			       Civilization II
				
		  Fascist Patch, Rules Updates & New Units

				Release 4.01
			      Dated: 2 Jan 98

	        For Civilization II - version 2.7.81 only
		    Fantastic Worlds Fascist Patch Mod 
                All rights reserved by Author, Steve Strayer  



IMPORTANT:

You MUST have version 2.7.81 of Civ2 for this patch to be used.  This patch
is ONLY for Civ2 WITH the Fantastic Worlds expansion CD installed.  If you do 
not know what version of Civ II you are running, select the "GAME" column from
the pull down menu and select "Game Options" (or "CTRL O").  This will list
your version of Civ II.  If you need to update your version of Civ II, go to
the MicroProse website at http://www.microprose.com or on CompuServe go to 
the Game Publishers Forum, keyword "Go Gambpub", or the Fascist Patch web
site at http://ourworld.compuserve.com/homepages/sgt_stryker/homepage.htm
to download the current version of Civ II, so this patch will run correctly.
(The Fascist Patch web site always carries the latest info on this patch).

If you do not have the Fantastic Worlds expansion CD, please download the
"standard" Fascist Patch found on the above mentioned site.  It will work with
either the stand-alone Civ2, or in conjunction with the Conflicts in 
Civilization expansion CD.  Once again, this version is ONLY for use with the
Fantastic Worlds expansion CD for Civ2.

Do Not use this patch on any saved games, even from previous releases of the
Fascist Patch... units are swapped around, and will do strange things to your
saved games!  Just start a new game, or wait to install this patch!



GENERAL INFO:

This patch contains replacement files for six pre-existing files in your
Civ II directory.  IMPORTANT: Make sure you back up the files before you
install this patch into your Civ II directory if you would like to go back
to the original setup (of course, you'll have these same files on your Civ2
CD-ROM anyway!).  This patch is NOT supported by MicroProse, but 
has been play-tested, and will run without error.



INSTALLATION:

After unzipping, you should have the following files: rules.txt, labels.txt,
pedia.txt, game.txt, units.gif, terrain1.gif, custom3.wav, and Read1st.txt.  
Place all these files except the custom3.wav in your main Civ II directory.  
You may wish to print out a copy of the fasctech.gif to help remind you what 
has changed with the fascist patch.  Next, place the custom3.wav into your 
Civ II SOUND directory.  Now go into your Civ II SOUND directory.  COPY or 
duplicate the .wav file named "BIGGUN.WAV" into another directory (make sure 
you don't delete the biggun.wav, you still need it!).  Rename "biggun.wav" to 
"CUSTOM1.WAV" then replace the file into your Civ II Sound directory.  Repeat 
the procedure and also create "CUSTOM2.WAV" also using the "biggun.wav" to 
create it (For people new to computing, you can do all this with either your 
Windows File Manager or Explorer).  After all this, you should have Custom.wav 
files numbered 1,2 & 3 in your Civ II Sound directory (remember custom3.wav is 
included in the patch but you must create custom.wav's 2 & 3.  

IMPORTANT:
Though not necessary to play the game, I STRONGLY urge any users of the 
Fascist Patch to delete or remove the "get_info.exe" file from the Civ2 
"Pedia" directory.  This will allow the CORRECT and CURRENT info made in the
Fascist Patch to display whenever using the Civilopedia by preventing the
program from reading the Civilopedia directly from the CD-ROM (which 
obviously can't be changed).  This will allow inclusion of new units and
techs not previously in the game to be displayed in the Civilopedia!
Installation is now complete.

WARNING:
Due to many Technologies, and a few units being "swapped around" in release 
3.x of this patch, it is NOT recomended you use this patch on any saved 
games, unless you want some weird things to happen... (ie: if you are loading
a saved game using a Fascist Patch PRIOR to 3.x or any unmoded version of
Civ 2, you're not recomended using this patch on that save file).  Either
wait till you've finished your current saved game, or dump it and start this
patch and a new game right away!



WHAT IS THE FASCIST PATCH?

Simply put, the Fascist Patch offers several rules "tweaks" and a few major
changes... the most notable of which is that the Government type
"Fundamentalism" has been COMPLETELY removed from the game.  In it's place,
there is a new government type "Fascism".  One unit has been "traded-in"
(Fanatics), and in it's place is a new "Fascist only" unit, the Stormtrooper.
One unit was removed completely due to it's apparent redundancy (Crusaders),
and four completely new units have been added to "round out" what's been
missing from the game... the Dreadnought, Zeppelin, Dive Bomber, and Heavy
Armor... when all is said and done, the Fascist Patch offers you five new
unit types and one new government to work with!



