The Gimme and Raider civs are the only ones really crippled at the start,
however with a human player either could (?) recover (either with explosives
or economics or both).The Gimmes are the sworm enemy of the builders.

                   CHEATS and HINTS
                   ======     =====


Turn 1 will make your eyes water if you are the builders ,blancos ,ethics
or growers but don't get mad - get even.

It is called economic warfare ! (Diplomats are usefull)

City "improvements" such as Tax shelters might be good for the individual
but are DESIGNED to stop the government from getting tax dollars while
other practices simply result in large economic gains to some sectors
(and must be paid for by the nation as a whole) so look at the
maintainence cost (cost to the economy) in the trade advisor.

Destroy the agricultural schools in cities that you are going to loose -
(The civs that capture them might not be able to rebuild them -
It is one of the oldest warfare tactics.)

Some civs are given units that they can't create - lets you "try before
you buy" but Disband units like agitators (unless you have Leonardo's
Incentives and explosives and womans' suffrage.)
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If you enjoy reading the last page of a novel first then read on.















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Cities grow VERY slowly after about size 5 so use "WE LOVE THE PRESIDENT DAY"
for growth. (ie in a republic if your cities have spare food raise the luxury
rate until there are no sad faces and the happy faces outnumber the content
faces, takes 2 turns then cities grow by 1 every turn)

Builders are about 2 turns from being able to discover Economics at the
start of the game so trade knowledge with them to get near to economics.

Don't research GREED.
Don't build Great Library or you will get GREED.
Don't capture cities if you will get GREED.
Don't swap knowledge for GREED.
If you get GREED you may still be OK if you can get explosives.

Don't let another civ with GREED have Leonardos Incentives AND explosives.

Create and use the defensive advantages of Terrain - veteran units with
2 or 3 hit points in a fortress on improved terrains are VERY hard to kill.
(ie look for units with hit points, but unless you have terrain on your
side you are dead against the swarms of better opponents.)

Look at the top 5 cities on turn 1 and turn 2. (A diplomat with 550 gold
could get himself a cheap city with massive potential) (Hint - if you are
the builders or blancos go north , rustics go east.)

Tradesman can mine or build roads while defending the fortresses if you
don't have enough taxpayers.

Most civs start with a few professionals at the start of the game - don't
waste them.

Use professionals to terraform where you are likely to get attacked by
corporate raiders, tradesman to terraform near enemy "envious" or "fanatics".
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                             MEGACHEATS
                             ==========
Most civs start with a few professionals at the start of the game - if you
didn't then bribe someone else's - they can terraform terrain even before
the tech has been discovered. - USE THE 'O' KEY on the folowing terrains:
Buffalo --> becomes (becomes grassland first then) HEAVY INDUSTRIAL
Wheat   --> becomes (becomes grassland first then) HI-TECH INDUSTRIAL
Use ordinary settlers (tradesman) to defend these squares because they can
mine it at the same time.

Gold becomes heavy industry with a single terraform.

If you want money go for HI-TECH INDUSTRIAL.

If you want to build military units and stuff go for HEAVY INDUSTRIAL.

Ordinary settlers can turn plains into commercial to keep the people fed.




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FOR THE WAR MONGER WHO LIKES TO KILL RATHER THAN BRIBE THERE IS ONE
MEGA UNIT AVAILABLE TO ANYONE WITH THE ECONOMICS TECH ADVANCE. (But
you will need some HEAVY INDUSTRIAL or factories to make the mother.

Because these units are SO BAD (just 1 is enough unless your opponent has
one also) i converted them to trade units to keep the AI civs from using them
but human players can still use them for offense.

A veteran "incentives" on mountain terrain is about the only thing that
comes near to a defense against it - Sam missile battery might help (if you
can get the tech from the ethicals?) (haha).


---------------------------------------------------------------------------
Discrepencies:

There are still a couple of military units but for the most part they have
been replaced.

Super funds not needed if you have hoover dam ?!- might need more tinkering.

It only takes about 7 years to become world leaders on all of the
demographics - ie AI civs are too cripplied. (Or scenario should be about
10 years long).

Loading saved games after about 1005 causes the events file to be ignored as
some of the civs start dying off by then but its hard to make treacherous
civs without explicit events?

The city.txt file is a rip-off from somebody elses scenario (it wrote over my
\mps\civ2\city.txt) so it should be deleted.

