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