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Joystick Magazine 1996 September
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cd joy 74 No16.iso
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fascism.txt
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1996-05-24
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Civilization II
Fascist Patch, Rules Updates & New Units
Release 1.5b
Dated 05/24/96
For Civilization II - version 1.08 thru 1.11 and higher
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", to download the current
version of Civ II, so this patch will run correctly.
GENERAL INFO:
This patch contains replacement files for five 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, game.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 files named "BIGGUN.WAV" and "DIVEBOMB.WAV" into another directory
(do not move them, COPY them). Rename "biggun.wav" to "CUSTOM2.WAV" and
rename "divebomb.wav" to "CUSTOM3.WAV" then replace the files 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.
NOTE: This patch that you've downloaded is without the Stuka .wav file I
recorded. This version is without the .wav simply to save download time. If
you want the .wav file, you'll have to download the larger Fascist Patch.
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.
WHAT'S NEW COMPARED TO PREVIOUS RELEASES?
New in release 1.5 is the addition of another new tech, Armor Design & the
accomponying unit, Heavy Armor. Also added are new graphics for the Cruise
Missile, Dive Bomber & Zeppelin. Flight times for the Dive Bomber and
Zeppelin unit are now listed when you run out of fuel (I know it's too late,
but now you're now reminded why it was too late!). Speaking of Fuel, the
Zeppelin's range has been increased from 5 to 6 turns. For those used to the
rules in the Fascist Patch for v1.07 of Civ 2, the Fascist rules are changed
to match what they were in the Fascist Patch for v1.06 of the game. (ie: no
free units, 30% science penalty, but no 50% science effectiveness limit like
in the patch for v1.07) The Fascist rules now reflect once more, my original
intent of the Fascist Patch (my hands were tied with the v1.07 rules).
New to release 1.5a is an all new digitized .wav of an actual WWII Stuka
Dive Bomber attack run*. Also, the rules change concerning engineers from
v1.10 (no longer ignores ZOC) is now in effect in this version of the Fascist
Patch.
New to release 1.5b is a shorter digitized .wav of the Stuka Dive Bomber*
(shortened from 20 seconds to 15 seconds). Also Zeppelins now become
obsolete with Space Flight instead of Rocketry... this fixes the problem of
Leonardo's Workshop upgrading Zeppelins to Nuclear Missiles!
* Note... the Stuka .wav is not in this version, to save on download time.
You'll have to download the larger Fascist Patch to get the Stuka
dive bomb .wav file.
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 Armor Design (with Mobile Warfare) which allows the
Heavy Armor unit, and Fascism 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
Armor Design Fascism Mobile Warfare Heavy Armor
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 6 turns in
the air for a total of 24 moves before landing. obsolete by
Space Flight.
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 SPACE FLIGHT, made the mighty Zeppelins obsolete.
Heavy Armor: requires Armor Design... (A very BIG improvement on Armor!)
12 attack, 6 defense, move 3, hp 4, fp 2, cost: 100 shields
DESCRIPTION: World War II saw a rapid advance in Armor design. Some
of the best designs were spawned out of Nazi Germany, and the shock
of these tanks withstanding direct hits from other lighter tanks was
demoralizing to say the least! By the end of the war, heavy tanks
were coming off the production line using high velocity guns which
gave tremendous FIREPOWER and thicker armor which prolonged the lives
of the tanks on the battlefield.
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%.
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 v1.11 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
the Fascist Patch, 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 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). Most other tech changes I did will come up with Advanced Flight, but
this will not affect game play at all. 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 patch may be freely exchanged and uploaded as long as the contents of
the zip file are kept intact and unmodified. 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!
Steve Strayer
Designer - Fascist Patch for Civilization II
E-Mail comments to me at:
75233.565@compuserve.com