Scramble for Africa (Civ5)

Scramble for Africa is a Civilization V scenario included with the Brave New World expansion pack. It is based on the historical Scramble for Africa which took place from 1880 to 1910, a period where multiple European powers, including Britain, France, Portugal, Germany, Italy, Belgium, and Spain, colonized all of the African continent, except for two countries, Ethiopia and Liberia.
== Scenario Description ==
Europeans had claimed most of the native lands elsewhere, but not the dark continent of Africa. Driven by a sense of adventure, a desire for wealth, and the thirst for knowledge, explorers and settlers scrambled into Africa from north and west. There they encountered lost kingdoms, exotic beasts and native empires that challenged their dreams of colonization. Can you claim the riches of Africa as a European? Or will you try and repulse the interlopers?
== Gameplay ==
The winner of the scenario is the civilization with the most victory points after 100 turns. In addition to normal scoring methods, European civilizations receive victory points for taking artifacts, for being the first to discover natural wonders, and for owning the longest railroad between two cities; North African civilizations score victory points based on their income; and Sub-Saharan civilizations earn points for generating . Points are also awarded to the owner of the Suez Canal, and points for land are doubled.
== Civilizations ==
The twelve playable civilizations in the Scramble for Africa scenario are:
* Belgium
** Leader: Leopold II (a reused Pedro II)
** Unique Ability: River Steamers - Rivers and adjacent difficult terrain count as clear terrain for movement. Rivers extend length of land trade routes as if they were roads. +2 from Plantations.
** Unique Unit: (replaces Rifleman)
** City List: Boma, Leopoldville, Banningville, Elizabethville, Stanleyville, Coquilhatville, Albertville, Luluabourg, Thysville, Jadotville, Tshikapa, Costermansville, Bakwanga, Kindu, Banana
* Boers
** Leader: Paul Kruger (a reused Washington)
** Unique Ability: The Great Trek - +1 and +1 from each Farm.
** Unique Unit: (replaces Rifleman)
** Unique Building: (replaces Museum)
** City List: Pretoria, Bloemfontein, Johanesburg, Klein Vrystaat, Potschefstrom, Vryburg, Winburg, Pietersburg, Benoni, Heidelberg, Messina, Virginia, Boksburg, Severna Park
* England
** Leader: Victoria (a reused Elizabeth)
** Unique Ability: The Rhodes Colossus - Tile improvement construction rate doubled.
** City List: Cape Town, Gibraltar, Freetown, Accra, Lagos, Port Elizabeth, Victoria, Mombasa, Port Sudan, Hargeisa, Maseru, Mafeking, Zomba, Entebbe, Nairobi, Zungeru, Salisbury, Kampala, Lusaka, Lilongwe, Tamale, Kisumu
* Egypt
** Leader: Ismail Pasha (a reused Ramesses II)
** Unique Ability: Muhammad Ali's Legacy - Trade Route bonus from Caravansaries and Harbors doubled.
** Unique Unit: (replaces Cavalry)
** City List: Cairo, Alexandria, Suez, Khartoum, Kassala, Kosti, Luxor, Nyala, Asyut, Wad Madani, Al Qadarif, Aswan, Al-Fashir, Edfu
* Ethiopia
** Leader: Menelik II (a reused Haile Selassie)
** Unique Ability: Spirit of Adwa (Same as main game)
** City List: Same as main game
* France
** Leader: Jules Grevy (a reused Napoleon)
** Unique Ability: Third Republic - Founded cities start with additional territory.
** City List: Algiers, Dakar, Abidjan, Porto Novo, Libreville, Moroni, Bamako, Brazzaville, N'Djamena, Niamey, Nouakchott, Bangui, Djibouti, Fort Dauphin, Conakry, Pointe-Noire, Bouake, Bobo-Dioulasso, Djougou, Bechar
* Germany
** Leader: Bismarck
** Unique Ability: Gunboat Diplomacy - Gain 9 additional per turn from City-States you could demand tribute from. City-States do not become upset by intruding units.
