
                          The Pyramids Pack
                          -----------------

Author: Robert Stevens

This is an improved version of my FWEXTRAS pack, which uses the extra unit
slots in Fantastic Worlds to add new units (plus a few minor alterations to
existing units and the tech tree).  The PYRAMIDS pack includes everything
in FWEXTRAS, plus ideas from Steve Strayer's "Fascist Patch" (the fascist
government type, the Stormtroopers unit, increased unit support under
Communism, the reversal of Gunpowder and Metallurgy and the abilities of the
Knights and Longbowmen units), plus alterations to certain Wonders of the
World, most notably the Pyramids.

These changes will be accurately reported in the Civilopedia if you delete
or rename the GET_INFO.EXE file in the Pedia directory (this disables the
standard Civilopedia entries which will no longer match the changes).
Unfortunately the Wonder video clips will still be wrong for the Pyramids
and the Temple of Artemis.

For graphics, I have used BMP files rather than GIFs, as I lack the software
to handle GIFs and the game seems to accept either, loading BMPs in
preference to GIFs if both are present (if you have problems, try deleting
UNITS.GIF and ICONS.GIF).

The changes are summarised below, under three headings:  alterations to
existing technologies and units, new technologies, and new units.

Alterations
-----------
The Pyramids are the most famous of all the ancient Wonders, but their power
in Civ2 is fairly minor: a free granary in each city (which can cause
problems if city growth exceeds the ability to control unrest).  In Civ1,
the Pyramids allow switching to any government type.  The reasons given are
that the Egyptians must have been very good at organising and feeding such
a large workforce.  I think this is irrelevant:  the important point is that
the Pyramids WERE built, and the Egyptians then went on to build many more
large monuments - they were obviously wery good at carrying out major
construction projects.  I have therefore transferred the power of King
Richard's Crusade to the Pyramids (until Industrialisation).

The original Pyramids power, free granaries, has been transferred to a new
Wonder, the Temple of Artemis at Ephesus (actually one of the original
Seven Wonders of the World, though different historians had different lists).
This now expires with Refrigeration (ancient fertility goddesses don't
feature highly in modern agriculture).  At 150 shields, equivalent to two
and a half granaries, this is now the cheapest Wonder.

The expiry point for the Great Library has been changed from Electricity
to Espionage, as this seems more appropriate:  the international gathering
of knowledge ceases as nations become more paranoid about security.  To
prevent the Great Library remaining active too long, I've significantly
increased the priority for computer civs to research Espionage and the techs
that lead to it (Communism and Democracy).

Sun Tzu's War Academy no longer expires, making it rather more useful.  Many
of the basic theories of warfare have stood the test of time (ask Norman
Schwarzkopf...).

The expiry point of the Lighthouse has been changed from Magnetism to Steam
Engine, allowing fast veteran Frigates and Galleons.

The positions of Gunpowder and Metallurgy have been swapped, with Gunpowder
renamed as Firearms:  historically, cannons came before muskets.

Metallurgy replaces Iron Working as a requirement for Magnetism, ensuring
that Frigates and Galleons cannot be built before Cannons.

Destroyers now require Electronics rather than Electricity, which ensures
that they cannot be built until after industrialisation:  before, it was
possible to research electricity and build destroyers before ironclads become
available.  I have also added the AEGIS ability (double defence versus
aircraft):  they are still not powerful enough to survive being bombed, but
at least they now have a chance to avoid being shot to pieces by Fighters.

AEGIS Cruisers can now attack loitering bombers.

I have changed the technology required for Offshore Platforms from
Miniaturisation to Refining, as this seems more logical.

Conscription now requires Explosives rather than Gunpowder, keeping
Musketeers in the field a little longer (as they now start later).

Riflemen are now made obsolete by Mechanised Infantry.

Horsemen now have double defence against other mounted units:  however, they
still have a basic defence rating of 1.

Crusaders have been removed, and Knights have been upgraded to give them an
attack strength of 5, plus double defence against other mounted units (they
are also more expensive, at 50 shields).  

Cruise Missiles have been moved to the new Smart Weapons technology and made
somewhat cheaper (40 shields rather than 60).

Fundamentalism has been replaced by Fascism (requiring Communism and
Tactics).  This government type is equivalent to Fundamentalism but with a
reduced science penalty (30% rather than 50%) and the ability to spend up to
80% of income on science. Fascism only supports one free unit rather than
ten, but certain unit types do not require support:  the new Stormtroopers
unit, plus Riflemen and any more primitive foot soldiers (Musketeers, Legions
etc) that may still be in service.  Fascism replaces Communism as the point
where Marco Polo's Embassy expires and the United Nations can be built.

The number of freely-supported units under Communism has been boosted from
three to ten, making this the best government type for supporting a large
modern military force.

