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BRITISH ISLES MOD VERSION 1.2

  This mod lives at civfanatics.com at 
    http://forums.civfanatics.com/showthread.php?s=&threadid=12923. You can
    always find the most recent version of the mod at this location.
  For tech support or comments about the mod email jpeacock@gbronline.com or 
    post comments at the mod's home URL noted above.

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SECTIONS OF THIS README.TXT FILE:
  
  Version Information
  Index (that's this part you are reading right now ;-)
  Reproduction/Distribution
  Credits
  Install Instructions
  Uninstall Instructions
  Description of mod customizations
  Getting Started with the British Isles mod
  Maps and Save Games
  Unfixable bugs
  Known bugs that will be fixed
  Brief History of the British Isles (the real world, not the mod)
  Civilization Details
  Breakdown of Civilizations present at significant time periods 400 AD
    through 1200 AD
  Upcoming additions
  Help needed
  Thanks from the Author (that's me!)

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REPRODUCTION/DISTRIBUTION
  
  This mod may be freely distributed as long as you keep all files 
    (including this readme.txt) intact.

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SPECIAL THANKS TO:

  Stormerne - Historic city names for The Danelaw, Northumbria, East Anglia,
    Cornwall, Mercia, Essex, Wessex, Sussex and Kent. Much historical 
    research, UU's for Germanic civs, civ specific abilities
  GreyFox - idea to rework entire tech tree (future implementation)
  Kal-el - artifact and flax recource icons (future implementation)
  Shockwave - stone resource icons
  PlayDead - Welsh city names
  celtic_bhoy - Brehon Law government style
  Garret - basic mod idea, technical help
  Longshanks - British Isle history and leaders
  lenius - idea to use european culture art for all civs
  Charis - playtesting, modification of Brehon Law, Berzerker and Ulfedhn

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MOD INSTALLATION WITH .BAT FILE

  The BritIsles folder must be located in your Civ3 directory (the folder
    where your civ3mod.bic file is. The default location for this is 
    C:\Program Files\Infogrames Interactive\Civilization III\.
  To install, double click on the InstalBritIsles.bat file within the 
    BritIsles folder. This will back up your civ3mod.bic, civilopedia.txt
    and PediaIcons.txt files, then copy over the BritIsles versions of 
    those files. It will also create folders and files within the ART folder
    to support BritIsles' Unique Units.

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MOD UNINSTALL WITH .BAT FILE

  The uninstall will not work correctly unless you installed with the 
    InstalBritIsles.bat file.
  The BritIsles folder must be located in your Civ3 directory (the folder
    where your civ3mod.bic file is. The default location for this is 
    C:\Program Files\Infogrames Interactive\Civilization III\.
  To uninstall, double click on the UnInstalBritIsles.bat file within the 
    BritIsles folder. This will remove all BritIsles files and restore your
    civ3mod.bic, civilopedia.txt and PediaIcons.txt files from backup.

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GAME MODIFICATION PARTICULARS:

  Based on Civilization 1.17 properties and costs.
  Barracks, Palace, Forbidden Palace and all Great Wonders reduce corruption.
  Max cities for corruption increased 20% for each map size.
  New government - Brehon Law (communal gov't lying between Monarchy and 
    Republic in efficiency)
  Bonus resources converted to Strategic Resources.
  New resources - Stone and hardwoods added. Incense, silk and ivory changed to
    herbs, flax and relics.
  New Unique Units for all civs.
  Natural resources now required for many city improvements.
  New unit for all civs: General.
  All civilizations replaced.

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HOW TO PLAY THE MOD

  The British Isles mod can be started with a "New Game" or by loading a
    map or save game (see next section for maps and save games).
  Once you have started a game, take a tour through the Civilopedia. All of
    the civs and UU's are different and there have been many small changes.
    One very important change is the extended use of required resources for
    city improvement construction. For example, granaries, cathedrals and
    city walls all require particular resources. When something happens
    (or doesn't happen) that seems to contradict the game you are used to,
    check back to the civilopedia to see why.

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MAPS AND SAVE GAMES WITH CORRECT STARTING POSITIONS

  There is currently one map and 6 save games with correct starting
    positions (one for each civ). The civs present in 400 AD were: Cornwall,
    Ireland, Isle of Man, Pictland, Scotland, Wales. The Install will put
    these files in the Scenario and Saves folders.
  BI400ad.bic  (Map) Standard size, 6 starting positions. Starting
    positions are set for the civilizations that were present at 400 AD.
    The map includes the British Islands (Brittania, Hibernia, Man, The
    Orkneys). The save games for this map are named BI400ad(civ).SAV where
    (civ) is the player civilization. Save games are Monarch difficulty
    with raging barbarian hordes.

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BUGS DUE TO OTHER BUGS IN THE CIV3 PROGRAM:

  Some icons in the city build list and pop up build list in the Domestic
    Advisor screen are invisible. This is due to a displaced icon bug in
    Civ3.

