Martin Ghmann's GoodMod v0.96b for CityMod2 and Apolyton Pack

								by Martin Ghmann

THIS VERSION IS FOR APOLYTON PACK AND CITYMOD2, MEANING THAT IT IS INTENDED TO BE USED WITH CTP2, THE 1.1 PATCH AND THE APOLYTON PACK FOR CTP2 OR CITYMOD2 OR CRADDLE OR MEDPACK2 INSTALLED ON YOUR SYSTEM. 

September 7th, 2001.


I know people hate this, but it should be there, and it is good that other people allready wrote this :D:

DISCLAIMER:

NO WARRANTY
-----------
THIS New Trade Goods MOD IS PROVIDED "AS IS" AND WITHOUT ANY WARRANTY 
AS TO  MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE OR ANY
OTHER WARRANTIES EITHER EXPRESSED OR IMPLIED. THE AUTHORS/CREATORS
WILL NOT BE LIABLE FOR DATA LOSS, DAMAGES, LOSS OF PROFITS OR
ANY OTHER KIND OF LOSS WHILE USING OR MISUSING THIS MOD OR
ANY FILES ASSOCIATED WITH THE Martin's GoodMod.
-----------
The authors/creators are in no way associated with Activision or any 
other company that is involved with Civilization: Call to Power or Call to Power 2.
-----------


DESCRIPTION:

This is the beta of GoodMod so it is not finished, but I think very close to the final mod. So suggestions and improvements go to GUEHMANN@t-online.de or to the according thread on Apolyton. So what can be done? The values for the terrains can be more well balances and maybe also the probability of the single goods can be better balanced. But this requires a public play test.

GoodMod adds 33 new trade goods to the 22 existing trade goods of CTP2 to a total number of 55 goods. I also found a way to distribute food, production and commerce to a goodtile. The secret is that every good tile gets its good tile improvement. Unfortunatly there is a little bug in the game that causes a crash when someone tries to pillage a tile improvemnt on neutral terrain. I like the idea that goods can be pillaged so far I didn't see the AI pillaging neutral goods. Therefore I didn't disabled that possibility.  

One note for the Apolyton Pack I did not updated the terrain values in the Great Library, therefore some terrain entries are wrong for Apolyton Pack but correct for CityMod2, because I am using the same Great Library for both mods.

REQUIREMENTS:

GoodMod requires the following components before installation:
- CTP2
- Modswapper
- CityMod2 or Apolyton Pack or Craddle or MedPack2
- Activision patch V1.1 (or V1.11) if you are using Apolyton Pack, Craddle or MedPack2

INSTALLATION:

Simply unzip this *.zip file into your Call to Power 2 directory. For best results use Winzip or Winrar. Older DOS unzipper aren't able to rebuild the directory tree which is saved in the *.zip file. If you changed your the CTP2 directory during installation you may find your CTP2 directory at one of the following locations:
	C:\PROGRAM FILES\CALL TO POWER 2\
	C:\PROGRAM FILES\ACTIVISION\CALL TO POWER 2\
	C:\ACTIVISION\CTP2\
The last directory is my own CTP2 directory I don't like long directory names.
If you have not an English or a German version of CTP2 you must copy all files and folders from the 'english' folder into your language folder or this Mod will not work. 
The last step to do is loading ModSwapper and one of the GoodMod options.

LIST OF GOODS

Polar Mountain 
1. Rubies (origianl) 
2. Diamonds (origianl) 
3. Bauxite (additional) 
4. Emeralds (additional) (new graphics) 

Desert 
5. Glass (origianl) 
6. Oil (origianl) 
7. Dates (additional) 
8. Camels (additional) 

Forest 
9. Hardwood (origianl) 
10. Bears (origianl) 
11. Apples (additional) 
12. Beavers (additional) 

Grassland 
13. Cotton (origianl) 
14. Tobacco (origianl) 
15. Potatoes (additional) 
16. Poppies (additional) 

Hill 
17. Coffee (origianl) 
18. Grapes (origianl) 
19. Uranium (additional) 
20. Olives (additional) 

Jungle 
21. Medicinal Herbs (origianl) 
22. Jade (origianl) 
23. Bananas (additional) 
24. Sugar (additional) 

Mountain 
25. Tea (origianl) 
26. Emerald (origianl) 
27. Coal (additional) 
28. Gold (additional) 

