MISC.TXT

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; Miscellaneous changes from Civ to Civ2
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****** COMBAT ******

Some combat factors have changed significantly.  Chariot
now has attack 3 (formerly 4).  Legion is now 4-2-1
(formerly 3-1-1).  The attack factor of Musketeers and
Riflemen has been increased to equal the defense factor.

The addition of "strength bars" or hit points changes the
feel of combat.  One effect is to increase the effectiveness
of modern weaponry against more primitive technologies; a
tank may be damaged by a lucky fortified veteran phalanx,
but it is very unlikely to be destroyed.  In general, the
freakish ends of the probability table have been smoothed
out.

The new combat system also adds two new statistics for each
unit: hit points and firepower.  A unit's hit points indicate
the amount of damage it can take before being destroyed.  A
unit with 1 hit point can be hit 10 times before being
destroyed.  A unit's firepower indicates the number of hit
points of damage it causes each time it scores a hit.

A damaged unit can partially heal itself by skipping its *entire*
turn (spacebar).  Units repair faster in cities.  Also if the
city has the proper repair facility (Barracks, Port Facility, or Airport),
the unit is completely healed in a single turn.

Any unit capturing a city is immediately healed to full strength as a
reward.

Note that the addition of the hit points and firepower
statistics widens the technological gap between units.
A Musketeers unit with a strength of 3 attacking Pikemen
of strength 2 has an "effective strength" of far greater
than 3, simply because its increased hit points (2) allow
it to sustain twice as much damage as the Pikemen.

Some special combat cases:

* Fighters' attack factors are vastly increased when
  attacking Helicopters.  This is because the Helicopter's
  defense factor represents its strength when defending
  against ground attacks, not against air-to-air.

* Partisans' attack factors are vastly increased when
  attacking non-combat units (settlers, diplomats,
  caravans).

* When a ship bombards a ground unit on shore, the firepower
  of both units is reduced to one.  This simulates the low
  accuracy of shore bombardment.

* Pearl Harbor (a.k.a. "Hey! You sank my Battleship!"):
  Ships defending in port have their firepower reduced
  to one.  Air units attacking ships in port have their
  firepower doubled.



****** GOVERNMENTS ******

Note significant changes in government types.  Monarchy
has been vastly improved in that the first 3 units from
each city cost no shield support.  We now strongly suggest
switching to Monarchy as soon as it becomes available.

Similarly, Communism does not have to support the first
three units from each city, and units are twice as effective
at imposing martial law (so up to 6 unhappy citizens can be
suppressed).  No corruption occurs under Communism, and all
SPY units produced by Communist governments are considered
"veterans".

Republic has been improved in that the first unit away from
a city does not cause unrest & the Senate only concludes
unwanted peace treaties 50% of the time.

And perhaps most importantly, units in Democracies and
Republics do not cause unrest if they are IN A FORTRESS
SQUARE WITHIN 3 SPACES OF A FRIENDLY CITY.  This is intended
to allow realistic defensive frontiers.

You can no longer avoid Senate interference in your foreign
policy by simply refusing to meet foreign emissaries.
However, in the Senate of a Republic the "Doves" will only
be in power about 50% of the time (in a Democracy the Doves
are always a force to be reckoned with).

--> And now, units in a Republic/Democracy do not have to
be in specifically their home city: any friendly city is
okay (or a fortress w/in 3 squares of any friendly city).

When you undertake a Revolution to change your government,
you experience the usual period of anarchy.  However, once
the menu appears allowing you to select a new form of
government, you may freely and instantly change your
government for the rest of that turn (by selecting
Revolution from the menu).  This will allow you to compare
the effects of various government types.

Note also that corruption gradually decreases w/ each
higher form of government (identical city's corruption
under Despotism will be more than under Monarchy, which
will be more than under Republic).

The "corruption" concept has been extended to shield
production (as "waste").  The same conditions which affect
normal corruption (courthouse, nearby palace, government
types) affect waste.  Waste is particularly affected by
government type--switching to a more advanced government
is the best way to decrease waste.

