;
; Miscellaneous changes from Civ to Civ2
;

****** COMBAT ******

Some combat factors have changed significantly.  Chariot
now has attack 3 (formerly 4).  Legion is now 4-2-1
(formerly 3-1-1).  The attack factor of Musketeers and
Riflemen has been increased to equal the defense factor.

The addition of "strength bars" or hit points changes the
feel of combat.  One effect is to increase the effectiveness
of modern weaponry against more primitive technologies; a
tank may be damaged by a lucky fortified veteran phalanx,
but it is very unlikely to be destroyed.  In general, the
freakish ends of the probability table have been smoothed
out.

The new combat system also adds two new statistics for each
unit: hit points and firepower.  A unit's hit points indicate
the amount of damage it can take before being destroyed.  A
unit with 1 hit point can be hit 10 times before being
destroyed.  A unit's firepower indicates the number of hit
points of damage it causes each time it scores a hit.

A damaged unit can partially heal itself by skipping its *entire*
turn (spacebar).  Units repair faster in cities.  Also if the
city has the proper repair facility (Barracks, Port Facility, or Airport),
the unit is completely healed in a single turn.

Any unit capturing a city is immediately healed to full strength as a
reward.

Note that the addition of the hit points and firepower
statistics widens the technological gap between units.
A Musketeers unit with a strength of 3 attacking Pikemen
of strength 2 has an "effective strength" of far greater
than 3, simply because its increased hit points (2) allow
it to sustain twice as much damage as the Pikemen.

Some special combat cases:

* Fighters' attack factors are vastly increased when
  attacking Helicopters.  This is because the Helicopter's
  defense factor represents its strength when defending
  against ground attacks, not against air-to-air.

* Partisans' attack factors are vastly increased when
  attacking non-combat units (settlers, diplomats,
  caravans).

* When a ship bombards a ground unit on shore, the firepower
  of both units is reduced to one.  This simulates the low
  accuracy of shore bombardment.

* Pearl Harbor (a.k.a. "Hey! You sank my Battleship!"):
  Ships defending in port have their firepower reduced
  to one.  Air units attacking ships in port have their
  firepower doubled.



****** GOVERNMENTS ******

Note significant changes in government types.  Monarchy
has been vastly improved in that the first 3 units from
each city cost no shield support.  We now strongly suggest
switching to Monarchy as soon as it becomes available.

Similarly, Communism does not have to support the first
three units from each city, and units are twice as effective
at imposing martial law (so up to 6 unhappy citizens can be
suppressed).  No corruption occurs under Communism, and all
SPY units produced by Communist governments are considered
"veterans".

Republic has been improved in that the first unit away from
a city does not cause unrest & the Senate only concludes
unwanted peace treaties 50% of the time.

And perhaps most importantly, units in Democracies and
Republics do not cause unrest if they are IN A FORTRESS
SQUARE WITHIN 3 SPACES OF A FRIENDLY CITY.  This is intended
to allow realistic defensive frontiers.

You can no longer avoid Senate interference in your foreign
policy by simply refusing to meet foreign emissaries.
However, in the Senate of a Republic the "Doves" will only
be in power about 50% of the time (in a Democracy the Doves
are always a force to be reckoned with).

--> And now, units in a Republic/Democracy do not have to
be in specifically their home city: any friendly city is
okay (or a fortress w/in 3 squares of any friendly city).

When you undertake a Revolution to change your government,
you experience the usual period of anarchy.  However, once
the menu appears allowing you to select a new form of
government, you may freely and instantly change your
government for the rest of that turn (by selecting
Revolution from the menu).  This will allow you to compare
the effects of various government types.

Note also that corruption gradually decreases w/ each
higher form of government (identical city's corruption
under Despotism will be more than under Monarchy, which
will be more than under Republic).

The "corruption" concept has been extended to shield
production (as "waste").  The same conditions which affect
normal corruption (courthouse, nearby palace, government
types) affect waste.  Waste is particularly affected by
government type--switching to a more advanced government
is the best way to decrease waste.

Note that the SCIENCE, TAX, and LUXURY rates are now
restricted by your government type.  Under Despotism, for
instance, no single rate can be set higher than 60%.  Under
Monarchy the maximum rate rises to 70%.  The other
government forms all allow up to 80%, except for Democracy
which allows complete control at 100%.

An entirely new government form, Fundamentalism, has been added.
Under Fundamentalism, no citizen is ever unhappy!  City improvements
which normally make unhappy citizens content instead pay "tithes" equal
to the number of citizens they would have affected.  Up to ten units
can be supported from each city for free, and Fanatic units (essentially
a half-price Riflemen unit) can be built.  "Terrorist" acts committed by
your spies & diplomats have fewer adverse consequences for you.  But your
science is halved.



