THIS MATERIAL IS NOT MADE OR SUPPORTED BY ACTIVISION.
This version of the Call To Power 2 executable developed at apolyton.net

Contact the authors on the Apolyton forums at
http://apolyton.net/forums/forumdisplay.php?s=&forumid=213
or at ctp2source@apolyton.net


This is the current state of the source code project released for playtesting.

Playtesters should be aware that these files are intended for a plain vanilla 
install of CTP2. It should also be no problem to install over a patched
version of CTP2, or over a previous playtest version.

In theory this version is now compatible with most of the mods, but special
actions may be required to make them work properly. Please visit the
thread mentioned below and post queries if you desire further information.

Installation instructions:
Unzip into your CTP2 directory and play. If you get warnings about 
overwriting existing files then you have unzipped to the correct location.
It might be wise, if you have the space available, to make a copy of
your CTP2 directory and unzip this into the copy, so that you can preserve an
unchanged copy for playing mods, etc.

After installation you can start a new game or continue a game from
a previous version. All you need to do - after loading your save game - is to
open the chat window by typing the apostrophe key (') and enter: /reloadslic
You have to do this procedure once per save game.

Please report any problems, bugs, crashes, etc. in the following thread:
http://apolyton.net/forums/showthread.php?threadid=147969

For further reading here are the previous playtest threads:
http://apolyton.net/forums/showthread.php?threadid=103817
http://apolyton.net/forums/showthread.php?threadid=115144
http://apolyton.net/forums/showthread.php?threadid=127059


Latest Source Code files can be found at: http://ctp2.darkdust.net/

Playtesting would be most useful if it tests the most recent changes, which
are described briefly below, and in more detail in ChangeLog.txt 
(note heavily outdated)

Visit BureauBert's http://www.ctp2.info/ on how to use some new additions.


Brief Changelog:
2007-03-30
Fixed: Bug that made human units automatically upgrade


2007-03-22 (revision 707)
Fixed: Rules screen so it works
Added: New Options
Fixed: Crash for Alex Scenario caused by Special Icons
Added: Affects of SectarianHappiness value displays in CityWindow
- Rules Screen
   One City Challenge - Human player can't build settlers
   City Capture Options - slic message with option on/off
   Revolt Insurgents - revolting cities spawn barbarians 
   RevoltCasualties - revolting cities lose random population
   BarbarianSpawnBarbarian - risk dependent barbarians spawn more
   SectarianHappiness - more unhappiness in cities of a different style

- Graphics screen
   Smooth Borders - show original or icon

- Gameplay Screen 
   City Capture Options - slic message with option on/off

Added:    New database flags for modders:
- TerrainImprovementDB
   BonusFoodExport now randomly generate a food value to every city
   BonusGoldExport now randomly generate a gold value to every city


2007-03-12 (revision 705)
Fixed: Crash caused by SectarianHappiness because the founder civ was destroyed
Fixed: Crash caused by Sink code
Added: GovtIcon database flag (future use)
Added: ShowCityIcon for Wonders and buildings (uses mapicons in concepticon.txt)
Added: IsReligionIcon to wonders and buildings (uses mapicons in concepticon.txt)
Added: Graphic window option to show/hide Army Names
Added: Graphics window option to show/hide nation flags
Added: New strategies.txt that emphasizes more city captures
Fixed: Location of Nation Flag is now right of the herald
Fixed: Army stack now done by drawingstring not icons
Deleted: Old IsReligion# system
Added:    New database flags for modders:
- GovernmentDB
   GovtIcon - future use to diplay government icons on map
- WonderDB
   ShowCityIcon - flag displays a map icon behind the city
   IsReligionIcon - flag displays a map icon under city name
- BuildingDB
   ShowCityIcon - flag displays a map icon behind the city
   IsReligionIcon - flag displays a map icon under city name

2007-03-01 (Revision 693)
Added: Hostile terrain hp cost is now based on barbarian risk 
Fixed: SpawnBarbarian code for entrenched units that can spawnbarbarians

Fixed: Number of flags (restored them)
Added: Profile option to show/hide civflag graphics show up under the playercolor flag
Fixed: Civ flags to be below player color flag
Added: TerraformOcean button in tile bank (restored it) this allows modders up to 60 of the 64 
       available tileimp slots (previously only 48/60 available)
Added: Slic messages for sinking ship (again), hostile terrain, insurgent spawn, guerrilla spawn
Added: additional but not implemented userprofile options
Added: EnergySupply and Demand Concept calculates a ratio modifier for gold and production
Added: Energy Profile option to make it optional 
Added:    New database flags for modders:
- TerrainImprovementDB
   ProducesEnergy - creates an energy point (supply)
   EnergyHunger - subtracts an energy point (demand)
- BuildingDB
   ProducesEnergy - creates an energy point (supply)
   EnergyHunger - subtracts an energy point (demand)
   EnergyHungerPerPop - creates an energy point (supply) per person in city
   ProducesEnergyPerPop - subtracts an energy point (demand) per person in city
- WonderDB
   ProducesEnergy - creates an energy point (supply)
   EnergyHunger - subtracts an energy point (demand)
   EnergyHungerPerPop - creates an energy point (supply) per person in city
   ProducesEnergyPerPop - subtracts an energy point (demand) per person in city
- UnitDB
   ProducesEnergy - creates an energy point (supply)
   EnergyHunger - subtracts an energy point (demand)

2007-02-22 (Revision 692)
Fixed: Moved Goal text from appearing inside the science box in the english/science.ldl
Added: Civilization Flags for Units (most artwork from Civ2 modders Michael D McCart & Michael D Raney)
Added: Implemented Unit Hidden Nationality - these units are displayed as barbarians 

2007-02-01 (Revision 687)
Added:	Religious City Icons (up to 10 Religions) appear if building has IsReligion1(or 2 up to 10)
Added:	National Borders are now displayed with icons for smooth appearance.
Changed: Aligned Cityname, population rectangle, and turns to population growth rectangle.
Changed: Next Pop rectangle is now black like the city name to differentiate it from City Population.
Added:	Player Capitols now have a star Icon.
Fixed: Implemented HasAirport Icon.