WHAT'S NEW COMPARED TO PREVIOUS RELEASES?

4.01

More detailed work to fully get all features of the original Fascist
Patch to run under the Fantastic Worlds expansion pack.
---
4.0

Quick fix to get the Fascist Patch to run with Fantastic Worlds.
---
3.3b

Marco Polo's Wonder now expires with Fascism instead of Communism
---
3.3a

Oops... sorry... in 3.3 I created a problem when I re-arranged the techs.
The Rifleman becoming obsolete BEFORE War College and the Infantry arrive 
has now been fixed!
---
3.3

Minor changes including better order on the in-game tech chart (Armor Design
now listed under "A", War College now under "W"), and the Shield of the
Howitzer is now better placed.
---
3.2

Some major changes again... Mountain Warfare and the according unit (Alpine
Troops) have been deleted.  In it's place is the new War College tech advance.
This in-turn grants the Infantry unit (a replacement for the Rifleman) and
allows for further research to Guerrilla Warfare, Mobile Warfare & Amphibious 
Warfare.  Needless to say, this advance is a must-have for military minded 
Civilizations!  Also, Marines have been strengthened, as now they have the 
added ability of treating all terraign as roads (like the Alpine Troops had)...
this represents the Marines ability to slug thru jungles effectively!  Also, 
Mechanized infantry now attacks stronger (see unit changes below).
---
3.1

Fascism now allows for one maintenance free unit per city (NOT including the
maintenance free stormtroopers).  A few minor graphic changes.  
---
3.0

Another major rehaul of the patch... this time revolving around both the Tech
Tree and more new graphics (no new units, sorry)  All the techs from previous
releases of the Fascist Patch (including all original Civ2 techs) are still
in the game, however, as a trademark of this modification, more work has been
done to "make more sense" out of the order of tech flow.  In other words, 
Techs linking to other advances has been moved around a bit more again.  Alot
of effort went into making this make sense... for instance it is no longer 
possible to go down the naval tech chart (frigates, galleons, ironclads & 
Dreadnoughts) without ever learning how to make a basic Cannon unit! (Some-
thing sadly possible in the original Civ2 as well as the earlier Fascist
Patches.)  Another major tech change... Cannons now come BEFORE Musketeers!  
This is actually historically correct... it is simply easier to make a big
metal tube and stuff it with gunpowder and shot than it is to make a complex
and small handgun like a musket!  Cannons made an appearance on the battle-
field before muskets did, and this is part of the reason for the change!
Also, Artillery comes somewhat earlier (with Steel) as well it should. 
Cannon's quickly become obsolete as is, and need replacing, the Civ2
Artillery piece is SUPPOSED to complement Riflemen and Cavalry (19th Century
units), not complement tanks and planes like it often does!  Ergo the change.
Also Paratroopers now come with Advanced Flight and Howitzers with Combined
Arms.  Don't worry, all has been playtested and will work smoothly... If you
remove the get_info.exe file from your pedia directory as recommended, the 
Civilopedia will inform you of all changes nicely!  Check it out!  Bottom
line, History will run more smoothly and logically now!... New Stuka.wav!  Oh,
and as a last change, the Gunpowder advance is now called "Firearms".
---
2.5

Major graphic re-do for pre-existing units.  Many units, including Engineers,
Mech Inf, Bombers, Helicopters, Light and Heavy Armor, Subs & Carriers have all
been redone (I believe for the better... if you don't like the changes, please
let me know).  Also the Defensive value of Bombers has been raised to "2" (two).
---
2.4

Minor change... some realignment of order of units to improve "hut" goodies
and barbarian troop variety.  
---
2.3

The United Nations Wonder of the World now becomes available with Fascism
instead of Communism (This represents the uniting power that the threat of 
Fascism and world war had on forming this wonder of the world).

Despotism has been renamed as "Imperialism".  No other changes to the stats
have been changed (ie: it's just a name change, Imperialism acts exactly the
same as Despotism did).
---
2.2

You can no-longer get Destroyers before Ironclads... Electricity now requires
Metallurgy and Steam Engine.
---
2.1

The "unrealistic" capability of getting Ironclads before you even have
Frigates and Galleons is now removed.  Basically, Physics and Magnetism have
been "swapped" on the tech flow chart, making it mandatory to develop 
Magnetism before proceeding to Physics then Steam Engine.

