
MYTHICAL DESTINY (3/7/2003)
SUPER CIV
ERROR:
needs fixing, aircraft can land on ironclads, and units with no transpotr ype set.
WorkerModernForestAxe

FINAL THINGS TO DO:
fix sailors, maybe have them as normal land units to put onto any ship.have firigates take normal landunits.
make royal marines and marines like sailors, go on tactical ships can't?

mythicalgod file is latest but has some problem.

DETAILS:
can have aircraft tactical missile type as a New type, only carried on certain craft.


Machine gunners, transport on helicopters, sea transport.



v21f can't open files that have units added with old games.

Could do a game with lots of extra added slots in all areas, improvemnts etc,  so you can easily
reload and check they work.

Improvements to original:
move carrier to advanced flight (radio?) Tech
Radio Tech - 

British empire SCENARIO:
COOL: rowing boat, is a load thing so CAN ONLY LOAD units in cities.


gold good as a resource, used for Golden temple of solomen.. etc.
Golden State barges (italy)



1.29f editor tests,
try having sea workers!

try having non road terrain, don't have a road bonus for it.

Make mobile airunits, helicopters etc


FIXED missionaries, they won't settle if they have explore set.

bowman and some UU's need updating.

Make shortswords not upgradable .. or to longbowmen etc


FIXED longboats, need all files in unit dir.
their bombard isn't set tho.

FIXED 0 cost units and Dragoons.

Made
Dragoons Blitz still, cost 8, move 3. a5d2
Cavalry move 2 allterrain road cost 9. a6d3
Longboats Now Mediavel Enginnering(old feudalism)
	bombard 2 range 0(defencisve bombard)
	a2d1m1 all terrain as road, sinks in Ocean

CIV3 BUGS (version civ3 1.29)
maps don't put sea resources (have to make them strategic res.)
on maps with editing resources.

TEMPORARY INCLUSIONS (due to ai restrictions 'errors')

Made Warehouses and Ports give water trade.(AI can't
do warehouse /sea fleet way it seems(
now made seafleet give extra food in water to get them
to do something.

Harbors- As normal but don't repair ships.
Warehouses still give Granary ability.
Ports Give veteran ship/repair.
Engine Cargo Ships - Give water trade, Increase Shields+Food in water.  Increases Luxury trade tax.
			Replaces All other improvements(replaces wood merchant seafleet)

TO DO:
Add Trireme, for Rome, Greece, Carthaginian,
Korea.
resources: wool


Make EMPIRE governemnt allow Consulate Offices/Commonwealth Embassy Buildings
(like the British Commision Embassies/British Consulates)
Give culture and reduce corruption.

PTW Mantra Evolve age Info:
Addded numidian mercenary to new ANIM area
had it as lybian , ptw error I think.

changed oasis icon temporarily.

Final Beta Version: 
Need to:
make scout move3, def1
Harbor made cost 2, test it
May have to make first harbor do veteran units/ship yard.
make lead appear with construction.
CAMELS can't go on ships!

GOOD:
Celts , Entrement built a harbor!!

If harbor problems, just use original harbor, maybe don't have it give fishing first.need
harbor etc? need cargo ships for trade
ERRORS:
merchantsmall.pcx 
error on Tech Tree