2006-10-05 (Revision 647)
Fixed:    No new civ message if the city in questions joins another civ.
Added:    New database flags for modders:
- TerrainImprovementDB
   BonusScience         TerrainImprovement gives bonus science to its city.
   HappyInc             TerraubImprovement increases happiness of its city.
- WonderDB
   ActualBuildingEverywhere Wonder creates this building everywhere.
- BuildingDB
   CreatesMiltiaUnit    Building creates militia unit.
- DifficultyDB
   AIMilitiaUnit        Difficulty creates militia units in empty AI cities.
   RevoltInsurgents     Difficulty creates Barbarians around rioting cities in
                         dependence on RiskDB BabarianChance.

2006-09-09 (Revision 634)
Fixed:    AI slider handling
Added:    For modders: STRATEGY_TOO_MANY_CITIES and STRATEGY_NO_REVOLUTON are
          loaded automaticaly if present in startegies.txt and not present in
          personalities.txt. This way modders have less work if they want to
          make the AI respect the city limit.

2006-08-26 (Revision 632)
Fixed:    Missing wonder started messages
Fixed:    Broken city happiness display
Fixed:    Autosave - Quicksave permutation
Added:    New database flags for modders:
- DifficuiltyDB
   AIFreeUpgrade        Difficulty allows the AI to upgrade its units for free.
   AINoShieldHunger     Difficulty maintains AI armies without shields.
   AINoGoldHunger       Difficulty maintains AI armies without gold.
   GoldPerUnitSupport   Difficulty adds this * GoldHunger * wages * readiness per unit.
   GoldPerCity          Difficulty adds this * cities * CityLimit
- TerrainImprovementDB
   CanBuildWasteland    TerrainImprovement can be built in unowned territory.
   CanBuildAlly         TerrainImprovement can be built in terrotory of your 
                        allys. TerrainImprovements with move cost reduction do
                        not need this flag, because they can be built in ally
                        territory anyway.

2006-07-15 (Revision 619)
Fixed:    Units can now sink by using the ConstDB chance value.
Changed:  AIs war declaration messages have now pop-up status. (Pretty anoying)
Added:    AutoExpireTreatyBase to userprofile.txt to set the turns when treaties
          expire. Actually this is a cheat but necessary as long expiration is 
          hard encoded.
Fixed:    Crash in games with more players than governments is the GovernmentDB.
Changed:  gw.txt has a new alternative format.
Added:    New database flags for modders:
- DifficultyDB:
   AINoCityLimit        Difficulty does not punish AI for city limit violation.
   AINoSinking          Difficulty makes AI ships unsinkably.
- ResourceDB:
   IsBonusGood          Good that not present in city radius can be enabled by
                        tileimp or building.
- AdvanceDB:
   EitherPrerequisite   Advance just needs one of the prerequisites to be 
                        researched. This allows a fluid tech tree like Civ4.
- TerrainImprovementDB:
   PrerequisiteTileImp  TerrainImprovement needs another T.Imp. to be built.
- WonderDB:
   EnablesPunativeAirstrikes Wonder allows bombardment without war declaration.
- CivilisationDB:
   A bunch of flags that E did not mention.
- AdvanceDB
   A bunch of flags that E did not mention.

2006-07-02 (Revision 602)
Fixed:    CanBombard
Fixed:    CanCloak
Fixed:    Crash concerning access units.
Added:    New database flags for modders:
- WonderDB:
   ExcludedByWonder     Wonder cannot be built with this wonder.
- BuildingDB:
   ExcludedByWonder     Building cannot be built with this wonder.
   NeedsFeatToBuild     Building needs a certain feat to be built.
- UnitDB:
   ExcludedByWonder     Unit cannot be built with this wonder.
   PrerequisiteWonder   Unit needs a certain wonder to be built.
   NeedsFeatToBuild     Unit needs a certain feat to be built.

2006-06-09 (Revision 587)
Added:    Capture City options: Occupy, Liberate(give to barbs), and Raze 
          (needs to be improved and should be more similar to those of 
          ApolytonPack)
Fixed:    Barbarians are not affected by hostile terrain
Added:    New database flags for modders:
 - BuildingDB:
   TreasuryInterest     Building gives a percentage of treasury of their 
                        civivilisation to their civilisation.

2006-06-07 (Revision 586)
Changed:  CanExportTileValue now works as a radius if you want only one radius
          IntBorderRadius should be 0
Added:    New database flags for modders:
- TerrainImprovementDB:
   CanExportGood        TerrainImprovement that is a colony can export good in
                        its radius to a another city.
   SpawnBarbarians      TerrainImprovement spawns Barbarian units.
- DifficultyDB:
   BarbarainCamps       Difficulty's Barbarian camp TerrainImprovement.
   BarbarianCities      Difficulty allows Barbarian cities.
   BarabariansSpawnBarbarians Difficulty makes Barbarian units to spawn more 
                              Barbarian units.

2006-05-27 (Revision 577)
Cahnged:  Reform City destroys a building if you have a building that conflicts
          with settlebuilding of the reforming unit
Added:    New database flags for modders:
- BuildingDB:
   IncreaseHP           Building gives extra hitpoints on first built.
   CantSell             Building cannot be sold.
   ExcludedByBuilding   Building cannot be built if this building is present.
- WonderDB:
   GoldPerBuildingAnywhere Wonder gives gold per specified building multiplied 
                           by population.
- GovernmentDB:
   HasGulags            Government enslaves each turn a citizen.
   IsCapitalist         Government turns per turn a citizien into a merchant.
   IsTechnocracy        Government turns per turn a citizien into a scientist.
   IsAgraraian          Government turns per turn a citizien into a farmer.
  HasMindlessTelevision Government turns per turn a citizien into an enter.ner.
   IsXenophobic         Government reduces population of foreign cities by one 
                        each turn.

