Greetings from Activision and Wildcard Design, Inc.

Hello and welcome to Civilization (r): Call to Power (tm)!

The game in your hands is the product of hundreds of people's effort and 
dedication.  As a group we would like to thank you for purchasing our creation.
We hope it brings you many hours of enjoyment. 

This README (Version 1.1) has 8 sections:
A)	Contact notes.
B)	Technical notes.
C)	Gameplay notes.
D)	Tutorial Notes - and why you should play the tutorial, even if you 
	have played the previous Civilization games.
E)	Hotkey list.
F)	Manual/Great Library errata.
G)	Optimizing game speed.
H)	Additional detail on the combat system.


A)  CONTACT NOTES

For any support issues, please check Wildcard Design, Inc's web site at
http://www.wcdesign.com , or email us at ctpsupport@wcdesign.com.


B)  TECHNICAL NOTES

1.	If you need to remove the game, simply drag the CivCTP folder into the 
	Trash Can.  There are no hidden files stored anywhere on your 
	hard-drive.

2.	If you set your resolution to a setting above your monitor's capability
	that prevents you from entering the game, simply delete the 
	'userprofile.txt' file which may be found in the following directory:  
	'/boot/apps/CivCTP/ctp_program/ctp'  (assuming that you install the 
	game to the default directory).

3.	You may be unable to switch resolutions from within the tutorial.  For 
	this reason, we recommend that switch resolutions (if desired) in the 
	main menu screen before you begin the tutorial.

4.	There is a known problem with the multiplayer support.  We will be 
	releasing a patch shortly to rectify this problem.  Keep your eye on 
	our web site (http://www.wcdesign.com) for this patch.

5.	It is highly recomended that all of your hardware be on Be's 'Intel
	Architecture Systems Capable of Running BeOS' list at
	http://www-classic.be.com/support/guides/beosreadylist_intel.html.  If
	it is not, you may experience unpredictable behaviour.


C) GAMEPLAY NOTES

1.	The Forbidden City Wonder trumps the Philosopher's Stone Wonder.
	Meaning, if you build the Philosopher's Stone (which establishes 
	embassies in all foreign civilizations) but another player has or
	builds the Forbidden City (which eliminates all embassies in your
	civilization) then you will not get an embassy with that civilization.

2.	The Forbidden City and ESP Center Wonders of the World both prevent
	other civilizations from starting war with you.  However, if a rival
	computer (AI) civilization builds these Wonders, it does not prevent
	you from attacking that civilization.  This means that in multiplayer
	play the Forbidden City only closes down foreign embassies in your
	civilization, and the ESP Center only opens foreign embassies in other
	civilizations.

3.	You cannot trade goods with cities that are not visible on your map.

4.	Special units are not affected by zones of control; it is also important
	to note that they don't create a zone of control either.  Naval units'
	zone of control does not extend to land; similarly, land units' zone of
	control do not extend to the ocean.  For more information on Zones of
	Control, please refer to the appropriate section in the manual.

5.	To see the current effects of all the Special Attacks your Civilization
	is involved with, go to the Diplomacy Screen, click "Check
	Intelligence", and choose the "Special" tab.  This will list how much
	Gold, Production, and Happiness you are gaining and losing from Special
	Attacks.

6.	If you occupy a tile around an enemy city, you will force any worker or
	slave who was working that tile to move to another tile.  It takes one
	turn before this takes effect.
	
7.	If you are in the middle of building something in your city, and you 
	switch what you are building, you will incur a 25% production penalty.  
	This is true even if you are switching within the same type – from one 
	unit to another, from one Wonder to another, etc.  You will always 
	incur the 25% penalty.
	
8.	If you are building a unit which becomes obsolete, or a Wonder which
	gets built elsewhere (even by you), you will lose all the production
	that you accumulated towards building that unit or Wonder.  When this
	occurs, you will be sent a message that the city's build queue is empty.
	Watch out for advances which obsolete units, and be careful in your
	Wonder races!

9.	To load units onto Space Planes, sleep them in a city or Air Base and
	have the Space Plane drop by and pick them up.  Alternatively, if the 
	Space Plane is already at an Air Base, moving another unit to the Air 
	Base will load that unit onto the Space Plane.  This same process will 
	allow you to load Nukes onto Bombers.
	
10.	Beware of attacking small mountain cities with units that cannot 
	normally pass through mountain tiles (like those mounted on horses or 
	cannons/artillery/tanks).  If you destroy the city with these units, 
	these units will die because they cannot survive in the mountains 
	unless they are on a road/railroad/maglev.  The same is true if you use
	one of these units to pillage a road/railroad/maglev on a mountain - the
	unit will not survive the mountain trek.  The same is also true if a
	land unit pillages an undersea tunnel (the land unit will drown).
	
