******************************************************
*                                                    *
*         THE WORLD AT WAR! (1900 - 1950)            *
*                 V1.01 (7-Mar-2002)                 *
*                                                    *
* A MOD based on the political, scientific, economic *
*       and military era of Late-Imperialism.        *
*                                                    *
*                  By Dale Kent                      *
*                                                    *
******************************************************


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DISCLAIMER:

NO WARRANTY
-----------
THIS MOD IS PROVIDED "AS IS" AND WITHOUT ANY WARRANTY 
AS TO  MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE OR ANY
OTHER WARRANTIES EITHER EXPRESSED OR IMPLIED. THE AUTHORS/CREATORS
WILL NOT BE LIABLE FOR DATA LOSS, DAMAGES, LOSS OF PROFITS OR
ANY OTHER KIND OF LOSS WHILE USING OR MISUSING THIS MOD OR
ANY FILES ASSOCIATED WITH THE World At War MOD.
-----------
The authors/creators are in no way associated with Activision or any 
other company that is involved with Civilization: Call to Power or Call to Power 2.
-----------


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DESCRIPTION:

The World At War! (1900 - 1950) MOD for Call to Power 2 (CTP2) is a totally new way to play.  In the beginning you find yourself with the Aquired Knowledge of history, 4 settlers, 3 rifleman regiments and 2 cannon brigades.  You have no knowledge of the modern lands outside of your home territory, but have the tools, units and desires to explore the surrounding lands and expand as your nation grows.


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THANKS:

- Scripts: Thanks to Peter, Ben, Wouter and Player1 for making their CTP2 scripts public.
- AI: Thanks David for all your work on strategies.txt, DiffDb.txt, orders.txt and others.  I've used and changed some of these.  I've also made a lot of my own changes to the AI text files to produce a very active AI.
- Graphics: Thanks Harlan for the WWII units and pictures.


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INSTALLATION:

1. You MUST have CTP2, the official Activision CTP2 1.1 or 1.11 patch, and ModSwapper installed to play World At War.

2. Simply unzip the World At War zip file into your Call to Power 2 directory (default: C:\Program Files\Call to Power 2\ or C:\Program Files\Activision\Call to Power 2\).

3. Open userprofile.txt and find the line "DebugSlic = Yes".  Change this to read "DebugSlic = No".

4. Run the World At War MOD by selecting the option in ModSwapper.


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KNOWN BUGS:

Unfortunately in the case of any game/MOD/add-on, there are some bugs in World At War.  These are listed here.  There is no need to report these bugs as they are being addressed.

- Yes, I know the Global Library is WAY wrong.  This will be rectified for the first update.  :)
- Sometimes you will receive a second settler at the start of the game.  For some reason this settler is controlled by an AI robot.  To override, simply redo his movement orders every turn and settle him or disband him somewhere.
- You may receive an error when trying to build Propeganda units.  This is because I'm still working on graphics for the build queue and library.  The sprite works fine though.  Temporarily, I've used the television pictures for Propeganda.
- The AI will not return it's air units.  I'm working on a new airunit.slc file that will rectify this and the "Array index out of bounds error" common with this script.
- Once the advance Nuclear Reactions is discovered, Nukes are available straight away to Communist and Democratic governments.  I am working on a script to allow Nukes in cities with Nuclear Piles once the Manhatten Project is finished.
- The date reads incorrectly.  Just click on the date and it'll change to "Turns: ***"
- The Shipyard doesn't repair ships yet.


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NOTES:

- There is only 600 turns in this game.  Each turn represents one month.
- There are only 3 governments available in the game.  All are available from the start.  Change your government to one of Fascism, Democracy or Communism on the first turn.
- Happiness is very easy to keep high.  This is due to standard infrastructure built when a city is founded (sewers, hospital and cathedral).  However, due to the capturecity.slc script, most of these will be destroyed when you capture a city.  Untill you build these buildings again, happiness is extremely low.  I see this as representing the high level of Nationalism of the era.
- Please read "Tech Tree.xls" for advances and what they make available.
- Please read "WAW Design Notes.txt" for what each unit/building/wonder allows.
- Please read "WAW Version Changes.txt" for what changed between versions.


