the revolution of workers, soldiers and peasants!
 

V.I. LENIN
for the Military Revolutionary Committee
Petrograd, October 25, 1917
 

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The Russian Civil War began following the Bolshevik revolution in November 1917 (October in the Gregorian calendar - hence the name Red October).
The revolution itself was short and relatively peaceful. The civil war was by contrast prolonged, bloody and brutal. Beset on all sides by enemies
determined to overthrow their infant workers state, the Bolsheviks resorted to centralized military discipline and systematic terror against their enemies.

At the time, Bolshevik leaders believed that the revolution would spread to other European nations exhausted by world war, especially Germany.
Revolution did break out in Germany, but was soon defeated, leaving Red Russia isolated. Its' history continued, with many ups and downs, until 1989.

This is a scenario for the Test of Time version of Civilization 2. It can not be played on other versions of Civilization. The scenario is designed to be played as the Bolshevik player only.

BEFORE YOU INSTALL THE SCENARIO......

1. Have you installed the Test of Time patch?

   It's important that you do so BEFORE starting the scenario.
   download it here:  CivFanatics
                 or here:  Apolyton
                 or here:  Cradle of Civilization

2. Have you disabled the animated sprites?

    They can override the unit and terrain graphics of the scenario. Turning them off using the Graphic Options menu doesn't always work. The only 100%
    effective way to disable them is to create a holding folder in the Original directory.  Put all spr. files from that directory inside the holding folder, including
    resource spr. and static.spr. When you want the animated units and terrain back, just move the spr. files out of the holding folder and back into the Original
    directory.
 

INSTALLATION

Installation:
· Under your ToT directory, create (if you have not already done so) a folder called Scenarios. Do not put this in the Original, Fantasy or Sci-fi folders.
  It must be directly under the main Test of Time directory.
· Inside the Scenario folder, create a second folder called Red October.
· Unzip ALL the files you've downloaded into the newly created Red October folder.
· To install sound, create a folder called Sound in your new Red October folder. Extract all the sound files into the Sound folder.
· If you wish to install the special graphics package, double click on the batch file called "Install". Select "Y" to install the files. This is done automatically and
  backups of the original files will be made. These include the Intro., Mk., and Tiles. dll. files which are installed in the ToT main directory, and City, Dialog
  and Civwin_back bmp. files which are installed in the Scenario folder.
· To uninstall these graphics files and reinstall the originals, use the "Restore" batch file in the same way.

Disclaimer: If you follow the installation instructions exactly, then the Install and Restore files SHOULD work. However, you use them at your own risk. I take no responsibility for any loss or damage to your files, your computer, your server, your home or office, the internet or your future earning potential. You're on your own.
 

STRATEGIC SYNOPSIS

The Civil War can be divided into a number of stages, which this scenario attempts to represent. The first is the taking of power by the Bolsheviks in
most of the country. In this stage (3 turns or so) you have to take over the country. Except where the nationalists are strong, this should be pretty easy,
especially if you take Moscow on the first turn. In the south the Volunteer army and Cossacks will provide some White opposition.

You may wish to move your capital from Petrograd to Moscow for greater security. If you do, save your game and quit, then run the 'capital.bat' file in the Red October scenario file. Reload the save game and resume play. This toggles between the two city styles for extra-large Bolshevik cities: Moscow and Petrograd. Use whichever one corresponds to where you locate your palace.

The Nationalists represent the forces which fought for the independence of Finland, the Baltic States, Ukraine, the Caucasus and Central Asia.
Each has it's own units, generated by events. Their appearance is controlled by several sets of flags. Event creation of  Finn and Balt units stops
when the Nationalists control all the cities in their respective territories. The Ukrainian, Caucasus and Central Asian units stop when the Bolsheviks control the cities in each of those territories. Aside from event created units, the nationalists can build their own militia and artillery units. You can begin negotiating with them early in 1920.

