BEER AND PRETZELS CIV II Read Me


I INTRODUCTION AND OVERVIEW

B&P Civ II is a mod pack for Sid Meier's Civilization II which tries 
to speed up game play, increase game fun, decrease tedium and busywork,
and improve military balance and flavor.  The mod pack consists of 
modified rules.txt, pedia.txt and units.bmp files.  Radio tech has
been removed; Settlers can no longer build airbases.

Technology has been tightened up.  A total of 17 "redundant" techs
have been pruned from the tree, primarily in the mid to late game. 
The tech tree has been re-organized so that there is no one "perfect"
tech path.  Almost all techs will provide either a significant
immediate benefit, or are key stepping stones to important techs.
Fundamentalism has been removed from the tech tree and is available
as a form of government only to tribes with the Statue of Liberty.

Units have been balanced.  Most units move faster now, for quicker
play, and as an inducement to fight wars in the early and mid game.
Units have been renamed and attributes adjusted, to give more of a
sense of distinct "eras" of combat (Ancient, Medieval, Gunpowder, 
and Modern), and each era has distinct combat advantages over previous
eras.  Also, Ports have been made available earlier in the tech tree,
as an incentive for having mid-tech naval wars.  Also, Guerilla
Warfare has been removed so partisan activity is much less of a
hindrance.

City improvements have been slightly modified.  Only a few improve- 
ments were removed, but many had cost/upkeep reduced.  Also, some
improvements which decrease tedium are available earlier in the tech
tree.  Wonders have been moved around slightly, but not renamed.  A
few Wonders had their costs adjusted.  Wonders NEVER expire now, so
some of the early Wonders are truly powerful.  A city can now grow to
size 12 before an Aqueduct is needed, and Sewer Systems are no longer
necessary, ever.


II INSTALLATION

This mod pack was designed with Civ II version 2.42 and the Fantastic
Worlds add-on CD.  I believe the mod pack will work with standard Civ
II version 2.42, and that the add-on CD is not needed.

Prior to installation, create a back up folder and place your normal
pedia.txt, rules.txt and units.bmp (or units.gif) files in the back up
folder.  Also, inside your Civ II folder there should be a "Pedia"
sub-directory.  Inside the Pedia folder, there should be 2 files 
called "GetInfo".  Place the GetInfo files into your back up folder,
to enable the new pedia to work.

Once everything is safely backed up, simply unzip the Civ II B&P
rules.txt, pedia.txt and units.bmp files into your Civ II folder.

You are now ready to play Beer and Pretzels Civ!  You can play Civ
in the normal manner, on random or pre-made maps.


III TECHNOLOGY CHANGES

The pedia should contain accurate info on all techs and units.  I put
a lot of effort into keeping the tech list alphabetically stable, so
so that you can still find an "N" tech in the "N"s in the pedia, and
so on.

The following techs were removed in their entirety: Atomic Theory,
Economics, Explosives, Guerilla Warfare, Magnetism, Polytheism, Radio, 
Refining, Recycling, Robotics, Stealth, Labor Union, Sanitation,
Amphibious Warfare, Nuclear Fission, Fundamentalism, Environmentalism,
and Tactics.

Many other techs were renamed, and re-organized.

These tech changes are worthy of attention:

The Pyramids are now made available by Pottery, not Masonry.

Seafaring allows a new unit, the War Galley.

Monotheism requires only Mysticism and Writing now, and allows
building JS Bach's Cathedral.  Monotheism is a pre-req for Theology
(with University).  Theology allows the building of Michaelangelo's
Chapel.

Fuedalism is now "Field Armies", requiring Warrior Code and Iron
Working.  Field Armies render ancient foot units obselete and allow
production of the (enhanced) Legion unit.  Field Armies, is a pre-
req of Gunpowder, along with Invention.  Chivalry is now "Cavalry"
requiring Field Armies and Horseback Riding.  Cavalry renders ancient
horse units obselete and allows production of the enhanced Cavalry
and Mounted Scout units.

Navigation now allows the Galleon and Frigate units, and the Port 
Facility.  

The "ancient high tech" tree has been re-done. Engineering now allows
production of Engineer units to transform terrain. Engineering plus
Writing allow research of Physics.  Physics allows production of King
Richard's Crusade.  Physics and Philosophy allow research of Invention.
Invention plus Field Armies allow research of Gunpowder.  Metallurgy
is now a pre-req for Steam Engine, with Navigation.  The net result of
this is that Gunpowder is relatively higher on the tree, and Railroad
is MUCH higher on the tech tree.

Leadership now allows the production of the Regiment (an enhanced
Muskateer).  Conscription is now Cavalry Guns, requiring Leadership
and Cavalry.  Cavalry Guns allow production of Dragoons and Horse
Cannon.  Both Cannon and Horse Cannon now ignore city walls.

Steam Engine allows the Ironclad and Steamer (transport) units.

Medicine now allows the Recycling Center.

Banking now allows Adam Smith and The Corporation allows Stock
Exchange.

Democracy is now a pre-req for The Corporation!  This is important!
Democracy is now longer a backwater tech but is crucial.  Democracy
also allows production of the Police Station and the United Nations.

The techs controlling modern era warfare have been changed: Machine
Tools is now Machine Guns, requiring Cavalry Guns and Steel.  Machine
Gun allows production of modern Infantry, and is a pre-req for Mobile
Warfare (with Automobile).  Mobile Warfare allows production of Armor
and Mech Inf, and is a pre-req for Combined Arms (with Advanced
Flight).  Combined Arms makes available Airborne, Special Forces,
and Helicopter units.