11.	When following a multi-turn path in space, units will stop if they see 
	enemy units on the ground.  We recommend you pay special attention to 
	this when you set long path lines in space.  You should check these 
	units before ending your turn, as:  a) they may have revealed an enemy 
	unit that needs to be addressed, and b) they may not have moved their 
	full allotment of movement points.
	
12.	The end-of-turn messages that give you warning information regarding 
	potential rioting, starvation, improvement maintenance, and your 
	ability to support units is based on the current status of your 
	civilization.  However, if enemy civilizations change your status 
	before your next turn (say, by conquering one of your cities), the 
	outcomes may change as well.

13.	The user interface only shows whole numbers - without decimal places.
	However, the computer uses decimal places in its calculations.  Very 
	infrequently you may notice a slight discrepancy between screens (less 
	than 1).  This is due to rounding.  Be assured that the game engine is 
	calculating values correctly.

14.	The funding for science is subtracted from surplus gold generated each 
	turn rather than from total accumulated gold.
	
15.	Depending upon the difficulty level, the years per turn will progress 
	at different rates.  More advanced levels progress more quickly, while 
	lower levels progress more slowly.  So for example, Deity level (the 
	hardest) covers 7000 years in approximately 475 turns.  On the other 
	hand, Chieftain level (the easiest) covers 7000 years in approximately 
	575 turns.  No matter the difficulty level, games end after the first 
	year beyond 3000 AD (no matter what year that ends up being).  Also, 
	years per turn progress faster in the beginning and ending of the game 
	compared to the middle.
	
16.	Moving the "Military Support Cost" slider in the Unit Status Screen 
	takes effect immediately.  Do not use the slider to see how much 
	production you will save by standing down. The support costs will drop 
	from 100% ("At War" status) to 50% ("On Alert" status) to 10% ("Stand 
	Down" status).
	
17.	Most Special Units can be expelled by "attacking" them with a military 
	unit.  Expelling has no diplomatic penalty, while killing them does.  
	Units which can be expelled are:  Abolitionist, Cleric, Cyber Ninja, 
	Diplomat, Eco Ranger, Ecoterrorist, Infector, Sea Engineer, Settler, 
	Slaver, Space Engineer, and Spy.
	
18.	Some Special Units can be eliminated by being sued.  Units which can be
	sued are:  Corporate Branch, Lawyer, Subneural Ad, and Televangelist.
	
19.	In the Diplomacy Screen, strength rankings are relative to you not to 
	other civilizations.

20.	Each Diplomatic action has a temporary treaty of non-aggression 
	attached to it. This treaty will be in effect after the transaction for 
	a number of turns, and can be seen in the Check Intelligence dialog box.
	Unlike formal Peace-Treaties and Alliance Treaties, if you (or your 
	opponent with whom you made the treaty) commit an act of war, you will 
	not be notified that the non-aggression treaty is broken with a 
	corresponding loss of regard. 

21.	The keyboard commands Quick Save (default: #) and Quick Load (default: 
	$) allow you to quickly save your current game without having to use 
	the save screen.  Only the most recent Quick Save is saved, and the 
	saved game file (save.dat) is located in the directory where you 
	installed Civilization: Call to Power.
	
22.	Following is some additional explanation of the Xenoform Laboratory 
	("X-Lab") portion of the Alien Life Project end game sequence.  The end
	game sequence itself is covered on pages 57-58 of the manual.

Once you have build the X-Lab, you begin the first of the 3 stages of the Alien
Life Project.  To complete each stage the player must build certain components 
and then allow the alien embryo to develop over a number of turns. This is the 
only place in the game where you build multiple Improvements of the same type. 
No matter what city you build the components in, they will be automatically 
transported to the city where the X-Lab resides. If this city is ever captured 
or destroyed, you will need to rebuild the X-Lab.

The 3 stages of development are:

Stage 1: Build the Embryo Tank, 2 Extra-terrestrial Communication Devices 
(ECDs), and 1 Containment Field 
Stage 2: Build 2 more ECDs and 1 more Containment Field
Stage 3: Build 2 more ECDs and 1 more Containment Field

At the end of Stage 1 and 2 there is a chance of failure. With the single 
Containment Field, that chance is 20%.  Building more Containment Fields in 
advance of the second ECD during these stages reduces the possibility of 
failure to 10% with 2 Containment Fields and 0% with 3 Containment Fields.

You may also build Gene Splicers which reduce the minimum number of turns 
required to advance through each stage.

Successful completion of Stage 3 results in Victory!


