Interview with Michael Daumen
Screenshot from the Moscow scenario
Q) Thank you for granting us an interview, Michael. Could you please tell us a little bit about yourself?

I am an attorney with a solo practice in North Carolina, but originally from Buffalo. My mom is from an Italian family, dad is a lot of things (the Daumens IIRC come from Prussia but I did have an ancestor on the Mayflower). In addition to a law degree I have BAs in Russian and Mathematics, and a Graduate certifiate in Russian & E. European studies. I am married with two daughters.

Q) Some of our readers might not be immediately familiar with your scenarios. Would you mind giving us a brief summary of the ones you've published?

The Roman Empire in Britain, c. 1997
Flashpoint Eurasia, late 1997
Habsburg Bid for Mastery, early 1998
Moscow: the Third Rome, summer 1998
The Great Game, early 99 (?)
Birth of America, late 1999
Libertad O Muerte, 2000

You may want to check the History of Civ2 thread on the Apolyton forums - I was more scientific there.

Q) What were some of your earliest attempts at a scenario? How did you first learn of Civilization II's scenario-making capabilities?

My father got into Civ2 before I did, and showed me the WW2 scenario among the other improvements over the original game. Having seen some early scenarios on Glyphweb in 1997, I tried my hand with The Roman Empire in Britian. It used the map of England from the 1066 conquest scenario. At that time I didn't have a paint program or the FW scenario editor, so art was a difficult problem -- I think I just used some other scenario's units.gif!

Q) Your Habsburg Bid For Mastery scenario was made in collaboration with Harlan Thompson. Collaborations being as rare as they in the Civ2 community, how did you make yours work? Was there an agreed-upon division of labour? Would you ever try something similar again?

I had released a first version on my own, and Harlan approached me with some changes to the map. As we implemented them it became apparent that it would be worth overhauling the tech tree and filling out the wonders of the world. Further along the way we made a dedicated effort to balance each possible civ for human play, which involved more new units, techs, and events. I recall our biggest disagreement was deciding which wonders to include, since we wanted not only existing wonders but buildable ones for all nations. Also, at that time I had a terrible email provider that couldn't send attachments. For a while I cut and pasted txt changes and relied on Harlan to make game changes.

For a long while Stefan Hartel and I tried to make a Rise of Islam scenario. It grew from pretty ambitious to too ambitious. Don't know what happened to it (Sorry, Stefan).

The hardest part of collaboration was waiting to make more changes without hearing input on the last batch of files sent. Sort of like talking on a radio with a long delay - sometimes you fire off several messages before hearing from the other party. It can work as long as neither person is too attached to specific things for compromise.

Q) Your scenarios deal with a wide variety of themes (unification of Russia, South American independence, Russo-British competition, etc.). Where do you get your ideas?

Obviously I had interest in Russia from the outset. While designing one scenario I tended to save interesting ideas I came across for research for the future. I specifically recall trying to add Ivan the Terrible to the Habsburg scenario and realizing that it would do better on its own. And from there I thought about Central Asian expansion, which became the Great Game. For a long time now, any time I read history I find myself thinking about how I could represent something in Civ terms.

The South America scenario was done because I had played a very early one with basically just a map. I remember being excited when Jesús Balsinde's "Bolivar's Dream" came out, but being disappointed to see that it was more modpack than scenario. So I decided to make one. That and I am a big fan of the South American liberators. My wife is Puerto Rican so my Spanish is coming along - I speak real well with my five-year-old.

The one which came totally out of the blue was Birth of America. I can't really say why the idea came to me, other than I didn't think there was a scenario covering pre-Revolutionary America.

In addition to thinking of setting, it's important to portray a period where there is definite territorial conflict. I know that sounds painfully obvious, but that's why real Cold War scenarios will never work. If I can have single nations doing the conquering, that's even better. Ceasar, Ivan the Terrible, Queen Victoria and Jose de San Martin all had specific objectives, which makes for compelling scenarios.

I have also tried to implement unique features of Civ2 when I can. AFAICT the Moscow scenario was the first to use changing terrain, to represent the "battle on the ice" of Alexander Nevsky. Moscow also put a stronger emphasis on changing governments than most other scenarios.

I put a lot of importance into wonders and city improvements. They are good ways to add background color and distinguish nations. I also try to come up with colorful unit names rather than using the first initial of the nation followed by a generic unit type -- Fusilier, Grenadier, Cazador vs. F. Infantry, E. Infantry, S. Infantry. It took me a while to try my hand at making units, and I still try to modify rather than start from scratch. I have never gotten the hang of sounds - I usually turned them off to avoid waking people.

Q) Do all of your ideas eventually make it into a scenario? What are some that you've tossed around in your head without ever finishing?

Many have gotten to the paper stage. If a certain idea or trick doesn't work I tend to scrap the whole project. I have given up on Operation Sea Lion, Peter -and- Alexander the Great, and England vs Holland in the Spice Islands. I had some good stuff for a Russia modpack which never got past my crappy art. My current Bay of Pigs alternate history is on hiatus while I consider other ideas for the scenario contest....

I appreciate your doing this.

It's fun. Thanks!

Q) How long does it take you to finish a scenario? Have you ever returned to a work-in-progress and finished it? Did you ever work on more than one scenario at the same time?

From conception to finished product, maybe 3 months of off-on work. I've never deliberately set a project aside and finished it later; it just sort of happens. I had been working on a Russian Civil War scenario that any side could play for a long time, only to stop. Techumseh urged me to revisit it in early September, 2001 - which lasted about a week. Only during contests have I ever had projects at various stages of completion.

Q) What are some of the other computer games that you've played? Have you tried making any mods or scenarios for them?

Lots of turn-based games: both Imperialisms and Masters of Orion, Alpha Centauri, Fallout 1 & 2. Tropico and Sim Golf are my favorite real-times. I have tried the old version of Magic The Gathering but not the online version. Still, I've tinkered done more with Civ2 than all these combined if you count time spent making scenarios.

Q) From your point of view as a scenario designer, what capabilities would a Civ sequel need to have? What should it definetly not have?

I'd like the ability to restrict cities to building certain units and wonders - Civ2 does this with hydro plants and coastal improvments already. Have it so only GIs or the Manhattan project can be built in American cities in an Allied civ, for example. I would also like to see features from SMAC - in particular a more neutral way to rule (i.e. not biased towards Western-style governance), and combat mechanics like bombardment and retreating units. The one change I couldn't see happening is units losing combat but surviving. That would make it harder to phase out catapults and phalanxes, and make Civ2 more of a wargame - I accept that after a certain point it can't be.

Q) Do you have a sign-off message for Scenario League readers?

It's amazing that a computer game can thrive as long as Civ2 has. That's because so many people invigorate it through scenarios. Thanks to all who have explored the length and breadth of what this game could do.

~ Leons Petrazickis
Screenshot from the Great Game scenario
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