****** DIPLOMACY ******

The diplomatic system has been significantly extended.
Note for instance:
  * Once you have made contact with another civilization,
    you may ask to speak to its king at any time (call
    up the Foreign Minister's report and select "Send
    Emissary").  Continued entreaties may exhaust a
    king's patience however.
  * Cooperative alliances are possible.
  * Peace treaties take territory into account; moving
    into the territory (the city radius) of an enemy city
    may be taken as a treaty violation. Enemy kings will
    warn you when you are in violation.
  * There is no longer a strict dichotomy between
    peace treaties & war; one can also sign temporary
    cease fires or simply operate without a peace treaty.
    (So refusing to sign a peace treaty does not
    constitute a prima facie declaration of war).
  * Rumors of your past transgressions will proceed you!
    Breaking a treaty or alliance carries a slight but
    permanent diplomatic penalty in all future negotiations
    with all other players.  The more treaties you break,
    the less other players will trust you.  If you break
    treaties systematically, the other players will learn
    from their mistakes and become as ruthless as you.  If
    you plan to break a treaty, give some thought to not
    signing it in the first place (Note that in some cases
    you can sign a temporary cease fire instead of a permanent
    peace treaty).  If you have an *excuse* for breaking a
    treaty (the power in question uses a Diplomat to steal
    technology from you, for instance, or another power offers
    you money to break an alliance or treaty), the diplomatic
    penalty is eliminated or reduced.  You can check your
    current reputation on the Foreign Minister's report.
  * Note that it is keeping your word which is important
    in the above equation; not necessarily behaving peacably.
    There is no diplomatic penalty for simply refusing to sign
    a peace treaty or cease fire; the penalty is for signing
    one and then breaking it.  So it is possible to maintain
    a spotless reputation while waging a war of conquest.
  * You will find that computer players (within the limits
    of their personality traits) can be peaceful neighbors
    and even cooperative partners.  If you tend to keep your
    word, they will tend to keep theirs.   If you break
    agreements on a regular basis, they will tend to do
    likewise.



****** MISCELLANEOUS ******

The civilization advance prerequisites for the basic
game have changed slightly, mostly to eliminate redundant
prerequisites.  Physics, for example, used to require
Navigation and Mathematics; however, Navigation already
presumes Mathematics (via Astronomy).  Physics now
requires Navigation and Literacy.  When selecting the next
civilization advance to research you can use the "goal"
button to help you find your way through the chart.

Many civilization advances which used to be "dead ends" (e.g.
Chivalry, Feudalism, Conscription, Pottery) now lead to
bigger and better things.  Chivalry, Feudalism, and
Conscription, for instance, are all directly on the
prerequisite chain for Mobile Warfare (Armor Unit).

Cities count as RR squares once Railroad has been discovered.
(And they count as farmland squares once have Supermarket).

Colosseums (normally make 3 content) make 4 content w/
Electronics.  This represents the effects of Television.

Two settlers improving a square (irrigating, building RR, etc)
will work as a team & finish the job twice as fast (& you can
even have 3 or 4 if you really want to drain that swamp).  The
old cheat w/ clicking on a settler has been fixed.

The new Engineer unit (available w/ discovery of Explosives)
works twice as quickly as regular Settlers and has the
additional ability to "transform" terrain into a vastly
different type.

Once Radio has been discovered, Settlers/Engineers can
build an "airbase" in any square they could ordinarily build
a fortress in.  An airbase allows friendly planes to land and
refuel.

Ground units moving along rivers are only charged 1/3 of
a movement point for each square (i.e. as if they were
moving along a road).  This simulates the effect of river
transport, which was particularly important to early
civilizations.

Some new units (e.g. Alpine Troops, Explorers) have the
ability to "treat all terrain as roads".  This means that
they are never charged more than 1/3 movement point per
square--regardless of terrain type or the actual existence
of roads in the square.  This powerful ability allows these
units to move quickly through even the most difficult
terrain.

Courthouses, under a Democracy, make one content person happy;
their effect is otherwise the same as always.

You cannot build a Mfg. Plant in a city without a Factory.
Mfg. Plants in cities where the factory has been sold or
lost only increase output %50 (not 100%) until factory is
rebuilt.  Same situation for Bank/Market and Univ/Library.

Solar Plants, in addition to providing super-clean power, prevent
the pollution that occurs when you have "too much future tech".