Note that the SCIENCE, TAX, and LUXURY rates are now
restricted by your government type.  Under Despotism, for
instance, no single rate can be set higher than 60%.  Under
Monarchy the maximum rate rises to 70%.  The other
government forms all allow up to 80%, except for Democracy
which allows complete control at 100%.

An entirely new government form, Fundamentalism, has been added.
Under Fundamentalism, no citizen is ever unhappy!  City improvements
which normally make unhappy citizens content instead pay "tithes" equal
to the number of citizens they would have affected.  Up to ten units
can be supported from each city for free, and Fanatic units (essentially
a half-price Riflemen unit) can be built.  "Terrorist" acts committed by
your spies & diplomats have fewer adverse consequences for you.  But your
science is halved.



****** DIPLOMACY ******

The diplomatic system has been significantly extended.
Note for instance:
  * Once you have made contact with another civilization,
    you may ask to speak to its king at any time (call
    up the Foreign Minister's report and select "Send
    Emissary").  Continued entreaties may exhaust a
    king's patience however.
  * Cooperative alliances are possible.
  * Peace treaties take territory into account; moving
    into the territory (the city radius) of an enemy city
    may be taken as a treaty violation. Enemy kings will
    warn you when you are in violation.
  * There is no longer a strict dichotomy between
    peace treaties & war; one can also sign temporary
    cease fires or simply operate without a peace treaty.
    (So refusing to sign a peace treaty does not
    constitute a prima facie declaration of war).
  * Rumors of your past transgressions will proceed you!
    Breaking a treaty or alliance carries a slight but
    permanent diplomatic penalty in all future negotiations
    with all other players.  The more treaties you break,
    the less other players will trust you.  If you break
    treaties systematically, the other players will learn
    from their mistakes and become as ruthless as you.  If
    you plan to break a treaty, give some thought to not
    signing it in the first place (Note that in some cases
    you can sign a temporary cease fire instead of a permanent
    peace treaty).  If you have an *excuse* for breaking a
    treaty (the power in question uses a Diplomat to steal
    technology from you, for instance, or another power offers
    you money to break an alliance or treaty), the diplomatic
    penalty is eliminated or reduced.  You can check your
    current reputation on the Foreign Minister's report.
  * Note that it is keeping your word which is important
    in the above equation; not necessarily behaving peacably.
    There is no diplomatic penalty for simply refusing to sign
    a peace treaty or cease fire; the penalty is for signing
    one and then breaking it.  So it is possible to maintain
    a spotless reputation while waging a war of conquest.
  * You will find that computer players (within the limits
    of their personality traits) can be peaceful neighbors
    and even cooperative partners.  If you tend to keep your
    word, they will tend to keep theirs.   If you break
    agreements on a regular basis, they will tend to do
    likewise.



****** MISCELLANEOUS ******

The civilization advance prerequisites for the basic
game have changed slightly, mostly to eliminate redundant
prerequisites.  Physics, for example, used to require
Navigation and Mathematics; however, Navigation already
presumes Mathematics (via Astronomy).  Physics now
requires Navigation and Literacy.  When selecting the next
civilization advance to research you can use the "goal"
button to help you find your way through the chart.

Many civilization advances which used to be "dead ends" (e.g.
Chivalry, Feudalism, Conscription, Pottery) now lead to
bigger and better things.  Chivalry, Feudalism, and
Conscription, for instance, are all directly on the
prerequisite chain for Mobile Warfare (Armor Unit).

Cities count as RR squares once Railroad has been discovered.
(And they count as farmland squares once have Supermarket).

Colosseums (normally make 3 content) make 4 content w/
Electronics.  This represents the effects of Television.

Two settlers improving a square (irrigating, building RR, etc)
will work as a team & finish the job twice as fast (& you can
even have 3 or 4 if you really want to drain that swamp).  The
old cheat w/ clicking on a settler has been fixed.

The new Engineer unit (available w/ discovery of Explosives)
works twice as quickly as regular Settlers and has the
additional ability to "transform" terrain into a vastly
different type.

Once Radio has been discovered, Settlers/Engineers can
build an "airbase" in any square they could ordinarily build
a fortress in.  An airbase allows friendly planes to land and
refuel.

Ground units moving along rivers are only ch...
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