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UPGRADES:

I have implemented Peter Trigg's unit updater script to assist the AI in upgrading units.  The upgrades are:

1. Cannon --> M1 Artillery.  Advance: Assembly Lines.
2. Rifleman --> Marine.  Advance: Radio Broadcast.
3. Biplane --> Fighter.  Advance: Radar.
4. Early Tank --> Light Tank.  Advance: Motorised Warfare.


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UNITS:

I have implemented a range of units for different purposes.  The AI appears to be using these units for their intended purpose.  Here they are with: Unit | Who gets it | Advance | Purpose.

Land:
Rifleman (All - at start).  Defense.
Artillery
- Light field gun (All - at start).  Defense/attack.
- Artillery (M1 6 inch) (All) (Assembly Line).  Defense/attack.
- Heavy Artillery (M2 155mm) (All) (Radar).  Defense.
Cavalry
- Dragoon (All - at start).  Mobile.
Early tank (All) (Assembly Line).  Attack.
Infantry
- Machinegunner (All - at start).  Defense.
- Marine (All) (Radio Broadcast).  Attack.
- Stormtrooper (Fascism) (Assembly Line).  Defense.
- Infantry Regt (Democracy) (Assembly Line).  Defense.
- Red Army Corp (Communism) (Assembly Line).  Defense.
Tank
- Light tank (All) (Motorised Warfare).  Mobile.
- Mark IV tank (Fascism) (Motorised Warfare).  Mobile.
- Tiger tank (Fascism) (Motorised Warfare).  Defense.
- Matilda tank (Democracy) (Motorised Warfare).  Mobile.
- Sherman tank (M4) (Democracy) (Motorised Warfare).  Defense.
- T34-86 tank (Communism) (Motorised Warfare).  Mobile.
- KV-1 tank (Communism) (Motorised Warfare).  Defense.
Motor infantry
- Mech. Infantry (M3A1 half-track) (Democracy & Communism) (Motorised Warfare).  Mobile.
- Panzer Grenadiers (SdKfz 251) (Fascism) (Motorised Warfare).  Mobile.
Anti-air
- Anti-air gun (field) (All) (Radar).  Defense.
- Heavy Anti-air gun (city) (All) (Radar).  Defense.

Air:
Biplane
- Hs-123 (All) (Powered Flight).  Fighter.
Chemical bomb (All) (Chemical Weapons).  Attack.
Fighter
- Fighter (All) (Radar).  Attack/defense.
- Bf-109 (Fascism) (Radar).  Defense.
- Me-262 (Fascism) (Radar).  Attack.
- Spitfire (Democracy) (Radar).  Defense.
- Mustang p-51 (Democracy) (Radar).  Attack.
- Yakolev Yak-9 (Communism) (Radar).  Defense.
- La-7 (Communism) (Radar).  Attack.
Bomber
- Ju-87 Stuka (Fascism) (Advanced Flight).  Attack.
- B-17 Flying Fortress (Democracy) (Advanced Flight).  Attack.
- Stormovik Il-2 (Communism) (Advanced Flight).  Attack.
Paratrooper (All) (Nylon).  Attack.
Rockets
- V1 (Fascism) (Rocketry).  Attack.
Nuke (Democracy & Communism) (Manhatten Project - Nuclear Reaction).  Attack.

Sea:
Battleship (All - at start)
Battle cruiser (Democracy) (Naval Warfare)
Cruiser (All) (Naval Warfare)
Transport ship (All - at start)
Submarine (All) (Assembly Line)
U-boat (Fascism) (Electronic Warfare)
Patrol boat (All) (Naval Warfare).  Shallow Water only.
Aircraft Carrier (All) (Naval Warfare)
Destroyer (All) (Electronic Warfare)

Special:
Diplomat (All - at start)
Spy (All - at start)
Freight truck (trade) (All - at start)
Urban developer (All - at start)
Propeganda (All) (Radio Broadcast)


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COMMENTS:

Feel free to post any comments on the World At War! MOD at Apolyton CTP2 forums.

Thanks for playing.

Dale.  dale.kent@alphawest6.com.au