The second stage is the German offensive. In Feb. 1918 the Germans will attack for 4 turns before keeping a peace agreement.  Accept their peace offer and leave them alone until the Armistice, carefully blocking off any further eastward movement with your units. In Nov. 1918, the Armistice will convert all German units to very weak deserters. Attack and keep on attacking to retake your cities. The Poles arrive on the same turn and create their state. In Feb. 1919, the Spartakus revolt breaks out in Germany. Take as many cities as you can, as the Germans can now build the Freikorps unit and will probably no longer keep treaties with you. If you've built the Comintern wonder before this, your German revolution has a greater chance of success, though you will still have to fight hard to avoid being crushed. Be aware that to win a decisive victory, you must control most German as well as Russian objective cities at the end of the game.

The third stage is the Intervention, including the  revolt of the Czech Legion. The Czech Legion (White) revolts during this time and will get control of most of Siberia. Then the Entente (Britain, France and the US) attacks at various ports. The Japanese also intervene in eastern Siberia. The intervention forces are not huge, but can cause serious problems if not countered. Concentrate on counter-attacking the Czechs, while blocking the Entente forces. Build up your army.

The fourth stage involves a number of white offensives from Siberia (Kolchak), South Russia (Denikin) and the Baltic (Yudenich). These may involve some of the most desperate fighting of the scenario. If you are to ultimately win the game, you must defeat them without losing too many units or cities. The best strategy is to build up a powerful shock force and move it from one front to another, defeating  each offensive in turn .

No sooner than these forces are (hopefully) defeated, than you will face an attack from Poland. This fifth stage will again pose a serious challenge. Poland will keep attacking for six turns before keeping a peace agreement. Meanwhile another offensive (Wrangel) from South Russia will attempt to take advantage of your preoccupation with the Poles. At this point, if you've built up your army and you've made a success of the German revolution, you may want to try to conquer the Poles. However, there are probably large areas of Siberia and southern borderlands which are still not under your control. Keep in mind these areas contain objective cities which you need to win the game and time is starting to run out.

In the sixth stage, the challenge is from internal revolts, represented by the barbarians. Anarchist leader Makhno has been battling all comers in Ukraine since the Armistice. Now larger scale peasant revolts spread across Siberia and eastern Russia.  The suppression of these revolts can be achieved by the introduction of the New Economic Policy, allowing greater economic freedom for the peasants. Finally,  the sailors at Kronstadt revolt. Failure to defeat this uprising immediately will open the front door of Petrograd to the British fleet.

DESIGNERS NOTES

This scenario is based on "Russian Civil War", the original scenario I did on the subject, released in April, 1998. I 've also borrowed a great deal from Mike Daumen's work on his version, which unfortunately remains unfinished. The Test of Time version of Civ2 provided an opportunity to produce a more realistic and advanced scenario than was possible before.

Armoured trains were a decisive weapon of the Russian Civil War, and yet they couldn't be represented properly in FW/MGE since there was no way to keep them on the tracks. Test of Time, with it's impassible terrain, allows this. All non-rail terrain is impassible and all non-rail units have the flag which overrides it. So non-rail units can travel on all terrain, but rail units must stick to the rails.

The events language of ToT, while tricky to use, allows detailed simulation of political and military events. For example, Finnish units are created by events until they control all four cities in Finland. Ukrainian units are created until the Bolsheviks control Odessa, Kiev, Alexandrovsk and Kharkov. Makhno's Anarchist revolt continues until the same Ukrainian cities are under Bolshevik control for at least one turn, AND the Bolsheviks kill an anarchist unit.

Starting with the original map I had made for RCW,  I used Jorrit Vermeiren's excellent "MapEdit" program to trim some unnecessary terrain from the south edge of the map. To simulate railways, two types of terrain are used which are passable to rail units: glacier and jungle became Railbed 1 and 2. These represent clear and forested railway terrain. All other terrain types were given the impassible flag to prevent rail units from entering them.

Barbarians are used for several purposes in the scenario; Chinese and Mongolian cities, anarchist and peasant revolts, and typhus epidemics. I used Carl Fritz's outstanding hex editing program "CivTweak" to edit the barbarians, making them a democracy so as to prevent the bribing of barbarian cities or units. (The old bug from FW/MGW where if you edited a barbarian city the game would crash has been fixed in ToT, by the way. Edit to your heart's content!)

