Instructions: 1) Create a directory somewhere (such as \GalCiv), and unzip these files into that directory. OR 1) If you already have a GalCiv directory on your harddrive, unzip these files into that directory. 2) Run SETUP.EXE 3) Shadow the GalCiv.exe to whereever you want to access it. Object Desktop 1.5 Users: You can type Open at the commandline and the folder will be opened making it easy to shadow GalCiv.exe Note to Shipyards2 players: The new setup.exe automatically detects whether you have Shipyards and will not delete Shipyards -- so don't worry. If you don't have Shipyards 2 and want to be able to design your own ships, call Stardock at 1-800-672-2338. Shipyards 2 is quite cool and only $19.95. ============================ History GalCiv 2.5 > Changed Technologies so that Super Projects/Achievements don't become obsolete > Hall of game bug fixed > You can no longer select unused planets + You can now load up transports from outside a star system by having the transport fly into a star system (bringing up the star dialog) and choosing "Reload". Suggested by Bill Hardy. > More planet names added to list + Aliens much more aggressive at trading technologies > Altarians don't get stuck on researching old tech > Annoying Planet and improvement updates do not popup after you've won the game. + Changed the fonts away from scalable to bitmap fonts so that they don't look awful under Merlin (way to go IBM on breaking the font engine...) + Altarians will get rid of old unwanted ships + Altarians won't build tons of useless ships GalCiv 2.14b > Added updated Techs.txt that was corrected by usres on Stardock's CFORUM! Thanks guys! > Data.bin fixed with new values and corrected errors with certain technologies not popping up. GalCiv 2.14 > REALLY fixed the DeathKnight problem with Shipyards > Fixed Tax dialog to reflect integer values instead of short. + SDS/AI updated to 2.14 (this is what fixes the Deathknight problem and AI personality #3 made smarter -- Torians). + Starship.DLL can now be placed locally and it will use that. If you are creating custom scenarios, this is obviously useful. + You can now specify how many good planets there are upon starting a new game. + When you give ships to another player, they automatically leave orbit. > Lot's of little things fixed that no one will probably notice.. GalCiv 2.12a > Fixed Shipyards problem where taking over a pirate planet will give you all the technologies of the universe. > Moving fleets works correctly (bug added in 2.12). GalCiv 2.12 + Added ability to read in .SDS files which can modify ships and techs values. + Added ability to use alternative aliens.dll if in directory. > Made Fleet movement easier by having all stacked ships move right away > "Go Home" now works properly > Music from CD interfering with loading graphics when Event comes up eliminated. > Made great planets MUCH less likely to exist. GalCiv 2.11 + Added HALL of FAME > Fixed some Enhanced Governor issues. GalCiv 2.1 + Added Enhanced Governors > Fixed lots of issues that annoyed users. GalCiv 2.01 + Made it playable from the hard drive. > Fixed Excalibur bug.