Dreadnoughts now come with the tech advance of Industrialization (this will
prevent players from being able to have Ironclads upgraded to Dreadnoughts 
with the Leonardo's Workshop Wonder... that was just too much a freebie!).
---
2.0 release of the Fascist Patch:

Attributes and stats of Horsemen and Chariots have been swapped... Also, both
of these units have received improved unit graphics.  more on the reasoning
of the statistic swaps are listed in the unit changes below

The Wheel tech advance no longer requires prior knowledge of Horseback riding
you may now research the wheel right from the start

Knights and Crusaders have been merged in abilities... ergo The Crusader unit
has now been deleted since his attributes, statistics, and whole idea was
basically a re-hash of the Knight unit.  Also, the knight has gotten a much
needed "face-lift".  More on the knight's new stats is listed in the unit
changes below

Elephants now become obsolete with Chivalry (Knights), since Crusaders have
been replaced by Knights

Dragoons have been strengthened slightly more in unit changes listed below.

Another new unit has been added... the Dreadnought!  More on this in the new
units listed below.

Changes made to the Battleship... see unit changes below.

Pikeman, Diplomat & Partisans unit graphics have been changed

Slightly improved terrain set... instead of human skulls for pollution, you 
now get the proverbial steer (aka cow) skull... also improved pheasant
squares

Fasctech.gif file is now included (deleted in release 3.0), which gives a
graphic aid to determining what tech changes and new units have been made
and are now available
---
1.6 fixes a reported bug with Guerrilla Warfare not being linked correctly
in the tech tree (it was available after Communism only).  Guerrilla Warfare
now CORRECTLY becomes available after Communism AND Mountain Warfare.
---
New to release 1.5b is a shorter digitized .wav of the Stuka Dive Bomber 
(shortened from 20 seconds to 15 seconds).  Also Zeppelins now become
obsolete with Space Flight instead of Rocketry... this fixes the problem of
Leonardo's Workshop upgrading Zeppelins to Nuclear Missiles!
---
New to release 1.5a is an all new digitized .wav of an actual WWII Stuka
Dive Bomber attack run.  Also, the rules change concerning engineers from
v1.10 (no longer ignores ZOC) is now in effect in this version of the Fascist
Patch.
---
New in release 1.5 is the addition of another new tech, Armor Design & the
accomponying unit, Heavy Armor. Also added are new graphics for the Cruise
Missile, Dive Bomber & Zeppelin.  Flight times for the Dive Bomber and
Zeppelin unit are now listed when you run out of fuel (I know it's too late,
but now you're now reminded why it was too late!).  Speaking of Fuel, the
Zeppelin's range has been increased from 5 to 6 turns.  For those used to the
rules in the Fascist Patch for v1.07 of Civ 2, the Fascist rules are changed
to match what they were in the Fascist Patch for v1.06 of the game.  (ie: no
free units, 30% science penalty, but no 50% science effectiveness limit like
in the patch for v1.07)  The Fascist rules now reflect once more, my original
intent of the Fascist Patch (my hands were tied with the v1.07 rules).



TECH ADVANCE CHANGES:

A few "tweaks" have been assigned to the game for better play balance and to 
"make more sense".  The normally short lifespan of the Rifleman (given with 
conscription), has been extended a little.  Tactics no-longer allows the use
of the Alpine unit imediately following conscription (it does still give the
cavalry unit, though).  Instead, if you want Alpine units, you must develop
the new tech advance "Mountain Warfare"... this provides Alpine units.
Mountain Warfare's only prerequisite tech is Tactics.  Mountain Warfare also
leads to Guerrilla Warfare (with Communism).

As stated earlier, Fundamentalism no longer appears on the Tech advance list.
It has been replaced with the Fascism tech advance that provides the Fascist
government (obviously).  The requirements for Fascism is Communism & Tactics.
Fascism in turn leads to Armor Design (with Mobile Warfare) which allows the
Heavy Armor unit, and Fascism leads to the Labor Union (with Automobile)
which still allows the Mechanized Infantry unit.

Also as stated earlier, many techs have been moved and swapped... please
remove the get_info.exe file from your Civ2/Pedia directory and use the 
Civilopedia for any tech changing questions you have... the game will run
smoothly and make sense as you play, nothing will seem out of whack (just
don't try to use your color chart anymore... It'll only confuse you!



