Civilization II Fascist Patch, Rules Updates & New Units Release 1.11 Dated: 14 Jan 99 For Civilization II Gold Multiplayer Edition only Gold version 1.1 and above All rights reserved by Author, Steve Strayer IMPORTANT: You MUST have the Gold Multiplayer version of Civ2 for this patch to be used. This patch is ONLY for Civ2 Gold Multiplayer Edition. 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", or the Fascist Patch web site at http://ourworld.compuserve.com/homepages/sgt_stryker/homepage.htm to download the current version of Civ II, so this patch will run correctly. (The Fascist Patch web site always carries the latest info on this patch). If you do not have the Civ2 Gold Multiplayer CD, please download the "standard" Fascist Patch found on the above mentioned site. It will work with either the stand-alone Civ2, or in conjunction with the Conflicts in Civilization expansion CD. Once again, this version is ONLY for use with the Civ2 Gold Multiplayer Edition Civ2. Do Not use this patch on any saved games... units are swapped around, and will do strange things to your saved games! Just start a new game, or wait to install this patch! Furthermore, it is recomended you have installed MPS's Civ2 Gold 1.1 patch before installing the Civ2 Gold Fascist Patch! GENERAL INFO: This patch contains replacement files for eight 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 (of course, you'll have these same files on your Civ2 CD-ROM anyway!). 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, describe.txt, game.txt, units.gif, terrain1.gif, icons.gif, custom3.wav, and Read1st.txt. Place all these files except the custom3.wav in your main Civ II directory. Next, place the custom3.wav into your Civ II SOUND directory. Now go into your Civ II SOUND directory. COPY or duplicate the .wav file named "BIGGUN.WAV" into another directory (make sure you don't delete the biggun.wav, you still need it!). Rename "biggun.wav" to "CUSTOM1.WAV" then replace the file into your Civ II Sound directory. Repeat the procedure and also create "CUSTOM2.WAV" also using the "biggun.wav" to create it (For people new to computing, you can do all this with either your Windows File Manager or Explorer). After all this, you should have Custom.wav files numbered 1,2 & 3 in your Civ II Sound directory (remember custom3.wav is included in the patch but you must create custom.wav's 2 & 3. WARNING: Due to many Technologies, and a few units being "swapped around" in release 1.x of this patch, it is NOT recomended you use this patch on any saved games, unless you want some weird things to happen... Either wait till you've finished your current saved game, or dump it and start this patch and a new game right away! ALSO: This version allows you to enjoy playing the Fascist patch Multiplayer with your friends and still use those new units and Fascist Governments with your friends! Do remember your friends on the other end need to have this patch installed as well for you to play multiplayer with anyone! WHAT IS THE FASCIST PATCH? Simply put, the Fascist Patch offers 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 "traded-in" (Fanatics), and in it's place is a new "Fascist only" unit, the Stormtrooper. One unit was removed completely due to it's apparent redundancy (Crusaders), and four completely new units have been added to "round out" what's been missing from the game... the Dreadnought, Zeppelin, Dive Bomber, and Heavy Armor... when all is said and done, the Fascist Patch offers you five new unit types and one new government to work with! WHAT'S NEW COMPARED TO PREVIOUS RELEASES? 1.11 Minor changes to make the Fascist Patch compatible with version 1.1 of Civ2 Gold which in-turn corrects some multi-play issues... make sure you install the Fascist Patch AFTER installing the MPS Civ2 Gold 1.1 patch! --- 1.1 Adds Fascist Patch descriptions to the Civilopedia and corrects Civilopedia description mismatches. New unit added, the Horse Archer. --- 1.0 The first release of the Fascist Patch for the Civ2 Gold Multiplayer Edition. It is a 100% bonified port of the original - wildly popular - Fascist Patch for the original Civ2 game. This version allows you to enjoy playing the Fascist patch Multiplayer with your friends and still use those new units and Fascist Governments with your friends! Do remember your friends on the other end need to have this patch installed as well for you to play multiplayer with anyone! 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. Also as stated earlier, many techs have been moved and swapped... please use the Civilopedia for any tech changing questions you have... the game will run smoothly and make sense as you play, nothing will seem out of whack (just don't try to use your color chart anymore... It'll only confuse you! 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. Infantry: requires War College... (the ultimate evolution of the rifleman) 6 attack, 5 defense, move 1, hp 2, fp 1, cost: 50 shields DESCRIPTION: As the Rifleman gained prominence on the battlefield, weapons development was reaching it's zenith for the common footsoldier, however the American Civil War taught that new ways of thinking and army organization was necessary. WAR COLLEGES were formed for training officers to be appointed by skill, not from the wealthiest class or nobility and new technologies in other fields besides firearms led to other units being added to the mix: signal troops, engineer corps for building bridges and entrenchments, medical units, administrative troops, transportation and communication units, and explosives and munitions experts. This added flexibility made modern infantry a more effective force to deal with on the battlefield! 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 balloons!) 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. Horse Archer: requires Monotheism... (Archery with mobility!) 