Fundamentalism Enhancement Patch 1.5 (03/01/1997)
by Sean MacDhai

     INSTALLATION:  Place the custom1.wav, custom2.wav, and custom3.wav files in your c:\*\mps\civ2\sound directory and the rest of the files in your c:\*\mps\civ2\ directory.  Thats all!  If you remove the "get_info.exe" file from the Civ2 "Pedia" directory, the Civilpedia in the game will display the modified advances.  WARNING: These instructions will alter your original files so please back them up first!!

     INTRODUCTION:  Fundamentalism is the weakest form of government in the game Civilization II by MicroProse.  There is a serious lack of scientific advancement that the player receives when using this type of government.  What you gain in "content citizens" you loose as you fall behind in the science rate.  Also, communism seems to be discovered too late in the game.  And finally, Democracy is discovered too soon in the game, when a medium sized civilization is still expanding (at war) and has no need of unhappy citizens and a strong senate.  I have created a patch to enhance the fundamentalist government and make it a little more playable, without merely increasing the science rate... move communism a little closer to the middle of the game... and move democracy a little further along.

     NOTE:  I have attempted to create a better flow from Despotism-> Monarchy-> Communism-> Fundamentalism-> Republic-> Democracy.  Though this flow is a little historically inaccurate, it follows the natural progression of *game* ideology where despotism & monarchy are the weakest, fundamentalism & communism are in the middle, and republic & democracy are the strongest forms of government.

     FUNDAMENTALISM:  Science under Fundamentalism is only cut by 40% (rather than 50%) and taxes may be set as high as 80% (rather than 70%).  Fundamentalists must pay for the support of all units past the first 5 (rather than the first 10).  However, there are four units that the fundamentalists do not have to support: the Terrorist, Secret Agent, the BIO-Missile, and Kamikaze.  This idea behind this is: Terrorists are not supported by the government; Kamikazes act on their own free will; Secret Agents are supported by hidden funds; and BIO-missiles are hidden from the public.

     COMMUNISM:  Communism now comes from Philosophy and Leadership.  Therefore Guerilla Warfare comes from Tactics and Industrialization (since Communism was between Guerilla Warfare and Industrialization).  The main reason behind this is that when Communism is normally discovered in a game, it is too late to be useful.  Banking places Communism earlier in the game.  Banking puts a civilzation on the brink of capitalization and democracy.  Communism keeps this from occurring, placing all power in the hands of the state (the people).

     DEMOCRACY:  There is a new advance, the Bill of Rights wich comes from Industrialization and Republic.  Democracy is now a result of the Bill of Rights and the Corporation. Therefore Conscription comes from Metallurgy and Banking (the funding to support the ranks).  The reason behind this is to place democracy later in the game.  Though this is not historically accurate, it does place Civ2's strongest government form towards the end of the game when the space race is about to commence.  A civilization must now draft a bill of rights ensuring the basic human rights of its populace before it may acquire a democratic government.

     NOTE:  There are also three new advances/units, and one altered unit:

     ALTERED UNIT-  Fanatics are now Terrorists and can Attack 6, Defend 6, and they ignore enemy zones of control.  Otherwise, they are unchanged.

     NEW ADVANCE- Fanatical Espionage: Fundamentalism + Espionage.  Fundamentalist goverments put a great deal of effort into perfecting the art of espionage.

     NEW UNIT- Secret agent: Prerequisite= Fanatical Espionage.  Cost 40, Attack 0, Defend 0, Move 3, Hit Points 1, Fire Power 1, Ignores enemy zones of control, spy functions, can make paradrops, fundamentalism govt does not use any shields to support this unit.  Under a fundamentalist government, terrorists often hijack or steal aircraft to preform their deeds.  The Secret Agent is much like a Spy, yet they can make paradrops.  They are a little more expensive to build, requiring 40 shields to commission.  The paradrop ability makes stealing much needed technology a little easier.

     NEW ADVANCE- Biological Warfare: Fundamentalism + Genetic Engineering.  With the advent of genetic engineering comes the inevitable possibility of applying that science to warfare.  Under a fundamentalist government, the fanatical leaders usually make this dangerous possibility a reality.

     NEW UNIT- BIO-Missle: Prerequisite: Biological Warefare.  Cost 120, Move 8, Range 1, Attack 27, Defense 0,  Hit Points 1, Fire Power 3, destroyed after hitting target.  Biological weaponry is often used by fanatical nations.  A BIO-Missle is a biological weapon capable of inflicting severe damage on a target.  However, they are expensive to build, have a limited range, and are destroyed after only one attack.  If they do not hit their target or return to base before their turn ends, the BIO technology becomes unstable and the missile is no longer useful.

     NEW ADVANCE- Fanatic Nationalism: Fundamentalism + Radio.  Under a fundamentalist government, the citizens achieve an ultimate form of nationalism and patriotism: the willingness to die for one's nation.  This is advanced even further with the advent of radio: propaganda!

     NEW UNIT- Kamikaze: Fanatic Nationalism.  Cost 30, Move 10, Attack 12, Defense 0, Hit Point 1, Fire Power 3, it is destroyed after attacking, fundamentalism govt does not not use any shields to support this unit. The Kamikaze is an attack plane piloted by a suicidal pilot.  They are able to attack any target, air, sea, land, or city.  They have great attack strength, and are cheap to build, but they are destroyed after attacking.  This is because they attack by ramming their plane into their target.

     WONDERS OF THE WORLD:  Some of the Wonders of the World had their expiration dates either removed or moved further into the future.  This makes the weaker Wonders a little more desirable.  Collossus, Oracle, King Richard's Crusade, Marco Polo's Embassy, and Lighthouse, do not expire; the Great Library expires with Computers; and Leonardo's Workshop expires with Mass Production (not Automobile).

     LEADERS:  In order to play on the fundamentalist theme a little more, the Germans were made a little more expansionistic.  Throughout history, they have attampted to annex one piece of land or another and make it a part of greater Germany.  The Romans were made a little more militaristic (they did conquer the known world after all).


NEW/ALTERED ADVANCE CHART

  Advance              prerequisite1  +  prerequisite2
  -----------------    --------------    -----------------
**NEW:
  Bill of Rights       Republic       +  Industrialization
  Biological Warfare   Fundamentalism +  Genetic Engineering
  Fanatical Espionage  Fundamentalism +  Espionage
  Fanatic Nationalism  Fundamentalism +  Radio
**ALTERED:
  Communism            Philosophy     +  Leadership (was Industrialization)
  Conscription         Metallurgy     +  Banking (was Democracy)
  Democracy            Bill of Rights +  The Corporation (was Banking + Invention)
  Guerilla Warfare     Tactics        +  Industrialization (was Communism)



Send questions or comments via e-mail to Sean MacDhai (macdhai@norfolk.infi.net)