NEW UNITS:

Stormtrooper: requires Fascism... (may only be built by Fascist governments)
	7 attack, 5 defense, move 2, hp 2, fp 1, cost: 50 shields
	Stormtroopers are MAINTENANCE FREE to Fascist governments.

	DESCRIPTION:  These troops are highly motivated, well equiped, mobile
	infantry skilled at both attack and defense.  Dedicated with much 
	zeal to the Fascist cause, they are the favored troop choice by 
	Fascist leaders.  Stormtroopers are very adept at the art of mobile 
	warfare and are as likely to be found leading a charge into battle
	as they are moping up behind armored advances.  They are both feared 
	and respected by friend and foe alike.  


Dive Bomber: requires Radio... (you can now call-in tactical air support)
	8 attack, 1 defense, move 8, hp 2, fp 2, cost: 80 shields
	Dive bombers must land on same turn it flies. obsolete by stealth.

	DESCRIPTION:  With the advent of the radio, the ability for troops in
	the field to call in airstrikes to the exact position, greatly aided
	the attack.  Limited in range and fuel, the Dive bomber makes it's
	mark with the ability for multiple powerful strikes in a single turn,
	primarily geared at combat in the open field as opposed to the big
	bombers role at leveling cities, this aircraft fills an important
	gap between the role of fighters and the big bombers.


Zeppelin: requires Combustion... (an engine to propell those big balloons!)
	0 attack, 1 defense, move 4, hp 1, fp 1, cost: 40 shields
	Zeppelins are for recon (see two), they have fuel for 6 turns in
	the air for a total of 24 moves before landing. obsolete by
	Space Flight.

	DESCRIPTION:  Lighter-than-air flight has been around far longer than
	the Wright brothers historic flight in 1903.  However, the ability
	to control the craft was crippling until the advent of the combustion
	engine.  Huge Zeppelins (or Dirigibles) were capable of covering far
	more territory than early aircraft, and could even make trans-oceanic
	voyages feasable.  Due to the use of explosive gases in the design, 
	Zeppelins made for poor use in combat, but were nonetheless great
	for recon.  The development of advanced aircraft, and especially jets
	and SPACE FLIGHT, made the mighty Zeppelins obsolete.


Heavy Armor: requires Armor Design... (A very BIG improvement on Armor!)
	12 attack, 6 defense, move 3, hp 4, fp 2, cost: 100 shields
	
	DESCRIPTION:  World War II saw a rapid advance in Armor design.  Some
	of the best designs were spawned out of Nazi Germany, and the shock
	of these tanks withstanding direct hits from other lighter tanks was
	demoralizing to say the least!  By the end of the war, heavy tanks 
	were coming off the production line using high velocity guns which
	gave tremendous FIREPOWER and thicker armor which prolonged the lives
	of the tanks on the battlefield.	


Dreadnought: requires Industrialization.. (The first true Queen of the Seas!)
	9 attack, 9 defense, move 4, hp 4, fp 2, cost: 140 shields
	Dreadnoughts can see two. obsolete by Automobile (Battleships).

	DESCRIPTION:  The Default settings of Civ 2 would have you believe 
	that after the Ironclad, the next rulers of the seas were Destroyers 
	and Cruisers until the coming of the Battleship... this is of course
	nonsense.  Britain's rapid INDUSTRIALIZATION and determination to 
	maintain supremacy of the sea into the 20th century, led them to 
	launch the HMS Dreadnought in 1906.  With oil-fired steam turbines, 
	she was fast for her time, even with 11 inch armor belts around the 
	hull.  Ten 12-inch guns, arranged in five twin-gun turrets, gave an
	all-around arc of tremendous firepower.  This ship instantly made all
	previous warships obsolete, and lent her name to a whole new era of
	warships... the Dreadnoughts!



UNIT CHANGES:

Mechanized Inf: requires Labor Union... (attack & cost changed)
	8 attack, 6 defense, move 3, hp 3, fp 1, cost: 70 shields
	
	REASON:  More closely related to modern cavalry, than modern cavalry 
	was to the new advance of mobile warfare and tanks, the mech. inf. was
	designed to deploy quickly, strike quickly, and hold ground.  The added
	mechanized vehicles not only provided quick movement, but often helped
	in both taking and holding ground.  Ergo the change in attack value, but
	it also comes at a cost.