5 attack, 1 defense, move 2, hp 1, fp 1, cost: 40 shields obsolete by Leadership DESCRIPTION: The advent of Monotheism was not without military strife. Clashes over the "one true God" often resulted in greater military advances such as widespread use of composite bows, which were small enough to use on horseback, but still packed a powerful punch! Dreadnought: requires Industrialization.. (The first true Queen of the Seas!) 9 attack, 9 defense, move 4, hp 4, fp 2, cost: 140 shields Dreadnoughts can see two. obsolete by Automobile (Battleships). DESCRIPTION: The Default settings of Civ 2 would have you believe that after the Ironclad, the next rulers of the seas were Destroyers and Cruisers until the coming of the Battleship... this is of course nonsense. Britain's rapid INDUSTRIALIZATION and determination to maintain supremacy of the sea into the 20th century, led them to launch the HMS Dreadnought in 1906. With oil-fired steam turbines, she was fast for her time, even with 11 inch armor belts around the hull. Ten 12-inch guns, arranged in five twin-gun turrets, gave an all-around arc of tremendous firepower. This ship instantly made all previous warships obsolete, and lent her name to a whole new era of warships... the Dreadnoughts! UNIT CHANGES: Mechanized Inf: requires Labor Union... (attack & cost changed) 8 attack, 6 defense, move 3, hp 3, fp 1, cost: 70 shields REASON: More closely related to modern cavalry, than modern cavalry was to the new advance of mobile warfare and tanks, the mech. inf. was designed to deploy quickly, strike quickly, and hold ground. The added mechanized vehicles not only provided quick movement, but often helped in both taking and holding ground. Ergo the change in attack value, but it also comes at a cost. Bomber: requires Advanced Flight... (defense changed) 12 attack, 2 defense, move 8, hp 2, fp 2, cost: 120 shields obsolete by Stealth REASON: We are talking about Heavy Bombers here (WWII style)... though these four-engine bombers did take tremendous casualties during the war to enemy fighters and flak, they were in no-way considered an easy kill... the defensive firepower and sturdiness of construction kept these planes in the air and helped account for the uneasiness enemy fighter pilots would feel when engaging a formation of these planes! Heavy Bombers are now inbetween Dive Bombers, and Fighter planes for defensive values. Horseman: requires Horseback Riding... (attack & cost changed) 3 attack, 1 defense, move 2, hp 1, fp 1, cost: 30 shields obsolete by Chivalry Chariot: requires The Wheel... (attack & cost changed) 2 attack, 1 defense, move 2, hp 1, fp 1, cost: 20 shields obsolete by Polytheism REASON: Basically, these two unit's stats were swapped... why? Chariots were pretty much the first true fast attack weapon evolved, and also one of the first abandoned. Used extensively by the early powerful civilizations (like Egypt and Assyria), they were just too cumbersome on the battlefield against the likes of warriors mounted directly on horseback. In short, Horsemen were just more useful in battle than Chariots (this is why later powerful ancient civs, like Rome, employed Horsemen in war, not Chariots!). Ergo the change. BY THE WAY: The Wheel has now been de-linked from requiring the tech Horseback Riding... you may now study the wheel from the start! Knights: requires Chivalry... (attack, defense bonus & cost changed) 5 attack, 2 defense, move 2, hp 1, fp 1, cost: 50 shields Defense doubled against horse mounted opponents. obsolete by Leadership REASON: Having both Knights and Crusaders is rather redundant, so the abilities have merged (attack of crusaders with defense of the knight). Since knights were basically the tanks of the medievel battlefield, there stats better reflect that status now. The long lances and heavy armor they bore was often too much for any more primatively armed cavalry (hence the new doubling bonus against horse mounted opponents like Horsemen), but knights were still vulnerable to Archers and especially Musketeers. Of course the cost of raising an army of knights was expensive in those days, so the cost has increased to equip knights! Dragoons: requires Leadership... (attack changed) 6 attack, 2 defense, move 2, hp 2, fp 1, cost: 50 shields obsolete by Tactics REASON: Sword carrying cavalry with muskets?!?! They should have a better attack rating than Crusaders! At least as good as a rock throwing machine! (catapults attack 6). Dragoons are now more in par with cannons attack (dragoon 6, cannon 8), like a Cavalry unit is to the Artillery piece (cavalry 8, artillery 10). It's just sensible! Battleship: requires Automobile... (move and cost changed) 12 attack, 12 defense, move 5, hp 4, fp 2, cost: 180 shields Battleships can see two. REASON: The more modern-day battleships launched in WWII were faster than the dreadnoughts of WWI and designed to better keep up with the new weapon system... the Aircraft Carrier. Fast Battleships were often found alongside them. However, the enormous construction time, manpower and resources required to build just one Battleship often made them enormously expensive. Battleships aren't sailing today, not so much because they're useless, but because they just cost too much to keep running! 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 "seizures" 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%. NOTE Fascism can be obtained earlier than normal by the Statue of Liberty Wonder. However, Stormtroopers will not be available to you without first actually obtaining the Fascism Advance on the Tech Tree. 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 Civ2 Gold rules and units implemented, and plays well. This patch should run with all future versions of Civ II Gold, so long as 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. This is why I've had to come up with the work-around to the Civilopedia by deleting the "get_info.exe" file... this may not be as pretty as using the CD, but at least it works! If you must have the pretty layout of the Civilopedia as it is on the CD-ROM, realize that it cannot be changed, and 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. I do, however, STRONGLY recomend you delete or remove the "get_info.exe" file from your pedia directory, as it will clear up any confusions about the changes made in the Fascist Patch! CREDITS: This patch may be freely exchanged and uploaded as long as the contents of the zip file are kept intact and unmodified. If you want to modify this patch for your personal use feel free, but please don't try to post it and take the credit of the patch for yourself, that's unethical! 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, Michael Nielson, and all the people on CompuServe, AOL & the WWW, 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! For the latest info, releases and to ensure you have an "unmolested" copy of the Fascist Patch, check out the Fascist Patch home page at: http://ourworld.compuserve.com/homepages/sgt_stryker/homepage.htm Steve Strayer Designer - Fascist Patch for Civilization II E-Mail comments to me at: Strayer@bigfoot.com or 75233.565@compuserve.com