When Engineers use their Transform Terrain ability on Plains, the result is
now Hills rather than Grasslands.  Before, it took twice as long to make
hills out of plains than out of grasslands (because of the need to make
grassland first, then turn it into hills), and this has significant defensive
implications (as fortresses are best sited on hills).  The transformation of
plains into grassland is still possible:  plant a forest first, then
transform the forest into grassland (which is closer to the way it is done in
real life, where trees are planted to prevent soil erosion and improve water
retention).

New Technologies
----------------
Advanced Horsemanship - this requires Horseback Riding and Warrior Code, and
is a "dead-end" advance that can be skipped if it is not needed.  It is most
useful if you find yourself on a large continent, as it allows the Scout and
Horse Bowmen units.

Quantum Theory - this is probably the most important scientific advance of
the twentieth century, and I think it deserves a mention: without it there
would be no solid-state electronics, lasers or superconductors.  It requires
Atomic Theory and Electronics, and leads to Miniaturisation (replacing
Electronics), Lasers (replacing Nuclear Power) and Superconductor (replacing
Lasers).

Jet Engine - this requires Advanced Flight and Mass Production, and allows
the Interceptor unit.  It also makes Fighters obsolete, and replaces Robotics
as a requirement for Stealth.

Covert Operations - this requires Combined Arms and Guerrilla Warfare, and
allows the Special Forces unit.

Smart Weapons - this requires Space Flight and Lasers, and allows Cruise
Missiles and the Tactical Missile unit.

Advanced Tactics - this requires Smart Weapons and Combined Arms, and makes
Alpine Troops and Paratroops obsolete, replacing them with the new Advanced
Infantry unit.

New Units
---------
Scout - this mounted unit has a movement rate of 3 and a vision range of 2
squares, allowing rapid exploration of large plains.  They are made obsolete
by Spies.

Horse Bowmen - these have the same combat abilities as Archers, but with a
movement rate of 2, giving the best all-round combination of attack, defence
and movement until Knights become available.

Longbowmen - these become available with Engineering, and combine the combat
ratings of Archers with double defence against mounted units (as seen at the
Battle of Agincourt).

Crossbowmen - these become available with Engineering.  With an attack rating
of 2 and a defence of 3, they provide the best all-round defence until
Musketeers become available.

Siege Tower - this is also available with Engineering.  It has an attack
rating of 4, not as high as a catapult, but City Walls are no defence against
it.  It becomes increasingly ineffective as the quality of the defenders
improves, and is finally made obsolete by Cannon (which cannot ignore City
Walls, but which are far more powerful).

Stormtroopers - these replace Fanatics, and can only be built under a Fascist
government.  They have an attack rating of 7, a defence of 5 and a movement
rate of 2, and cost 50 shields.  They require no support under Fascism.

Zeppelin - this is the earliest air unit, available with Combustion.  It is a
weak bomber (attack strength 8) with a movement rate of 4, but with the
ability to stay aloft for four turns, giving it the same range as a Bomber.
It is made obsolete by Advanced Flight.

Interceptor - this is roughly midway between a Fighter and a Stealth Fighter
in performance (Attack 6, defence 3, move 12), but offering double defence
versus air attack, useful when scrambling to defend against incoming bombers.

Nuclear Submarine - all naval units gain a +1 speed bonus with Nuclear Power,
but I do not think this is enough to account for the increased performance of
nuclear submarines, hence this new unit (which makes conventional submarines
obsolete).  It has better combat ratings (attack 12, defence 3), is much
faster (movement rate 5), and can detect other submarines.

Hovercraft - this is a light naval transport (3 holds) with a very high speed
(8 points), making it ideal for racing through enemy-controlled waters to
land spies or ground troops.  However, it is not suitable for long voyages in
the open ocean (like a trireme, it might sink).  It requires Mass Production.

Special Forces - these have a wide range of special abilities which make them
very useful against targets deep within enemy territory.  They  can make
paradrops, can attack from a ship, move very quickly (movement rate 3, and
they travel across country as if using a road), ignore enemy zones of
control, and can infiltrate City Walls when attacking.  They have the same
attack strength as Marines, but their greatest weakness is their poor defence
rating of 3 points: they rely on speed and surprise, and are not equipped
for prolonged battles.

Tactical Missile Unit - this mobile missile launcher compares quite
favourably with a tank in most respects:  double the firepower, but slightly
weaker in most other respects (attack 8, defence 4, HP 2, move 2).  It has a
two-square vision range, can shoot over City Walls, can attack aircraft in
flight, provides double defence against aircraft, and provides double defence
against Howitzers (plotting the trajectory of incoming fire and launching
missiles at the origin).  Be warned, however:  Howitzers are still very
powerful, and the Tactical Missile Unit will need luck and plenty of
favourable modifiers to stop them (a mountaintop fortress would certainly
help).

Advanced Infantry Unit - this represents modern general-purpose soldiers with
the latest equipment, including shoulder-launched missiles and satellite
communications.  They can make paradrops, can move across country as if using
a road (though not quickly:  movement rate 1), and have a vision range of two
squares and the best combat ratings of any non-mechanised unit (attack 10,
defence 6), with double defence against aircraft.