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BUGS THAT WILL BE FIXED IN UPCOMING RELEASES:

  Graphics for Galley are currently used for the Coracle ship. This can be
    confusing when galleys become available.
  
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BRIEF HISTORY OF THE ISLES, 400-1200 AD:

  409 AD  Britain revolts from Constantine III = end of Roman rule.
          Approximate start of Dark Ages.
  449 AD  First Angle mercenary immigrants, Hengest and Horsa arrive.
          Britain gradually becomes polytheistic pagan again.
  625 AD  Famous Sutton Hoo ship burial, probably of High King Raedwald.
  mid 600s AD Gradual conversion from Heathenry to Christianity.
          Britain now becomes monotheistic again.
  793 AD  First of major Danish raids in north England.
  835 AD  Big Danish raid on South East England.
          Start of re-heathenisation and return of polytheism.
  865 AD  Danish "Great Army" lands.
  867 AD  Northumbria falls to Danes
  870 AD  East Anglia falls to Danes.
  874 AD  Mercia falls to Danes.
  878 AD  Truce. Danelaw borders recognised by Alfred.
          Danish leaders convert to Christianity as part of truce.
  900 AD  Dark Ages come to an end about now.
  910 - 920 AD Most of Danelaw reconquered. High Middle Ages begin.
  1066 AD Norman Conquest: William defeats Harold at Hastings.
  1154 AD Stephen, last Norman King of England, dies.
          Start of Plantagenet dynasty with King Henry II.

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CIVILIZATIONS:

  Anglicans (East Anglia)
	Traits: expansionist and religious
	Starting Techs: Pottery and Ceremonial Burial
	Unique Unit: Blade. Based on Swordsman (4/2/1)
	Leader: Raedwald
	Agression: Medium (3)
	Preffered Gov: Monarchy
	Shunned Gov: Communism
	Culture: Angle (European used)

  Breton (Brittany)
	Traits: militaristic and industrious
	Starting Techs: Warrior Code and Masonry
	Unique Unit: Sarrisa. Based on Pikeman (1/4/1)
	Leader: Francis II
	Agression: Low (2)
	Preffered Gov: Republic
	Shunned Gov: Communism
	Culture: Q-Celtic (Middle Eastern used)

  Cornish (Cornwall)
	Traits: militaristic and commercial
	Starting Techs: Warrior Code and Alphabet
	Unique Unit: Cavalier. Based on Knight (5/3/2), can attack twice
	Leader: John Betlesworth
	Agression: Medium (3)
	Preffered Gov: Monarchy
	Shunned Gov: Communism
	Culture: Q-Celtic (Middle Eastern used)

  Danes (The Danelaw)
	Traits: expansionistic and commercial
	Starting Techs: Pottery and Alphabet
	Unique Unit: Vikings Based on Swordsman, amphibious
	Leader: Canute the Great
	Agression: High (4)
	Preffered Gov: Monarchy
	Shunned Gov: Communism
	Culture: Germanic (Roman used)

  Essex (Essex)
	Traits: industrious and militaristic
	Starting Techs: Masonry and Warrior Code
	Unique Unit: Berzerker. Based on Swordsman (5/1/1)
	Leader: Saebert
	Agression: High (5)
	Preffered Gov: Monarchy
	Shunned Gov: Communism
	Culture: Saxon (American used)

  Irish (Ireland)
	Traits: religious and expansionist
	Starting Techs: Ceremonial Burial and Pottery
	Unique Unit: Hibernian Raider. Based on Swordsman (3/2/2)
	Leader: Brian Boru
	Agression: High (4)
	Preffered Gov: Brehon Law
	Shunned Gov: Communism
	Culture: P-Celtic (Asian used)

  Kent (Kent)
	Traits: scientific and commercial
	Starting Techs: Bronze Working and Alphabet
	Unique Unit: Falconer. Based on Warrior (1/1/2)
	Leader: Hengist
	Agression: Medium (3)
	Preffered Gov: Monarchy
	Shunned Gov: Communism
	Culture: Angle (European used)

  Manx (Isle of Man)
	Traits: religious and industrious
	Starting Techs: Ceremonial Burial and Masonry
	Unique Unit: Manx Galley. Based on Galley (2/1/3)
	Leader: William de Montacute
	Agression: Low (1)
	Preffered Gov: Monarchy
	Shunned Gov: Communism
	Culture: Q-Celtic (Middle Eastern used)

  Mercians (Mercia)
	Traits: expansionist and religious
	Starting Techs: Pottery and Ceremonial Burial
	Unique Unit: Svinfylking. Based on Swordsman (4/2/1)
	Leader: Aethelbald
	Agression: Medium (3)
	Preffered Gov: Monarchy
	Shunned Gov: Communism
	Culture: Angle (European used)