Release version 1.beta
~~~~~~~~~~~~~~~~~~~~~~~

Need full unit files for: (other units are copies of others in pediaicon file)
colonist,  slave, missionary
herules aircraft
dragoons- given Trips civil war (union) cavalry hat model.
civil engineer
miners, mech digger

Did up to
Nuke bomber aircraft
from bottom.

swordsmen need to be upgradeable to medi infantry.
Med Infantry and tanks, need resource requirements.

Slaves don't seem to animate for building work. check pediaicons settings.

Need Docks, like trading harbor without needing wood, don't give extra food.


21/3/2003
new ideas

have a resource, Commercial Factory need mass production.
allows tanks, stock exchange? 
like private companys manufacturing, trading, research?
appears quickly new ones found etc. in plains, grassland, tundra (desert?), flood plain.



TEST 27/8/2003
**************
check cruise missiles, made only air..not tactical.
should go on aircarriers.. not subs though.(they have torpedos anyhow)

SOUNDS:
Marine sailors, give TOT partisan sounds.

made ambient meadowlark a Thunder sound.
and made skylark RAIN

FINAL SOUNDS:
change city production switch Sound.(too loud)


Units: modern army, now moves with Marching sound.

Did new ORIGINAL Helicopter Attack/Bomb sound.

New colonist irrigate jungle work etc /death sounds.

Nice to have modern workers using WELDING gear.

Cavalry's ok,
truck dosent work.

changed minimap sound, window message sound.(opening).

MAIN RULES
terrain : coast now has 25% defence, but move cost 2
Desert and Tundra move cost 2.
IMPASSABLE for WHEELED UNITS: TUNDRA(*new), MOUNTAIN, JUNGLE. (OCEAN)


ORIGINAL SPECIAL RULES:
unconnected cities get more corruption.
 
FIXES:
civolpopedia should say railroads in Motorized transport, not Steam engine.
must check if GL work.

TRICKS:
new cities:work towards a wall, then rush pop or cash build it etc, and change production so you've advanced
yoiur production easily.

Final Version:
increased industrial and Modern tech costs.

To do:
MAke absolute monarchy require warrior code also.

FEDERAL REPUBLIC civpedia is wrong, has 2 things for WW amount!

GOLD: should be strategic resource maybe.

NEW
3/7/2003

Geothermal Vent(could be gas source too),  strategic resource(quite rare). gives Geothermal Power Plant - Tech: Miniturisation.
 req. power grid. GEO:sea/river


CHANGES: 7/2/2003
MAde siege not unload or carry, should be transportable, but not as foot unit.



9/2/2003

NEED to fix new wonders, -
pyramids, aristotles.
Might be they don't work if their prerequisite gov isn't used, once built.


My Galley withdrew from combat with a longboat!

MANUAL QUALITY NOTES:

Archers: New: ZOC added


12/3/2003

Could make 
MARINE SAILORS normal units, not tactic missile, so can load on any ship,  but will allow any unit onto frigates
etc.


MANTRA
MANTRA GAME
___________

Unit factors:
fatigue/attrition-
the more units attack this unit the tireder and more warn down, out of breath. If its a vehicle it gets overheated,
mechanics strain etc.
If too high this reduces attack/defence amounts, and can lead to surrender or soldiers rebelling/mutinying , leaving and going
AWOL.


MAGNETISM is needed for Ocean movement etc.
NAVIGATTION dosen't affect ocean movement/trade.

Made Frigates and Galleons sink in ocean, when magnetisms done, they can survive ocean squares.


MANUAL:

Units:

BAYONET INFANTRY: ZOC
bombard b6 r1 f2, DRAFT (non resource rich standard draft unit)

Siege Engine ZOC
 Wheeled unit(no mountain/jungle)

Supply cart
 Can't be loaded onto transport units.

Pirate: cost 8
a5d2m2 hp+2
ZOC
SPECIALS:blitz, detect invisible. hidden nationality!.amphibious, lethal bombard.

GENERAL ARTILERRY UNITS:


Artillery - units Specials: Has Lethal bombard can finish off units, destroy them outright .

ANTI TANK BAZOOKA - [a2 d2 m2: b8 r2 f4] type :foot. Tech:Steel. Special: lethal land bombard. BLITZ

(LATEST JUNE03)