Naval and Air unit techs have been modified.  Steel makes available
the Dreadnought, Combustion both the Sub and Destroyer.  Flight now
makes available both fighter and bomber units.  Advanced Flight makes
available the Carrier, Jet Fighter and Jet Bomber units.

There are some other changes in the tech tree but they should be
fairly straightforward.


IV UNIT CHANGES:

Here is the new unit list:

Unit Name	Avail:	Obs	Cost/Att/Def/Mv	Hp/Fp	Specials
Settler		always	Engi	40	0/1/2	2/1	settler
Engineer	Engi	never	40	0/2/3	2/2	transform
Warriors	always	Field	10	1/1/2	1/1	
Phalanx		Bronze	Field	20	1/2/2	1/1	+50% vs Mv 2
Swordsmen	Iron	Field	30	3/2/2	1/1
Archers		Warrior	Gunpo	30	2/3/2	1/1
Legion		Field	Gunpo	40	3/3/2	2/1
Muskateers	Gunpo	Lead.	30	3/4/2	2/2
Regiment	Lead.	M.G.	40	5/5/2	2/2
Fanatics	no	no	40	4/4/2	2/1	Barbarian only
Partisans	no	no	50	4/4/2	2/2	Barbarian only
Infantry	Mach	never	50	6/8/2	3/3
Special Forces	Comb	never	60	8/8/2	3/3	Alp,Amph,see 2
Airborne	Comb	never	60	6/6/2	3/3	Airborne
Mech Inf	Mob	never	80	8/8/4	4/4
Horsemen	Horse	Cav	20	2/1/3	1/1
Chariot		Wheel	Cav	40	4/1/2	1/1
Elephants	no	no	40	4/1/2	1/1	Barbarian only
Axemen		no 	no	40	4/2/2	1/1	Barbarian only
Cavalry		Cav	Lead	50	4/2/3	2/1
Dragoons	Lead	Mach	50	6/3/3	2/2	see 2
Armor		Mob	never	100	10/6/4	4/4	ignore walls
Catapult	Math	Metal	40	6/1/1	1/1	
Cannon		Metal	CavG	40	6/1/1	2/2	ignore walls
Horse Cannon	CavG	Mob	60	8/2/2	2/2	ignore walls
Fighter		Flight	AdvF	60	4/3/10	3/3	att air, see 2
Bomber		Flight	AdvF	100	12/2/8	3/3	see 2
Air Cavalry	Comb	never	80	10/4/8	3/3	see 2, spot sub
Jet Fighter	AdvF	never	80	8/4/14	3/3	att air, see 2
Jet Bomber	AdvF	never	120	16/6/12	3/3	see 2
Trireme		Maps	Nav	40	0/1/4	1/1	carry 3, cstl
War Galley	Seaf	Nav	40	2/1/4	1/1	carry 1, cstl
Galleon		Nav	Steam	40	0/2/6	2/1	carry 4
Frigate		Nav	Steam	50	3/2/6	2/1	carry 1
Ironclad	Steam	Steel	60	3/4/6	3/2	
Destroyer	Comb	Rocket	60	6/6/10	3/3	see 2, spot sub
Dreadnought	Steel	Rocket	80	8/8/6	4/3	
AEGIS Crsr	Rocket	never	100	8/10/10	4/4	see 2, x2 vs air
Battleship	Auto	never	120	12/12/8	4/4	see 2
Submarine	Comb	never	60	12/2/6	3/3	sub
Carrier		AdvF	never	160	4/18/10	4/4	see 2, carrier
Transport	Indust	never	50	0/4/10	4/1	carry 6
Nuke (same old)
Diplomat (same old)
Spy (same old)
Caravan 	Trade	never	50	0/1/2	1/1	caravan
Scouts		always	Cav	10	0/1/1	1/1	alpine
Steamer		Steam	Indust	50	0/3/8	3/1	carry 5

The following units are not available to the player: Pikemen, Fanatics,
Partisans, Elephants, Knights, Cavalry (modern), Howitzer, Cruise
Missile, and Freight.  A net total of 8 units have been removed, or
made "Barbarian Only".  

Please note that the chain of upgrading is not perfectly smooth with
Leonardo's Workshop.  War Galleys will upgrade to Frigates but Frigates
will NOT upgrade to Ironclads.  However Ironclads upgrade to Dread-
noughts, then to Battleships.  Destroyers upgrade to Aegis Cruisers.

Please note that two lines of unit become obselete, never to be 
replaced: the catapult becomes a cannon, becomes Horse Cannon, but
Horse Cannon are made obselete by the Machine Gun and are NOT
upgraded.  Likewise, all cavalry units are made obselete by the
Machine Gun and are NOT upgraded.


V IMPROVEMENT/WONDER CHANGES

Many improvements have been reduced in cost.  The Sewer System and the
Power Plant have been removed. Many improvements have been moved up to
make them more accessible earlier in the game.

Notable Changes:

Recycling Centers are now cheap and available with Medicine.

Hydro Plants are available with Electricity.

Solar Plants are available with Electronics.

Research Labs are available with Chemistry.


Wonders NEVER expire!  If you build one, its yours forever!


VI GAME WIDE ISSUES

Cities can now expand over 12 with an Aqueduct, and to over 50 with
Sewer System (which has been removed from the game; you will never
exceed 50 in a normal city).

I have removed the penalty for switching production type as I found
it annoying.  Please do not abuse this privilege by using production
switching to bootstrap production!

Engineers now transform terrain twice as fast.

Spaceships travel twice as slowly, giving more of a "space race".

Monarchy now allows 4 supported units per city, Communism 6, and
Fundamentalism 8.

Fundamentalism has been removed as a tech and is not available as a
government choice.