
This is a summary of the changes in the FWEXTRAS.ZIP pack, under three
headings:  alterations to existing technologies and units, new technologies,
and new units.

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

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.

Riflemen are now made obsolete by Mechanised Infantry.

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

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).  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.

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).

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.

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.
