Includes: Before you begin, Winning the Game, Changes from original files, and future products.

Before you begin:

1. Create a folder in  Mps/Civ2 directory called Original and load all of these files to it -
  RULES.TXT
  CITIES.TXT
  UNITS.GIF
  CITIES.GIF
  TERRAIN1.GIF
  TERRAIN2.GIF
  GAME.TXT
Also copy the Sound folder to this folder.  When you do this you now have a backup to the original rules, picture and sound files.

2. Create another folder within Civ2 for each scenario you download or buy and place all files that come with that scenario in it.  For this scenario you could call it Invaders. All of the files that come with this scenario should initially be placed in this Invaders folder. 
 
3. This Invaders scenario includes some minor change you might want to make original files in the Civ2 folder and the Civ2/Sound folder:
 A. Game.txt should be copied to the Civ2 folder replacing the original to change the wording on "Paradrop" to "Air Assault".  This should be done for this scenario and might as well be left there for every time you play Civilization 2.  
 B. Copying Fire-.wav and Fire-.old to the Civ2/Sound folder will cut out someone yelling "Fire!" from the Artillery weapons sound every time you play the game. To get it back rename Fire-old back to Fire-.wav. 

Originally when you played a scenario you had to copy all files in the scenario folder to your Civ2 folder and when you were done with that scenario copy the original files back. This is no longer necessary if you have purchased the Civilization II "Conflicts in Civilization"Scenarios CD. Just open the scenario in the proper folder at the start page.

4. Included in this pack are two scenarios and all the modifications to run the scenarios.



Winning the Game: 

If you play the Allies, Axis, or Russians you must defeat the Invaders.  You also should try to be the most powerful civilization afterwards as shown on the power graph display.  Did you want to beat the Invaders and have somebody else ruling the world? 

The game is possibly playable as the smaller powers except Turkey where you make your own small contributions to victory.  Turkey will usually not last the game and is primarily used to provide a dissident faction if a major capital is captured.

If you play the Invaders: crush the pitiful humans.  Nothing is acceptable except total victory.  All praise to the High Priestess!

Game is designed for deity level, of course.  It is playbale at the other levels. 

Changes to original files:

There is now a change to game.txt in the CIV2 folder.  All this does is replace the "Paradrop" displays to displays saying "Air Assault".  Game.txt should be placed in the CIV2 folder replacing the original game.txt.  The original should have been placed in the backup folder as mentioned earlier. A game.old is included if the original was lost.

Cities.gif has been changed to give sandbags around fortified units.

Changes to RULES.TXT

Look in your defense minister screen or in the civilopedia to check for all the changes to units.

This is an adaptation of my RULES.TXT for complete games called Easter Lemming Civ2 rules.

Specific to Invaders it adds high tech weapons.  The outrigger and balloon pictures for units have been replaced with modern units - nuclear sub and Invader AG Craft.  The palace guard has been spiffed up as a powered suit.

Alpine Troops are now Special Forces.  They require explosives to justify this powerful unit. 

SDI defense has been delayed, it comes too early in the standard game.  It now needs superconductor, not the laser.
 
Advanced Weapons, follows the advances Superconductor, Fusion Power and Robotics.

Early Flight normally uses the balloon or a biplane unit as WW1 era planes, balloons, or zeppelins.  These are weak units used primarily for recon and shooting each other. This advance is not used in this scenario.

Expirations have been added to more Wonders where they make sense.  (Do you believe building pyramids should increase your population growth forever?  I never realized the pyramids were giant granaries anyway.) 

Some of the Wonders have been renamed specific for this scenario.  Check the Civilopedia.

As of version 22a I have added the Electricity requires Steam Engine modification from the Fascism patch to Easter Lemming rules.  This insures that you do not get destroyers before ironclads.  This does not affect this scenario. .  

Units:

Alpine Troops are now recognized as special forces and a new picture for this is included.

Advanced Weapons (Powered Suits) renders obsolete Marines, Special Forces and Paratroopers.  Powered Suits are armored mechanically assisted special forces with very high tech weapons.