TANK (standard) -[a12 d10 m2] Need Mass Production(was Combust).  SPECIAL: IGNORE TERRAIN on TUNDRA,FOREST,FLOOD_P
 wheeled,(can't do mountains /jungle). Blitz. Upgrade:-Tiger Tank(+60cost)

REBEL PARTISAN :Special blitz, hidden nationality.



SPECIAL IMPROVEMENTS:
NAval yard:
+1 production in sea tiles, veteran healing ships. Gives sea trade ,needs iron resource.
PROBLEMS:+1 pollution
warehouse, doubles food store(granary)

Coastal Fleet (needs warehouse)
4 culture, gives extra food on top of harbors.

MILL: needs MARKETPLACE(for the economic distribution of materials and a market to sell to)
must be near RIVER!
gives 25% production increase no matter what


GENERAL RULES:
Golden age lasts 30 turns.
tech: minimum 30turn max 6 turns.
wealth:5shield per gold 
Starting cash:40
Road movement :4 tiles per MP
7 citiesto supply army.
capture unit: slave.
start with missionary and colonist.

CULTURE CHANGES:
millitary buildings decrease culture mostly, as the uncreative police state reduces cultural and freedoms.
Barracks -1
Police station -1
Machine shop -1
coastal fortress -1 (makes it even less use)
SAM battery -1
walls -1 (think hard before building, best towait till you become a city and get 'natural' defenses)

Industrial buildings decrease culture - capitalism focuses on mass production without cultural concerns,
placing quantity over quality and artistic cultural relevance.
Factory -1

NEw Cult increases:
currency mints = +1  (as coinage effectively spreads the rulers face on its surface, relating the government
to the economy and life of the people.)
marketplace =+1 (*2 luxuries rate)

Freighter Fleet Wood/Steel +3 (needs harbor)

Machining shop - needs Power grid.
barracks, 1pollution, 1 production.!

WONDERS:
Supermarket chain: c500
NEEDS 8 granaries.
needs river, rubber, oil.
gives +2 city increase amount.


TODO:
Train: needs coal (not enough things use coal)
like early steam train, a0 d3 m4 transport 3
ignore move costs of desert and tundra, forest.

Give Mines. SPECIALS: IMMOBILE, unknown nationality, FREE SUPPORT. load onto trucks/apc,s carts etc.

let cannons and others be capturable.


could make trucks better.

FASCISM useful as stops tech stealing.

Power grid lines:
reduce war wariness need copper, iron.
make 2 happy
gives 1 production
Needs Factory, ELECTRICITY
maintenance 2
mil, industrious.


fixed Ship of line upgrade to Cruiser (costs more and alloys them to be built after ironclads, as are
more powerful in attack)

'FIXED Worker to not need resources(did need oxen and oak wood before)

29/03/03
Removed PEARL OYSTERS, made CORAL REEF , COREAL PEARLS

needed more icons.

-+-&-&-&-&-&-+-

stock exchange isn't drawing, fix.
check civpedia
none of PTW buildings work.


BIG ERROR
*made* colonist not upgrade,

as in previous version industrialisation gave civil engineers, which can't do mines,roads etc.
mech digger dosen't seem to have much build functions, check this.
can build colonists again by having a city without gravel(needed for bigger workers)
and slaves captured build as normal.
civs will normally have some slaves and colonists, so its ok.
REAL PROBLEM with massproduction as mech diggers require no resource.
only problem for AI civs.

MECHDIGGERS should do everything except make colony/airbase etc. but can make fort.


AI Pirates do attack with amphibious.

made jet fighters range 10,1 less than f15.

FINISHED VERSION 1-
PRIORITIES:
fix unit icons,
do resource icons and improvements.

UNITS:
18 free slots in std. PTW icons.including dinosaurs.
Leaders and some nonused extra units slots can be used.


iconed units
164-slinger
165 - Nuke Bomber Aircraft (Enola Gay)
166 - cruiser
167 - zeppelin airship(scouting)

110 - Chemical Weapons Forces.

unspecial icon units(may want to scrap these units, or finish them later)


Radio Torpedo
Civil engineer
Slave
Worker
Antisub sonar

Already done new units from PTW pack:
Shaman witch
legendary hero,
Royal Cavalry *special unit

using the leader icon unit pictures,