** Unique Unit: (replaces Ironclad)
** City List: Douala, Swakopmund, Yaounde, Lome, Bagamoyo, Bamenda, Windhoek, Ujiji, Garoua, Kara, Luederitz, Kigali, Maroua, Dodoma, Bertoua
* Italy (a reused Rome)
** Leader: Giuseppe Garibaldi (a reused Augustus Caesar)
** Unique Ability: Mare Nostrum - Embarked units have +1 and only pay 1 point to disembark.
** Unique Unit: (replaces Ironclad)
** City List: Palermo, Cagliari, Catanzaro, Asmara, Bosaso, Assab, Beledweyne, Keren, Baidoa, Galkayo, Kismayo, Massawa, Jowhar, Garoowe, Bardera, Wardho, Adi Ugri
* Morocco
** Leader: Hassan I (a reused Ahmad al-Mansur)
** Unique Ability: Gateway to Africa (Same as main game)
** City List: Same as main game
* Ottomans
** Leader: Abdul Hamid II (a reused Suleiman)
** Unique Ability: Barbary Corsairs (Same as main game)
** Unique Building: (replaces Stock Exchange)
** City List: Tripoli, Tunisia, Benghazi, Sabha, Tobruk, Sfax, Hun, Sirte, Nalut, Ubari, Al Jawf, Brak, Murzuk, Zella, Gat, Qaminis, Awjila
* Portugal
** Leader: Maria Pia (a reused Maria I)
** Unique Ability: Mare Clausum (Same as main game)
** City List: Lisbon, Bissau, Sao Tome and Principe, Luanda, Benguela, Lourenco Marques, Beira, Mozambique, New Lisbon, Sa da Bandeira, Vila pery, Silva Porto, Tete, Vila Cabral, Porto Amelia, Malanje, Vila Junqueiro, Xai-Xai, Luso, Henrique de Carvalho, Mocamedes, New Lamego
* Zulus
** Leader: Cetshwayo (a reused Shaka)
** Unique Ability: Solar Eclipse (25% Combat bonus against units that require a more advanced Technology)
** City List: Same as main game
== Special features ==
=== City-states ===
City-states in fixed locations:
* Mogadishu - Maritime
* Zanzibar - Mercantile
* Antananarivo - Mercantile
City-states in randomized locations:
* Bornu - Mercantile
** From 1380 to 1893 AD when it was conquered by the Sudanese, the Bornu Empire dominated the area of what is today Nigeria. A successor to the Sayfawa dynasty, the king of Kanem-Bornu, the skilled statesman Idris Alooma (1571-1603), took the empire to its greatest height of power, extent and prosperity. The administrative reforms and military brilliance of Alooma carried Bornu into the late 1700s, but the Fulani Jihad toppled the kingdom into anarchy. Following the expulsion of the Islamic Sudanese, Bornu was absorbed by the British Empire, forming the basis for its colony of Nigeria.
* Bunkeya - Militaristic
** In the late 1800s, Msiri, the son of an East African trader, established the town of Bunkeya and built a commercial empire. His Bayeke tribe dominated a vast part of the east Congo basin, trading ivory, copper and iron ore, salt and slaves to the Arabs on the coast for guns and ammunition to maintain their kingdom. Concerned when the British showed interest in the area, King Leopold III of Belgium dispatched three expeditions to bring about Msiri's submission. The third, launched from Zanzibar, forced Bayeke forces to retreat from Bunkeya in 1891 AD; Msiri himself was killed shortly thereafter.
* Luba - Mercantile
** The Luba first appeared as a people c. 5th Century AD in the area around the Upemba Depression in what is the Congo. Starting in the 1580s, the Luba expanded rapidly from their city under the leadership of a series of able chieftains, overrunning neighboring tribes and securing their copper mines, fishing grounds and palm oil production. Under pressure from encroaching Europeans, the Luba went into decline, finally being forcibly incorporated into the Belgian Congo in 1885. The Luba rose in rebellion in 1895, but were virtually annihilated in the Belgian suppression of the revolt.
* Ouagadougou - Mercantile
** The Ninsi tribes of the Upper Volta had been in constant conflict for centuries until 1441 AD, when the semi-legendary warrior Wurbi led his tribe to victory, thus creating the Mossi Empire with Wogodogo (in French: Ouagadougou) as its capital. As a trading center, Ouagadougou attracted merchants and caravans from across the region and from both the east and west coasts of Africa. In 1896, a French colonial army under Paul Voulet and Julien Chanoine which had been dispatched to unify all the French claims in West Africa overwhelmed the Ninsi. Ouagadougou after liberation became the capital of Burkina Faso.
