			       Civilization II
				
			      Common Sense MOD
		  	  Rules Updates & New Units

				Version 1.0
   			       Dated 6/26/97

                  	    For Civilization II
                 All rights reserved by Author, Mitchell Fagen  

Until further notice (in future versions), I give permission for this to be on any web site and for anybody to use it.  This MOD pack, until a later version is released where I take back this statement, is freeware.  (I probably won't do this, I'm just reserving my rights.)


I would like to thank so many people for the help I've gotten for my MOD pack.  Only one of the unoriginal icons (the UFO mothership) I made myself.  I'm sure I've got some stuff from Mike McCart, because he makes about half of everything I see on the Internet.  Thank you, Mike McCart.  I thank one of my good friends, who I've gotten many ideas for these units from.  I would also like to thank everybody else on the net who I've gotten ideas and unit pictures from.  



I wrote this Mod Pack by just changing what I thought should be changed.  I just looked at my Units.gif and Rules.txt files today and noticed that there was enough changes from the original to put submit it as a MOD Pack.

I got rid of the Crusaders unit as it is really the same thing as Knights.  I also got rid of Paratroopers as it is the same as Marines, and so I gave marines the ability to Paradrop.  The Jet Fighter is the only thing I did for no good reason (I just really love the picture, so I found a use for it!)  The Dreadnaught is completely from the Facsism Patch (except that I made it a little weaker.)  I put the Dreadnaught in because feel its unrealistic to go straight from Ironclad to Battleship.  I gave Ironclads the same carrying ability as Frigates, because at first, Ironclads were just Frigate covered with Iron, then the later ironclads were Frigates covered with iron with a steam engine.  To keep up with the natural succesion of infantry, I made riflemen become obsolete with Amphimbious Warfare and I also made riflemen become Marines with Leonardo's Workshop.  I made armor a little stronger because when it used to attack a fortified city with Mechanized Infantry, it had no chance to even cause damage.  Now, it's still in favor with Mech Infantry, but the Armor will at least cause some damage.  I made a SAM Missle Battery unit because SAMs are transportable in real life, and without them, it can be hard to defend newly conquered territory.  The one fault the SAM unit has is that if the city has a SAM improvement, it doubles the SAM unit strength.  I gave the SAM unit a defense of 5 with the AEGIS ability of doubling defense rate against air units.  

I built two units for fun, although I guess its not fun if you're behind in technology.  These units are the UFO units.  The UFO City Destroyers are meant to be like the motherships in Independence Day, so they have Nuke power.  They are as expensive as some wonders.  The UFO fighters are meant to be the standard UFO which is commonly heard about "a flying saucer".  I tried to make the them most powerful air unit, while not making it completely outclass earthly air units (so that I can make it affordible enough to have large armies of them while not guarantying sucess for their owner.)


In future updates I would like to include a space shuttle unit which would have no attack ability, but it could travel around the world in one turn.  I would also like to make a Roswell/Area 51 wonder which would be a requirment for UFOs, but I'm not sure how to make wonders.  Please e-mail me on that.

I would like to make newer versions of this MOD pack.  If you have any questions, comments, or suggestions, please e-mail me at:

			     doo1284@aol.com