                              DESIGNER'S NOTES

                        The 30 Years War, 1618-1648 
                         a Scenario for Warlords ][


Created by:         Will Michael 72623.630@compuserve.com

With assistance by: Mike Dora 71743.30@compuserve.com &
                    Chuck Moss 72627.3251@compuserve.com

BACKGROUND:
-----------

The Thirty Years War was a dynastic and religious struggle for European
hegemony in the first half of the seventeenth century.  The centre stage
was the Holy Roman Empire, a loose federation of hundreds of principalities 
and free cities.  As Voltaire said "the Holy Roman Empire was neither holy,
Roman nor an empire".  The Emperor was chosen for life by Electors of which 
three were spiritual (Catholic Archbishops) and four were temporal (two 
Catholic and two Protestant Imperial Princes).  The position of Emperor, 
however, held little direct power over the individual "nations" within the 
Empire.

The conflict started when Catholic Archduke Ferdinand of Austria became the 
King of Bohemia without the consent of it's Protestant nobles.  The 
Bohemian Estates had been granted religious liberty and the right to freely 
elect their king by the Emperor, so they rejected Ferdinand and elected the
Calvinist Elector Frederick V of the Palatinate instead.  Within a year, 
Emperor Matthias would be dead and Ferdinand elected in his place.  It 
ceased to be a local conflict when the Protestant Union, a coalition of 
Protestant princes of the Empire, raised an army to support the rebels.  
The new Emperor, assisted by both the Catholic League (created in response 
to the Protestant Union) and his Spanish Habsburg cousin Philip III, 
supressed the rebellion and initiated a Counter Reformation accross the 
Empire.  Alarmed at the prospect of an Emperor with absolute powers, 
Denmark, the United Provinces, Sweden and Catholic France all fought to 
prevent a Habsburg victory.

The Ottoman Empire (offmap to the south-east) was forced to negotiate with
an enemy for the first time when it signed a peace treaty with Austria in 
1606.  The Ottomans, fortunately for Europe, were occupied with preventing 
the disintegration of their empire and did not intervene during the Thirty 
Years War.

THE PLAYERS:
------------

AUSTRIA
Emperor Ferdinand II was King of Bohemia, King of Hungary, Archduke of 
Austria, and the head of vast hereditary possessions in the south-eastern 
Holy Roman Empire.  He was a devout Catholic and was determined to correct 
his Protestant subjects by instituting a Counter Reformation in his lands.  
The Emperor did not have a standing army of his own.  Ferdinand relied on 
the Duke of Bavaria, the leading member of the Holy Catholic League, his 
cousin the King of Spain, and the mercenary army of Count von Wallenstein 
to implement his policies.

SWEDEN
The Swedish army landed in Hither Pomerania to champion the Protestant 
cause after the Protestant Union had suffered several defeats by Imperial 
forces.  King Gustavus Adolphus II, the "Lion of the North", had introduced 
many innovations to the Swedish army based on his experiences campaigning 
against Denmark, Poland and Moscovy in the Baltic.  This is reflected in 
the qualitative superiority of army unit types at the start of the game.  
It should be noted that Sweden is the only location capable of building 
Regimental Guns.  

SPAIN/FLANDERS
This player represents the Army of Flanders based in the Spanish 
Netherlands.  The Spanish Habsburg king had been at war with the Dutch 
Estates since they declared their independence in 1568.  At the beginning 
of the 30 Years War, Spain and the United Provinces were enjoying a twelve 
year truce started in 1609.  This allowed the Army of Flanders to intervene 
in the Holy Roman Empire and come to the aid of the king's Austrian cousin.  
Reinforcements from Spain travelled first by ship to the Duchy of Milan 
(another Spanish possession) and, from there, marched overland accross the 
Alps and along the "Spanish Road" to the Netherlands.  The English and 
Dutch fleets prevented Spanish ships from entering the English channel.

