This patch is for the City-States government, which replaces the Fundamentalism one.  More details on it can be read below.  If you have any questions, just e-mail me.  

Logan Ferguson
tandur@hotamil.com or qmsa@c2i2.com


Contents:

1.  Versions
2.  Files
3.  Installation
4.  Rule changes


1.  	Versions
----------------

Version 1.0
  The first release, I did a bit of a rush job on it (finished it in 2 days.)
After sending it out over the internet, I realized several mistakes I made in it, and some other things I could enhance.  

Version 1.1
  Fixes several problems experienced, such as Chariots looking like Horsemen units, and Horsemen looking like Chariot units, tech misplacement, and the Pedia was slightly screwed up.  I've fixed that, and added a new unit, the Exo-Frames, and removed the Crusaders.


2.  	Files
-------------
    
    Custom1.wav
    Custom2.wav
    Custom3.wav
    Rules.txt
    Units.gif
    Readme.txt
    Labels.txt

If you are missing any of the above files, e-mail me, and I will send the missing file ASAP.


3.	Installation
--------------------

You will need to back-up the following files so as to not screw-up your current Civ II directory.
  Rules.txt
  Units.gif
  Labels.txt
  Pedia.txt
Back-up those files, (Example:  Back-up Units.gif by copying it, putting the copy in another directory, then renaming the orginal Units2.gif or something like that.)
and then place the Rules.txt, Labels.txt, Pedia.txt, and Units.gif into your main Civ II directory.  Place custom1.wav, custom2.wav, and custom3.wav into your Sounds folder in the Civ II directory.  You are ready to play now.


4. Rule changes
---------------

NEW UNTS:


Exo-Frames: requires Robotics
    Attack:10
    Defense:8
    Movement:4

    Description: The United States is currently researching the possibilities of using robotics and tank armor to create exoskeletons for their soldiers, called exo-frames.  Easier to build, and faster than tanks, Exo-Frame soldiers would revolutionize the battlefield.


Caravan: requires Trade
    Attack:0
    Defense:2
    Movement:2

    Description: The Caravan is only a new unit because I combined the Freight and Caravan together to make room for other units.  Faster and more defendable, the Caravan will be able to make trade routes much faster now.

Zeppelin: requires Airships
    Attack:0
    Defense:1
    Movement:4 (24)

    Description: These massive gas-filled balloons float in the air, moving by means of propellers.  Slow, and not good for attack, Zeppelins were used for spy missions in WWI and for passenger transport in the early 1900's.  They could travel for a long time though, which explains the 24 total moves before feul runs out.

Nuclear Sub: requires Nuclear Power
    Attack:12
    Defense:8
    Movement:5

    Description: A faster, stronger version of the original submarine, these subs now more fulfill the real role they have of quick tactical strikes.  With their fast movement rate, they could move into enemy waters, launch missiles, attack a battleship or two, then escape before the enemy can even react.  

Anti-Air Tank: requires Rocketry
    Attack:8
    Defense:4
    Movement:3

    Description: Defense against air units has long been a objective of military commanders since WWII, and their answer then was anti-aircraft guns.  Now, tanks with Stinger Missiles launch the missiles at incoming jets, which makes bombers think twice before attacking a city or field army.

Dreadnought: requires Industrialization
    Attack:9
    Defense:9
    Movement:4

    Description: The most powerful warships after the Ironclads, the dreadnoughts were the most feared vessels for the early 1900's untill the avent of battleships.  Still, these ships posed a threat to any vessels, and proved to be great for launching a sea invasion or escorting a convoy.

UNIT CHANGES:

Marines: requires Amphibious Warfare
    Attack:8
    Defense:5
    Movement:2 (all as road)

    Description: Marines weren't slow moving units as the original rules dictate.  Marines were the best the world had to offer in combat, and they could move for days nonstop at high notch speeds that would kill a normal man.  Jungles, mountains, nothing stopped them (hence the all as roads adjustment).  Marines now play a REAL role in those costal assualts, were before they serverd more as cannon fodder.

Fanatics (now named Worshipers): requires City-States
    Attack:3
    Defense:3
    Movement:1

    Description: Worshipers were quite common in ancient Greece, and many times, wars were fought for their god's will.  Weaker than Fanatics (they come much earlier in the game), they replace the Crusaders unit (people back in ancient times weren't using guns as the sound dictates).  Free of charge, any civ that turns to City-States will find that they can have a massive army for free.

Knights: requires Chilvary
    Attack:5
    Defense:2
    Movement:2

    Description: Knights were the most powerful units ever to walk the field in the Middle Ages, while Crusaders was religous motivated PEASANTS.  They're attack power has been adjusted to compensate for they're battle leadership and ability to smash a infantry line with a perfect charge.  

Bombers: requires Advanced Flight
    Attack:12
    Defense:2
    Movement:8 (16)

    Description: Bombers were not easy to shoot down as the game depicts.  These were monsters of the air, and they had plent of guns to withstand a fighter attack.  Maybe that's why rarely one fighter EVER took down a heavy bomber in WWII.

Cruise Missile: requires Rocketry
    Attack:20
    Defense:0
    Movement:24

    Description: Cruise Missiles are much like Nuclear Missiles, with long ranges, but they aren't as long as the more impressive nukes.  

Nuclear Missile: requires Rocketry
    Attack:99
    Defense:0
    Movement:32

    Description: We're talking nuclear MISSILES here, not nuclear bombs.  Nuclear Missiles in real life have incrediable ranges.  I didn't want to make them have to outrageous of a range, such as 64 moves, which would be more correct, but 32 is much better than 16.  


GOVERNMENT CHANGES:

Government: City-States (replaces Fundamentalism)
UNIT SUPPORT
Each unit beyond the sixth costs one shield per turn; 
Settlers eat TWO food per turn.
ONLY City-States may produce
Worshiper units.

HAPPINESS
Under City-States, NO CITIZEN IS EVER UNHAPPY! (From the enjoyment of only having to deal with your city's govenment, and not a centralized one.)

CORRUPTION AND WASTE
Because City-States have differnent types of currency, then money is of little value in other City-States unless cashed in for a govenment-issue currency, which is where the national treasury comes from.  Because of that, there is NO corruption.  However, City-States has the special disadvantage that all SCIENCE is CUT 25% due to scientists competing with other cities on research goals.

SPECIAL
Improvements which convert unhappy citizens to content citizens 
(Temples, etc.) turn into gathering places for parties and balls to worship the god they are dedicated to, and they gatherings from these gatherings producing "tithes" equal to the number of citizens they would otherwise convert.  They also require no maintenance since they are constantly upkept by locals for free since they don't want to bring the wrath of the gods upon them.  Under City-States, none of the science/tax/luxury rates may be set higher than 80%.