  Normans (Normandy)
	Traits: militaristic and scientific
	Starting Techs: Warrior Code and Bronze Working
	Unique Unit: Chevaliers. Based on Cavalry (7/3/3), can attack twice, cannot enter unroaded mountains or jungles
	Leader: William the Conqueror
	Agression: High (4)
	Preffered Gov: Monarchy
	Shunned Gov: Despotism
	Culture: Germanic (Roman used)

  Northumbrians (Northumbria)
	Traits: expansionist and religious
	Starting Techs: Pottery and Ceremonial Burial
	Unique Unit: Ulfhedhn. Based on Swordsman (4/1/2)
	Leader: Edwin of Deira
	Agression: High (4)
	Preffered Gov: Monarchy
	Shunned Gov: Communism
	Culture: Angle (European used)

  Picts (Pictland)
	Traits: militaristic and religious
	Starting Techs: Warrior Code and Ceremonial Burial
	Unique Unit: Wold Warrior. Based on Swordsman (4/2/1)
	Leader: Bridei
	Agression: Low (2)
	Preffered Gov: Monarchy
	Shunned Gov: Communism
	Culture: P-Celtic (Asian used)

  Scots (Scotland)
	Traits: religious and militaristic
	Starting Techs: Ceremonial Burial and Warrior Code
	Unique Unit: Highlander. Based on Swordsman (4/2/1)
	Leader: Kenneth MacAlpine
	Agression: High (4)
	Preffered Gov: Brehon Law
	Shunned Gov: Communism
	Culture: P-Celtic (Asian used)

  Sussex (Sussex)
	Traits: industrious and militaristic
	Starting Techs: Masonry and Warrior Code
	Unique Unit: Seaxman. Based on Swordsman (4/2/1)
	Leader: Aelle
	Agression: Low (2)
	Preffered Gov: Monarchy
	Shunned Gov: Communism
	Culture: Saxon (American used)

  Welsh (Wales)
	Traits: religious and militaristic
	Starting Techs: Ceremonial Burial and Warrior Code
	Unique Unit: Cambrian Archer. Based on longbowman (5/1/1)
	Leader: Llewelyn ap Iorwerth
	Agression: Medium (3)
	Preffered Gov: Monarchy
	Shunned Gov: Communism
	Culture: Q-Celtic (Middle Eastern used)

  Wessex (Wessex)
	Traits: industrious and militaristic
	Starting Techs: Masonry and Warrior Code
	Unique Unit: Axeman. Based on Swordsman (3/3/1)
	Leader: Caewalla
	Agression: Low (2)
	Preffered Gov: Monarchy
	Shunned Gov: Communism
	Culture: Saxon (American used)

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CIV BREAKDOWN BY ERA:

  This section shows what civilizations were active in the British Isles in
    each specified period of incursion.

  Pre-Roman (BC): Cornwall, Ireland, Isle of Man, Pictland, Wales.

  400 AD: Cornwall, Ireland, Isle of Man, Pictland, Scotland, Wales.

  500 AD: Brittany, Cornwall, East Anglia, Essex, Ireland, Isle of Man,
    Kent, Mercia, Northumbria, Pictland, Scotland, Sussex, Wales, Wessex.

  850 AD: Brittany, Cornwall, Danelaw, Ireland, Scotland, Wales, Wessex.

  1050 AD: Brittany, Cornwall, Ireland, Normandy, Scotland, Wales, Wessex.

  1200 AD: Cornwall, Ireland, Scotland, Wales, Wessex.

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UPCOMING ADDITIONS:

  Maps/Save Games of the British Isles for the other time periods defined.
  Reworked tech tree.
  Change generic civ3 wonders to British Isles wonders.
  Addition of Book of Kells great wonder.
  Addition of Stone of Scone great wonder.
  Addition of resource specific minor wonders.
  Leaderhead artwork.
  New building artwork.
  New unit animations.

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Help Needed:

  Feedback on the mod overall.
  Playtesting on the reworked Civilopedia.
  Ideas for resource specific minor wonders.
  Leaderhead artwork.
  New building artwork.
  New unit animations.

  Anybody and everybody can help with the playtesting and Civilopedia. Just
    give me feedback on the gameplay, enjoyment factor, etc and and notify
    me of any inconsistencies or errors in the Civilopedia.
  If you would like to help with any of the other items, please contact me.
  I can be reached by email at jpeacock@gbronline.com or post to the forum noted
    in the first section of this readme file.

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CLOSING WORDS

  Thank you for downloading and trying out my mod. It started as just a little
    "tweak" here and there and became a mod to include the Scots. That grew 
    into a mod to include all of the Celts. That then grew into the monster 
    you see here.
  It has been a lot of work but it's been a lot of very fun work. I've gotten
    to know a lot of people who I wouldn't have otherwise and am having a great
    time with it.