SPAIN/LOMBARDY
The Army of Lombardy was based in the Spanish Duchy of Milan.  Its 
objectives were to defend the southern end of the "Spanish Road" and to 
check French ambitions in northern Italy.  If the chain of friendly 
provinces to the Spanish Netherlands was broken then the Army of Flanders 
would be isolated and all hopes of defeating the United Provinces would be 
lost.  Later in the 30 Years War the Army of Lombardy attempted to link up 
with the Army of Flanders so that they could decisively defeat Protestant 
forces.

UNITED PROVINCES (Enhanced, Computer "Knight" level player only)
The Protestant United Provinces had been at war with Spain since they
declared independence in 1568.  Although small in size, they were wealthy 
through maritime trade.  This money allowed them to hire mercenaries and to
command the best paid and best equipped army in Europe.  They made use of 
their nation's natural defences, which they supplemented with frontier 
fortresses.  During the 30 Years War the Dutch army was used for home 
defence only, but their wealth to subsidise mercenary armies and other 
Protestant nations.

FRANCE
Under the guidance of Cardinal Richelieu, Catholic France intervened on the 
Protestant side late in the 30 Years War.  France was recovering from her 
own Wars of Religion of the previous century and stayed clear of the war in 
Germany until a Habsburg victory appeared certain.  An Imperial victory 
would have encircled France with Habsburg lands and, consequently, limited 
her own territorial ambitions in Alsace, Lorraine and northern Italy.

THE HOLY CATHOLIC LEAGUE
The League was formed after the creation of the Protestant Union.  Bavaria 
was the leading member and it's Duke, Maximillian, had the only standing 
army in the Holy Roman Empire at the start of the 30 Years War.  When asked 
to come to the Emperor's aid (with the offer of money and the Palatinate's 
Electorial dignity as a reward) his army defeated the Bohemian rebels at 
the battle of White Mountain outside Prague.  Maximillian and his generals 
found the war so profitable that they decided to continue their plundering 
and marched from one Protestant land to another under the pretext of 
leading the Counter Reformation.

THE (EVANGELICAL) PROTESTANT UNION
The Protestant princes of the Empire formed an alliance in 1608 to protect
their interests.  An army was raised to support the Protestant nobles of 
half-federal, half-dynastic Bohemia when they renounced their Catholic 
king, Ferdinand, and chose the Calvinist Elector Frederick V of the 
Palatinate (the "Winter King") in his stead.  The Union was all but 
eliminated after their defeat at White Mountain, but Dutch and English 
money found its way to support a mercenary army under Ernst von Mansfeld to 
defend the Protestant states of Germany.  King Christian IV of Denmark also 
intervened for the Union, but was driven back by an Imperial army under 
Wallenstein and forced to make a separate peace.


ARMY UNITS:
-----------

TRAINED BANDS
These were militia regiments raised to defend a province or city.  Quality 
varied considerably from one unit to another but one thing was consistant, 
they refused to serve away from their province or city of origin.  To 
reflect this the Trained Bands have the lowest possible movement allowance.  
The unit's City combat bonus reflects their determination to defend their 
homeland.
Strength = 1; Combat Bonus = City Str +1; Move = 6; Time = 1; Cost = 4;
New = 500
Location: anywhere

COSSACKS
Cossacks were light cavalry mercenaries, originally from the steppes of
Southern Poland and the Grand Duchy of Moscovy.  Their primary employers
were France, the United Provinces and the Spanish Army of Flanders.  They 
fought in irregular, open formation and were used mainly for scouting and 
foraging (Woods/Hill movement bonus).  Because their primary weapon was the 
light lance the unit has an Open terrain combat bonus. 
Strength = 2; Combat Bonus = Open Str + 1; Move = 18; Move Bonus = Woods/
Hills; Time = 1; Cost = 6; New = 1,000
Location: France, Poland, Low Countries