leader units all share 1 icon. no. 121 female, no 119 male
Different male and female leaders, need to identify leaders units.

120 princess capturable - unit
121 generic leader capture the king - unit 


5/4/2003
Made Tanks (standard) need Mass production now, not combustion.

Tech:
Sovereignty

Gives millitary alliance. ?
gives cheap conscript troops (peasants) at2 def2 ?
gives trade embargo.

Tech (Social) Globalisation - like nationilism style.
realisation that humans can notbe split between nations and races, but are a whole human group that need to work together as a
species for the good of the whole species in the universe.
separate governments are pointless, just reduce curruption where communications are primitive.

16/6/03
communism - free maintenance, 3 draft, but 7 sci rates max.
rebellion is starting tpe
need WARRIOR CODE FOR TRIBAL CHIEFDOM

scy



24/4/2003

EARTH MAP:
used Tetturkens test of time map, basic landscape only.

CHANGES:OIL can appear on forest and hills now, still on desert and tundra.
To do - allow oil in oceans. 
Notes: Oil is available in large amounts in temperate areas,
or any area where in the earths past organic plant material was deposited from jungles and
forests and the carbon formed oil through complex geological chemical processes.

MAP WORKINGS: resources:
Done gold mostly, Did some south america, europe, some india.
Finished most of africas resources,

NEed to finish luxuries, as these are most well known.

OIL:
Done oil nearly. done in mid east, africa, europe.

OXEN: none in central africa, sleeping sickness tetse fly make oxen unproductive and therefore
unusable.

MAP GEOGRAPHY:
improved easternern tip of siberia asia.
Finished most of spain.
Enlarged some islands, made Easter ISland with ancient ruins.


LATEST EARTH VERSION:

ERRORS:
Cargo engine merchants don't replace Sea ordinary merchants, so can get 4 foods per square.


MOD NOTES:

 Ignore MOVE COST UNIT EXCEPTIONS ARE of DESERT, TUNDRA, HILLS:-
Mech Infantry,
Troopers

DESERT:
Tiger Tank

Desert,Tundra, Flood PLain, FOREST, JUNGLE:
Chemical Weapon Forces.

Guerilla: a6 d6 m2  special Blitz, Amphibious NO ZOC, NO ranged

TROOPERS: a8d11m2 b8r1f3 blitz, *draft. HAS ZOC. HP+1 .Foot unit.
Cost 80: need Mass Production.  Modern Troop Infantry uses more powerful armaments and makes use of Jeeps and light
cars for transporting heavier guns. More advanced grenades can be used, but the Gun is a semi automatic low calibre
which isn't as long a range but more effective close up.

slaves cost 2 pops, so cause racial problems in cities if you join them to it (if that ities at war with u))


NEW VERSION for 3 July 2003

made Flak and Anti tank bazzooka defence 0, so can be capture (where both def2 )

Pirates now don't blitz, now attack 4.


Now in civ1.21 PTW  , pirates and other mercenary units can take over your cities with or without units,
but you can't take cities with pirates in.

civ3 crashed with my earth map.
may have been royal longbows.
possibly the wonders..


CHANGES 11/7/2003

ADDED : Spitfire Squadron : a4:d4:M2:OR7 B4: F:2  H+1 NEEDS Adv FLight. RES:Oil,LEAD.  SPECIAL: GIVE GOLDEN AGE LETHAL land,sea.  Egypt, Russia, England,France,Celts.
Zero : a2:d3:OR4 b6:f2 small bomber plane. needs-Adv Flight, RES: OIL. only use by Japan, Chinese, india, persia, iroquois, mongols, korea .
1950's Jet Interceptor (german ME 242): a6:d:4:M2:OR6 Special 'blitz'
Russian Infantry : a8:d9:m2 b8:r1:f6 needs RES:RUBBER

CHANGED infantry to look like British riflemen extra gfx, copied folder to my folder.
CHANED troopersto look like original PTW infantry.



Tactical misisles as air units seem different from land units.. may be useful new class.


Commandos are tough, lots of hp +3.


Super Civ : Ages
each small age, iron, classic, mediaval, rennaisance(gunpowder etc), enlightenment, colonial, industrial,nuclear,
information, star (alpha centauri etc)

Greeks : minoans: no land defence, lots of sea ships.