The technology tree in Red October is very basic. Given the 4 year time frame of the game, there were few technological advances at all, so technology is used to represent developments in  Bolshevik military and political policy. They have a linear line of research with no branches. The only option is how fast you want to research vs. money or luxuries. The Germans also have a linear tech tree, which represents historical developments following the Nov. 1918 Armistice. It has no real effect except for historical interest. The other civs simply research Future Tech, which is renamed Social Development. Extensive use has been made of unresearchable technologies as events triggers. While ToT event flags could have been used instead, giving techs has the advantage of pop-up announcements, complete with icons, being displayed when the technology is given.

Unit types in Red October include a number of historical types. In some cases, colourful uniforms which may have been limited to a single regiment have been used to represent larger forces. It's not totally realistic perhaps, but it's visually more interesting. Most unit types have similar capabilities. Infantry and cavalrymen of the period were conscripted into mass armies, and given similar training and weapons. An exception was the highly trained German Sturmtruppen, which is given the 'destroyed after attacking' (missile) flag to represent the fact that it was used in very small numbers on the Eastern Front. Armoured trains are the exotic weapon which has come to symbolize warfare in the Russian Civil War. In the scenario, they are by far the most mobile unit, though limited to railbed terrain. They have a good attack and defense, though I avoided the temptation to make them really powerful, as this tended to unbalance the scenario in favour of the human player. There is a stronger version representing Trotsky's mobile headquarters which can't be replaced. Another unique unit is the typhus epidemic, a randomly generated invisible barbarian unit with the 'missile' flag.

A few improvements have been renamed. In some cases I have kept the original art to save space. They are: Armoury (barracks), Water Works (aqueduct), Opera House (colosseum), Electric System (sewer system), and Collective Farms (supermarket).

New wonders are: GrainComm (Pyramids), Red Terror (Hanging Gardens), TransSiberian Railway (Colossus), Admiralty (Lighthouse), Stephensdom* (Great Library), General Staff (Sun Tzu's War Academy), Kruppwerk (King Richard's Crusade), Great Mosque* (Marco Polo's Embassy), Royal Navy (Magellan's Expedition), Arc d' Triumph (Shakespeare's Theatre), Social Democratic Party (Leonardo's Workshop), Politburo (Isaac Newton's College), Brandenburg Gate* (Statue of Liberty), Comintern (Eiffel Tower), and Conscription (Women's Sufferage). [* = wonders which are obsolete at the start.]

Of these, the Social Democratic Party (Leonardo's Workshop) is the most crucial. It changes the original German and Austro-Hungarian static units into mobile ones when the 'German Offensive' tech is received and then changes those into helpless 'Deserter' units when the 'Armistice' tech is received. I called the wonder Social Democratic Party after the powerful German socialist party which helped bring about the first German revolution and the abdication of the Kaiser, only to side with the Army and crush the revolution when it began to take a more radical turn under the Spartakists (Communists).

I used VirtualDub-1_4d to edit the intro movie and MGI VideoWave III to add the titles. The footage is from Sergei Eisenstein's silent film "Ten Days that Shook the World", including portions of the soundtrack by Dimitri Shostakovich.  Extra unit sounds were made with GoldWave sound editing software. The segment of the "Internationale" which plays on the first turn was rerecorded by Dustin Dunn for the original Russian Civil War scenario.
 

THANKS

To Mike Daumen for his collaboration and for letting me steal lots of graphics and ideas from his unfinished scenario. To William Keenan for frequent and valuable tutoring on the complexities of  Test of Time rules and events. To Alex Moroz for all his great units, including some he sent me especially for this scenario. To Carl Fritz for the great little installation/deinstallation program he made just for this scenario. To Bernd Brosing and Mike Daumen for playtesting. And to Paul Cullivan for hosting my movie 'trailer'.

DEDICATION

To John Possidente and his colleagues at Microprose, for the millions of hours of fun they've given Civ fans.
 
 

I hope you enjoy it.
techumseh, April 2002