******   World War II 1997 ver.1.006 - README.TXT ******(September 12, 1997)

Hey, I am glad you took the time to read this! there is some cool stuff to read!
************************************
Designer:

Name:	Steven A. Morris
e-mail:	vwg60@aol.com
web:	http://members.aol.com/vwg60 (Not civ2 related...yet....)

***********************************

CAVEAT EMPTOR: The designer maintains no responsibility for the interaction of these files
with your computer or copy of CIVII. Using this Scenario is done at your own risk. None
of the modifications to these files are of a radical manner and nothing has been done that
is inconsistent with the CIV2 scenarios CD or any other scenario downloadable from the
internet.  If you've downloaded a scenario before, this is no different.

Also, as you will read below, some of the Game Files now contain cuss words and inuendo, 
parents may wish to consider viewing this game before allowing their children to play it.

If any of my re-writes are a copyright infringement, I will remove them!

NOTE ALSO: THE AUTHOR HATES NAZIS AND THIS SCENARIO IN NO WAY REFLECTS A SUPPORT OR
LOVE OF SAID IDEOLOGY

Contents:

1.	Installation
-1.1	Paranoid Persons Install / Old School install
-1.2	No worries install / You have the scenario cd from Microprose
-1.3    Important note about new .wav files and the unzipping process.

2.	Rules changes
-2.1 New units
-2.2 Advances
-2.3 Other

3.	Scenario considerations

4.	Designer's notes

____________________
1.	Installation
____________________
-1.1 Paranoid Install / Old School install
In order to prevent the utter destruction of your current CIV II
installation, it is advised that you follow this procedure:

*	First of all, backup your current installation, specifically
	any files you've changed personally (e.g. UNITS.GIF). The
	standard installation can be found on the CIV II CD-ROM, but
	any files you've customized may be lost.

-1.2 Smooth Install (you have the scenario cd for civii installed)
>Download and unzip these files.
>Read the important note about the .wav files just below here...
>Load CIV II as normal
>Choose "Start a Scenario"
>Scan the directory to the location of the unzipped wwii97.scn file
>Select open
>The game will proceed as normal, using the new files in the wwii97 scenario folder.
 instead of the ones in the MPS directory.

-1.3
****IMPORTANT****
After the file has been unzipped, you must move the five (5) .wav sounds 
into a folder called "Sound".  This folder must be in the Scenario directory
and NOT in the c:/mps/civII/sound directory
(a)
SO, if the scenario unzipped into:
c:/wwii97

(b)
you must now create a folder called "Sound"
use windows explorer, go to the unzipped scenario folder and select "new" then
"create new folder" then type in "Sound" (with a capital 'S')

c:/wwii97/Sound

(c)
Then move custom1.wav, custom2.wav, custom3.wav, swordfgt.wav, swrdhors.wav into
the "Sound" folder.
DO NOT MOVE THEM INTO THE C:/mps/civII/Sound directory. IN FACT, DON'T even go near that
directory at all!

(d) 
you should now have a directory on your C drive called wwii97 with a folder in it 
called Sound. NOW you are ready to PLAY!!!!!

****Optional****
The scenario cd setup does not allow the use of the Game.Txt file from the scenario folder.  
I have rewritten the Game.txt file to provide more amusing dialogue and dialogue that is more
specific to this scenario.  If you wish to view this during game play, you must do the 
following:
1)rename your original game.txt file in the c:/mps/civii directory to origgame.txt
2)move or copy/paste my game.txt file into c:/mps/civii.


_____________________
2.	Rules changes
_____________________

2.1 New Units
-------------
Almost every unit in CIV II has been redesigned for this scenario. The graphics have 
been changed as well as the rules for them. Only the settlers/slaves unit is set to expire
upon the discovery of explosives.  However, research has been so limited in this scenario that 
such an event will be unlikely to happen.

*	Monk. 
	A new diplomatic unit that I invented for another scenario. I felt that
	the arrival of diplomats and explorers was a little too late in CIV II.
	So, this unit was created with Ceremonial Burial. It reflects the presence
	of religion in life. Monks often went to so called "naked tribes" and 
	indoctrinated them.  I decided to include this unit in this scenario
	although I did toy with the idea of incorporating a KGB agent. There is no
	need to develop this unit if your civ already is producing CIA or Gestapo 
	officers

*	Platoon./Shock Troops
	This unit, reflects the need for more than one troop to arrive at a battle at
	one time. These "three" soldiers move faster over terrain and pack a slightly
	more powerful punch. Their real greatness is in defense. Shock troops are the 
	Nazi equivalent...although, they move slightly shorter distances and pack a
	smaller punch.

*	Gestapo/CIA Agent
	Previously Diplomat and Spy, these two have equal powers and are allowed only to
	their respective governments.

*	RECON
	This is a replacement for the Explorer unit from CIV II.  It has a minimal attack and 
	a great defense...use it to scope out enemy territory.

*	Militia
	This is a replacement for the "Partisan" unit. Same function.

*	War Surplus
	Basically an armored tank from a by-gone era. Some civs do not have the money to
	purchase the new Panzer or Abrams tanks.