CROATS
Like Cossacks and Hussars, Croats were irregular, light cavalry 
mercenaries.  They came from the mountainous regions of Croatia and the 
Balkans.  Their scouting/foraging ability is reflected in their Woods/ 
Hill movement bonus.  Croats' used firearms (short arquebusses and pistols) 
while on horseback and have a Hill combat bonus.
Strength = 2; Combat Bonus = Hill Str +1; Move = 18; Move Bonus = Woods/
Hills; Time = 1; Cost = 6; New = 1,000
Location: Croatia, Austrian Habsburg provinces

HUSSARS
This is the third (and last) of the irregular light cavalry.  None of the 
nations involved in the 30 Years War raised light cavalry; they hired one
or more of these three types instead.  The Hussars came from Hungary and
were armed primarily with a curved sword.  They were given the same 
missions as the other light cavalry and have the same Woods/Hills movement
bonus, but differ from Cossacks and Croats in that they have a Woods
combat bonus.
Strength = 2; Combat Bonus = Woods Str +1; Move = 18; Move Bonus = Woods/
Hills; Time = 1; Cost = 6; New = 1,000
Location: Royal Hungary, Austrian Habsburg possessions

SAKERS
The Saker is representative of light field artillery.  Each piece weighed
around 1,500 pounds and fired shot weighing six pounds to a maximum 
distance of 4,000 yards.  A battery of sakers would be no match for any of 
the horse or foot units in the game; its strength was in its effect on 
morale.  The unit gives an Open terrain combat bonus to every other unit in 
the same stack.
Strength = 2; Combat Bonus = Open Grp +1; Move = 10; Time = 2; Cost = 6;
New = 1,000
Location: anywhere

MOUNTED PIKEMEN
These units were raised by Austria and the Holy Catholic League early in 
the 30 Years War.  Mounted on nags, the pikemen used the horses for 
transport only; they fought on foot.  They were not a well balanced unit 
and met with limited success in the war.
Strength = 3; Move = 14; Time = 2; Cost = 6; New = 1,000
Location: Bavaria, Austrian Habsburg provinces

CULVERINS BASTARD
These represent medium field artillery pieces.  Each weighed from 2,300 to 
3,000 pounds, and threw a 12 pound shot up to 4,000 yards.  They are only 
slightly stronger than the Saker due to a lower rate of fire, but they have 
an increased effect on the morale of units in the same stack.
Strength = 3; Combat Bonus = Open Grp +2; Move = 10; Time = 3; Cost = 8;
New = 1,500
Location: anywhere

FORLORN HOPE
This was the romantic name used for a "commanded" group of musketeers.  
They might be used as: advanced guards, flanking forces, skirmishers, 
assault troops, baggage train or artillery guards, or to supplement the 
firepower of cavalry.  The Forlorn were usually the first troops to make 
contact with the enemy.  They have a high movement allowance and are useful 
troops for defending or assaulting cities.
Strength = 3; Combat Bonus = City Str +2; Move = 12; Time = 2; Cost = 8;
New = 1,500
Location: anywhere

DRAGOONS
Unlike the dragoons of later eras, these troops were trained to fight on
foot.  They had sub-standard mounts which were used for transport only.  
The name Dragoon was derived from their weapon, the dragon, a lighter and 
shorter version of the musket.  They would often be used in covering 
terrain to fire on the flanks of approaching enemy troops.  They have a 
Woods Terrain combat bonus.
Strength = 4; Combat Bonus = Woods Str +2; Move = 14; Time = 2; Cost = 8;
New = 1,500
Location: anywhere

CARABINIERS
These represent cavalry armed with short arquebusses or carbines and 
trained to fight and fire from horseback.  They have little or no armour
and were used to supplement the firepower of the regular cavalry when 
defending or receiving a charge. They were phased out later in the war as 
they could not attack as well as regular cavalry and were more expensive to 
maintain than musketeers.  Once they were better armoured and upgraded to 
"medium cavalry" they would find their place in a later era.
Strength = 4; Move = 16; Time = 3; Cost = 10; New = 2,000
Location: anywhere

