Early 21st Century Modpack v.1.1
by Robert May (12/21/97)

Table of Contents
I. Introduction
II. Technology Changes
III. New Technologies
IV. Improvement and Wonder Changes
V. Unit Changes
VI. New Units
VII. Miscellaneous

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I. Introduction

Important Note: You must have CivII Fantastic Worlds installed in order to
use this modpack. It makes use of the extra tech and unit slots available
with CivII-FW. This is not a scenario so you must copy the included files to
the main CivII directory and the sound files to the sound subdirectory, be
sure to back up your original files.

With the extra slots available in CivII-FW I decided to extend the technology
of the game a little into the future. I am very interested in any comments or
constructive criticism of this modpack so please send any comments to me at
electrumz@aol.com. I am not very good at graphics so if any of you graphics
designers out there can come up with other icons, please let me know.

This Modpack should contain the following files:
Rules.txt	Units.gif	Readme.txt	Custom1.wav
Custom2.wav	Custom3.wav	Extra1.wav	Extra2.wav
Extra3.wav	Extra4.wav	Extra5.wav	Extra6.wav
Extra8.wav	Techtree.gif

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II. Technology Changes

1. Ecology -- This is just a renamimg of Environmentalism for philisophical
reasons. Prerequisite for Artificial Habitats. Allows Solar Plant.

2. Stealth -- Stealth has been removed from the game since it really does not
allow for stealth capabilities.

3. Fusion Power -- It now has Artificial Intelligence and Nuclear Power as
prerequisites. Allows Hovertank.

4. Future Technology -- It now has Fusion Power and Hypersonic Flight as 
prerequisites.

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III. New Technologies

1. Radar -- Requires Radio and Electronics. Prerequisite for Jet Propulsion
and Control Systems. (Uses Stealth slot)

2. Nuclear Weapons (Plu) -- Requires Nuclear Fission and Rocketry. Allows
Nuclear Missiles. Allows Manhattan Project.
	In CivII once someone has built the Manhattan Project all a civ
has to do to get nuclear weapons is discover Rocketry. In the game it is
possible to discover Rocketry without knowing about Nuclear Fission, so you
can build nukes w/o any knowledge of nuclear fission. I always thought this
was ridiculous hence this tech.

3. Jet Propulsion (U1) -- Requires Radar and Advanced Flight. Prerequisite
for Control Systems and Hypersonic Flight. Allows Jet Fighter.
	It may seem that jets come very quickly after the disvocery of Flight,
but this is what happened in reality. We went from the Wright Brothers (1903)
to jets (German He 178) in 36 years.

4. Control Systems (U2) -- Requires Miniaturization and Jet Propulsion.
Prerequisite for Guided Munitions. Allows Jet Bomber.
	An intermediate tech to put a little more distance between Bombers
and Jet Bombers.

5. Guided Munitions (U3) -- Requires Rocketry and Control Systems.
Prerequisite for Advanced Armor and Smart Weapons. Allows Cruise Missile,
AEGIS Cruiser, SAM Missile Battery.
	It takes more than just rockets to shoot down planes and fire across
continents.

6. Special Operations (X1) -- Requires Guerrilla Warfare and Combined Arms.
Prerequisite for Assault Tactics. Allows Special Forces.
	I always enjoyed reading about the OSS, SAS and the Green Berets.

7. Assault Tactics (X2) -- Requires Special Operations and Amphibious Warfare.
Allows Assault Troopers.

8. Advanced Armor (X3) -- Requires Guided Munitions and Mobile Warfare.
Allows Heavy Armor.

9. Smart Weapons (X4) -- Requires Guided Munitions and Robotics. Allows
Mobile Missiles, Cerberus, Nova Infantry.

10. Artificial Intelligence (X5-Artificial Intel.) -- Requires Computers and
Superconductor. Prerequisite for Artificial Habitats, Hypersonic Flight, and
Fusion Power.

11. Artificial Habitats (X6) -- Requires Ecology and Artificial Intelligence.
Allows SS Module.
	You need to know how to live in a closed environment before building
an interstellar spacecraft.

12. Hypersonic Flight (X7) -- Requires Artificial Intelligence and Jet
Propulsion. Allows Scramjet, SS Component.
	You need to know how ramjets and scramjets work before building
interstellar engines.