adv language, trade, culture. 
(Minoan: religious, commercial)

Conqueror Patch:
AGRICULTURAL trait
maybe for Babylon (scientific agricultural)
egypt

CHANGE:
china: now scientific , industrious
(could be agricultural)
AI: build often offensive land.
std starts warriorcode, masonry, bronze working, alphabet.
- developed  gunpowder ,paper, printing press, magnetic compass.


stock exchange - needs Enlightenment tech, WAS banking.

*supercivagesTESTSU.sav*
Special Units build by enemy.

Don't allow GA for enemies.

units still need the Special resource, but the Owning civ controls who gets this resource as its on their ground..
unless someones conquers some of the owners People.

This allows england to sell special resource to say the Dutch if they're allies, allowing dutch to build man of wars,
but they can't get a Golden age from it.

removed:
PERSIANS
CARTHAGE
BABYLONS-
CHINESE
VIKINGS
GERMANS-
AMERICAN
GREEKS-

REMAIN:
ENGLAND(near all done)
SPAIN(most done)

Rome
egypt
russia
Japan
France
India
Aztec
Zulu
Iroquois
Mongol
Turks
Celts
Arabs
Korea
ENGLAND
SPAIN
Fixed, put in original places:
internet 
civil
stock
docks

chem refinery
parliament
statueliberty
general electric

26th AUGUST 2003

Stay with limited amount of Civs, for the others, could double up on tech wonder buildings.
REMOVING COLONIAL ERA for now.

Short on Improvement spaces.
Don't bother with Galactic era either.

gave special civ Resources  prdouction bonuses depending on civ type.


CHANGED General Settings: CITY is now size over 8 Need aquaduct (9 makes a city)
METROPOLIS is now size over 16 Need Hospital (17 makes a Metropolis)
Farm Granaries REPLACE Aquaduct, now needed to make a city.
Aquaduct. Granaries replaced by Aquaduct.


TECH SYSTEM:
made medieaval WONDER give +1 trade each square.(maybe just forcommercial and science civs)

INDUSTRIAL: (modern colonial colonial)expansionists get +1sea.

RENNAISANCE:  
 Religious := +1happy all continent cities.
 Scientific := +2 free advances.
 
ENLIGHTENMENT: 1700 A.D  - 1820 A.D (includes colonial era)
Millitaristic := Halved Upgrade Costs.

Good to have a scientific /millitaristic civ, or make russia millitaristic too.




VERSIONS:
sperciv cleanstart:
this just has road in the babylon mesopotamia area, signifying advanced technologies there,
 road also extends around to Persia where famous early industrious roads were utilised.
 
 1000ad Scenario,
 Norman ENGLAND, (including Neutrals Saxon british)
 MISSION 1: have england as neutral country, at 1066 at Hastings, Normans invade andconquer England.
 They also conquer parts of sardinia etc.
 Normans are really the English, the game assumes the English Normans take over England, taking
 their special englands resource squares (a good incentive).
 SUB PLOTS: Danish VIKINGs have landed in north England, the Saxon NEUTRALs should destroy them easily.
 This will weaken the Saxons armies, as  

 Give neutrals one special resource in england.. maybe at Wessex, or london.
 
 Colchester is important barrack strategic town. Has a lot of culture since the Roman Empire,
 when it was the Rome-English Colonia Capital.
 
 Spain: At a critical point in their history, the African Moor Peoples are increasingly encroaching
 into europe, taking over the spanish subcontinent. The Spanish are at the start of a critical campaign
 to crush the Moors in Spain, and later go onto make a large Southern American Colonial Empire, leading
 to their Great Golden era of expansion, where they remorslessly crush the Aztec, Mayan and Incan ancient
 Empires.
 
 Later Game.. Extended Scenario.
 American Colonial Conflict.
 Spain and later the other european naval colonial powers fight over land and commercial exploitation
 of the americas, the  New World.
 Starting at the Carribean where  a crucial strategic sea base has to be created, the spanish colonise south and west,
 also colonising florida and california.
