;-------------------------------------------------------------------------------------------------------------
; The Rocky Mountain Civilization II Site
;--------------------------------------------------------------------------------------------------------------
;
;   HIGHTECH Mod Pack - README.TXT	(Latest Rev. - 27-Jan-97 Update )
;
;    January 1997 by Jeff Head and the Rocky Mountain Civilization II Site
;
;    This readme.txt file is for the HighTech Mod Pack created by Jeff Head and
;     published by The Rocky Mountain Civilization II Site.  Tech Advances, 
;    City Improvements, Wonders of the World and Units have all been completely 
;    changed.  The logic tree has been modified accordingly.  This has meant that many
;    controlling files have been changed.  This file will explain thoses changes..
;
;    The result, when coupled with corresponding changes to the units.gif, terrain1.gif,
;    terrain2.gif, icons.gif, cities.gif and .wav files, is a Civilization II environment 
;    that begins in 1997 and progresses through futuristic epochs and technologies into 
;    the distant future. We hope you enjoy it.
;
;--------------------------------------------------------------------------------------------------------------
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;  Thanks for your consideration.
;

CONTENTS
--------

	I.   INTRODUCTION

	II.  CIVILIZATION II FILE CHANGES
		A. RULES.TXT
		B. GAME.TXT
		C. LABELS.TXT
		D. PEDIA.TXT
		E. CITY.TXT
		F. SCREDITS.TXT
		G. UNITS.GIF
		H. TERRAIN GIFS
		I. ICONS.GIF
		J. CITIES.GIF
		K. CITY.GIF
		L. PEOPLE.GIF
		M. WAV FILES

	III. SCENARIOS

	IV.  INSTALLATION

I. INTRODUCTION
---------------
This Mod Pak was created by Jeff Head to reset the premise for the stock version
of Civilization II away from a game dating from ancient times to present.
The new premise is for a strategy game that starts in contemporary times with
enough of the modern technolgies, improvements, units, etc. to get one started, and
then allows the player to progress into the distant future discovering new technologies,
building new improvements, building new units and building new wonders of the
world.  All of these entities and the corresponding icons, graphics, logic tree, rules,
terrain and cities have been changed to allow for this.  In many ways, this Mod Pack
makes a very real attempt to produce a "Civilization III" look into the future.  A 
summary of most of the changes follows :

II. CIVILIZATION II FILE CHANGES
--------------------------------
The following changes or additions have been made to normal CIV II files.

  A. RULES.TXT (See documentation in RULES.TXT)
  ------------
Virtually all major areas underwent significant change.  Many of the cosmic princples
were nudged to accomodate the author's view of more modern factors.  Virtually all of
the technical advances, city improvements, wonders, units, governments, leaders,
commodities and attitudes were changed.  Terrain modifications were also made that 
impact what gets transformed while irrigating and also during the transformation command.

  B. GAME.TXT
  -----------
The game.txt file has been modified to reflect the changes in rules.txt and to include the High
Tech Mod Pack name in some of the menus and entry screens.  This file must be loaded into
the main level Civilization II directory to be effective, and includes a number of small menu and
game interaction changes to correlate with the changes in rules.txt. 

  C. LABELS.TXT
  -------------
The labels.txt file has been modified to reflect the changes in rules.txt and to include the High
Tech Mod Pack name in the main Civ II window.  This file must be loaded into
the main level Civilization II directory to be effective.  It is critical for the HGWATER scenario.
See the important note below, with the installation instructions. 

  D. PEDIA.TXT
  -------------
The pedia.txt file was changed to reflect the changes in rules.txt, and make it available during
game play so players could review the real capabilities of the new units, advances, governments,
etc.  This meant a fairly significant update to many areas of pedia.txt

  E. CITY.TXT
  -----------
This file has been changed to reflect the names of contemporary cities for the various
nationalities inumerated in the rules.txt file.  We didn't get them all done like we wanted.

  F. SCREDITS.TXT
  ---------------
This file has been completely altered to represent the credits for the High Tech mod
pack.  The menus accessing this file have also been changed (game.txt) to reflect
the same.  This file must be loaded into the main Civ II directory to be used.

