CIVILIZATION II - A SIDE OF MAGIC PATCH Release 1.0
AUTHOR: Robert May, all rights reserved.

NOTE:
I designed this patch running v.2.41, but there should not be any problems
running it under earlier vesions.


The zipfile should contain the following files: Rules.txt, Units.gif,
Custom1.wav, Custom2.wav, Custom3.wav and this Readme file. Be sure to backup
your original Rules.txt and Units.gif files before copying these to you civ2
directory.


ABOUT A SIDE OF MAGIC:
This setup is partially inspired by Piers Anthony's Incarnations of Immortality
series in which he presented a world where science and magic operate side by
side. However, I do not follow anything from the novels closely and have only
worked in eight magic techs since I did not want to alter to much of the game's
structure. This is my first attempt at a patch that does more than just add a
new tech and a new unit. 

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TECHNOLOGY CHANGES AND ADDITIONS

ELEMENTAL MAGIC: Has no prerequisites. Allows Temple. It is a prerequisite for
Mysticism, Polytheism, Monarchy, Sylvan Magic, Marine Magic, Levitation and
Alchemy. This tech is of course the starting point for all of the magical techs,
as well as a few mundane ones. Discover it as soon as possible.

SYLVAN MAGIC: Requires Elemental Magic and Trade. Allows Unicorn Knights unit.
It is a prerequisite for Dragon Riding. I am not totally satisfied with Trade
as the secondary prerequisite and am open to suggestions.

MARINE MAGIC: Requires Elemental Magic and Navigation. Allows Leviathan unit.

LEVITATION: Requires Elemental Magic and Invention. Allows Skytroopers unit.
It is a prerequisite for Theory of Gravity.

ALCHEMY: Requires Elemental Magic and Philosophy. It is a prerequisite for
Chemistry and Balefire.

DRAGON RIDING: Requires Leadership and Sylvan Magic. Allows Dragons unit.

BALEFIRE: Requires Alchemy and Nuclear Power. Allows SDI Defense. It is a
prerequisite for Quantum Magic.

QUANTUM MAGIC: Requires Balefire and Robotics. Allows Synergy Plant.

ADVANCED FLIGHT: Now requires Flight and Electricity. Allows Airport. Allows
Bomber unit and Carrier unit. Allows Engineers to build Airbases.

CHEMISTRY: Now requires Alchemy and University.

ELECTRICITY: Now requires Metallurgy and Physics.

MAGNETISM: Now requires Navigation and Iron Working, a la Steve Strayer.

MONARCHY: Now requires Elemental Magic and Code of Laws.

MYSTICISM: Now requires Elemental Magic.

PHYSICS: Now requires Magnetism and Literacy, a la Steve Strayer. I agree with
Steve that you shouldnot be able to get Ironclads before Frigates. Hence the
changes to Magnetism and Physics.

POLYTHEISM: Now requires Elemental Magic and Horseback Riding.

SUPERCONDUCTOR: Now requires Plastics and Balefire.

THEORY OF GRAVITY: Now requires University and Levitation.

CEREMONIAL BURIAL, ENVIRONMENTALISM, RADIO AND THE LASER NO LONGER EXIST.

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UNIT CHANGES AND ADDITIONS

Unicorn Knights: Requires Sylvan Magic. 5/2/2, 2h, 1f, cost = 50 shields.
     Expires with Leadership, upgrades to Dragoons. Sylvan Magic allows you
     to tame the unicorn and ride him into battle. Its horn gives it an extra
     attack factor over the Knights.

Skytroopers: Requires Levitation. 4/2/1, 1h, 1f, cost = 40 shields. Can make
     paradrops. Expires with Combined Arms, upgrades to Paratroopers if you
     turn off the expiration to Leonardo's (Paratroopers have been altered
     to an attack unit to facilitate this and to keep Skytroopers from
     upgrading to Musketeers). Levitation allows you to fly your troops behind
     enemy lines to attack their rear areas. Essentially a paradropping Legion.

Leviathan: Requires Marine Magic. 4/1/3, 2h, 1f, cost = 50 shields. Has submarine
     advatages and disadvatages, can see two spaces. Expires with Combustion,
     upgrades to Submarine. Marine Magic allows you to control monsters of the
     deep and use them to attack enemy ships from underneath the waves. (A side
     effect of its submarine characteristics is that Leviathan can carry missles
     if you still have any around.)

Dragons: Requires Dragon Riding. 5/2/3, 2h, 1f, cost = 60 shields. Can see subs,
     ignores city walls, must land periodically to feed the dragons (like copters).
     Expires with Combined Arms, uprgrades to Helicopters if you turn off the
     expiration to Leonardo's. The ability to ride dragons lets you guide them
     into combat, giving you an early air weapon.

Submarine: Now 10/2/4, 3h, 2f, cost = 60 shields.

Dragoons: Now 6/2/2, 2h, 1f, cost = 50 shields, a la Steve Strayer.

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IMPROVEMENT CHANGES

Temple now comes with Elemental Magic.

Solar Plant is now called Synergy Plant and comes with Quantum Magic.

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GENERAL

I am not very good at graphics so if anyone can create better pictures for the
new units, I would really like to see them. I would appreciate any feedback you
might have. Please send any comments to ElectrumZ@aol.com.

