                        Concept : Carnage Empire Changes

  There have been several changes/fixes made to the KSU/MERC code for the
Carnage Series games.  This will outline the various changes and how they
will affect you.

Sector-Types

*Mountains
Mountains produce iron in the carnage world

*Wilderness
Wildernesses produce food

*Bridges
Bridge heads now have the same mobility advantage that highways have. Bridge
heads now also cost $100 to designate. And they must be built adjacent to water

*Warehouses
Warehouses also have the highway mobility advantage now. However warehouses
now cost $200 and have lower defensive/offensive abilities.

*Highways
Highway defense/offense have been upped to the same level as bridge heads.

*Capitols and Fortresses
These are the other two sector types that cost money to designate. $500 for
capitols and $300 for forts.

*Ruins
Ruins are a new sector-type they replace the retirement home (!) there symbol
is @. Ruins may not be built or designated. You must use the raze command.
see info raze...

Commands

accept    : only list countries with non-normal status
convert   : now shows the $ cost of convertin' civs
country   : tells limited information about countries
declare   : new state "Fodder", equivalent to hostile
designate : added sector costs, bridge heads must be adjacent to water
move      : averages work % and loyalty when they differ from the new sect
            also move will now display the work % before moving
nation    : no longer lists the realms
power     : can do "power -c #" to see power report for coun #
report    : shows happiness as well, only reports active countries.
raze      : turns a sector into ruins
telegram  : doesn't report telegrams to the news,
	    doesn't specify whose ignoring your announcements
relations : does not show "neutral-neutral" relations

modifications/fixes:
	teleporting ships is gone
	explore bug is gone
	interceptors from ships now use mobility, instead of gaining it
	high efficiency planes are now better in air-combat then low efficiency
	high efficiency planes now abort less often then low efficiency planes
	forts have a low attack range against ships, but retained the same
		defensive range
	ships no longer use mobility when firing
	forts must be 60% to fire guns
	