2006-05-24 (Revision 576)
Changed:  Removed War from slave attacks now just regardcost (Must be modified)
Fixed:    No more war popups for attacking Babarian units.
Fixed:    Pillage of tile improvements in unowned territory.
Fixed:    Bomber movement now works like before.
Added:    New database flags for modders:
- UnitDB:
   HostileTerrainCost   Unit losess hitpoint in hostile terrain.
   ImmuneToHostileTerrain Unit is immune to costs of hostile terrain.
   SettleImprovement    Unit finishes with enough PW tileimps when entrenched.
   SettleBuilding       Unit builds building in a foreign city on conversion.
- DifficultyDB:
   Barbariancamps       Diff. makes an entrenching Barb. unit to create a city.
   SectarianHappiness   Difficulty reduces city happiness in conquered cities.

2006-05-16 (Revision 574)
Added:    Tileimps with colony and BonusProductionExport, BonusGoldExport, 
          CanExportTileValue flags can add shields outside player radius.
Added:    New database flags for modders:
- UnitDB:
   CanHarvest           Unit that can entrench adds terrain gold to treasury.

2006-05-13 (Revision 572)
Added:    New database flags for modders:
- DifficultyDB:
   AICityDefenderBonus  Difficulty gives AI cities a adefence population bonus.
- UnitDB:
   NeedsFeatToBuild     Unit need a certain feat to be built.
   CivilisationOnly     Unit can only built by given civilisation.
- BuildingDB:
   NeedsFeatToBuild     Building need a certain feat to be built.
   CivilisationOnly     Building can only built by given civilisation.
- WonderDB:
   NeedsFeatToBuild     Wonder need a certain feat to be built.
   CivilisationOnly     Wonder can only built by given civilisation.
   OnePerCiv            Wonder can be build in every civ once.
- AdvanceDB:
   NeedsCityGoodAnyCity Advance needs a good in any city to be researched.
- ResourceDB:
   AddsASlave           Good collected in a city adds each turn a slave to this
                        city. Actually it is a stupid idea, because soon your
                        city is full of slaves.

2006-05-03 (Revision 571)
Added:    New database flags for modders:
- UnitDB:
   UpgradeTo            Unit can be upgraded to given unit with enough gold.
                        Upgrade is done by putting the unit to sleep in a city.
                        Note an own upgrade order is still missing.
- DifficuiltyDB:
   NoAIGoldDeficit      AI does not pay for gold deficits. (Optional AI cheat)
   NoAIProductionDeficit AI does not pay for prod. deficits. (Opt. AI cheat)

2006-04-29 (Revision 567)
Added:    New database flags for modders:
- UnitDB:
   TargetsCivilians     Unit bombard civilians instead other units.
   PrecisionStrike      Unit bombards buildings instead other units.
   MultipleAttack       Unit can attack repeatedly per turn with enough MPs.
- RessourceDB:
   AvailableAdvance     Good needs a specific advance to be collected by a city.
   VanishAdvance        Good cannot be collected with this advance owned.
   CantTrade            Good cannot be traded. It acts like a bonus.
   HappyInc             Good increases city happiness if it is traded.

2006-04-14 (Revision 560)
Added:    Pirates, unlike in Civ2 only boats with attack, no transports.
Fixed:    Disbanding a settler in a city does not disband all other units there.
Fixed:    Goodyhut crash occuring if UnitDB is bigger than AdvanceDB.
Added:    New database flags for modders:
- UnitDB:
   CanCaptureTile       Unit captures an enemy tile instead of pillaging it. (Should be seperated)
   CanBeGifted          Unit can be gifted to a non-enemy player. A diplomatic
                        regard bonus is awarded. It is based on attack devided
                        by five. (The five should go to ConstDB or DiffDB or 
                        CivilisationDB, etc.)
- TerrainImprovementDB:
   DeniedToEnemy        TerrainImprovement does not give move boni to enemies.

2006-03-31 (Revision 559)
Added:    New database flags for modders:
- UnitDB:
   ObsoleteUnit         Unit it is obsolete by another unit instead by a tech.
   MoveBonus            Unit specific move costs for all kind of terrain 
                        including roads. (Has to be fixed)
   GoldHunger           Unit needs this amount of gold per turn as support.
   GoldPerUnitSupport   Should be the same as above. (No idea what the difference is)
- WonderDB:
   BorderRadius         Wonder increases the border radius of the civ's cities

2006-03-22 (Revision 554)
Added:    Accidental move into an enemy or city causes a popup message for war 
          declaration confirmation. For now war must be declared from the 
          diplomacy screen. (To be fixed)
Added:    New database flags for modders:
- AdvanceDB:
   GoodyHutExcluded     Advance cannot be obtained froma goody hut.

2006-03-11 (Revision 553)
Added:    New database flags for modders:
- UnitDB:
   GoodyHutExcluded     Unit cannot be gained from a goody hut.
- TerrainImprovementDB:
   TerrainEffect
      EnablesGood       Tileimp on a certain terrain gives a good.

2006-03-03 (Revision 552)
Added:    New database flags for modders:
- BuildingDB:
   EnablesVeterans      Building makes city to build veteran units only.
- UnitDB:
   PopCostsToBuild      Unit costs a city these number of population points.
                        A city disband warning is still missing.

