-- Civ2 Patch version 1.11 --

* You may customize the domestic advisor's city improvement picks for
  the autobuild if you wish.  Create a file in your Civ2 directory
  called CITYPREF.TXT.  The first line should be:

  @AUTOBUILD

  Each succeeding line contains the name of a city improvement in the
  order you want to build them. You don't have to list every city
  improvement, but each improvement must be spelled -exactly- as it is
  in RULES.TXT (foreign language versions use the exact spelling from
  RULES.FRE or RULES.GER as appropriate). Domestic advisor will then
  choose improvements from this list provided technology is available and
  city is otherwise eligible to build them. If nothing on list is available,
  advisor resorts to his normal algorithm.

  The military advisor will make his picks as usual. However, you can order
  him never to build "defensive" type units by inserting the line @NODEFEND
  at the beginning or end of the CITYPREF.TXT file (don't put it between
  the @AUTOBUILD line and the list of improvements).

  An example file below:

  @NODEFEND
  @AUTOBUILD
  Temple
  Marketplace
  Library

  The file is re-read every time you click the "AUTO" button on the "What
  shall we build?" menu, so if you wish you can alter your priorities over
  the course of a game without reloading.

* Supply/Demand equation for commodities has been revised somewhat.

* Auto settler AI adjusted. Less emphasis on railroads.

* Caravan "go to" orders aren't cleared by zones of control.

* Bug in Win95 causing problems loading WinG if Win95 is installed on some
  other drive than C: has been worked around.


-- Civ2 Patch version 1.10 --

* Further fixes to smart settlers (looping settlers caught in loop should
  ask for confirmation once loop is noticed).

* You should always be able to contact rival kings (with whom you have
  treaties) at least once per turn, even if patience is exhausted. This
  is to give you a chance to demand he withdraw from your territory.
  Once he's "thrown you out" for the turn, though, you have to wait until
  the next turn.

* Problem with military advisor ("255 in production", etc.) fixed.

* Air units cannot be fortified outside of cities.

* Cities not spotted will not appear on GOTO and SUPPLY/DEMAND lists
  (exception: foreign capitals will appear on supply/demand lists only).

* Problem scrolling between cities once >128 cities in game has been fixed.

* Engineers no longer have "ignore ZOC" ability. This is to help prevent
  computer-controlled engineers from slipping into your territory and building
  cities w/in your borders.

* The "mysterious teleporting paratrooper" problem has been resolved.

* Problem in foreign language versions where some heralds didn't show up
  has been fixed.


-- Civ2 Patch version 1.09 --

* Patch 1.08 smart settlers can infinite-loop if they are blocked by zones
  of control. That's fixed in this patch.

* Attitude advisor: cities w/ sufficient happiness to put them into
  We Love the King day are shown in White.


-- Civ2 Patch version 1.08 --

* Okay, you asked for it, you got it: Smart (or at least Automated) Settlers.
  Issue the "K" or "Automate Settlers" order to your settlers or engineers,
  and they will behave (for better or for worse) exactly as if the AI were
  controlling them, although they will not build cities.  You can cancel
  the automate order the same way you cancel any order--by clicking on the
  unit and/or selecting it on the unit popup.

* For those who don't like the white grid around your city radius in Grid
  mode, I've provided ICONSB.GIF, which is a version of ICONS.GIF w/o the
  white grid sprite. If you'd prefer to run without the white grid, just
  copy ICONSB.GIF over top of ICONS.GIF.

* If you'd prefer for "Zoom to City" to be your default action on city
  reports, you can now select this option by unchecking the "Zoom is
  NOT default" option at the bottom of the City Report Options screen.

* The foreign minister report (F3) now contains color-coding information
  about each king.

* When caravan is used to add-to-wonder, a report on how many shields
  are still required is given.

* The maximum effective science rate for Fundamentalism (hardcoded to 50%
  in previous patch) can now be user-configured in the rules.txt file
  (bottom of Cosmic Principles) for those who wish to work around this.