D)  THE TUTORIAL

We highly recommend you play the tutorial, which can be accessed in the game by 
choosing Single Player, then Play Tutorial.  If you're new to the Civilization 
experience, this is a great place to learn how to play.  If you have played one 
of the previous Civilization games, we still recommend playing through the 
tutorial because Civilization: Call to Power introduces new elements that the 
tutorial explains.  It won't take very long, but will give you a huge head 
start.

1.	If you have moved your settler, you will not be able to build a city on 
	that turn.  For this reason, there is no shovel icon on the Units tab.  
	It will reappear on the next turn, and disappear when you move the 
	settler.  Settle a city at the beginning of a turn.
	
2.	If you find yourself not receiving messages after entering the 
	Diplomacy section of the tutorial (Level 3), this is most likely due to 
	having clicked "Yes" to continue negotiations rather than "No" to end 
	them.  To continue the tutorial, you must select a civilization name, 
	click the "Send Emissary" button, follow the on-screen instructions to 
	send a peace treaty, and after sending the peace treaty click "No" to 
	end negotiations.


E)  HOTKEY LIST

To print out a list of your hotkeys in the game, open the Options Screen, 
select Keyboard, and then return to the game.  After doing this you will find 
a "userkeymap.txt" file in the "ctp_program/ctp" sub-folder of the directory 
you installed Civilization: Call to Power to on your computer.  This file is 
re-generated every time you re-map keys, and can be printed out for reference.


F)   MANUAL/GREAT LIBRARY ERRATA

1.	In the Concepts section of the Great Library, Bombardment states that 
	"bombarding units will not take any damage unless the target tile has a 
	unit capable of counter-bombarding."  It should read "unless the target 
	tile has an Air Unit that is an Active Defender." 

G)  OPTIMIZING GAME SPEED

If you are experiencing slower in-game performance than you desire, trying one 
or more of the options below may help:

1.	Decrease screen resolution to 800 x 600 or 640 x 480.  Depending on 
	your installation choices, you may be running the game in 1024 x 768 
	resolution.  Decreasing the resolution to 800 x 600 or 640 x 480 (found 
	in the Option Menu under Graphics) can provide a noticeable increase in 
	game speed.

2.	Play on a small or regular size map.  As map size increases, hardware 
	requirements increase.

3.	Play with fewer AI opponents.  As the number of opponents increases, 
	hardware requirements increase.

4.	Turn off animations.  Depending on your installation choices, you may 
	be running the game with animations on.  Turning animations off (found 
	in the Option Menu under Graphics) can provide a small increase in game 
	speed.

5.	Make sure no other programs are running concurrently with Civilization:
	Call to Power.


H)  ADDITIONAL DETAIL ON THE COMBAT SYSTEM

For those of you interested in learning more about Civilization: Call to Power, 
we highly recommend the official BradyGames strategy guide written by Johnny 
Wilson and Terry Coleman.  However, the details of the combat system, while not 
necessary to enjoying the game, seemed worthy of some additional explanation 
toward the end of the README file.  For an even more in-depth examination, as 
well as a host of examples and other good stuff, we again recommend you check 
out the BradyGames strategy guide.

There are two basic combat situations in Civilization: Call to Power - those 
that have ranged attackers and those that don't.

No Ranged Attackers
Combat in this situation is similar to many world building strategy games.  A 
unit's percentage chance to hit is:  (its assault rating) divided by (its 
assault rating + the defender's defense rating).  Each successful hit causes 
one hit point of damage to the defender.  Each failure costs one hit point of 
damage to the attacker.

If multiple units are attacking multiple units, the battle becomes a series of 
one-on-one encounters.  Units line up in highest assault rating order for the 
attacker and in highest defense rating order for the defender.

If there are an equal number of units, the units will square off, attack, and 
results will be generated.  Then they will be re-ordered to repeat this until 
one side has no one left.

If there are an unequal number of units (say, 3 attackers against 1 defender), 
the best attacker will go against the best defender.  The computer will 
generate a result.  If the attacker dies, then the next attacking unit will go 
against the next defender.  Repeat.  And so on.  No single unit will fight 
twice before everyone on his side has fought once.

Ranged Attackers
Ranged attackers change things up a bit.  If a ranged attacker is in the second 
row (meaning he has another unit in front of him on the "front lines"), the 
ranged attacker will still strike first.  He gets 10 chances.  The calculation 
is the same as above except he uses his ranged attack rating against the 
target's defense.  So it's:  (the attacker's ranged attack rating) divided by 
(the attacker's ranged attack rating + the defender's defense rating).  Again, 
each success does one hit point of damage.  Importantly, the ranged attacker 
takes no damage when he misses.  After the ranged attack, the front line combat 
occurs as described above in the "no ranged attackers" section.

If both sides have ranged units in the second column, the attacker's ranged 
units will fire first, followed by the defender's ranged units.


This is the end of the ReadMe.  Go have fun!
