First off, the thanks.

Thanks to...

Jimmyh for making the camel unit in this mod.

The Rusty Gamer, for the feels like civ2 mod, which showed me how to deal with the culture effects.

ccm01 for the stalin head. it was a bit odd looking at stalin looking like catherine...

Hardjoy for the civ3 citizens gone civ1 graphic.

Plutark for the tutorial I found very useful. without it I might not have changed any Civilopedia entries.

Gramphos for showing me how to redirect the path in the .ini file, saving a LOT of space.


Installation:
I haven't used any mod managers, so I can't answer to that. The following units should get their own subfolders in the art/units folder when you unzip civ1art.zip:
Militia
Phalanx
Legion
Armor
Nuclear
Trireme
Sail
Cruiser
Caravan
Caravan2
Caravan3
Caravan4
Hopefully, they will simply unzip into the proper folders themselves.
Back up your civilopedia.txt and pediaicons.txt before unzipping.
You can also download the stalin leaderhead by ccm01, and the civ3 citizens gone civ1 grahic by hardjoy from Apolyton. these aren't neccessary, but they enhance the experience
Then you can run the civ1.bic.


Known problems...
The Pyramids do not have the desired effect, that of being able to change governments at will, without anarchy or the required tech.

Ghengis Khan looks just like chairman mao. didn't have a khan leaderhead to obtain.

Frederick of the germans looks suspiciously like Bismarck.

Ramesses looks like Cleopatra

Napoleon looks like Joan of Arc

Roads and railroads do not increase production.

Roads on hills, jungles, etc. cause an increase in commerce. otherwise it wouldn't let you build roads...

You still have to support units with gold instead of shields.

Caravans have to be supported. Sorry.

Zone of control doesn't work as it classically did.

all game endings crash without recording your score.

have never seen a designation other than "worthless'. don't know if this is only because I'm playtesting on chieftan.

Production icons and city view for wonders is messed up. i.e. Intelligence agency for collossus.

The Palace still reaches unbelievable expense with a large empire



Workarounds:
The Pyramids have been given the effect of production increase, since the changing governments effect is unavailable. Still expires with Communism.

Caravan, available with trade, costs 300, and can finish wonders. the option to build becomes a caravan2 (cost 400)with philosophy, a caravan3 (cost 500) with industrialization, and a caravan4 (cost 600) with mass production. You cannot make trade routes with these, they are just for wonder building. you still can't rush a wonder, but you can rush a caravan.

Barracks don't get sold at gunpowder and conscription, with the increasing maintenance costs, so we just have to be satisfied with an eternal maintenance of 1.

Despotism cannot have the classic free unit support of 1 per citizen, so I put it at 4 per town and 10 per city (with aqueduct).

There is settlers and workers, but they are identical. the only reason to have both is so the AI knows what to do with them.





Playable pre-complete release notes...
rearranged the tech tree, changed the cost of most of the techs.
changed the unit names, copied subfolders to match classic civ1 names.
downloaded Stalin leaderhead, civ1 citizens graphics from apolyton, for personal use.
made various changes across the board, to tweak the game in various ways.
could not delete Conscript and Elite experience levels, so made Conscript equal to Regular, and Elite equal to Veteran.
could not delete Deity level, so really cranked up the difficulty and called it Impossible.
Altered the terrain and resources to match civ1. there isn't any arctic terrain, as there wasn't an extra land terrain to convert. if Only I could change ocean to a land terrain...
Changed improvements and wonders to match Civ1, with the notable exception of Pyramids.
Altered Spaceship parts to require 15-3-3-1-1-1.
Began writing civilopedia entries. realizing this would be the most time consuming, I decided to release this for commentary with only the entries for militia, phalanx, settler and chariot.

August 16
found problems with the collossus, SS structural, and robotics tech. now fixed.

August 18
added the blitz capability to naval units (except transport), and gave all naval units except Trireme, Sail, Submarine, and carrier the bombard ability.

August 22
added 3 trade routes as city improvements, each costing 100 shields and available with trade.