			       Civilization II
				
		           Fascist Patch Mod Pack
			  Rules Updates & New Unit
 
	               Plain (no frills) Varient Pack
			       Dated 10/18/96

	    For Civilization II - version 1.08 thru 2.42 and higher
                 All rights reserved by Author, Steve Strayer  



IMPORTANT:

You MUST have AT LEAST version 1.08 of Civ II for this patch to run properly.
Versions later than 1.08 of Civ II will all run without error.  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).



GENERAL INFO:

This patch contains replacement files for four 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.  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, units.gif, and Read1st.txt.  Place all these files in your main
Civ II directory.  



WHAT IS THE FASCIST PATCH PLAIN VARIENT?

This is a varient to the popular Fascist Patch.  It is not considered "THE"
Fascist Patch, and is only offered as a varient to those who would like to 
use Fascism, but are hesitant to change or add other aspects to the game that
differ from the unmodified original Civ 2 game.  The one major change in this
varient... 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.  This "plain" varient basically offers what the
original Fascist Patch was many moons ago in the spring of 1996 when Civ 2
was first released and the Fascist Patch was first developed.  Since then,
the Fascist Patch has evolved to add and change many factors that is NOT 
represented in this varient.  If you'd like more changes, you are encouraged
to download the full Fascist Patch.



TECH ADVANCE CHANGES:

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.

In short this is the tech change made in the game:


Tech Advance       1st requirement / 2nd requirement  Allows      

Fascism            Communism         Tactics          Stormtroopr



NEW UNIT:

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.  



UNIT CHANGES:

Both the Alpine unit and the Paratrooper unit have been "toned down" to look
more like military units rather than extreme sport celebrities!  I didn't 
think anyone would actually "want" to see yellow jumpsuits on soldiers!


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 v2.42 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
this Fascist Patch Varient, 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 varient, 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.  Don't worry when the
following comes up: when you discover Fascism, the description and stats for
Fundamentalism will come up,  since this will not affect game play at all,
you'll agree, this is very minor, and the game will play fine with the rules
changes I have made!  



CREDITS:

This varient 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, and all the people on CompuServe & AOL 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 & Varient Packs

 E-Mail comments to me at:
 75233.565@compuserve.com