 In the north the English slowly but succesfully colonise North east Americas coast. soon the colonial
 ambitions conflict with the Native American Indians (though to have been Asian Indians by Columbus and co, so named
 Red Indians). Some Natives ally with certain powers.
 The French also make a major colony in Quebec, modern day central Canada.
 
 American Revolution spells the End of this scenario.
 
 DESIGN:
 may be better if just use a map with eastern half of americas, to india.
 Could just remove west atlantic and america.
 
 
 
 
 superciv..0p8reducemapminestest:
 scenario map, has recent improvements etc.
 use as latest game dev.
 
 superciv..Dclean:
 clean map from 4000bc (just a babylon road) has recent improvements.
 
 Superciv0p83reducemapScn
 Proper Scenario.. 1000ad.
 
 made Patent resources,
 made U units, not finished all Gerneral special UU units etc.
 
 don't need Export units for non GA units.
 

11/9/2003

superciv997Hest
is singeplayer AI game,

superciv997G  is the multiplayer version with buildings needing Tech buildings.


superciv I is latest.
has new spaceship requirements too.
IT has ALL civs. don't need the Tech buildings to make builds, but some civs still have the buildings/wonders with 
extra culture and bonuses.

amercian,german  DON'T have UU export licenses for basic items.NOT serious.. still have apache copters etc.


CONQUESTS REJIGGING:

WONDERS:
Lockheed : produces stealth bomber every 15 turns.
Holy Inquisition : Builds Missionaries ever 15 turns.

Tourist attractions to :
National rail company.
Statue Liberty.
Aristotles Academy.
Archimedes Philosopher.

Houses Parliament.
Royal Joust Yard.
Museum.

Apollo prgoram.
Wall street.
Forbidden Palace.
ALL OTHERS above that, apart from a couple like Mil academy etc.
 NOT PENTAGON



*forum topic in construction* :eek:
( this text Manual or helpfile is incomplete or of basic note quality,
there will be a fully readable manual coming! )
SCENARIO POSTED IN FULL SOON FOR FINAL TESTING(its only a month away from Final Completion)

Welcome!  This is the best civ mod ever.. probably.  Perhaps nearly the most ambitious even.
The basic Epic game from 4000bc to 2500ad has been changed and greatly expanded.
All gameplay options have been altered,  and the full power of the PTW and Conquest expansion games have been made use of.

QUICK FEATURE LIST:

AGES:  There are about 10 ages now, more if the game can handle them.  This isn't strictly true.. as the ages are currently new Tech Advances such as Iron Age or Information Age , but they are still required before later techs can be researched.  This feature may be expanded but the Game Engine has limited my attempts to do so :mad:

UNITS: roughly 100 more separate units (TBC) - I've given up counting as i've built them.  Many advanced units move a lot faster to cater for the larger map requirements (Bayonet infantry can attack-move for greater tactical power),  and they can bombard if they have projectile small-arms.
Frigates and Battleship class vessels can now load naval helicopters and seamarines, cruisemissiles , but nothing landbased.  This gives them a realistic boarding ability.. to board and maybe capture enemy ships(thanks to Civ-Conquests)

TECHNOLOGY TREE:
Some more Advances currently available include Naturalism ( NEEDED for ERA progression : nothing to do with sandy beaches,  but about the study of nature and creatures which began in pre-industrial ages) , and Tactics ( NEEDED to create Commando special forces Units, A8D6M1 ALLTERRAINROAD Bombard 14 +3 HPdefence Stealth attack to all but Special Forces classes. A Late Industrial Age advance giving combined weapon and strategic warfare.  


*MOD VERSIONS:
(there are different downloadable version of this mod, some with randomised maps some with earth maps.. described here are Earth based maps: )

THE EARTH MAP:
used Tetturkens test of time map, basic landscape only.

CHANGES:OIL can appear on forest and hills now, still on desert and tundra.