The stealth planes are stronger defensively.  This and some other changes are from the Civ2 updates. (You can see I started messing with the rules before going online and before any updates).

Stealth makes a lot of the WWII era units obsolete.

A minor revision was made to Destroyer and Cruiser stats.  Original basis for this was to make destroyers a bit stronger than ironclads instead of only faster.  It seems to play well in the regular game.  

Speed of all naval vessels has been increased for this scenario.

Subs have a newer, faster, stronger, more expensive replacement when you get nuclear power.  Battleships and destroyers become obsolete, build Aegis cruisers to protect carriers or the advanced subs instead. 

Carrier stats have been revised based on WW2 carriers.  Mainly a lot cheaper. Carriers are almost worthless in the standard game as being extremely expensive even without planes or helicopters and with cruise missiles in opposition they are toast until you learn to surround them with protecting ships. Warning: the computer AI routines do not use the carriers effectively. I suspect this is one of the reasons they are so expensive.

AG Craft in this scenario can be used as a high-tech replacement for paratroopers. These are mainly used to capture cities but are powerful in other ways as well. 

New Units:

Powered Suit  2* 16/7 3-1. (move att/def hp-fp)
Advanced Sub  14(15) 12/5 4-2. (moves 15 due to Nuclear Power)  (All ships have greater speeds.)
AG Craft      2* 10/8 2-2.  (* all as road)

On resources: Oil and Gold are much more valuable.  In later stages of a standard game it is worthwhile to search these out. (Gold rush, Oil Boom) Iron is a little more valuable. 

On leaders: I had to change the characteristics of the Indians as those are the Invaders. Sorry Gandhi.

non RULES.TXT modifications:

Added an event file which basically insures that if someone makes peace with the invaders it will not last long.  Invaders like democracies least.

I added the custom1, custom2, and custom3.wav files for the new unit sounds.  I also got rid of that annoying "Fire!" from artillery. and howitzers.  (It is still there in the Sound directory, just not labeled as a .wav file. A microsecond blip is left for Civ2 to use.)

For the advanced sub sound I kept the old torpedo sound.  For the others I kept playing with SFX files and kept cutting, speeding up, overlaying etc.  (I have made some changes based on problems with original as of version 12C.)

Versions starting with 13 have made changes to the UNITS.GIF icons.  Three new units have been added and touch up work to existing units.  The existing unit changes include Alpine troops and Paratroopers getting camouflage outfits.  Minor modification to helicopters to get it to show up better.  Changed the appearance of more units in later versions. Fanatics are now black robes.  Partisans and the rebel leader have changed.

This scenario uses a more realistic scientific advance rate.  Contrast that with the Rome scenario where my Romans usually end up with destroyers and cruise missiles.  The advance rate is still actually faster than what it should be reflecting that higher technology is being demonstrated as well as captured and studied.

Invaders do not have espionage.  They have everything else.

This is now version 24b.  Made minor midifications in January 1988 to release it to the web: v25a.

Other Products:

I may release Easter Lemming rules as a mod pack without the Advanced weapons.  Right now this Invader scenario are Easter Lemming rules if you put back in early flight units and remove Advanced Weapons.

I am working on a Mars-like scenario.  This is an entire game starting on a pre-made much harsher world that has no grassland except on the worldwide canals.  It takes place right after a war has devastated the planet and you must rebuild Civilization and take off to the stars.  And you thought Civilization II on Earth was tough.

I have some work done on a modern world (1945 to 2020) scenario.  Basically I haven't liked the modern scenarios I've seen on the net or in the scenario CD.  I was working on a polar projection map but I have found some on the web.

This is one of my "Cross-Time" Invader scenarios and not an "Outer Space" Invader scenario.  As cross time invaders advanced forces show up to take over different alternative time lines.  As the forces stay in the new timeline they lose their gateways to their original home world.

This scenario after play testing is difficult for beginning players to score a major victory and much easier for advanced players. 

Right after the Christmas holidays in 1986 I lost the latest versions and had to restart from version 14.  I also gained some inspiration from the Conflicts in Civilization Scenarios CD. 