DEMI-CANNONS
The Demi-cannon unit represents the heaviest of what would be considered
field artillery.  A battery of heavy artillery was useful against both 
enemy units and cities.  A Demi-cannon weighes 4,000 pounds and fires a
24-36 pound shot to a maximum distance of 2,500 yards.  Each unit stacked 
with a Demi-cannon receives a combat bonus against cities.
Strength = 4; Combat Bonus = City Grp + 1; Move = 8; Time = 4; Cost = 10;
New = 2,000
Location: anywhere

MORTARS
Mortars could fire solid shot or exploding shells, and are used in the game
to represent heavy siege artillery.  They were far too slow to accompany a
field army and were organized into siege trains whose specific mission was 
to assault cities and fortresses.  A heavy mortar weighs 10,000 pounds and
throws a 200 pound projectile up to 2,000 yards.  The Mortar has a Siege
combat bonus.
Strength = 4; Combat Bonus = Siege; Move = 6; Time = 4; Cost = 10;
New = 2,000
Location: anywhere

LIGHT LANCERS
These units were raised in only a few countries (Poland and Scotland) at
this time.  They were lightly armed and armoured and are not to be confused 
with the heavy lancers or Gendarmes.  They were most effective when 
charging, so they have an Open terrain combat bonus.
Strength = 4; Combat Bonus = Open Str +1; Move = 16; Time = 4; Cost = 10;
New = 2,000
Location: Poland and Protestant provinces

HALBERDIERS
These units used weapons of a previous era and were used for colour guards
and bodyguards.  The halberd was shorter and lighter than a pike and its 
"can opener" shaped head was used to crack open enemy armour.  Halberdiers 
were not as effective as pikemen against a cavalry charge, but were 
superior in close quarters fighting or in restricted terrain.  They have a 
Woods combat bonus.
Strength = 5; Combat Bonus = Woods Str +1; Move = 10; Time = 3; Cost = 10;
New = 2,000
Location: anywhere

"SPANISH" MODEL TERCIO OF FOOT
This represents an infantry brigade organized in the Spanish manner.  Each 
tercio consisted of 15 companies of about 100 men of which five companies 
would be pikemen and the remainder musketeers.  In battle, the pikemen 
formed a column of roughly square proportions with a concentration of 
musketeers at each corner and ranks or files of musketeers covering each 
face of the square.  Its advantage of an all-round defence was offset by 
the the fact that only some of the musketeers could fire at a single 
target, and that the formation was slow and clumsy.  In spite of this, it 
was used to good effect by Spanish and Imperial forces during the 30 Years 
War.
Strength = 6; Move = 10; Time = 3; Cost = 12; New = 2,500
Location: Spain/Lombardy, Spain/Flanders, Bavaria & Austria

REITER CAVALRY
Reiters (a German word meaning riders) represented the most common cavalry 
type, at least in the first half of the war.  They were armed with pistols 
and trained to 'caracole' to enable them to attack pikemen.  They would 
approach in column to within pistol range of enemy infantry and fire their 
pistols one rank at a time.  Each rank would then wheel to the flank and 
retire to the rear of the column to reload and repeat the process.  All of 
the Players except Sweden used Reiters at the start of the 30 Years War.
Strength = 6; Move = 16; Time = 4; Cost = 14; New = 3,000
Location: anywhere

"DUTCH" MODEL REGIMENT OF FOOT
The Dutch Estates had been fighting for independence from Spain since 1568.  
They initially used the "Spanish" tercio formation, but later Prince 
Maurice of Nassau provided a new tactical model.  Regiments were made up of 
two or more battalions of foot, each consisting of 550 men (one third 
pikemen and two thirds musketeers). They would be drawn up in from eight to 
ten ranks with the pikemen flanked by an equal number of musketeers.  This 
proved to have more effective firepower and more mobility than a tercio.  
It was adopted by the Protestant side in the 30 Years War.
Strength = 7; Move = 10; Time = 3; Cost = 14; New = 3,000
Location: All Protestant provinces except Sweden