To do - allow oil in oceans. 
Notes: Oil is available in large amounts in temperate areas,
or any area where in the earths past organic plant material was deposited from jungles and
forests and the carbon formed oil through complex geological chemical processes.

OXEN: none in central africa, sleeping sickness tetse fly make oxen unproductive and therefore
unusable.

MAP GEOGRAPHY:
improved easternern tip of siberia asia.
Finished most of spain.
Enlarged some islands, made Easter ISland with ancient ruins.


superciv cleanstart:
Epic game Earth version of my MOD.

this just has road in the babylon mesopotamia area, signifying advanced technologies there,
 road also extends around to Persia where famous early industrious roads were utilised.
 
 1000ad Scenario,
 Norman ENGLAND, (including Neutrals Saxon british)
 MISSION 1: have england as neutral country, at 1066 at Hastings, Normans invade andconquer England.
 They also conquer parts of sardinia etc.
 Normans are really the English, the game assumes the English Normans take over England, taking
 their special englands resource squares (a good incentive).
 SUB PLOTS: Danish VIKINGs have landed in north England, the Saxon NEUTRALs should destroy them easily.
 This will weaken the Saxons armies, as  

 Give neutrals one special resource in england.. maybe at Wessex, or london.
 
 Colchester is important barrack strategic town. Has a lot of culture since the Roman Empire,
 when it was the Rome-English Colonia Capital.
 
 Spain: At a critical point in their history, the African Moor Peoples are increasingly encroaching
 into europe, taking over the spanish subcontinent. The Spanish are at the start of a critical campaign
 to crush the Moors in Spain, and later go onto make a large Southern American Colonial Empire, leading
 to their Great Golden era of expansion, where they remorslessly crush the Aztec, Mayan and Incan ancient
 Empires.
 
 Later Game.. Extended Scenario.
 American Colonial Conflict.
 Spain and later the other european naval colonial powers fight over land and commercial exploitation
 of the americas, the  New World.
 Starting at the Carribean where  a crucial strategic sea base has to be created, the spanish colonise south and west,
 also colonising florida and california.
 In the north the English slowly but succesfully colonise North east Americas coast. soon the colonial
 ambitions conflict with the Native American Indians (though to have been Asian Indians by Columbus and co, so named
 Red Indians). Some Natives ally with certain powers.
 The French also make a major colony in Quebec, modern day central Canada.
 
 American Revolution spells the End of this scenario.
 
 DESIGN:
 may be better if just use a map with eastern half of americas, to india.
 Could just remove west atlantic and america.
 
*messtart*


MINOR UPDATE LIST:

Ship of the Line : Can now ENSLAVE,  it can Enslave all
sea units currently, and creates an ENGLISH EXPORT MAN OF WAR unit (see Manual on EXPORT PATENTS, basically a Man of war ship that dosen't trigger Golden age and needs the Man of War special resource to build) .. (Needs testing.)

SHIP OF THE LINE (naval power) COST 100 , Needs IRON,SALTPETRE,OAK WOOD.
Function: Battleship Class- A powerful naval flagship, good bombardment and attack as well as for enslavement and marine boarding transport , bad at long distance or through shallow coastal waters, and expensive but for the richest Power. Can't fight off large numbers of ships.
- A5 D4 M3 - B4 R2 F1 - (bombard, range, fire rate)
Marine Transport:3 unit berths.
SPECIALS: Lethal land & sea bomb. Creates Craters!
UPGRADE: Cruiser.
  Notes:  Useful based in cities or coastlines to spring an ambush , coast takes 2 movepoints through those tiles, so this ship needs frigate support ships or longboats to scout out enemies.

Added Laborer citizen types of : Philosopher , Banker, Shopkeeper.

*COULD NOT POST LAST MESSAGE , FROM *messtart* TAG * dsl ERROR