* Some problems involving the autobuild have been fixed.

* A few earlier fixes which didn't make it into the foreign language
  versions have been included in this patch.


-- Civ2 Patch version 1.07 --

* AEGIS Cruisers will defend their stacks against missile and air attacks
  as they should. Before, the AEGIS ability was often overlooked when
  determining which was the "best" defender for a stack.

* When the Grid (CTRL-G) mode is active, the city radius of each of your
  cities will be shown in white. (This in response to your persistent
  demands!) :-)

* Population will no longer "loop around to zero".

* Under Fundamentalism, any science rate above 50% will have no
  additional effect on research.  Below 50%, research still
  continues at half effectiveness.

* At some difficulty levels (e.g. Prince), users were occasionally
  experiencing weird time-shifts (e.g. from A.D. 1 back to 1920 B.C.).
  This should no longer occur.

* Slight changes in ship AI to try to prevent wave after wave of suicide
  attacks against a city with a coastal fortress.

* Counterespionage has been fixed (previously it was less effective
  than intended).

* AI will use slightly more discretion in approaching cities w/ attacking
  units.

* Corrected problems associated w/ replacing CD during the game.

* Opportunity to poison water supply is not offered for cities of size 1.

* Defense strength of fighters, stealth fighters, stealth bombers slightly
  increased.

* Attack strength of cruise missile changed to 18.

* Problem where new units were created with "NONE" as home after a large
  number of cities had been built has been corrected.

* Problem with plundering negative amounts of gold has been fixed.

* Problem where Win95 machines w/ 32bit Indeo/VfW drivers installed showed
  heralds "frozen in place" has been corrected.


-- Civ2 Patch version 1.06 --

* OOPS! Patch 1.04 broke the AI. This fixes it. Sorry!


-- Civ2 Patch version 1.05 --

* The "Winning" animation is no longer displayed when another civilization
  wins the space race (!)

* Double clicking on unexplored territory no longer brings up the
  Civilopedia.

* User created units will no longer play the wrong sound in addition
  to the CUSTOMx.WAV sound.

* When giving a unit to another civilization causes a technology leap,
  the technology given is no longer stuck on "Alphabet".

* Cruiser now (properly) becomes obsolete w/ Rocketry.


-- Civ2 Patch version 1.04 --

* Corrected GPF which occurred for users who didn't have sound cards
  connected to their machines.

* Problem where users received a black box or black screen when
  going to the Civilopedia (or when a new advance discovered) has
  been corrected.

* Month-by-month turns now work correctly for scenarios set in B.C.
  (This is important for the Alexander the Great scenario).

* Wonders of the World movies are now shown only when -you- build
  wonders (not when opponents build them). The Wonder Movie cheat
  has been improved, however, so you can view any wonder movie
  you want: hold down shift key while selecting "Wonders of the World"
  from the Civilopedia menu.

* "Accelerated Startup" algorithm has enhanced to correct some
  problems (2 cities in same square on some preset maps!) and
  improve some features.

* Effects of Food Supplies trade routes are now displayed properly on
  the city information screen (formerly they worked properly but were
  not being displayed).

* Some problems with user-defined techs (where it was not recognizing
  that user-defined techs had been discovered) have been corrected.

* Language preference is now saved in the CIV.INI file; after you run once
  with this patch, you will no longer be asked every game which language
  you want.

* "Endless drumbeat" problem has been corrected.

* The Colossus now affects sea squares as well as land squares.

* The "Auto" feature can no longer be used to circumvent the 50% penalty
  for production changes (sorry).

* You will no longer be prompted to consult your high council if you have
  the feature switched off on the graphic options menu.

* Advisors will no longer suggest you build a palace when you already
  have one.

* Tutorial will automatically be switched off when beginning a scenario.

* RULES.TXT now mentions that custom wav files have to be 8-bit, mono,
  and sampled at 22050hz.

* Some problems with "negative scores" have been corrected.

* Miscellaneous minor fixes.





