README for Stealth Factor and Water Terraforming Patch This patch for "Civilization: Call To Power" adds two new features to the game: 1. Terraforming of the map now includes the option of adding squares of shallow water to the map. 2. Units may now use terrain and their own ability to sneak around on the map and sneak away from enemies. 1. Shallow Water Terraforming ----------------------------- Under the "Terra" tab in the public works options (which are seen when the hammer icon is clicked), there is now an option to create squares of shallow water within the area of control of one of the player's cities. The icon for this option is blue, and is on the third row of icons (you'll have to scroll the window to see it).The water tiles created by the terraforming are considered shallow water, have a base cost of 800 PW, and take three turns to build. The tiles also can only be built near an existing water source, so don't plan on having a moat around your city in the middle of the mountains ;> This new option does, however, allow cities inland to produce ocean units, as well as allow the opportunity for an inland city to use fisheries and nets to increase their food production. Quirks to this are very unclean terrain, since a water tile is plunked down on the map without it being lined by beaches. "Puddles" may occur, but they are still crossable by naval units. 2. Unit/Terrain Stealth Factors ------------------------------- A new attribute has been assigned to both terrain tiles and combat units: stealth. Each tile has a stealth modifier that represents how much coverage the terrain would give to a unit passing through that terrain. Units have a stealth modifier that represents how stealthy they are. Typically, the more movement points it takes to move through the terrain, the higher the stealth rating of the tile. Military units have a stealth rating based upon their real life counterparts. Therefore, vehicles tend to have a lower stealth rating than units on foot. Stealth vehicles have a very high stealth rating, but any non- stealth aircraft have no stealth rating. Typically, units that have more movement points are typically more stealthy. Veteran units also have a higher stealth rating, as well as a better chance of spotting other units. Special units that are normally invisible (spy, lawyer, etc.) remain that way and have no stealth rating. The stealth rating in a situation can be calculated as follows: (Unit Stealth) + (Terrain Bonus) + (Veteran Bonus) = Stealth ? 0 - 30% 15% Veterans have a 10% better chance of spotting other units, due to their experience. The resulting percentage is the chance that a unit will be "stealthed" when it moves on its next turn. When stealthed, it appears to enemy units on the map as if the player's unit just disappeared. This becomes very handy when making a hasty retreat. When dealing with armies (units locked together as a group), a stealth check is performed on every unit in the army. Therefore, a bigger group has a larger chance of being spotted than a lone unit. Quirks such as "stealth cities" have popped up before, but have been (hopefully) ironed out. Due to the new data fields associated with the stealth attributes for each unit and tile type, saved games made without this patch installed WILL NOT work with this CivCTP patch. Also, though it hasn't been tested, it is STRONGLY suggested that you only play a net game with another copy of CivCTP using this patch. Otherwise, mismatched network messages could occur. Have fun and be sure to save often. Anything could happen with code that was written in only 48 hours ;> Andrew Henderson hendersa@db.erau.edu