 G. UNITS.GIF
 ------------
This file has been completely changed.  Of the 57 units available (56 plus the barabarian
leader, who is a terrorist in this Mod Pack), only 9 original units remain.  These nine 
represent the minimum required to get the player off to a good start in our present times.
The new units are a mixture of newly created units by the author, heavily modified units
by the author from other Mod Pack and network sources and units that were unmodified from
other Mod Packs or network sources.  All correspond to the new tech advances and logic 
tree developed in rules.txt

  H. TERRAIN GIFS
  ---------------
The terrain .gif files have been changed to reflect changes in rules.txt.  Much of the terrain
is the same as in the More Real Mod Pack, but superhighways and magnetic levitation rails
have been developed for transportation.  Also, new mining, pollution and farming graphics
were created.   The color of the ocean was changed to a deep blue/purple to give the game 
a new look as well.

  I. ICONS.GIF
  ------------
Almost all of the icons for city improvements and wonders have been changed.  This was done
to reflect the completely different city improvements and wonders established in the rules.txt
file and to insure that there was correlation between them.
 
  J. CITIES.GIF
  -------------
The cities.gif file was completely changed to give modern cities to all of the initial civilizations
and then to progress through futuristic and Sci-Fi epochs.  These cities were modified versions
of cities available in other Mod Packs, both from the internet and from Microprose.  Most of
the modifications dealt with Basic City Defenses (City Walls in the stock version of the game.)

K. CITY.GIF
-----------
This file controls the look of the 'City Window" in the game.  I changed the colors here significantly
and put our Name in it.  You have to use colors that will coordinate with the "hard coded" text,
food, taxes, etc. that come from civ2.exe, are it doesn't look good.  We like our color scheme better than the original (naturally).  This file has to be loaded into the main civ2 directory to be used, like labels.txt, game.txt and scredits.txt. 

L. PEOPLE.GIF
-------------
This file was completely redone to give new, more modern people for the playing of the game.  We
have left all of the "epochs" the same because it is a "modern" era, and because we ran out of time, but you can have fun with this file.

  M. WAV FILES
  ------------
All of the .wav (or .reg) files that had to do with ancient or older sounds were replaced (ie. any sword-
fighting, horses, elephants, catapaults, etc) with modern and futuristic sounds.  This was some-
what difficult, because the new units did not necessarily relate to the old units on a one to one
basis.  Therefore some compromises were made (ie. a good tank sound which works for 
several units had to also work for a particle attack craft, so the sound of the gun firing was
modified slightly to try and make it work for both). 

Also, several of the existing "modern" sound files were changed or modified to make them more
realistic where possible.  Some of these files are completely new, some are modified originals, and
some are from other Mod Packs.  The custom .wav files are also included.

We have done something fun with the catapult.wav (for the Particle Bolt) and the elephant.wav (for the Laser Attack Vehicle).  We've added some verbage and engine sounds.  If they are too long for you, or
you get tired of the voice, there are two files, catapult.reg and elephant.reg which are wave files with
the voice removed.  Simply save or delete the ones with the.wav extension and rename the two with the
.reg extension in their place. 

There are other .wav files (ie flyover.wav, rnd.wav and partiot.wav) included for the scenarios that come with the Mod Pack which are accessed by the event files for the two scenarios.

III. SCENARIOS
--------------

There are two scenarios included with the Mod Pack.  They are

USA2010	- 	A scenario depicting a U.S. under boycott and sanction from the New
			World Order and struggling to regain its economic and moral strength
			after collapses in 1999 of the world markets.  The U.S. is surrounded by
			NWO member states who intend to enforce sanctions.

HGHWATER	-	A scenario depicting the Modern World a long year after a large
			comet/meteorite cataclysm that leaves the earths landmasses covered to
			an elevation of 4000 ft with water.

