The three included maps/scenarios are medium sized. #1 is 60 x 90, while #2 & #3 are 60 x 100.
The included CITIES.GIF and TERRAIN.GIF files are not necessary to play these scenarios. There are changes from the original CIV II files, e.g.,  the resources are easier to see. I intended to make more Cities changes but don't have the time. The UNITS.GIF file has many modifications to it and I haven't tried playing the scenarios without it. The RULES.TXT is of course essential to play this variant. You need the three CUSTOM.WAV files as well.
Move the original CIV II files to a folder before putting these mods into it. I call my original file folder ORIGINAL.


OCEAN EARTH

OE is based on world similar but different to our own. Civilization Advances and units are mostly the same, although some have a different appearance. Sea movement is quicker, with all ships above Trireme gaining at least one extra move. Shipbuilding is more efficient, with ships becoming less expensive. Wonders such as Magellan's Voyage should be sought after on OE. The AI's preference for Tech Advances that improve ship design is increased. 



The tribes can research 3 new Technologies: TacOps, Cybernetics and Anti-Gravity.

TacOps
Advances in several fields of research has led to the development of very powerful portable weapons. New tactics and operations are developed through computer modeling, leading to the
formation of small squads of professional soldiers. Modern air and sea transports make these heavily armed teams capable of quick response and great mobility, and can be inserted into almost any zone of conflict, bringing with them enough firepower to devastate any opposition. They are difficult to spot and target, making them excellent defenders, and carry on the legacy of the Marines.

Prerequisites: Espionage and Combined Arms
Allows: RApid InvaDERS (RAIDERS)

RAIDERS
Attack 10, Defense 6,  2 Hit, 2 Fire, Move 1*
Can make amphibous assaults.
Can paradrop.
All squares treated as 1/4 movement
Cost: 90

After RAIDERS,  Marines and Alpine Troops are obsolete.

Cybernetics
Collaborative research in Genetics and Robotics merge into the new field of Cybernetics. Cybernetics advances the concept of merging humans with automated devices. The Human brain performs as the decision maker,  with ties to photon processors that handle routine discrete activities such as movement, heating and cooling, sensors, tools/weapons, which further manage information from their sub processors. This revolutionary alliance has among its results the development of the Titan.  A  virtual land battleship, it takes on the role of the ultimate enforcer of their owner's  desires. It can move quickly to any area on a land mass and throw it's considerable weight into the fray. Titans have advanced sensor and targeting capabilities that allow  the human element very effective fire control against both land and air targets. They are the most powerful land units available.

Prerequisites: Robotics and Genetic Engineering
Allows: Titan 

Titan
Attack 12, Defense 7, 3 Hit, 2 Fire, Move 4
Can attack air units.
x 2 defense vs. air.
Ignores City walls.
Cost: 120

After Titan, Riflemen are obsolete

Anti-Gravity
Ocean Earth is a planet with a large  heavy metal  core. Counteracting gravity has long been a major element of research in many fields. Advances in both Fusion and Rocketry led to efforts in forces that cancel or reduce gravitational attraction. Powerful directional magnetic fields and singularities that consume little power opened the way to an airship design that mostly had to propel itself through the atmosphere, leaving the battle against gravity to other devices. The LatEsT High tech Airborne Laser (LETHAL) became the military payoff for this research. Capable of great speed over long distances, the LETHAL can make its presence felt at virtually any world conflict, and in a hurry!

Prerequisites: Space Flight and Fusion Power
Allows: LETHAL

LETHAL
Attack 12: Defense 8: 2 Hit, 3 Fire, Move 14
x 2 range
Ignores City walls
Can spot subs.
Cost: 160

Game CHANGES

Settlers consume one food at any government level.
Movement on a road is 1/4, up one from the standard 1/3.

Unit Changes
Fighters are 5 attack, 3 defense,  12 range (was 4a, 2d, range 10)
so they are a bit more effective opponents to the ships.

Standard Ship  Cost and Movement [ () = change from original]

Ship			Cost		Move

Trireme		Unch.		Unch.
Caravel		Unch.		4 (+1)
Galleon		Unch.		5 (+1)
Frigate		 40(-10)	5 (+1)
Ironclad		 40(-10)	5 (+1)
Destroyer		 50(-10)	8 (+2)
Cruiser		 70(-10)	7 (+1)
A. Cruiser		 90(-10)	8 (+2)
Battleship		140(-20)	5 (+1)
Submarine		 50(-10)	4 (+1)
Carrier		140(-20)	7 (+2)
Transport		 40(-10)	7 (+2)