Plains 
29. Spices (origianl) 
30. Elephant (origianl) 
31. Wheat (additional) 
32. Buffalo (additional) 

Swamp 
33. Alligator (origianl) 
34. Rice (additional) 
35. Chilli (additional) 
36. Peat (additional) 

Tundra 
37. Caribou (origianl) 

Deep Water 
38. Whales (origianl) 
39. Giant Squid (origianl) 
40. Tuna (additional) 

Shallow Water 
41. Craps (origianl) 
42. Pearls (origianl) 
43. Salmon (additional) 
44. Lobster (additional) 

Sand Dunes 
45. Copper (additional) 
46. Silver (additional) 
5. Glass (origianl) 
8. Camels (additional) 

Beach 
47. Craps (origianl) 
48. Fish (additional)
49. Dye (additional) 

Desert Mountain 
50. Iron Ore (additional) 
51. Silver (additional) 

Polar Hill 
52. Saphires (additional) 
53. Emeralds (additional) (new graphics) 

Glacier 
54. Seals (additional) 
55. Walrus (additional) 

Submarine Volcano 
1. Rubies (origianl) 
2. Diamonds (origianl) 
52. Saphires (additional) 
4. Emeralds (additional) (new graphics) 

Continatal Shelf 
41. Craps (origianl) 
42. Pearls (origianl) 
43. Salmon (additional) 
44. Lobster (additional) 

Submarine Canyons 
38. Whales (origianl) 
39. Giant Squid (origianl) 
40. Tuna (additional) 

Submarine Ridge 
38. Whales (origianl) 
39. Giant Squid (origianl) 
40. Tuna (additional) 

Kelp Bed 
41. Craps (origianl) 
42. Pearls (origianl) 
43. Salmon (additional) 
44. Lobster (additional) 

Coral Reef 
41. Craps (origianl) 
42. Pearls (origianl) 
43. Salmon (additional) 
44. Lobster (additional) 

CHANGES FROM VERSION 0.95 TO VERSION 0.96

1. Craddle and MedPack2 support
2. Accelerated Good Improving Process (no need to wait minutes on a fast computer that the process is done)
3. Good improving process is now finished before the first human turn starts. Therefore it is now possible to found cities in the first turns.
4. Added Dye good
5. Small sound fix added to Craddle and CityMod2 support.
6. Slic code will now after a reload slic disabled.
7. Some small fixes concerning the GL

CREDITS and other THINGS:

GoodMod is based on Nordicus New Trade Goods  v.1.4 for Civilisation: Call To Power. I took from his mod the graphical raw material. Like the images for the Great Library and the trade screen that I costumized for CTP2. Unfortunatly using the sprites was more difficuilt than I thought at first, because the sprites looked bad, shadows were missing and the margins of the goods weren't soft enough on the maps. Most of the goods' graphics aren't really part of the tiles on which the goods can be found they float rather. But some of the new goods are part of the terrain like peat, copper, iron ore, silver and gold, because of this I used the origianl graphics for these goods of Nordicus' mod, I recreated the other goods that I use by shrinking down the images of the Great Library. Additional also taken from his mod unused goods for modmakers, but note I did not recreated these goods. I also put his good's sounds into this mod, but I am not shure if they work.

Thanks go out to Peter Triggs for showing me how the CreateImprovement slic event works and of course to all the other slicers there who released slic code for studdying.

Of course I want to thank everyone who helped to make the first GoodMod for CTP1, therefore I coppied the credits part of Nordicus' readme:

Firstly, a great deal of thanks to Gemini (Darryl) for the awesome work with the sprites, ETB (Chuck) for testing, adapting files to work with the Pack, and the excellent work on the gl text files (as well as making pre-release versions available at his website); thanks also to Timothy Pintello for discovering how to add food, shield, and gold values to the new trade goods (making them resources rather than just trade goods), and thanks to Paul van den Belt for fixing that irritating right-clicking message bug.

Secondly, special thanks to Wes Whitaker, 'Wheathin,' John LeMaitre, 'Locutus' (Wouter Snijders), 'Skorpion59' (Don Blevens),  'Poling' (Jay), and anyone else who offered suggestions, feedback, or helped by testing or otherwise helped in some way with the mod.