2006-03-01 (Revision 551)
Added:    Building upkeep is now affected by readiness.
Added:    New database flags for modders:
- BuildingDB:
   GoldPerUnit          Building adds ammount of gold per unit to civilization.
   GoldPerUnitReadiness Building adds gold with readiness impact per unit.
   BuildingFeat         Building needs other building in percent of cities.
   SquaredBorderRadius  Building increases city radius like a fort.
   IntBorderRadius      Building increases city radius like a fort.
- UnitDB:
   MultipleAttacks      Unit can attack more than once per turn (unfinished).
- CityStyleDB:
   ProductionPercent    CityStyle gives a percentage production bonus.
   FoodPercent          CityStyle gives a percentage food bonus.
   CommercePercent      CityStyle gives a percentage gold bonus.
   SciencePercent       CityStyle gives a percentage science bonus.
   BonusGold            CityStyle gives a gold bonus.
   BonusFood            CityStyle gives a food bonus.
   BonusProduction      CityStyle gives a production bonus.
   BonusScience         CityStyle gives a science bonus.
- AgeCityStyleDB:
   ProductionPercent    AgeCityStyle gives a percentage production bonus.
   FoodPercent          AgeCityStyle gives a percentage food bonus.
   CommercePercent      AgeCityStyle gives a percentage gold bonus.
   SciencePercent       AgeCityStyle gives a percentage science bonus.
   BonusGold            AgeCityStyle gives a gold bonus.
   BonusFood            AgeCityStyle gives a food bonus.
   BonusProduction      AgeCityStyle gives a production bonus.
   BonusScience         AgeCityStyle gives a science bonus.

2006-02-15 (Revision 543)
Fixed:    Mistake in tileset.cpp which prevented loading of tile file
Fixed:    Rreport start of wonder when deleting the first item and the second 
          item is a wonder
Fixed:    Building mainteneance deficit spending.
Added:    Default string loading for mods that lacks those strings.
Added:    DoNotImportDefaults flag to prevent default string loading in 
          updated mods.
Fixed:    Corrected endless path computation in AOM games.
Fixed:    ColorSet to prevent crash during start-up.
Changed:  Changed message box behaviour:
          - Left click on message in message list opens the message.
          - Left click again closes the open message.
          - Left click on another message with open message closes the
            the open messages and opens the clicked message.
          - Right click on message in message list deletes the message
            irrespective it is open or closed.
Added:    Settlers can now settle in cities and thus add an pop.
Fixed:    If on a tile are a city and an entrenching unit the city is selected
          first before the entrenching unit.
Fixed:    Endless path computation observed in AOM game
Improved: Build queue handling.
Fixed:    Corrected building maintenance deficit spending handling.
Fixed:    Keymap screen to get the correct keys with the right text.
Fixed:    Report the start of a wonder when in the build queue the first
          item is deleted and the second one is a wonder.
Fixed:    Problems with invisible sprites.
Fixed:    Crash related to loading of a 1.1 savegames of a mod that uses 
          extended database slic access. However slic must still be reloaded
          to make the game run properly.
Changed:  Very slow growth is now diplayed as ---.
Added:    New database flags for modders:
- BuildingDB:
   NeedsCityGoodAll     Building needs all the goods in that list to be built.
   NeedsCityGood        Building can only be built with this good in the city.
   EnablesGood          Building gives a certain good.
   OnePerCiv            Building is limited to one city in the empire.
   GoldPerCity          Building adds the given amount of gold to the city.
- CityStyleDB:
   HappyInc             CityStyle increases city happiness.
- CivilisationDB:
   HappyInc             Civilisation increases city happiness.
- TerrainImprovementDB:
   EnablesGood          Terrain Improvement gives a certain good.
   CantPillage          Terrain Improvement cannot be pillaged.
- UnitDB:
   NeedsCityGoodAll     Unit needs all the goods in that list to be built.
   NeedsCityGood        Unit can only be built with this good in the city.
   NeedsCityGoodAnyCity Unit can only be built if a city in the empire has a 
                        certain good.
   Sneakattack          Unit can attack without war being declared.
   Sneakbombard         Unit can bombard without war being declared.
   CanBombardTiles      Unit can bombard tileimps and destroy them.
   CollateralTileDamage Unit destroys tileimps at attack location.
   NonLethalBombard     Unit bombard only weakens other units.
   New combat modifers like WoodenShipBonus and WoodenShip
- WonderDB:
   NeedsCityGoodAll     Wonder needs all the goods in that list to be built.
   NeedsCityGood        Wonder can only be built with this good in the city.
   EnablesGood          Wonder gives a certain good.

2005-10-23 (Revision 477)
Fixed:    Misc crashes
Fixed:    Broken/incorrect links in the great library
Fixed:    Topic display bug in great library
Fixed:    Hosting of MP games on XP machines
Fixed:    SLIC error related to missing city
Fixed:    Prediction of movement times for ships moving through cities
Changed:  Message boxes to be non-modal
Added:    DebugSlic option to the advance options.
Added:    Animated good option to the advanced options.
Added:    Two more colour sets

2005-09-12 (Revision 453)
Fixed:    Bug with gold income
Added:    City limit to domestic control panel
Changed:  Information window remains open across turns
Changed:  Opening score tab of information window no longer closes other 
          windows
Added:    Gold loss due to conversion and production loss due to franchising 
          to national manager resource tab
Added:    Special attack window to display the cost of a special attack
Added:    Construction time to tileimp tracker window
Fixed:    Crashes when deleting tileimps
Added:    Option to end game on db error
Fixed:    MP database sync check
Added:    Option for female leader pictures
Fixed:    Age display in MP summary
Fixed:    Colors used on single player selection screen

2005-08-02 (Revision 434)
Fixed:    Bugs with /importmap
Fixed:    Misc crashes
Fixed:    Updating of values caused by alteration of sliders on national 
          management dialog
Fixed:    Bug preventing rush buying an item inserted before Capitalization 
          or Infrastructure
Added:    Buttons linking the National, City and Build Managers

2005-06-28 (Revision 403)
Fixed:    Crash caused by loading savegames with the wrong number of goods
Fixed:    Misc crashes
Added:    More AOM support
Changed:  Method of generating advances and units from goody huts to speed 
          it up
Fixed:    Problem preventing play with fewer than 3 civs
Removed:  Automatic tutorial advice on low difficulty levels, since it breaks 
          mods and generally causes problems (we have a specific tutorial 
          button now on the main menu for those that want one)

