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                      CIVILIZATION II

                    Update version 2.41

                       22 August 1996

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Version 2.41 changes
====================

* If an auto-settler encounters a situation that the AI 
  can't make a decision about (strange routes, etc.), then 
  the auto-settler will return to manual control mode. 
  This should stop most instances of auto-settler problems.


Version 2.4 changes
===================

* Changed version number to match labels on CD-ROM.

* Fixed another situation with auto-settlers hanging the 
  system.

* Fixed crash on using help on SS MODULE.

* Fixed problem with checking intelligence of an emissary 
  and high-resolution windows display. (Previously, this 
  would cause what looked like a lockup but was actually 
  just the window getting "lost" under the first window.)

* Fixed problem in which clicking on the help button while 
  the UN Wonder is highlighted would bring up University 
  help instead.

* The Civilization II chart says that the "Cruise Missile" 
  attack is 20, which is incorrect. The correct attack value
  is 18.

* Fixed crash while accessing Civilopedia help from the city 
  status advisor's display.

* Fixed failure to find @MERCENARY label in GAME.FRE (French 
  version of GAME.TXT).

File changes
------------
We are currently working on a scenario disk for Civilization 
II which will be called Civilization II "Conflicts in 
Civilization" Scenarios. The disc will include a new executable 
with enhanced support for player-generated scenarios. If you 
are currently working on a scenario, the following file changes
will be supported:

  RULES.TXT
  CITIES.TXT
  UNITS.GIF
  CITIES.GIF
  TERRAIN1.GIF
  TERRAIN2.GIF

Please do not make changes to other files. This can and will 
lead to conflicts with future game versions.


Version 1.11 changes
====================

French and German
-----------------
If the game is now playing in English only, make the following 
correction to reset the game in your language.

1. In Windows 95, double-click on the file CIV.INI in the
   directory C:\WINDOWS\CIV.
  
2. Change the last line from "Language Preference 1" to 
   "Language Preference 0."

3. Save the file.

4. Then restart Civilization II and you should see the "Select 
   Language" menu.

Customizing autobuild
---------------------
You may customize the domestic advisor's city improvement 
picks for the autobuild if you wish. Create a file in your 
Civilization II directory called CITYPREF.TXT. The first line 
should be:

  @AUTOBUILD

Each succeeding line contains the name of a city improvement in
the order you want to build them. You don't have to list every 
city improvement, but each improvement must be spelled -exactly- 
as it is in RULES.TXT. (For foreign language versions, use the 
exact spelling from RULES.FRE or RULES.GER as appropriate.) 
Your domestic advisor will then choose improvements from this 
list provided that technology is available and the city is 
otherwise eligible to build them. If nothing on list is available, 
the advisor resorts to his normal algorithm.

The military advisor will make his picks as usual. However, you 
can order him never to build "defensive" type units by inserting 
the line @NODEFEND at the beginning or end of the CITYPREF.TXT 
file (don't put it between the @AUTOBUILD line and the list of 
improvements).

An example file is below:

  @NODEFEND
  @AUTOBUILD
  Temple
  Marketplace
  Library

The file is reread every time you click the "AUTO" button on the 
"What shall we build?" menu. If you wish, you can alter your 
priorities over the course of a game without reloading.

* The Supply/Demand equation for commodities has been revised 
  somewhat.

* The AI for auto-settlers has been adjusted with less emphasis 
  on railroads.

* Caravan "go to" orders aren't cleared by zones of control.

* A bug in Windows 95 which caused problems loading WinG if 
  Windows 95 is installed on some other drive than C: has been 
  worked around.


Version 1.10 changes
====================

* Further fixes have been made to smart settlers (looping 
  settlers caught in loop should ask for confirmation once the
  loop is noticed).

* You should always be able to contact rival kings (with whom 
  you have treaties) at least once per turn, even if patience is 
  exhausted. This is to give you a chance to demand he withdraw 
  from your territory. Once he's "thrown you out" for the turn, 
  though, you have to wait until the next turn.

* Fixed problem with military advisor ("255 in production," etc.).

* Air units cannot be fortified outside of cities.

* Cities not spotted will not appear on Goto and Supply/Demand lists
  (An exception is that foreign capitals will appear on Supply/Demand 
  lists only).

* Fixed problem scrolling between cities once more than 128 cities 
  exist in the game.

* Engineers no longer have "ignore ZOC" ability. This is to help 
  prevent computer-controlled engineers from slipping into your 
  territory and building cities within your borders.

* The "mysterious teleporting paratrooper" problem has been resolved.

* Fixed problem in foreign language versions where some heralds 
  didn't show up.


Version 1.09 changes
====================

* Smart settlers as of version 1.08 can loop infinitely if they are 
  blocked by zones of control. That's fixed in this update.

* Attitude advisor: cities with sufficient happiness to put them into
  "We Love the King" day are shown in white.


