ISLANDS IN THE SAND
Beta Test Version 2
04/11/98

A few sound files used with units don't exist yet or may
not be appropriate for the unit.

Recent fixes/changes to be aware of:
1. Fixed bug with 2nd desert terrain type move rate of 1 vice 2.
2. Corrected many sound file associations, added some that were missing.
3. Corrected problem with money events in EVENTS.TXT not working.
4. Balanced tribes' initial conditions by reducing "good" land area for
   a couple tribes.
5. Removed the air freight since it won't work.
6. Added 3 new late game units.  Removed paratrooper to avoid conflict with new
   drop-capable units.  Changed GAME.TXT and MENU.TXT to reflect change to paradrop
   command.
7. Added 2 advances and corrected some minor mismatch of improvement vs. advance.
8. Changed settlers to "eat" 3 food/turn under adv. governments to slow 
   the late game growth explosion.
9. Minor tweaks to combat values of some units for balance.
10. New icons for many advances and city improvments, new names for a few.
11. Corrected PEDIA.TXT to reflect all new names for things.

ISSUES for playtesting:

1. Does the amount of grassland need to be further reduced?  Do Cities
grow too fast?  Generally, in any specific spot(s)?

2. Are the random desert creatures & storms appearing often enough to really
make the desert dangerous?  How often do they last long enough to invade the
non-desert areas where they really shouldn't be or should be very rare?

3. Are any new units too weak or too strong?

4. Should naval units be further pruned?

5. Do the balloon units appear soon enough?  are they useful?

6. Is the overall "feel" consistent with the background story and
the desert environment--particulary, is it hard enough to grow a 
big civilization?

7. Is the pace of discoveries okay?

8. How can the overall "feel" be enhanced?  Which city improvements can
be renamed and have new icons?  Should any improvements or wonders be 
attached to different or new advances to change when they appear?  