2005-05-23 (Revision 368)
Added:    Brief changelog to playtest readme
Fixed:    Incorrect bonuses from goods
Fixed:    Misc crashes
Added:    Some more credits

2005-05-17 (Revision 354)
Added: /debugai and /debugcells commands in chat window
Changed: Some diplomatic agreements to have limited duration
Added: New restriction fields to buildings and tile improvements
Added: Bitwise operators in SLIC
Changed: Piracy AI
Added: New Anet library dlls (to fix XP hosting problems)
Added: Leader name support
Fixed: Misc. crashes and memory leaks
Added: Support for multiple ctp2_data directories
Added: Flag to prevent units being used as barbarians
Fixed: Incorrect city style name display in cheat editor
Fixed/Changed: AI worker allocation
Fixed: Server listing in bootserv.txt
Added: (Currently not useful) optimize slider button in domestic manager
Added: Optimize specialist button to city manager
Changed: National manager and city manager to show net rather than gross food and production
Added: DisplayLevel field for tile improvements
Fixed: Bug with government name display in message
Fixed: Misc GL errors
Added: "Turns to growth" display on main map
Added: Support for immobile units
Added: Ranged bombarding
Changed: The method by which televangelists are recognized as special
Changed: Method of caravan cost fix - now mods should have reasonable caravan costs
Changed: Default colour scheme to get player 1 blue by default
Added: Detailed changelog to playtest version

2005-03-05 
Disabled: AI unit text, so that you don't see the AI goals.
Fixed: Crashes and memory leaks.
Fixed: Minor translation problems with the French and German string files.
Updated: strategies.txt, advancelists.txt, buildlistsequences.txt and unitbuildlist.txt, 
  to make the AI more agressive and seperate the AI personalities more.
Fixed: Vision of borders of civs you have no contact to in fog off and god mode.
Fixed: A Vision problem and a crash in combination with city conquest.
Changed: Disabled autosave for MP client.
Added: Finished production handling in the MP turn start.
Updated: Anet game number.
Fixed: Basic AI population assignment.
       - If cities has slaves the number of pops to assign is calculated correctly.
       - The first pop in the database can now be used, meaning AI can use entertainers.
       - The minimum amount of calculated entertainers can now be assigned.
       - However this are only basic fixes, population optimisation has still to be done. 
Added: A new slic power operator: **
Fixed: Slic database access, so that the feat units in CTC work.
Added: Slic function AddSlaves to add slaves to a city.
Added: Slic function IsOnSameContinent to check whether two locations are on the 
  same continent.
Fixed: Wonder start and almost complete messages are also send for the first wonder 
  in the database correctly. Precisely you get now such messages for Aristotle's Lyceum.
Fixed: Some minor bugs in the AI goal computation.
Restored: Old operator of squd strengh. That caused the huge delays in the last version
  on maps with more than one continent.
Changed: Pathfinding doesn't consider anymore danger on the way. Another solution for 
  that has to be found. This removes the huge zone of control.
Changed: Tile improvements for small cities of AIs get full utilisation bonus for placement.
Changed: AI places tile improvements every fifth turn and roads every second turn.
Added: CanSettleOn flag to unit.txt so that modders have the ability to limit settling 
  to certain terrains.
Changed: New games can now be started with only one civ (without any opponents).
Changed: The version date is now derived from the exe's creation date (not last
  modification date), to prevent of showing a wrong date if ldl_str.txt has not 
  been updated.
Fixed: Turn counter synchronisation when creating a new civilisation (by revolt) to 
  prevent one sided wars.
Fixed: Science popup in hotseat and PBEM is delayed until the appropiate player's turn.
Fixed: The risk levels in the drop down menu in the scenario editor are now in the 
  right order.
Fixed: Turn count in PBEM don't say anymore always "Turn 0"
Changed: The same algorithm for SP and MP is used to generate Barbarians
Changed: New terrain values

2004-12-28
Added: An attemp to fix range bombardment, but it does not seems to work.
Fixed: Vision
        - The staus bar only shows what it should show. (Terrain status of the last visit)
        - Help tile window shows terrain statisics and improvements from the last visit.
        - The map only shows terrain and improvements and owners and city radii from the
          last visit.
        - If fog of war is toggled of status bar, help tile window and map show everything.
Changed: The algorithm used in SP games is now the same as that used in MP games.
Fixed: Feat accomplishment propagation from server to client.
Fixed: Propagate city defensive bonus.
Fixed: Mouse and keyboard events are also handled after buffer overflow.
Fixed: Some crashes concerning the Alexander scenario.
Added: Localized strings for the new civs to the other languages.
Fixed: Arena and Aqueduct prerequisites
Restored: Compatibility for Diplomod.
Added: A Quit Button at the multiplayer screen for hotseat games.
Fixed: Memory leaks concerning vision and the resourcemap.
Improved: The music screen unconfirmed user changes are not reseted when returning to 
  the music screen after visiting the music track selection screen and removed memory 
  leaks.
Fix: Unblock the client user interface when the server has handled the city production.
Restored: Database compatibility of constDB for MP testing.
Untested fix: Make cities grow and make science handled well in PBEM.
Updated: Some player slic built-ins so that they can be not only used in string 
  replacement but also in optaining integer values.
Repaired: Some invalid links in the English Great Libary of the Alexander scneraio.
Updated: GAMEID to match the value of the new anet.inf
Fixed: Some crashes in concerning diplomat data and the sp new tribe screen.
Fixed: Movement point propagation for settlers from disbanded cities in network games 
  with 3+ players
Corrected: Return type of IsVeteran function.