Bomber: requires Advanced Flight... (defense changed)
	12 attack, 2 defense, move 8, hp 2, fp 2, cost: 120 shields
	obsolete by Stealth

	REASON:  We are talking about Heavy Bombers here (WWII style)... 
	though these four-engine bombers did take tremendous casualties
	during the war to enemy fighters and flak, they were in no-way
	considered an easy kill... the defensive firepower and sturdiness
	of construction kept these planes in the air and helped account for
	the uneasiness enemy fighter pilots would feel when engaging a 
	formation of these planes!  Heavy Bombers are now inbetween Dive 
	Bombers, and Fighter planes for defensive values.

Horseman: requires Horseback Riding... (attack & cost changed)
	3 attack, 1 defense, move 2, hp 1, fp 1, cost: 30 shields
	obsolete by Chivalry
	
Chariot: requires The Wheel... (attack & cost changed)
	2 attack, 1 defense, move 2, hp 1, fp 1, cost: 20 shields
	obsolete by Polytheism

	REASON:  Basically, these two unit's stats were swapped... why?
	Chariots were pretty much the first true fast attack weapon evolved,
	and also one of the first abandoned.  Used extensively by the early
	powerful civilizations (like Egypt and Assyria), they were just too
	cumbersome on the battlefield against the likes of warriors mounted
	directly on horseback.  In short, Horsemen were just more useful in
	battle than Chariots (this is why later powerful ancient civs, like
	Rome, employed Horsemen in war, not Chariots!).  Ergo the change.
	BY THE WAY:  The Wheel has now been de-linked from requiring the tech
	Horseback Riding... you may now study the wheel from the start!

Knights: requires Chivalry... (attack, defense bonus & cost changed)
	5 attack, 2 defense, move 2, hp 1, fp 1, cost: 50 shields
	Defense doubled against horse mounted opponents.
	obsolete by Leadership
	
	REASON:  Having both Knights and Crusaders is rather redundant, so 
	the abilities have merged (attack of crusaders with defense of the
	knight).  Since knights were basically the tanks of the medievel 
	battlefield, there stats better reflect that status now.  The long
	lances and heavy armor they bore was often too much for any more
	primatively armed cavalry (hence the new doubling bonus against horse
	mounted opponents like Horsemen), but knights were still vulnerable
	to Archers and especially Musketeers.  Of course the cost of raising
	an army of knights was expensive in those days, so the cost has
	increased to equip knights!

Dragoons: requires Leadership... (attack changed)
	6 attack, 2 defense, move 2, hp 2, fp 1, cost: 50 shields
	obsolete by Tactics

	REASON:  Sword carrying cavalry with muskets?!?!  They should have a
	better attack rating than Crusaders!  At least as good as a rock 
	throwing machine!  (catapults attack 6).  Dragoons are now more in 
	par with cannons attack (dragoon 6, cannon 8), like a Cavalry unit is
	to the Artillery piece (cavalry 8, artillery 10). It's just sensible!

Battleship: requires Automobile... (move and cost changed)
	12 attack, 12 defense, move 5, hp 4, fp 2, cost: 180 shields
	Battleships can see two.

	REASON:  The more modern-day battleships launched in WWII were faster
	than the dreadnoughts of WWI and designed to better keep up with the
	new weapon system... the Aircraft Carrier.  Fast Battleships were
	often found alongside them.  However, the enormous construction time,
	manpower and resources required to build just one Battleship often 
	made them enormously expensive.  Battleships aren't sailing today,
	not so much because they're useless, but because they just cost too
	much to keep running!



GOVERNMENT CHANGES:

Obviously Fascism is in, Fundamentalism is out... also, many have complained 
of the uselessness of Communism in Civ II.  Communism has been strengthened
to make it more of an option.  Communism is now mainly geared for big empires
with big ambitions of world domination... democracy is the same as it has 
always been (peace loving science freaks!), and Fascism is somewhere inbetween
the two... here are the changes in detail to the two revisions:

Government: COMMUNISM
UNIT SUPPORT
Each unit beyond the TENTH costs one shield per turn.
Settlers eat TWO food per turn.

HAPPINESS
Up to three military units in each city will institute
"martial law", converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens can
be suppressed).

CORRUPTION AND WASTE
Under Communism, state control of the economy eliminates
organized crime.  Your cities, therefore, experience no
corruption.

SPECIAL
All SPY units produced under Communist governments are
given VETERAN status.  Under Communism, none of the
science/tax/luxury rates may be set higher than 80%.