* Segou - Mercantile
** Founded by the Soninke people around the 11th Century AD, the city-state of Segou prospered under the guidance of king Biton Coulibaly from 1712 to 1755. Primarily a trading center, it had close economic relations with Djenne, Timbuktu and Macina. Under the rule of Mamary Coulibaly, the city joined Djenne and Macina to form the Bambara kingdom. Around 1860, El Hadj Umar Tall conquered Segou and converted the residents to Islam. The French invaded in the 1890s, occupying what was the former Bambara kingdom and making Segou the administrative center of their Office du Niger.
* Sokoto - Militaristic
** Located above steep escarpments on the confluence of two rivers in Nigeria, Sokoto was the fortress-capital of the Sokoto Caliphate, which reached its peak of power and prestige in the 1820s. Previously it had been the center of several Islamic kingdoms of pre-colonial Sudan, historical records of which have been lost. In 1827 AD, the explorer Hugh Clapperton was the first European to discover the town. Following the conquest of Sokoto by the English in 1903, the caliphate was broken up, with much of its territory being added to the British colony of Nigeria.
=== Units ===
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* Rifled Cannon
=== Wonders ===
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=== Buildings ===
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=== Social policies ===
There are three policy trees in this scenario. The European tree is available to Belgium, England, France, Germany, Italy, and Portugal. The North African tree is available to Egypt, Morocco, and the Ottomans. The Sub-Saharan branch is available to the Boers, Ethiopia, and the Zulus.
==== European ====
Combat units may only heal if inside friendly territory. Land combat units (other than Explorers) have -1 Visibility Range. May NOT build the Writers', Artists', or Musicians' Guild.
Policy 	Effect 	Requirements
Advanced Siege Tactics 	Combat units gain 30% combat bonus when attacking cities. 	
Sphere of Influence 	Pay 50% of the usual cost when purchasing tiles and 33% less when purchasing units. 	
Trade Unions 	Maintenance paid on Roads and Railroads reduced by 50%. +2 for each Luxury resource. 	
Principle of Effective Occupation	Combat units gain 30% combat bonus when attacking fortified units. A free Courthouse in each captured city.	Advanced Siege Tactics
Colonialism 	Tile improvement construction rate increased by 25%. 3 free settlers appear near the . 	Sphere of Influence
Capitalism 	+1 from all your land and sea trade routes and +2 for each City you own connected to the . 	Trade Unions
==== North African ====
Earn for each unit you kill. May NOT build the Writers', Artists', or Musicians' Guild.
Policy 	Effect 	Requirements
Army of the Sahara	+50% combat bonus when fighting in the desert. 	
Improved Wares 	+1 from each Market. 	
Caravans 	+2 from all your land trade routes. 	
Berber Heritage 	+25% when training Mounted units. Mounted Units receive a promotion that allows Great Generals to move at same speed.	Army of the Sahara
Conscription 	Reduces Unit Maintenance costs by 33%. 	Improved Wares
Commercial Hub 	+10 in . 	Caravans
==== Sub-Saharan ====
Earn for each unit you kill except barbarians. Allows cities to build the Writers', Artists', and Musicians' Guilds.
Policy 	Effect 	Requirements
Warrior Code 	+15% when training Melee units and a Great General appears outside the . Great Generals are earned 50% faster.	
Fine Arts 	50% of excess added each turn to the amount of that may be spent on Social Policies. 	
Nationalism 	+15% Bonus in combat in your territory. 	Warrior Code
Genius 	A free Great Person of your choice appears near the . 	Fine Arts
Discipline 	+15% combat strength for melee Units which have another military Unit in an adjacent tile. 	Nationalism
Cultural Centers	Earn +5 from each Great Work. 	Genius
== Gallery ==
Africa map (Civ5).png|Map of Africa
Scramble for Africa Screenshot (Civ5).jpg|Scramble for Africa screenshot
== Related achievements ==
Category:Scenarios (Civ5)