2004-10-20
Fixed: Bug fix and user interface improvement for the tactical info tab of the Unit manager
Fixed: Select and center on the transport when double-clicking on a transported unit
Fixed: Spelling error ("Devision")
Fixed: Altered instant message display code to prevent messages being displayed to the 
  wrong player in hotseat mode
Fixed: Corrected handling of invalid strategies
Fixed: Prevented crashes with invalid units
Changed: Removed some duplicated code and allow to test cell whether its productivity 
  concerning food, shields and gold would be better then with the current terrain type
Added: If a terrain has no food tile improvement the AI checks whether there is a 
  terraform option avalable for a terrain with better food stats
Added: Changes to favorize Respect of non-treaspassing Treaty and retreat units
Added: Checks to avoid Army blocked in grouping phasis
Changed: The Group size check
Changed: Rollback goals in double search
Added: Methods to check if there is enough room for army along path, check danger along path
Changed: Several values in goals.txt
Fixed: typo corrected
Changed: useless compiler warning disabled
Added: CanTransport and IsCivilian, and a few other consistency changes to the Army class
Fixed: Prevented a crash when a space plane gets assigned multiple orders
Changed: Updated startegy database so that when two strategies are merged values aren't 
  overwritten by the default values of an entry if this value has not been defined
Changed:: Updated database generator so that bit pairs can now have default values as well.
  That allow to have default values in databases with entries that are merged, without
  merging default values into the merged record
Fixed: The typo that caused the number of merchants to be displayed in the scientists 
  column of the new Specialists tab of the National Manager window
Changed: Updated the database generator so that the default values of bits can be accessed
  if they have any even if no value was set
Fixed: Prevent crash when loading a saved game
Fixed: Terraform logic
Changed: Updated road path generation
Changed: Lots (and lots) of things related to AI movement in an effort to improve that
Added: Some French translations
Fixed: Improved cleanup of the data of a dead player, to not keep old strategies hanging around
Fixed: Prevented a crash when a city with walls or a forcefield gets destroyed
Fixed: Allow more than 44 playable civs
Added: 18 new civilizations
Fixed: Crossed Sword Bug
Changed: Great library enhanced
Fixed: Visual tileimp progression
Fixed: Extra checks to disable science victory in network games
Fixed: Check for clear queue actions from clients received after they lost the city to another player
Fixed: Network object bookkeeping gets cleared when exiting a game
Fixed: Propagating PW in network games

2004-09-14
Added: Option (In advanced options) to display all orders any unit in an army can perform
Added: Recalculation of support costs upon change of government
Added: New messages when investigating a city depending on whether spying unit captured
Fixed: Possible wrong sorting by "turns till production finished" in National Manager
Changed: Sorting logic to speed sorting of lists
Fixed: Sorting by govener type
Fixed: Possible crash-causing behaviour on missing files
Fixed: Text file errors in Alexander scenario
Added: Prevention against a city revolting twice in a row to allow the new owner to
  repair problems with it and stand a chance of keeping it
Fixed: Various memory leaks
Fixed: Gaia controller messages
Fixed: Various hotseat bugs
Changed: Behaviour of text in Starting and Ending Age buttons in multiplayer setup to
  best cope with variations introduced by different mods.
Fixed: Some problems with the original fix for the Miles sound library
Changed: Many things to improve MSVC.NET compatibility
Changed: Behaviour of messages tab so that newest message always displayed
Added: New option to put newest messages at the top
Changed: String hashing to prevent crash in Cradle
Added: Target coordinates to 'armytext' playtest feature
Changed: AI personalities system to improve flexibility
Fixed: Possible double assignment of same civ at the start of the game
Added: New city styles
Added: New civs
Changed: Buffer size when reading GL texts to prevent truncation of the longest entries
Changed: Lots (and lots) of things related to AI movement in an effort to improve that
Fixed: Crashes due to invalid units
Fixed: Crash caused by starting a new game from the menu
Fixed: Crashes due to malformed data files
Added: Backwards compatibility with original data files
Changed: Freight values to make caravans practical
Changed: Sprite limit to 255 (from 200)
Changed: Terrain scores to improve AI settling strategy
Changed: AI tile improvement placement strategy to allow it to place undersea tunnels
  and be more intelligent in other placements

2004-07-25
Fixed: Various memory leaks
Added: Added corrections for the French version
Added: Redermination of the city style when setting the civilization in HotSeat
Fixed: Strange tile visibility patterns in HotSeat mode
Fixed: Enabled the end turn button when unblanking the screen in HotSeat mode
Fixed: Blank the interface when loadeding a saved hot seat game 
Fixed: Recipients of messages
Fixed: Increased animation queue to 12, making unit-in-wrong-place bug less likely
Fixed: Cities do not revolt twice in a row
Fixed: Slic files for the Alexander the Great scenario
Added: Crash prevention for missing strings and images
Fixed: Sort order for governors in in status tab for blank entries
Improved: Sort logic for listboxes
Fixed: Sort order in NationalManager for turns until production is finished
Added: New message for the distinction if a unit was cought or not in city investigation
Fixed: Recalculation of military support after government change
Added: Option to display the intersection of unit orders or the union 
  of unit orders for an army

2004-06-28
Fixed: Various memory leaks
Added: Specialists tab in national manager dialog
Fixed: Bug related to changing civ with the scenario editor
Fixed: Bug with scenario savegames
Added: Translational functionality on right click on the radar map
Changed: Version of the freetype library used
Fixed: Bombard information to AIs

2004-06-15
Added: Implementation of chance of gaining an advance through conquest
Fixed: Various SLIC bugs
Fixed: Bug which would inappropriately disable the embargo and declare war buttons
Fixed: Miscellaneous sprite-related bugs
Fixed: Possible crash (may be related to Solaris project bug)
Fixed: Memory leak in the wonder movie window
Changed: Score from city sizes to reasonable values
Changed: Things to improve .NET compatibility
Changed: Naming convention for autosaves
Fixed: Blank age boxes in MP setup
Added: More automatic focus changes for cities to standardize behaviour
Fixed: Bug causing incorrect production when pressing F3 after end of turn
Fixed: Possible rounding errors on science calculations
Fixed: Incorrect display in keymapping dialog
Added: New commands in keymapping dialog
Added: New credits