Version 1.08 changes
====================

* Version 1.08 adds a much requested feature: Smart (or at least 
  Automated) Settlers. Issue the "K" or "Automate Settlers" order to 
  your settlers or engineers, and they will behave (for better or for 
  worse) exactly as if the AI were controlling them, although they 
  will not build cities.  You can cancel the automate order the same 
  way you cancel any order. Just click on the unit and/or selecting 
  it on the unit popup.

* For those who don't like the white grid around your city radius in 
  Grid mode, we provide ICONSB.GIF, which is a version of ICONS.GIF
  without the white grid sprite. If you'd prefer to run without the 
  white grid, just copy ICONSB.GIF over ICONS.GIF.

* If you prefer "Zoom to City" to be your default action on city
  reports, you can now select this option by unchecking the "Zoom is
  NOT default" option at the bottom of the City Report Options screen.

* The foreign minister report (F3) now contains color-coding 
  information about each king.

* When caravan is used to add-to-wonder, a report on how many shields
  are still required is given.

* The maximum effective science rate for Fundamentalism (hardcoded to 
  50% in previous patch) can now be user-configured in the RULES.TXT
  file (bottom of Cosmic Principles) for those who wish to work around 
  this.

* Fixed some problems involving the autobuild.

* A few earlier fixes that didn't make it into the foreign language
  versions have been included in this patch.


Vversion 1.07 changes
=====================

* Aegis cruisers will defend their stacks against missile and air 
  attacks as they should. Before, the Aegis ability was often 
  overlooked when determining which was the "best" defender for a 
  stack.

* As requested by many players, when the Grid (Ctrl-G) mode is 
  active, the city radius of each of your cities will be shown in 
  white. 

* Population will no longer "loop around to zero."

* Under Fundamentalism, any science rate above 50% will have no
  additional effect on research. Below 50%, research still
  continues at half effectiveness.

* At some difficulty levels (for example, Prince), users were 
  occasionally experiencing weird time-shifts (such as from A.D. 1 
  back to 1920 B.C.). This problem should no longer occur.

* Made some slight changes in ship logic to try to prevent wave 
  after wave of suicide attacks against a city with a coastal 
  fortress.

* Counterespionage has been fixed (previously it was less 
  effective than intended).

* The AI will use slightly more discretion in approaching cities 
  with attacking units.

* Corrected problems associated with replacing the CD-ROM during 
  the game.

* The opportunity to poison water supply is not offered for cities 
  of size 1.

* Increased the defense strength of fighters, stealth fighters and
  stealth bombers slightly.

* Changed the attack strength of cruise missile to 18.

* Corrected problem where new units were created with "NONE" as 
  home after a large number of cities had been built.

* Fixed problem with plundering negative amounts of gold.

* Corrected problem where Windows 95 machines with 32-bit Indeo
  (Video for Windows) drivers installed showed heralds "frozen 
  in place."


Version 1.06 changes
====================

* This version fixes the AI broken in version 1.04.


Version 1.05 changes
====================

* The "Winning" animation is no longer displayed when another 
  civilization wins the space race.

* Double-clicking on unexplored territory no longer brings up 
  the Civilopedia.

* User-created units will no longer play the wrong sound in 
  addition to the CUSTOMx.WAV sound.

* When giving a unit to another civilization causes a technology 
  leap, the technology given is no longer stuck on "Alphabet."

* Cruisers now (properly) become obsolete with Rocketry.


Version 1.04 changes
====================

* Corrected GPF that occurred for users who didn't have sound 
  cards installed in their computers.

* Corrected problem where users received a black box or black 
  screen when going to the Civilopedia (or when a new advance was
  discovered).

* Month-by-month turns now work correctly for scenarios set in B.C.
  (This is important for the Alexander the Great scenario.)

* Wonders of the World movies are now shown only when you build
  wonders (not when opponents build them). The Wonder movie cheat
  has been improved, however, so you can view any Wonder movie
  you want: hold down the Shift key while selecting "Wonders of 
  the World" from the Civilopedia menu.

* The "Accelerated Startup" algorithm has been enhanced to correct 
  some problems (such as two cities in the same square on some 
  preset maps) and improve some features.

* Effects of Food Supplies trade routes are now displayed properly 
  on the city information screen. (Formerly they worked properly 
  but were not being displayed.)

* Corrected some problems with user-defined techs (where it was not 
  recognizing that user-defined techs had been discovered).

* Language preference is now saved in the CIV.INI file. After you 
  run the game once with this update, you will no longer be asked 
  every time you play which language you want.

* Corrected the "endless drumbeat" problem.

* The Colossus now affects sea squares as well as land squares.

* The "Auto" feature can no longer be used to circumvent the 50% 
  penalty for production changes.

* You will no longer be prompted to consult your high council if 
  you have the feature switched off on the graphic options menu.

* Advisors will no longer suggest you build a palace when you 
  already have one.

* The tutorial will automatically be switched off when beginning a 
  scenario.

* RULES.TXT now mentions that custom WAV files have to be 8-bit, 
  mono and sampled at 22050hz.

* Corrected some problems with "negative scores."

* Miscellaneous minor fixes.