HINTS
Communism is best for large, far-flung empires which need
to maintain a huge military.  Use your powerful spies to
steal technology from the capitalist pigs.


Government: FASCISM
UNIT SUPPORT
Each unit costs one shield per turn; 
Settlers eat TWO food per turn.
ONLY Fascists may produce
STORMTROOPER units.

HAPPINESS
Under Fascism, NO CITIZEN IS EVER UNHAPPY! (Big party rallies with pagentry)

CORRUPTION AND WASTE
Nazi efficiency, and state control ensures Fascism has NO corruption.
However, Fascism has the special disadvantage that all
SCIENCE is CUT 30% due to the throwing out and locking up of 
intellectuals and dissenters.  You CAN however, set the science rate
as high as 80% to offset this mild penalty.

SPECIAL
Improvements which convert unhappy citizens to content citizens 
(Temples, etc.) as well as dissident businesses are stormed and 
produce "seizings" equal to the number of citizens they would
otherwise convert.  They also require no maintenance since they are
shut down.  The diplomatic penalties for "fifth collumnist activities"
by your Diplomats and Spies are reduced.
Under Fascism, none of the science/tax/luxury rates may
be set higher than 80%.

NOTE
Fascism can be obtained earlier than normal by the Statue of Liberty Wonder.
However, Stormtroopers will not be available to you without first actually
obtaining the Fascism Advance on the Tech Tree.

HINTS
Fascism eliminates all happiness problems and provides
an excellent revenue.  Due to no discontentment and seizings,
Taxes and Luxuries can be set to a minimum to offset the
mild science penalty, putting a Fascist Government's research
somewhere between Democracy and Communism.  Military affairs 
do well with no interferance from a capitalist senate!



IN CASE YOU'RE WONDERING:

This has been playtested with v2.62 rules and units implemented, and plays
well.  This patch will run with all future versions of Civ II, so long as
Brian Reynolds or the folks over at MicroProse decide not to change any rules
affecting Fundamentalism (this patch bases coding on those of Fundamentalism)
so with any future patch releases of Civ II, just install the Civ II patch, 
then follow it up with rerunning this patch on top of it.  If I notice any 
significant changes in future patches by MPS, I will release a new version of
the Fascist Patch, so feel free to contact me if you think it's time!

Of course all concievable actions can't possibly be covered, so if for 
some reason you find a glitch, let me know and I'll fix it!  Also, if you
have any ideas or just want to comment on the patch, let me know, my E-mail
address is at the end of this text file.  Not all aspects of the game 
mechanics could be changed without completely reworking the game code.  some
suggestions you may have may not be easy to implement.  This is why I've had
to come up with the work-around to the Civilopedia by deleting the 
"get_info.exe" file... this may not be as pretty as using the CD, but at
least it works!  If you must have the pretty layout of the Civilopedia as it
is on the CD-ROM, realize that it cannot be changed, and although it will run
fine from within the game, the Civilopedia will list it incorrectly (for
example: when you discover Fascism, the description and stats for
Fundamentalism will come up).  Most other tech changes I did will come up
with Advanced Flight, but this will not affect game play at all.  I think
you'll agree, this is very minor, as the game will play fine with the rules
changes I have made!  Just ignore the Civilopedia in those cases.  I do,
however, STRONGLY recomend you delete or remove the "get_info.exe" file from
your pedia directory, as it will clear up any confusions about the changes 
made in the Fascist Patch!



CREDITS:

This patch may be freely exchanged and uploaded as long as the contents of
the zip file are kept intact and unmodified.  If you want to modify this
patch for your personal use feel free, but please don't try to post it and
take the credit of the patch for yourself, that's unethical!  This covers
everything changed... feel free to print this out for reference.  Special
thanks go out to Jay Loudenback, Marc Fisher, Michael Palmer, Phantom,
Avenger, Michael Nielson, and all the people on CompuServe, AOL & the WWW, 
for their suggestions, ideas and help... of course a very special thanks to 
Brian Reynolds, designer of Civ II for such a great game, and making it 
modifiable to everyone's desires!  Enjoy the patch!

For the latest info, releases and to ensure you have an "unmolested" copy of
the Fascist Patch, check out the Fascist Patch home page at:

http://ourworld.compuserve.com/homepages/sgt_stryker/homepage.htm


 Steve Strayer
 Designer - Fascist Patch for Civilization II 

 E-Mail comments to me at:

  Strayer@bigfoot.com
          or
  75233.565@compuserve.com