The files associated with these scenarios which are included with the Mod Pack include the following :

	File Name		Function				Scenario
	---------			--------					--------
	events.txt		Establishes USA2010 scenario events	USA2010
	USA2010.scn		The USA2010 scenario file itself		USA2010
	USA2010.txt		The USA2010 scenario description		USA2010
	title.gif			The title picture for USA2010 scenario	USA2010
	events1.txt		Establishes High Water scenario events	HGHWATER
	HGHWATER.scn	The HighWater scenario itself		HGHWATER
	HGHWATER.txt		The HighWater scenario description	HGHWATER
	title1.gif			The title picture for Highwater  scenario	HGHWATER


IV. INSTALLATION
----------------

The installation assumes you are working with the Microprose Scenario CD.  If you are not,
the events files, the scredit file, the title files, and specific scenario wav files will be unusable.
Also, in the event you do not have the scenario CD, the use of the Mod Pack manager is 
highly recommended.  The Mod Pack was created with the scenario CD in mind, but can be used
in older versions of the game by following the directions that come with the Mod Pack Manager.
You can download the Mod Pack Manager from the Utilities portion of Mod Pack Heaven, or from The Ultimate Civ II Site, both of which can be accessed from the Links page on the Rocky Mountain Civilization II Site at : http://www.nebonet.com/headhome/jeffciv2/index.html

TO RUN BOTH SCENARIOS UNDER THE SAME DIRECTORY:
----------------------------------------------
Create a directory called HIGHTECH under your SCENARIO directory in Civ II.  Under the 
HIGHTECH directory, create a directory called SOUND.  Place all of the .WAV files that come
with the Mod Pack in the SOUND directory just created.  Place all other files in the HIGHTECH
directory. 

In order to operate both scenarios, rename the events.txt file and the title.gif  to some other name, ie. events.sav and title.sav.  This will allow you to play both scenarios, but you will lose the benefit of the events files and their associated sound files and actions.  Or you could rename the files every time you
play the differnt scenarios (ie. event1.txt to events.txt when playing HGHWATER). 

In order to set up the full "High Tech" environment, make backup copies of your city.gif, game.txt,
scredits.txt and labels.txt files in your main Civ II directory, then copy the files of the same name
that are included with the Mod Pack into the main Civ II directory. 

TO RUN THE FULL SCENARIOS IN SEPARATE DIRECTORIES:
-------------------------------------------------
Create two separate directories, USA2010 and HGHWATER under the SCENARIO directory in
Civ II.  Create SOUND sub-directories for each.  Load all .WAV files into each of the SOUND 
directories.  Load all of the other files (except the scenario files which were described above) into
each of the directories, USA2010 and HGHWATER.  Now you can load the respective scenario files 
(described above) into their respective directories.  Be sure to rename the events1.txt and title1.gif to 
events.txt and title.gif respectively in the HGHWATER directory. 

In order to set up the full "High Tech" environment, make backup copies of your city.gif, game.txt,
scredits.txt and labels.txt files in your main Civ II directory, then copy the files of the same name
that are included with the Mod Pack into the main Civ II directory. 

IMPORTANT NOTE:
---------------------------
In either of the above cases, for the events file in HGHWATER to work, you MUST place labels.txt in your main Civ II directrory.  This is because the labels "Barbarian" and "Barbarians" in the labels.txt file was changed to "Terrorist" and "Terrorists" and the events file is looking for "Terrorists".  You can avoid having to use the labels.txt file in your main level directory by editing the events file for HGHWATER (event1.txt in the zip file) and changing each instance of Terrorists to Barbarians.  Note, if you make this change, you will not be able to use our labels.txt file in conjunction with the events.txt file for HGHWATER that you edit.  Can't have it both ways in this case.

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

Well, that's it.  Have fun.  Be sure and visit the Rocky Mountian Civilization II Site at :

http://www.nebonet.com/headhome/jeffciv2/index.html

and, if you enjoy the Mod Pack, please consider sending us a small donation, remittance, tribute, or
whatever so we can continue doing this and maintaing the site.  Thanks.

Jeff Head
jeffh@nebonet.com       Jeff Head
jeffj@nebonet.com        Jeff Head Jr.

