			       Civilization II
				
		  Fascist Patch, Rules Updates & New Units

				Release 1.1



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.  Now go into your Civ II "SOUND" directory.  COPY the .wav
file named "DIVEBOMB.WAV" into another directory (do not move it, COPY it).
Rename the file to "CUSTOM2.WAV" and replace it into your Civ II Sound
directory.  (For people new to computing, you can do all this with either
your Windows File Manager or Explorer).  Installation is now complete.


WHAT'S NEW?

There are several rules "tweaks" and a few major changes... the most notable
of which is that 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 deleted (Fanatics), and in it's place is a new
"Fascist only" unit, the Stormtrooper.  Also, two completely new units have
been added to "round out" the air war... the Zeppelin, and the Dive Bomber.


TECH ADVANCE CHANGES:

A few "tweaks" have been assigned to the game for better play balance and to 
"make more sense".  The normally short lifespan of the Rifleman (given with 
conscription), has been extended a little.  Tactics no-longer allows the use
of the Alpine unit imediately following conscription (it does still give the
cavalry unit, though).  Instead, if you want Alpine units, you must develop
the new tech advance "Mountain Warfare"... this provides Alpine units.
Mountain Warfare's only prerequisite tech is Tactics.  Mountain Warfare also
leads to Guerrilla Warfare (with Communism).
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.
Fascism in turn leads to the Labor Union (with automobile) which still allows
the Mechanized Infantry unit.
In short (too late) these are the tech changes made in the game:

Tech Advance       1st requirement / 2nd requirement  Allows      Notes

Fascism            Communism         Tactics          Stormtroopr
Fundamentalism     no                no               n/a         Removed 
Geurrilla Warfare  Mountain Warfare  Communism        Partisans
Labor Union        Fascism           Automobile       Mech Inf
Mountain Warfare   Tactics           none             Alpine Trp


NEW UNITS:

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.  


Dive Bomber: requires Radio... (you can now call-in tactical air support)
	8 attack, 1 defense, move 8, hp 2, fp 2, cost: 80 shields
	Dive bombers must land on same turn it flies. obsolete by stealth.

	DESCRIPTION:  With the advent of the radio, the ability for troops in
	the field to call in airstrikes to the exact position, greatly aided
	the attack.  Limited in range and fuel, the Dive bomber makes it's
	mark with the ability for multiple powerful strikes in a single turn,
	primarily geared at combat in the open field as opposed to the big
	bombers role at leveling cities, this aircraft fills an important
	gap between the role of fighters and the big bombers.


Zeppelin: requires Combustion... (an engine to propell those big ballons!)
	0 attack, 1 defense, move 4, hp 1, fp 1, cost: 40 shields
	Zeppelins are for recon (see two), they have fuel for 5 turns in
	the air for a total of 20 moves before landing. obsolete by rocketry.

	DESCRIPTION:  Lighter-than-air flight has been around far longer than
	the Wright brothers historic flight in 1903.  However, the ability
	to control the craft was crippling until the advent of the combustion
	engine.  Huge Zeppelins (or Dirigibles) were capable of covering far
	more territory than early aircraft, and could even make trans-oceanic
	voyages feasable.  Due to the use of explosive gases in the design, 
	Zeppelins made for poor use in combat, but were nonetheless great
	for recon.  The development of advanced aircraft, and especially jets
	and ROCKETRY, made the mighty Zeppelins obsolete.


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.

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%%.

HINTS
Fascism eliminates all happiness problems and provides
an excellent revenue.  Due to the happiness 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 the new rules and units implemented, and plays
well.  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 patch, 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.  Also, for the same
reasons, the Civilopedia cannot be altered.  If something comes up in the 
Civilopedia that I changed in the game rules, although it will run fine from
within the game, the Civilopedia will list it incorrectly (for example: when
you discover Fascism, the description and stats for Fundamentalism will come
up).  I think you'll agree, this is very minor, as the game will play fine
with the rules changes I have made!  Just ignore the Civilopedia in those
cases.


CREDITS:

This covers everything changed... feel free to print this out for referance.
Special thanks go out to all the people on CompuServe for their suggestions
and ideas, and of course to Brian Reynolds, designer of Civ II for such a 
great game, and making it modifiable to everyones desires!  Enjoy the patch!


-Steve Strayer
 Designer - Fascist patch for Civ II 
 75233.565@compuserve.com

