  This Mod  pack also contains a scenario that gives the players a quick start
and allows for use of an events file that rewards participants for captured
wealth in caravans, freighters, and transport ships.
  So, to use the mod pack, back up your original rules.txt, units file, and 
then copy this modpack into yor Civ2 directory, but placing the sound.wav 
files into your sound directory. To use the quickstart scenario, create a 
scenario directory called "Large_Game", with a subdirectory named "Sounds". 
Place the wav files in the Sound directory and the rules, units, scenario, 
and events files in the new scenario directory.

Changes to Rules.txt.

To reflect the demands of large civilizations in this scenario, the riot
factor was increased to 25 cities. Fundamentalism can use 70% for scientific 
research (making it more of the _ultimate_ bad guys, IMO). Paradrop range 
was also increased to 40 squares.

Revision to Technologies and their corresponding military units:

Technology has been modified to recreate more 'realistic', IMO, military 
units at more 'realistic periods of time. These cases are:

1) Bronze Working gives the owner the same military unit, statistically 
as the old Phalanx. But I refer to it here as 'Spearmen' to reflect the 
simple advantages of the use of the spear in combat, and to not confuse 
it with the use of the pike in massed formations. The latter unit I refer 
to as the 'Massed Pikes' unit, which is what the Pahalanx, historically, 
was. The 'Feudalism' advance now gives the Feudal Levee, instead of the 
redundant Pikemen unit. The Feudal Levee was a cheap, for kings, way of 
drawing up a hasty defensive force of massed Yeomenry and Peasants. In the 
game it becomes a great and quick way of assuring new cities get some 
realistic defense.
2) Warrior Code: The Primary advantage of the Phalanx was in its coordinated,
and disciplined formation of heavily armored and equipped soldiers. This is 
why I have attached this unit to the Warrior Code Technology, reflecting the
adoption of a rigorous discipline that the use of military formations 
requires.
3) Archery is a new technology that gives you the Archer unit, no longer
does the Warrior Code give you this unit.
4) I removed Crusaders, and replaced them with the 'Cataphracts' that require
the Stirup advance. Historically the Stirup allowed the use of heavily armored
cavalry, and the Cataphracts of the byzantine Empire represented the best of 
them.
5) Shamanism: This is the development of mystical practices to instill an 
independent and resourceful attitude in the Brave, whose greatest goal was
to perform acts of heroism in combat by immitating the various spiritual 
qualities of creatures in the natural world. These Braves did not need 
constant and immediate supervision as they were self-motivated and 
independent.
6) The Warrior Spirit: Greater acheivements in battle were acheived by young
braves in the face of gunfire by in such spectacls as the 'Ghost Dance'. 
In this ritual, and other similar rituals, the shamen were said to have spoken
with ancestral warrior spirits who promised victory in war and triumph over 
dreaded enemies. This yeilds the 'War Troop', a very effective cavalry unit
with impressive mobility in all terrain.
7) Metal Springs: This advance allows for the use of a large springgun, 
fitted with bayonette to deliver missil fire on the enemy as he approaches, 
and then, without pausing to change weapons, deliver a heavy mellee attack 
or defence. This is a foreshadowing of the musket units, but here with the 
added benefits of no obscuring smoke screen after the initial round of fire. 
When the bayonette was finally adopted to the musket, shortly before rifled 
guns became available, the final transformation into the 19th century rifle 
unit is acheived. However, till then, such a weapon as the Springgun, could 
have been extremely effective, as they proved in some ancient fantasy military 
campaigns I participated in, and the possibility is represented here.
8) Personal Rifle: This advance reflects the impact of the widespread 
availability of rifled personal weapons in a civilian population in the early 
age of rifles. This new unit, due to a '0' attack factor, does not cause 
unrest to Democracies or Republics and provides some defensive military 
options in contested areas. Though not as good as Muskets, it can still fill
in in a pinch enough to avoid transition to another form of government during
a limitted war, and that alone makes it worthwhile.
9) Latest generation modern units are added through the Robotics and Laser 
advances. With the use of advanced electronics used in robotics, armored 
units can acheive surprising accuracy of fire, speed, and both 
simulataneously. This puts the more conventional armored forces at a severe 
disadvantage, as the Iraqi Republican Guard discovered. 
10) The Laser makes cheap
defenses against armor and aircraft available to the lowest level unit, even the
individual infantryman can now shoot down highly advanced, multi-hundred 
million dollar aircraft.
11) Space Flight: This advance now makes available the space orbit-bourne 
infantry assault unit, 'Space Marines', that can perform all traditional roles
of airbourne, marines, and Alpine units, though far more expensively.


Revision of military units:

1) I took great liberties with the Firepower and hit point ratings for land 
units. I wanted more unit diversity, but without just kicking up all the stats
of each unit in the game. So, I began using the HP and FP values to give more 
flexibility in defining the units. For instance, the only significant 
differences between Spearmen and the Massed Pikes, statistically, is that the 
Pikes have twice the HP of the Spearmen, which is decisive when they do combat
with each other. Massed Pikes also have the doubled against mounted units
ability. but the use of HP and FP serves to multiply the  increase in combat 
effectiveness of the units involved. All other factors being equal, unit with 
a FP _or_ HP of 2, is twice the strength of a unit with a HP and FP of 1. 
Additionally, a unit with a FP=2+HP=1 is equal to the strength of a unit with
FP=1+HP=2. A unit with HP=2+FP=2 is twice that of the former to units 
mentioned.
  I adopted a method to my use of these factors, since the official version 
of the rules gives no land units a FP or HP greater than 1. For units (land)
that have a ranged attack, I gave them a FP=2; for heavily armored units, 
a HP=2. For units that used the surrounding terrain for protection, like 
entrenched infantry, I give them a HP=3. For armored units, I gave a HP=4, 
and to the newest armor a HP=5+FP=3. The strengths of air and naval units 
were expanded to keep pace. The result is a far greater array of weaponry that
gives civilized nations more options against conquest, and lends more subtlety
to the play of the warfare phase of the game.
2) Movement was increased across the board for the units to explore, move and
develop the huge areas in large maps. This also allowed for more flexibility
among the units, for instance the Knights unit only has a movement of 3, while 
the Cataphracts can outrun them at a movement of 4, and the old Light Horse units
run circles around both. Movement was also much increased for other lighter, 
and simpler units like the Ambassadors and Spies (which are now also 
air-droppable, a commonly used insertion technique).
3) The look radius of certain units was also increased to 2, the Light Horse 
(acting as scouts), the Spy, War Troops, Space Marines, and Explorers.

The overall design of this mod pack was to increase the speed with which a large 
world can be explored and developed. I think I have acheived this in a balanced 
and 'realistic' fashion.

R. Glen Cheek
rglencheek@mindspring.com