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