MERCENARY FOOT
Even though the picture used to represent this unit is a Scot, mercenary
infantry came from many nations (although the Scots provided many officers
and a quantity of mercenaries disproportionate with the size of Scotland).
They would often adopt the arms and tactics of their "adopted" side, so
the unit in this game is of average strength and capabilities.  Mercenary
units differ from other comparable units in that their cost is higher, but
the number of turns to raise the unit and the New Price is lower.
Strength = 7; Move = 10; Time = 2; Cost = 18; New = 2,000
Location: anywhere

CUIRASSIERS
This unit represents "shock" cavalry equipped with pot helmet, corselet, 
sword and pistols.  They were trained to charge enemy units at the gallop 
and fire their pistols at point-blank range just before contact. These new 
tactics were introduced by King Gustavus of Sweden in the 30 Years War, but 
gradually became standard by the end of the war.  A Combat bonus in Open 
terrain is given to the unit.
Strength = 7; Combat Bonus = Open Str +1; Move = 16; Time = 4; Cost = 16; 
New = 3,500
Location: Sweden

"SWEDISH" MODEL BRIGADE OF FOOT
In addition to the development of new cavalry tactics, King Gustavus of
Sweden further developed the "Dutch" model of infantry tactics.  The
Swedish tactical unit was the squadron of 216 pikemen and 288 musketeers.  
Three or four squadrons would be permanently attached to form a brigade.  
The musketeers were drawn up in six ranks where they would fire two ranks 
at a time and then those ranks would countermarch to the rear to reload.
Alternately, the musketeers would "double the files" to three ranks and 
every musketeer would fire in a single volley.  The pikemen would charge 
after a volley rather than stand defensively to guard the musketeers.
Strength = 8; Move = 12; Time = 3; Cost = 16; New = 3,500
Location: Sweden

REGIMENTAL GUNS
Another Swedish development, twelve of these light artillery pieces were
assigned to each brigade.  They weighed 800 pounds and fired a three pound 
shot up to 2,500 yards using prepared cartridges.  This allowed them to 
acheive a rate of fire superior to musketeers!  Like Sakers, they were 
individually weak but had a detrimental effect on the morale of enemy 
troops.  Regimental Guns may only be built in Sweden and will not appear
as allies to Generals.
Strength = 1; Combat Bonus = Enemy -1; Move = 12; Time = 2; Cost = 6
Location: Sweden

SAPPERS
Sappers were specialists in the art of siege warfare.  They would dig 
trenches converging upon a fortress to allow attacking forces to approach
while under cover.  Additional protection was created when the earth from 
the trenches was used to fill huge wicker baskets to form "sand bags".
Once the trenches were in place, the fortess could be assaulted immediately
or a assaulted after a breach in the walls was created.  Breaches were 
created by tunneling under the walls of the fortress where explosives would 
be detonated.  Sappers receive a combat bonus of Siege in the game, cannot 
be built as a new army type, and will not appear as a General's ally. 
Strength = 3; Combat Bonus = Siege; Move = 8; Time = 3; Cost = 8
Location: Capitals only

CLERICS
The seventeenth century was a period of strong religious conviction.
Although there were exceptions, Catholics fought Protestants. Every army 
was accompanied by priests or ministers to provide for the spiritual needs 
and to inspire the troops.  This unit represents priests or ministers with 
outstanding abilities and increases the strength of every unit stacked with 
it.  Clerics may not be built and only arrive in the game only as allies 
to Generals.
Strength = 1; Combat Bonus = All Grp +1; Move = 12; Ally
Location: none