The chance of a trireme being lost at sea is reduced if your
civilization has discovered Seafaring.  It is reduced further
once you discover Navigation.  (Note: it is also eliminated
altogether if you possess the Lighthouse wonder).

The "expiration date" of several Wonders of the World has
been extended.  Some wonders that used to expire no longer
expire at all.

Computer players are no longer "given" Wonders of the World.
They must build them.  You will be told whenever a computer
player has begun construction of a wonder.

A significant penalty has been introduced for switching
production between different types (changing a city's
production from City Walls to Knights, for instance, or
from City Walls to a Wonder of the World).  This is intended
to close several loopholes in the game system.

City Walls are cheaper and no longer cost maintenance.

Aqueducts are now required to increase a city beyond size 8; on the
other hand, they are cheaper.

Under the advanced rules, Barracks now help ground units to
repair more quickly (as well as producing new veteran units).
However, a Port Facility is necessary to build (and repair)
veteran ships, and an Airport is necessary to build veteran
planes.

Diplomats and Spies stationed in friendly cities have a chance
to thwart "steal technology" attempts by enemy diplomats/spies.
Each diplomat has a 20% chance to do so per attempt.  Spies
have 40%; veteran spies 60%.

When you disband a unit in a city square, it is "cashed in" for
half its build cost in shields.  This can be used to exchange
antiquated units for more modern ones.


--- List of New & Changed Units ---
(Chariot) 3-1-2/40
Elephant  4-1-2/40 w/Polytheism
Archers   3-2-1/30 w/Warrior Code
(Legion)  4-2-1/40
Pikemen   1-2-1/20 w/Feudalism
                   (+50% defense versus units w/ movement
                   factor of 2--Chariots,Elephants,Knights,etc)
(Musketeers) 3-3-1/30
Fanatics     3-4-1/20 w/Fundamentalism
                      (can only be built by Fundamentalisms)
Partisans    1-4-1/50 w/Guerrilla Warfare
                      * Treats all terrain as roads
                      * Ignores ZOCs
Alpine Trps. 5-5-1/60 w/Tactics
                      * Treats all terrain as roads
(Riflemen)   5-4-1/40
Marines      8-5-1/60 w/ Amphibious Warfare
                      * Can attack directly from ships at sea
Paratroopers 6-4-1/60 w/ Combined Arms
                      * If starts turn in city or airbase can
                        paradrop w/in 10 spaces, then gets a
                        free action (move or attack).
Crusaders    5-1-2/30 w/ Monotheism
Dragoons     5-2-2/40 w/ Leadership
                      Early musket-armed horsemen.
Cavalry      8-3-2/50 w/ Tactics
                      "Napoleonic" cavalry
Artillery    10-1-2/50 w/ Machine Tools
                       "Napoleonic" artillery
                       Bridge between Cannon & Howitzer
                       (Howitzer was formerly called Artillery)
(Armor)      10-5-3/80 w/ MOBILE WARFARE
                       (same unit, different prerequisite)
Helicopter   10-3-6/100 w/ Combined Arms
                        Air unit w/ no range limit.  Loses some
                        strength each turn away from base. Can also
                        occupy enemy cities.  Suffers disadvantage
                        when attacked by fighters.
Stealth Ftr. 8-4-14/80  w/ Stealth
Stealth Bmb  14-4-12/160 w/ Stealth
Galleon      2-2-4/40(4) w/ Magnetism
(Frigate)    3-2-3/40(3) w/ Magnetism
Destroyer    4-4-6/60    w/ Electricity
Aegis Cruiser 8-8-5/120  w/ Superconductor
                         (100% defense bonus vs. air attacks)
Battleship: 12-12-4, now requires Automobile
Cruiser: same unit, now requires Steel
(Submarine) 10-2-3/60 w/ Combustion
Cruise Missile  20-0-12/40 w/ Superconductor
                             (destroyed after attacking)

Engineers (improved Settler) 0-2-2/40 w/ Explosives
                             * Twice as fast at all settler duties
                             * Can also transform terrain
                               ("O" order).

Spy (improved Diplomat)      0-1-3/30 w/ Espionage
                             * 2 square visibility over land
                             * 50% chance to survive normal
                               diplomat missions undetected.
                             * Can also perform special
                               "difficult" spy missions:
                               - Steal *specific* technology
                               - Destroy *specific* building
                               - Poison water supply
                               - Plant nuclear device

Freight (improved Caravan)   0-1-2/50 w/ Corporation

Explorer                     0-0-1/30 w/ Seafaring
                               - Ignores ZOC's
                               - Treats all terrain as roads.