*	New Ships
	The ships are self explanatory. Lighter ships move faster but are weaker. The Nazis
	have a "Nazi Only" U-Boat of a new generation. Some ships have been allowed to hold
	troops to reflect the idea that some naval ships do carry marine detachments...etc.
	Be sure to see if your ships are carrying troops and use 'U' to unload them. The
	enemy civs have a Carrier that moves shorter distances

*	Airship
	Even though it has an attack strength, this ship was designed to observe territory.
	It is only allowed to the Nazis, and the AI does not use it the way I wanted.

*	New Planes
	The planes are like the ships...some are nazi specific..self explanatory.  The Nuclear
	missile is gone, replaced with the tomahawk missile.

*	New Land Units
	All civs have "civ-specific" units. For this scenario, there is no progression from
	one unit to another, for example, "warriors" have become stormtroopers and are of similar
	power to commandos which were "riflemen." There are other unit changes which follow
	the same principle. Movement has been increased for most units.  Check out my latest
	unit, the "frogman" he makes amphibious assaults! There are a variety of tanks as 
	well...the l.r. tank (Long Range tank) travels further but is a little weaker. Give it
	all a try! Alpine troops have become the Motorcycle Corp.

*	SEAL Unit
	This unit can go on land and sea. Beware, it cannot leave the shore line (same as
	the trireme from original civ II.) It also spots submarines and has a 2 space
	visibility.  It looks like the Frogman unit but is a different color and holds a
	machine gun.  Because of its need for supply and support, it will become damaged
	if it is outside of a city for very long.  For other scenario developers, this 
	is a rewrite of the helicopter rules in rules.txt.  It could be used to create 
	a landing craft or hovercraft too.

*	SEAL Hovercraft
	This unit is by itself a formidable attack craft which is high in defense.  This is
	because of its ability to move quickly while engaged in naval battle.  It also has the
	capability to carry SEAL units.  But, beware, because SEAL units are constantly engaged
	in training exercises, they risk being lost at sea even if they are onboard the SEAL
	hovercraft!  So, be sure to keep the hovercraft close to shore if the SEAL unit is 
	aboard.  Also, because of the size of the unit, the "damage" shield is covered up, I 
	think it makes the game more fun..."stealth" ship.....oh well.

2.2	Advances
-----------------
Two CIV-advances have been changed to different names..their effects remain the same

*	Ceremonial Burial is now Fermentation
	This advance allows the building of Vineyards. In turn, Mysticism now allows the
	building of the "Beajoulaise Region"

*	Monotheism is now Beer Brewing
	This advance allows the building of Brew Pubs and "The Stroh's Brewery" which
	was Michelangelos Chapel.

*	Some other names have been changed, and some added, I don't think you'll ever reach
	them with the way the scenario is designed.

2.3	Other
--------------
(A) The productivity of some terrain squares has been increased greatly so as to allow closer
placement of cities and to allow the player to focus on building armies and waging war 
instead of food storage. 

(B) All but a handful of the units at the beginnign of the game have no city affiliation..this 
gives them free support, allows quick tactical setup and frankly gets the game going!

(C) For some reason, the English keep making peace after a few turns. it doesn't last..don't 
worry.

(D) I have included a large events.txt file to spice up the game. Enjoy my comments. If Sid Meier
had allowed more than 16kb for the file, I would have written for hours!

(E) Negotiating with the Germans is done at your own desire. Remember, the point of the game is 
to destroy them not to be pals with them! Almost all of the scenario objectives are in German 
cities.

(F) The high council and some pop-up menus have been rewritten to provide a more humorous dialogue,
I must note however, that some objectionable language has been included. Cuss words and sexual
inuendo will be found. Also, some trade commodities now include marijuana and alcohol.
Parents might choose to not allow younger kids to play with some files.
Specifically, remove these files from this SCENARIO directory (don't remove them from the
 c:/mps/civ2 directory!!!!!!!!!!!)
-council0.txt
-council1.txt
-council2.txt
-game.txt
CIV II will simply use the original files in the mps directory instead. This change will
not affect gameplay.

(G) Pollution has been eliminated from this game. Your cities will show pollution but no pollution
tiles will appear on the gameboard.

(H) All the country colors and flags have been reworked. You might wish to familiarize yourself 
with the new color scheme before attacking......

3.	Scenario Considerations
--------------------------------
'World War II 1997' is intended to be played as the North American States.
The English and Global Nazi Alliance are also playable, but note that 
England starts in considerable disorder and will require patience as Vineyards
are built. The Communist Conglomerate and Central American Defense will prove
more difficult to play. Note that this is a war scenario, which means that 
there is next to no scientific progress. Note also that each of 
the major nations have specific units that cannot be built by other nations.
One of the aims of the scenario is to use these nation specific units 
in such a way as to make "history" correct and provide some order to the
armies of certain civs.

Also a note about the starting position of the Barbarians. In the begin-
ning of the scenario they were the Japanese, and later three North
American States cities (so as to enlarge their empire.) The idea is that 
they were once allies of the Nazis. They are major objectives and might contain 
wonders. :-)
They should be no problem in the game play or the scenario score.

4.	Designer's notes
-------------------------
I have not play tested this game until completion. If you come across any
problems in game play, feel free to e-mail me. Please do not email because
you deleted your original game files because you were warned at the beginning of 
this file!
ENJOY!