GENDARMES
Gendarmes were aristocratic, fully armoured cavalry armed with the heavy
lance.  By the time of the 30 Years War Gendarme units were rare and used 
as elite bodyguards or raised by a nobleman at his own expense.  They were 
used in ever decreasing numbers upon the widespread use of firearms (which 
allowed a commoner to fell a king).  Gendarmes give a combat bonus to 
every other unit in the stack and will arrive in the game only as a 
General's ally.
Strength = 8; Combat Bonus = All Grp +1; Move = 12; Ally
Location: none

LIFEGUARDS
This unit represents an elite regiment of Cuirassiers whose colonel-in-
chief is the General.  Lifeguards give a combat bonus to every other unit 
in the stack and will arrive in the game only as a General's ally.
Strength = 9; Combat Bonus = All Grp +1; Move = 14; Ally
Location: none

SPY
The spy unit provides advance knowledge of the enemy's numbers, 
dispositions, morale, ammunition and supply status, etc.  This is reflected 
in the game by increasing the strength of every unit in the same stack and 
a combat bonus of Cancel Non-hero.  Spys are rare, therefore they cannot 
be built and arrive as an ally of a General.
Strength = 1; Combat Bonus = All Grp +1, Cancel Non-hero Bonus; Move = 20
Location: none

SNIPER
Snipers are equipped with expensive rifled muskets that allow far greater 
accuracy then smooth bored muskets.  They operated independently and would 
often specifically target officers.  Every unit stacked with a Sniper 
receives an increase in strength.  Snipers are rare and therefore cannot be 
built, and arrive as a General's ally.
Strength = 1, Combat Bonus = All Grp +1, Cancel Hero Bonus; Move = 12
Location: none

GENERAL
The General is an officer of field rank available to command an army.  
Their combat strength, and related group combat bonus, is an abstract 
measurement of: the General's physical prowess (this was still a factor as 
King Gustavus of Sweden was wounded 13 times in combat before a fatal 
cavalry charge at Lutzen), their personnal guard, and their military/
command capabilities.  Increases in a General's movement allowance reflect 
an increase in experience, initiative and aggresiveness.  
Strength = 4; Combat Bonus = All Grp +1; Move = 12
Location: One in each Capital


REFERENCE WORKS:
----------------

Dunn, Richard S. The Age of Religious Wars 1559-1689.  New York:
W.W. Norton, 1970.

Featherstone, Donald F. War Games through the Ages, Vol. 2 1420-1783. 
London: Stanley Paul, 1974.

Fox, Edward Whiting. Atlas of European History. New York: Oxford University 
Press, 1957 (1968).

Fuller, J.F.C. The Decisive Battles of the Western World 480 B.C.-1757.
St. Albans, Herts: Granada Publishing, 1954 (1975).

The Online Edition of Grolier's Academic American Encyclopedia. Grolier
Electronic Publishing, 1994.

Gush, George. Rennaisance Armies 1480-1650. Bar Hill, Cambridge: Patrick
Stephens, 1975 (1978).

Kinder, Hermann and Hilgemann, Werner. The Penguin Atlas of World History,
Volume I: From the Beginning to the Eve of the French Revolution.
Middlesex, England: Penguin Books, 1964 (1974).

McLaughlin, Mark G. Holy Roman Empire, A Political-Military Game of the
Thirty Years War. Cambria, CA: 3W Inc., 1984.

Parker, Geoffrey. The Army of Flanders and the Spanish Road 1567-1659.
London: Cambridge University Press, 1972 (1975).

Stanford, Quentin H. ed. Canadian Oxford World Atlas. Toronto: Oxford
University Press, 1992 (1957).


ETCETERA:
---------

For those that are interested, the scenario picture is a digitized and
colourized version of an illustration from "The Exercise of Arms for 
Calivres, Muskettes, and Pikes" by Jakob de Gheqn (The Hague, 1607).  I
photocopied the illustration, faxed it to my fax modem which saved it as a 
.REC file, converted it to a .PCX file, coloured it with PC Paintbrush 5+, 
and used it in the Scenario Builder.  I'm too cheap to buy a scanner.