2004-05-19
Fixed: Memory leak in GL
Added: New ColorSet option to userprofile.txt to aid with switching colors##.txt files
Fixed: Treatment of zero freight costs which gave strange trade route paths
Fixed: Memory leaks with government modifications to DB entries
Changed: Select current research on change research screen
Fixed: Check which prevented sueing of franchises
Fixed: When starting a scenario, use difficulty settings selected by user
Changed: French translation of "Network Game"
Changed: Implementation of new SLIC global variables

2004-04-30
Added: New SLIC global variables
Fixed: Bug with scenario editor and players who have been removed
Added: New SLIC functions
Changed: Some French and German strings
Improved: Govener AI choice of squares on which to place tile imps
Changed: Error reporting for modulo 0 errors
Fixed: Active defense movement type check
Fixed: Neutral tile imp pillage bug
Fixed: Problem with loading games using SLIC database access

2004-04-18
Added: Rush buy button status updated when gold gained from goody huts
Fixed: Empty(ing) build queue crashes
Fixed: Invalid memory access when loading from a file with a different table size
Fixed: SLIC bugs
Changed: Menu structure and graphics

2004-04-12
Added: Mousewheel support
Fixed: Problem with previous bugfix preventing rush-buying of infrastructure/capitalization
Improved: Rush buy buttons disabled outside of players own turn, to avoid MP rush buy bug
Fixed: Misleading display of rush buy costs in city manager
Added: Many missing SLIC functions
Fixed: Handling of SLIC errors

2004-04-03
Fixed: Bug preventing tile imps being built on terraformed land
Fixed: Bug with games played as players other than player 1

2004-03-28
Updated: German and English version of the Great Libary.
Updated: colors00.txt to replace some nearly identical colors and changed the 
  color order a little bit.
Fixed: Disabled restart key in network, hot seat and email games.
Fixed: Is the scenario editor launched for the first time in a game session, 
  player 1 is not selected anymore.
Added: Player selection, and with player selection color selection.
Fixed: Scenarios that allow players other than player 1 to be played.
Fixed: Games with more then 28 civilizations can now be saved and loaded.
Changed: Replaced all Neptune refferences by Uranus refferences. For some languages
  this needs to be checked if the right translation is used.
Improved: The path finding algorithm, as a downside this implementation could be
  very slow.
Added: Setting research goal to something already researched clears the goal.
Added: Itialian translation, unfortunatly it is not complete.
Fixed: Some more memory leaks.
Fixed: Pollution is not turned off automaticly when the scenario editor is used.
Added: Loading of build queues with capatalisation or infrastructure.
Fixed: When a trade route is pirated it is not anymore centered, just the sound 
  effect is played.
Added: Auto-center for bombardment
Fixed: Diplomatic proposals/responses sent from UI get the highest priority possible 
  so that the AI will not override them.
Fixed: Cannot rush buy capitalization/infrastructure.
Fixed: Problems with invalid data that lead to crashes.
Added: Sanity check on city styles (avoids crash when settling in Alexander).
Added: Savegames generated by CTP2 v.1.1 can now be loaded.
Fixed: Invisible pirates are not centered anymore.
Fixed: The Ai does not consider goals anymore that have become, e.g. destroyed cities.

2004-02-21
Added: Governments can now modify the properties of units, tile improvemnts, buildings,
  goods, wonders and feats.
Added: French translation is now complete.
Altered: Description text of the max players spinner on the new single player players screen
  to increase the understandibility.
Fixed: North-South-warp behaviour, concerning vision etc. Seems also to fix the Neptune map.
Fixed: Some memory leaks.
Fixed: A freeze bug that occurs under certain circumstances, if enemy moves are set on.
Altered: The Barbarian color is not black anymore, but rather some bright red.
Added: New and bigger message to allow the player to see on a glance what is going on when a
  message appears.
Fixed: Some things in the script.slc, to make sure better message icons are used, and more
  more messages now contain an eyepoint for better action localization. Also a doubled
  message was removed.

2004-01-31
Added: MAX_MATCH_LIST_CYCLES flag to sonst.txt of the Magnificant Samurai Scenario, so that 
  it work with this version of CTP2.
Possible crash fix: cpuinf32.dll is no longer used to examine the CPU, didn't work on non 
  intel CPUs anyway.
Improvement: Have the great library start with something more useful than Advanced Infantry
  Tactics.
Fixed: A number of SLIC functions that used calls with inappropriate arguments.
Fixed: Great library data between players in hotseat games is now cleared.
Added: In Advanced Options Menu some more useful descriptions for CloseOnEyepoint and
  ShowExpensive functions, a native speaker may have a look on the English version for
  language corrections.
Added: All the changed textfiles from patch 1.1/1.11.
Added: Missing diplomacy photos in the diplomanager.
Replaced: Buttons for the number of Civs in the single player new game screen by a spinner.
  This allows you to start a SP game with more then 7 opponents. The maximum is 31
  civilizations in one game. Unfortunatly only games up to 28 or 29 players can be reloaded.
Added: A maximum civs spinner on the same screen that allows you to set to how many civs can
  be at the same time in one game, while the limit is not reached revolting cities are
  converted into new civs, otherwise in Barbarian cities.
Added: On the same screen another spinner that will allow you to select your civ color,
  unfortunatly does not work, yet.
Replaced: Disclaimer strings are added for the old disclaimer image from the last versions,
  to allow easy localizability.
Fixed: A bug in the scenario.slc from the Magnificant Samurai Scenario, so that now a fort
  in Shichinen is built a site when it should be build.
Added: Up to 33 players are now supported with their own color. I hope you enjoy the new
  collor set. :D;)
Fixed: Some cut & paste errors repaired in Exclusions.cpp, no idea what it does now you
  have to ask Fromafar.
Fixed: Alexander scenario.slc, replaced the code in the "doesn't work, grrrr..." function
  with something that seems to do the job.
Added: Slic Database access, and a way to figure out via slic how big a database is. 
Fixed: Crash to desktop prevented in the HasAgreement function
Fixed: Crash to desktop prevented when no sound has been defined for a tile improvement.
Fixed: Unloaded buttons which caused an exit pop-up in the city window, don't ask me what
  Fromafar here means. ;)
Added: If during slic code execution a devision through 0 appears in DebugSlic=Yes mode a
  meaasge is give.
Fixed: Map wrap handling of the trade route computation is now consistent with the actual
  map type selection.
Fixed: Trade routes now follow rivers, roads, railroads and maglavs according the Freight
  flag in terrain.txt and tileimp.txt. So if you have a route between two cities and there
  is no road etc. you need much more caravans than if there is a road etc.
Fixed: Handled a CtD (stack overflow by infinite recursion) when the advances contain a
  loop in the prerequisite chain. Occurred (only) with the debug version in combination 
  with the LoTR scenario. Well maybe this is also useful somewhere else.
Fixed: Memory leaks