-- New & Changed City Improvements --
(Barracks): Only affects *ground* units (see also
            Port Facility & Airport).  Completely heals
            any ground unit skipping its entire turn in
            the city.
(Courthouse): For Democracies, adds 1 extra happy citizen.
              For other governments, same as ever.
(City Walls): Cheaper & no longer require maintenance.
Stock Exchange (w/ Economics): additional 50% to
               taxes & luxuries (Marketplace-Bank-StockExchange = +150%).
Research Lab (w/ Computers): additional 50% to
               science (Library+Univ+Lab = 150%)
Sewer System (w/ Sanitation): Allows city to grow past 18.
Supermarket (w/ Refrigeration): Allows settlers/engineers
               to "re-irrigate" land for 50% food bonus.
Superhighways (w/ Automobile): +50% to trade arrows in
               every square w/ a road (replaces "railroad"
               effect on trade).
SAM Missile Battery (w/ Rocketry): Defense bonus versus air attacks.
Coastal Fortress (w/ Explosives): Defense bonus versus ship attacks.
Harbor (w/ Seafaring): +1 food in every ocean square
Offshore Platform (w/ Miniaturization): +1 shield in every ocean square
Airport (w/ Radio): Creates veteran air units & heals air units quickly.
Port Facility (w/ Amphibious Warfare): Creates veteran ship units & heals ships.
Police Station (w/ Communism): like "Women's Suffrage", but for a single city.


-- Wonders --
(Pyramids): Acts as a granary in every one of your cities.
(Hanging Gardens): expires Industrialization
(Colossus): expires Flight
(Lighthouse): allows triremes to move across open seas.
              Other ship types still +1 movement.
              All new ships are created as Veterans.
(Great Library): expires Electronics.
(Great Wall): expires Metallurgy.  Doubles combat strength against barbarians in
              addition to forcing other civilizations to offer you peace.
(Magellan): Ships gain +2 to movement.
(Michelangelo): Counts as a Cathedral in every one of your cities.
(J.S. Bach's Cathedral): now requires Theology.
(United Nations): same as before, but also
                  * Counts as an embassy w/ every player.
                  * Gives Democracies a 50% chance to avoid
                    Senate interference w/ foreign policy
                    decision ("peacekeeping actions").
(SETI): counts as a Research Lab in every one of your
        cities (essentially same effect as before, but
        means Research Lab effect is not cumulative w/
        SETI).


New Wonders:
Sun Tzu's War Academy (Feudalism):
              All new ground units you build are produced
              with Veteran status.
              Each time one of your units wins a battle,
              it is promoted to Veteran status.  Expires
              w/ Mobile Warfare.

Marco Polo's Embassy (Trade)
              Counts as an embassy w/ every other player.
              Expires Communism.

King Richard's Crusade (Engineering)
              1 extra shield in every city square.
              Expires Industrialization.

Da Vinci's Workshop (w/ Invention)
              Whenever you develop a technology which
              renders a unit type obsolete, all of your
              units of the obsolete type are automatically
              converted to the new type (so Legion units
              would be converted to Musketeers w/ the
              discovery of Gunpowder, for instance).
              Expires w/ Mobile Warfare.

Statue of Liberty: (w/ Democracy)
              * Allows you to freely choose government types
                even if haven't yet discovered technology.
              * Period of anarchy between governments is
                eliminated.

              (To those who have played the original game,
              it may seem strange to introduce this effect
              so late in the game.  The emphasis, however,
              is now on the second effect, rather than the
              first.  Since it is now much harder to evade
              the Senate as a Democracy, the ability to swap
              governments rapidly can be important).

Adam Smith's Trading Co. (w/ Economics)
              * In all of your cities, city improvements
                which formerly required 1 maintenance per
                turn (e.g. Marketplace, Temple, etc.) no
                longer require maintenance.
              * Improvements requiring more than 1 maint
                per turn (e.g. Bank, University) are
                unaffected.

Eiffel Tower (w/ Steam Engine)
              * Immediately upon building (or taking) this
                wonder, your reputation dramatically
                improves and all kings become more
                favorably inclined.
              * Every computer controlled king's attitude
                toward you is moved 1 point in your favor
                (friendlier) per turn (scale of 1 to 100).
              * Your reputation w/ computer players
                recovers more quickly.

(See "RULES.TXT" for complete--if cryptic--details of units,
 improvements, and technology.  Or, check Civilopedia, or
 "PEDIA.TXT").




