I suggest that you do not play with a hidden map.  A couple of the Players
start in rough terrain and would be at a disadvantage as there are no 
flying units.  This scenario has been designed with two special rules to 
better simulate the historical situation.  They may be ignored with no loss 
of playability.

1) The Kingdom of Spain is represented by two players for a couple of 
reasons.  First, you are unable to assign more than one starting city to a 
player in Warlords 2 and second, it better represents the historical lack 
of coordination between the two armies.  If both of the two Spanish players
are played by a human then neither Spanish player may attack the other's 
units or cities with the exception that they may voluntarily cede or 
exchange empty cities freely.  This is the only Warlords scenario that I
know of that has been designed to allow two players to play cooperatively.
Which Spanish player can defeat the computer opponents first?

2) The United Provinces player has two special rules:
   1. The Dutch should be played by an enhanced Computer player at the 
   "Knight" level. This less aggresive player better represents the Dutch 
   desire for recognition of their independence rather than territorial 
   expansion.  The computer's armies will represent the mercenaries hired 
   by the United Provinces to support the Protestant cause, and will give 
   the Spanish Army of Flanders something to think about.
   2. No Human player may attack the United Provinces city. This represents 
   the defensive capabilities of the Dutch.  Spain, the greatest European 
   military power at the time, couldn't suppress the rebellion in 80 years!

There are no temples in the scenario; I couldn't justify them.  Religious 
motivation has been included in the form of the Cleric unit.  If must have
temples and want to add your own, I toyed with the idea of three temples 
representing Catholicism, Lutherism and Calvinism.  If you leave quests on 
then some of the ruins will be reserved as strongholds which will be 
revealed only if a Sage is encountered while exploring a Temple.  I prefer 
this as it makes the opening moves less predictable.  

The monetary values of the cities (provinces) vary far more than any other
scenario that I have seen.  I've tried to demonstrate the differences in 
wealth from one province to another.  Great trading nations like the United 
Provinces have a value close to 75 while small counties and city-states 
have a value close to 10.  It now more important what you control, not how 
many you control.  Sweden, France, Spain/Lombardy and Poland have had their 
incomes increased to account for off map possessions.  Austria's income was 
increased to portray the political benefits of the Imperial crown and to 
balance the scenario.  

You will often find your treasury empty.  Unlike most other scenarios, you 
will not be able to accumulate army units endlessly.  Remember that two 
Trained Bands require as much gold per turn as one unit of Dragoons.  Often
the only way to put gold into the treasury will be to pillage or sack a
city.  The quality and size of armies will decrease as the war continues, 
as it did historically.

You will notice that I have made it much more costly to raise new army unit
types at a city.  What is the point of specialty units if every city can
build them painlessly?  The increased build price reflects possible new 
equipment production, additional or differently skilled manpower, and the 
training required to start building the new unit.  Also, I have always been
annoyed by how easy it is to improve city defences to +2 by building the 
units with the two lowest build prices (typically a Scout and a Bat for 40 
gold!).  You might feel that the price doesn't justify building the 
defences, but that is what I intended.  Building or improving a fortress 
was a major commitment of resources.

As I mentioned in my "Cloudkings of Mars" scenario Designer's Notes, I've 
thought about doing a 30 Years War and an English Civil War scenario for a 
while.  I was surprised when Mike Dora uploaded his "Thirty Year's War" 
scenario as few others enjoy and study the "Pike and Shot" era as I do.  It 
was after we had exchanged a couple of e-mail messages that I learned that 
he had designed the scenario from memory for his own enjoyment and uploaded 
it as an afterthought.  I knew that with my reference materials (I own 
dozens of books on the period) that I could create a more thoroughly 
researched scenario, so I decided that it was finaly time to try my hand at 
it.  I requested, and he graciously consented, to review my version before 
I uploaded it.  Besides, I wanted to use some of his great artwork in my 
scenario!

                                  ooOOOoo

Will Michael
July 1995.
