CIV II - "Rules" changes

==========================================================================

For a long time I have thought that the CIV II shell was excellent
but did not offer enough reward for R&D particularly when one is
faced with the prospect of endless "Future Tech" choices on the
Research Tree and not getting any military benefit from that
"Extra R&D".

To that end; here is my first attempt at a 'different' scenario structure.
I have playtested this Mod-Pack, such as it is, with several 1940's and
later scenarios with some success particularly if you increase the
'tech paradigm' by at least a factor of two.  

It also works well with a Civ started from scratch @ 4000 BC. Although
I have not found the extra tech necessary for world domination except at
the higher difficulty levels.

I have played CIV every since the early Mark I version came out.  I would
like to thank the many CIV contributors who have posted graphics and other
tidbits on the net. I have used many small pieces from numerous sources to
help build "my world". Their sheer number prevents me from mentioning everyone
but rest assured without you this work would have been insurmountable.

			THANK YOU !!!!!!!!!

================================================================================

Below you will find a brief rationale for the changes I have encorporated.
I hope you enjoy them.  

Comments - both good and bad  (be kind and constructive please) may be sent to:

	Byron Anderson   [a.k.a. 'Black Viper']
	Montreal, Canada
	E-mail : malrico@sympatico.ca

================================================================================

In Cosmic:
=========
	Trireme		1-3 vice 1-2 chance of being lost
	terrain		increased effectiveness of engineers
	Communism	now has a standard corruption level


In Civilize:
===========
	New Techs to Research

In Improve:
==========
	Courthouse	increase maint to reflect Democracies love of the legal system
	Mass Transit	reduced maint - reduced polution reduces health costs
	Manuf. Plant	reduced maint - I felt like it
	Recycling C.	reduced maint - reclaimed materials help recover costs
	Power Plant	reduced maint - to compensate for propane and other more
					environmentaly friendly fuels 
	Hydro Plant	reduced maint - typically high production and low upkeep structures
	Nuclear Plant	higher cost and maint - nuclear waste is hard to get rid of
	Superhighwys	reduced maint - increased revenue at the continental level help
					offset costs
	Research Lab	higher maint  - lab rats, etc. can be expensive - not to mention
					high energy accidents
	Coastal Fort.	higher maint  - seawater is very corrosive
	Solar Plant	reduced cost and maint - not really hard to build and like hydro
						 plants little maint required

In Endwonder:
============
	Eliminated the expiry dates for :  	

	Hanging Gardens
	Colossus		- The changes represent the "tourist" value 
				  that the wonders may still provide 
	Great Library		- represents a large center of learning
	Sun Tzu's War Adcademy  - the military academies of the world

In Units:
========
	As a general rule I have included changes based upon my own "pet peves".
	However, I have also increased some capabilities to compensate for the
	longer tech trees and some units are available later than the "basic"
	game; ie. engineers.

	I have also changed some of the graphics to reflect a wider 
	variety of generic units at the same general tech level. 
	They are also neat. ie. WWII fighter graphic  and B52 bomber graphic



	Engineers	- faster movement but you have ot wait longer to get them
	Fanatics	- reduced att and def 
			- good cheap units but no match for trained troops
	Partisans	- reduced att and def
			- no heavy weapons and defence is largely based 
				on not being found once found they are easy to kill
	Alpine Troops	- expiry date added due new tech
	Riflemen	- expiry date added due new tech
	Marines		- expiry date added due new tech
	Mech Inf	- expiry date added due new tech
	Armour		- expiry date added due new tech
	Howitzer	- expiry date added due new tech
			- name change
	Stike Fighter	- expiry date added due new tech
			- name change
	Destroyer	- expiry date added due new tech
	Aegis Cruiser	- incresed def
			- must wait for Computers (the heart of the system)
	Transport	- expiry date added due new tech
	Cruise Missle	- must wait for Computers (the heart of the system)
	Nuclear Missle	- must wait for Nuclear Power 
				(this is not a nuclear V2 Rocket)

	New Units:
	--------------		
	Nuclear Sub	- better version, more cabable
	Commandos	- the ultimate paras and infiltrating troops
	Adv Transport	- better version, more cabable
	Super Carrier	- better version, more cabable
	asw / toma
	Armoured Inf	- the ultimate Infantry
	Defender	- combined missle platform and defensive armour
	Aegis Mk II	- better version
	Space Plane	- trans-atmospheric "fighter"
	Light Mech	- new "armoured" unit
	Assault Mech	- the ultimate land machine
	


In Terrain:
==========

	My overall goals and reasons in this section stem from the pivotal roles
	these various 'special' squares have played in history and the many
	human endevours both exploratory and military which have been spawned
	for want of these precious commodities.

	Plains		- incr irrigation bonus	; note the great wheat fields of today
	Swamp		- red time to mod terrain to allow for mechanization of engineers
				{eg. the "SeeBee" battalions in WW II and Vietnam)
	Jungle		- reduced time to mod terrain to allow for mechanization of engineers
				{eg. the "SeeBee" battalions in WW II and Vietnam)
	Oasis		- incr food and trade	; bedrock of desert cultures
	Coal		- incr shields		; first phase of industrial revolution
	Gold		- incr trade		; the "white man's desease"
	Ivory		- incr trade		; both for the ivory trade and now tourism
	Peat		- red shields		; personal
	Gems		- incr trade		; vanity can be expensive
	Fish		- incr food		; staple of the worlds diet throughout history
	Desert Oil	- incr shields and trade; note the Mid East, Texas, Alaska
	Wheat		- incr food		; note the great wheat fields of today
	Iron		- incr shields		; part 2 of the industrial revolution
	Glacer Oil	- incr trade		; note the Barents sea and other Arctic areas
	Spice		- incr trade		; the great search for the trade routes 
							to the East
	Whales		- incr trade		; Norway has gone to the South polar 
							regions in search of Whales

In Governments
==============
	Name changes only

=========================================================================================


In the future I am looking at things like:
=========================================
		
	Units
	=====

	ASW aircraft
	Transport Aircraft	(first few tries have not met with success)


	Game
	====

	Rework all tech and units to start in the 1950's and proceed up to
	something like Mechs, Phasors, DeathStars, etc.=========================================================================================


In the future I am looking at things like:
=========================================
		
	Units
	=====

	ASW aircraft
	Transport Aircraft	(first few tries have not met with success)


	Game
	====

	Rework all tech and units to start in the 1950's and proceed up to
	something like Mechs, Phasors, DeathStars, etc.


	