2003-12-14
Fixed: Prevents triggering - and forcing you to click away - the intimidating message 
  about having to sell city improvements when you rushbuy to a low gold level in an 
  otherwise sound economy.
Fixed: Some small updates for the Alexander scenario: text files only - no code.
Fixed: \ctp2_data\default\gamedata\tileimp.txt updated to align with 1.11
Fixed: \ctp2_data\default\uidata\keymap.txt updated to align with 1.11
Fixed: \ctp2_data\english\gamedata\add_str.txt updated to align with 1.11

2003-11-12
Fixed: English ldl_str.txt corrected to the correct description for Neptune world.
Fixed: Replaced Shield references with Food ones in the food functions.
Fixed: Removed an AI mental block which prevented it from placing gold improvements on 
  forest tiles. Unfortunately, this is not a very general solution: it will not work for 
  water tiles.

2003-09-12
Fixed: Sound system
Added: Start screen shows legal mumbo jumbo.
Fixed: Hidden goods no longer show up in the Great Library.
Added: Pollution powergraph.
First fix for the PBEM (PBEM is still incomplete though).
Fixed: Coastal fortress and flak guns now work.
Fixed: Sea city sprite bug.
Added: function so that the population is displayed in the CityPopSoinner can be 
  used elsewhere in the program.
Fixed: Bug in Scenario Editor that prevents displaying of more then three city 
  style buttons in the city tab. Well these so far these buttons don't have icons 
  but at least they work now as expected.
Fixed: Bug in the Scenario Editor so that cities created by the Scenario Editor 
  have the right size as displayed in the CityPopSpinner and keep their style given 
  by the Scenario Editor. 
Fixed: Cities created by the scenario are now selected per default.
Attempt to fix bug concerning displaying of unfinished tile improvements. 
  Unfortunatly this doesn't work as expected as the graphics of the unfinished 
  improvements aren't updated as exspected.
Fixed: PercentComplete function.
Fixed: infinite rush build bug.
Fixed: view the movies without a sound card.
Fixed: GetNearestWater Slic function.
Fixed: automatic selection when clicking the eyepoint of a message window.
Implemented: FreeAllSlaves, DestroyBuilding, OpenBuildQueue, TileHasImprovement 
  and ArmyIsValid functions.
Fixed: Center on Pirating Bug.
Fixed: Display the underlying terrain information when clicking on an enemy object.
  This prevents easy detection of invisible enemy units.
Fixed: The science manager now display the real costs for the player.
Added: A flag to the ConstDB to expose the number of process matches for each army 
  so that this number is not hardencoded anymore to make the AI behaviour more 
  modder friendly.
Fixed: Recover production shields when disbanding a unit from the unit tab of the 
  city screen.
Fixed: Reduced the visibility to the player of an AI cheat in the pathfinding 
  algorithm.
Fixed: Make forts heal as cities, instead of fully in one turn.
Fixed: Veteran status is now used in combat.
Added: The music option to the drop down menue in the menue bar.
Added: When a tile improvement is constructed a sound is played like in CTP1.
Added: Strings in English and German for the new music option and for the ranking tab.
Added: Short cut to the music screen to the keymaps.
Added: A Sound flag, a Freight flag and remove the limit of 3 for contruction tiles.
  All in the TileImprovementDB.
Fixed: None of the rush buy buttons is disabled anymore when there is only one turn 
  left from completion.
Added: A user interface option: Enables you to view cost and effect of all known tile 
  improvements, even if you are short on PW. To activate this option, you have to edit 
  userprofile.txt and set ShowExpensive to Yes. 
  (Well has to be added, if the game does not do it automaticly.)
  There is no in-game screen to modify this setting (not yet).
Fixed: AI-AI-Diplomacy actually happen now.
Added: Two new flags for the TerrainDB to allow modders to customize the graphics for 
  goody huts, this modification allows the modder to define for each terrain a 
  different hut graphic, for example you could have glacier like style huts for icy 
  terrains or a dessert or oasis like ruin/hut for desserts and so on. The new flags 
  in the TerrainDB are optional if both of these flags are missing or just one of them 
  a default image is used, like it is in the original CTP2. The terrain.txt here is a 
  modified version, I replaced some of the ruins graphics with another graphic that is 
  part of the tile file already. This terrain.txt is meant as a base for disscussion, 
  so far it just demonstraded that it does work.
Added: The maximum city size that you can create with the scenario editor is now 999.
Added: Flat Map and Neptun World option to the single player shape selection window. 
  This new features are only available in a single player game so far.
Fixed: Correct movement costs for ships above seatunnels.
Fixed: Do not overwrite the user's leader name with the default civilisation-dependent 
  name when there is no reason to.
Fixed: Do not trigger a disaster warning when there is no pollution at all.
Fixed: Some Hotseat issues with hiding information between players.
Implemented: SLIC functions GetRoundsToNextDisaster and GetCurrentPollutionLevel.
Added: Close message boxes automatically when clicking the eyepoint.
  A line CloseOnEyepoint=No will be added to userprofile.txt when you start a game with 
  the modified source. You have to change No to Yes to activate this option. 
  There is no in-game screen to change this setting.