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IV. Improvement and Wonder Changes

1. Solar Plant -- Requires Ecology (not really a change).

2. SAM Missile Battery -- Requires Guided Munitions.

3. Manhattan Project -- Requires Nuclear Weapons.

4. SS Structural -- Requires Plastics. (Just because you can put a man on the
Moon, does not mean you can build an interstellar spacecraft.)

5. SS Component -- Requires Hypersonic Flight.

6. SS Module -- Requires Artificial Habitats.

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V. Unit Changes

1. Rifleman -- Now obsolete with Smart Weapons.

2. Marines -- Now obsolete with Assault Tactics.

3. Mech. Inf. -- Now 7/7/3.

4. Dragoons -- Now 6/2/2. (Per Steve Strayer)

5. Armor -- Now obsolete with Fusion Power.

6. Artillery -- Now obsolete with Control Systems.

7. Howitzer -- Now requires Control Systems.

8. Fighter -- Now obsolete with Jet Propulsion.

9. Bomber -- Now obsolete with Control Systems.

10. Stealth Fighter -- Eliminated.

11. Stealth Bomber -- Eliminated.

12. Cruiser -- Now obsolete with Guided Munitions

13. AEGIS Cruiser -- Now requires Guided Munitions.

14. Submarine -- Now 10/2/4, obsolete with Nuclear Power.

15. Transport -- Now obsolete with Nuclear Power.

16. Cruise Missile -- Now requires Guided Munitions.

17. Nuclear Missile -- Now requires Nuclear Weapons and the Manhattan Project.

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VI. New Units

1. Special Forces (Spec. Forces) -- 8/5/1, 2/1, cost 70. Requires Special
Operations. Can make paradrops, treats all terrain as roads, ignores ZOC.

2. Cerberus -- 14/14/8, 5/2, cost 180. Requires Smart Weapons. Naval unit,
can see two spaces, x2 versus air, can spot submarines. Essentially an
AEGIS Battleship.

3. V-Weapon -- 12/0/8, 1/2, cost 70. Requires Rocketry. Obsolete with Guided
Munitions. Missile type unit. Essentially a scaled down cruise missile.

4. Assault Troopers (Assault Trprs) -- 10/6/1, 2/1, cost 80. Requires Assault
Tactics. Can make amphibious assaults. Essentially beefed-up Marines.

5. Heavy Armor -- 12/6/3, 4/1, cost 100. Requires Advanced Armor. Obsolete
with Fusion Power. This is Steve Strayer's Heavy Armor unit and an early one
of his icons. He gave me permission to use it in a scenario that never came
to fruition. I hope he does not mind my using it here.

6. Mobile Missiles (Mobile Msls.) -- 16/4/3, 4/3, cost 120. Requires Smart
Weapons. Negates city walls, x2 versus air, can attack air units.

7. Nuclear Sub -- 12/4/7, 4/2, cost 80. Requires Nuclear Power. Can see two
spaces, has submarine advantages/disadvantages.

8. Scramjet -- 16/8/20, 3/2, cost 120. Requires Hypersonic Flight. Can see
two spaces, can attack air units.

9. Hovertank -- 14/8/4, 5/2, cost 120. Requires Fusion Power. Can see two
spaces. Have you ever read Hammer's Slammers?

10. Hovercraft -- 0/6/7, 4/1, cost 60. Requires Nuclear Power. Carries 8. Can
see two spaces, can spot submarines.

11. Nova Infantry -- 7/10/2, 3/2, cost 80. Requires Smart Weapons. Can see
two spaces. This was a last minute addition to give some defense to Heavy
Armor, Hovertanks, Mobile Missiles and Scramjets.

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VII. Miscellaneous

Unit graphics: The Heavy Armor icon is from an early version of Steve Strayer's
Fascist Patch. The Mobile Missiles is from CivII Conflicts in Civilization
Alien Invasion scenario.  The Cerebus icon is modified from the jhunits.gif
from norreh@advant.com. The Hovercraft icon is from the Star Wars units
collection found at the UCivII site. The Assault Troopers, Nuclear Sub,
and Scramjet are from the unit collections Mike McCart had at Civ2 Heaven.

Thanks to John Conners for the following unit graphics suggestions. The
Hovertank is from Jeff Head's Hightech mod, the V-Weapon is from the Fascist
Patch, teh Nova Infantry is from CivII Fantastic Worlds Iceworld scenario,
and the Special Forces icon is one he modified from an unknown source.

Have fun.

