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v1.0
A rules.ini patch by Mark Major
e-mail: mmajor@zebra.net

"Because THREE sides is better than two!"

In the beginning there was one side, and then came the RApocalypse, 
which altered the course of human history for all time. After this
great cataclysm, as the remnants of the human civilization tried to
remain sane after the great war, trying to beat away Shell Shock,
two sides rose up to try to take control of what remained of Earth's
resources. The East and the West were unwisely paired, however, and
even after many vicories for both sides, infighting caused the 
collapse of these two economic strengths. Now countries, seeking
to regain power with what they had left, allied with others of
similar dispositions, similar methods of attack. Technologies
were divided and pooled in new ways, and three new powers emerged:
the Techs, technology driven people who like to expiriment with 
power and genetics; the Exploders, people with a passion for fire
and anything that goes BOOM; and the Ballistics, people who still
retained the metal and munitions plants and gladly used the old
but true method of heavy armor and artillary. Of course, there were
Leeches who stole whatever technology their spies could get a hold of,
who every now and then could pose a major threat to any one side, if
they amassed their firepower...

There are three roads to Glory. Which one will you choose?

===The Techs: England and Russia===
Unit/Structure	   Prerequisite       Description
Prerequisites:
Weapons Shed       refinery           allows better things to be built
Hospital           Weapons Shed       allows better things to be built
Advanced Tech      Hospital           allows much better things to be built
Defensive:
Muncher            none               Uses hordes of flying ants to chomp anything to pieces.
Tesla Coil         Weapons Shed       ZAP!!!
SAM                dome               anti-aircraft defense
Infantry:
Flamethrower       tent               uses a flamethrower. Good against infantry
Rocket soldier     Weapons Shed       your standard rocket guy
Einstien           Special Barracks   he's got C4!
Medic              Hospital, Sp Barr  no changes, except that he's cheaper
Vehicles:
Warrior Ant        weap fact.         he bites thing REALLY hard
Electric Ant       Hospital           he electricutes things from a distance
Wierd Ant          Advanced Tech      he has a far reaching bite, and shoots missiles
Stealth Tank       Advanced Tech      they discovered that there was just enough room in
                                      the luggage compartment to fit one wirey haired
                                      physicist armed with C4...
Aircraft:
Mig                Air Field          your run-of-the-mill Mig
Nuke Bomber        Advanced Tech      drops an atomic bomb on unsuspecting enemies (they
                                      won't get very far with suspecting enemies).
Naval Units:
Missile Sub        Sub Pen            Fires Stinger missiles and torpedoes.
Transport          Sub Pen            Carries 5 land units.
Special Structures:
GAP generator      Advanced Tech      Same old thing.


===The Exploders: Germany and Turkey===
Unit/Structure	    Prerequisite       Description
Prerequisites:
Weapons Shed        refinery           allows better things to be built
Explosives Research Weapons Shed       allows better things to be built
Explosives Tech     Expl. Research     allows much better things to be built
Defensive:
Flame Turret        none               no changes
Turret              Weapons Shed       BOOM! BOOM! BOOM!
SAM                 dome               anti-aircraft defense
Infantry:
Grenadier           tent               throws grenades
Firebomber          Weapons Shed       throws long-range Firebombs. Good against infantry
Tonya               Special Barracks   This time she throws TONS of grenades, really fast.
Vehicles:
Flame Tank          weap fact.         Shoots fire (ouch!); explodes, so be careful
V2                  Expl. Research     fires long range, powerful rockets.
Heavy V2            Expl. Tech         shoots two less powerful, shorter range V2s, but
                                       has better shot rate and shoots AA missiles, too.
Nuke bomb w/wheels  Expl. Tech         drive this baby right up to their front porch and
                                       watch them attack it :)
Aircraft:
Mig                 Air Field          your run-of-the-mill Mig

Naval Units:
Missile Sub         Sub Pen            Fires Stinger missiles and torpedoes.
Transport           Sub Pen            Carries 5 land units.
Nuclear Sub         SPen, Nuke Silo    Fires Nuclear missiles and torpedoes. >=]
Special Structures:
Chronoshpere        Explosives Tech    Two words: Nuke Bomber

===The Ballistics: France and Ukraine===
Unit/Structure	   Prerequisite       Description
Prerequisites:
Weapons Shed       refinery           allows better things to be built
Artillary Research Weapons Shed       allows better things to be built
Ballistics Tech    Art. Research      allows much better things to be built
Defensive:
Camo Pillbox       none               It's got two Vulcans now, instead of one.
Turret             Weapons Shed       Nothin' new.
AA-Gun             dome               anti-aircraft defense
Infantry:
Minigunner         tent               now these guys are just special, don't you think?
Vulcaneer          Weapons Shed       hehehehe
Spy                Special Barracks   Sniper, powerful, long range. No Tonya getting past 'em.
Vehicles:
Medium Tank        weap fact.         a tank
Heavy Tank         Art. Research      has twice the firepower, but less armor
Mammoth Tank       Ballistics Tech    as always, very nice.
Mobile Artillary   Ballistics Tech    Better shot rate, range, and armor make these very nice
                                      as backup and base-raiding
Aircraft:
Heli               helipad            fires missiles
Hind               helipad            fires two vulcans
Chinook            helipad            caries five infantry

Naval Units:
Destroyer          naval yard         nothing new
Cruiser            naval yard         nothing new
Special Structures:
Iron Curtain       Ballistics Tech    all sorts of nice things you can use it on now that it
                                      lasts longer
Chronosphere       Ballistics Tech    use in conjunction with the Iron Curtain


===The Leeches: Greece and Spain===
Nothing different from any of the above, so I'll just list the units:
Defensive:
Muncher, Flame Turret, Camo Pillbox, Turret, and AA-guns.
Infantry:
Flamethrower, Grenadier, Minigunner, Rocket Guy, Spy
Vehicles:
Warrior Ant, Flame Tank, Medium Tank, V2
Aircraft:
Spain gets Hind, Heli, and Chinook
Greece gets Mig
Naval Units:
Destroyer, Cruiser
Special Structures:
none


===The Countries===
Bonuses:
England    110% Armor
           90% build time
Russia     90% time between shots
           90% cost
Germany    120% Firepower
Turkey     120% Armor
France     80% time between shots
Ukraine    110% Firepower
           90% time between shots
Greece     110% groundspeed
           110% airspeed
           90% build time
Spain      110% Firepower
           110% Armor
           90% build time

To play as Turkey, Greece, or Spain:
Edit Redalert.ini with notepad or some other text editor. Find where it 
says "Side=" some number. For Greece, set this number equal to 0. For
Spain, set it equal to 1, and for Turkey, set it equal to 7. When you
enter a multiplayer game or skirmish mode, you will not see a country
name in the box. It will appear empty. When you play, however, it will
say that you are playing as whatever country you picked.


===General Units===
Everyone has the Mobile Gap Generators and Transport Trucks that carry 4 people
(kind of like cheap APCs without any weapons).

===Tank Rushing Stopped Dead in Its Tracks===
War Factories cost 6000 dollars, and MCVs cost 8000. Once the Ballistics or
the Exploders get their respective Tech Centers, they have the option of building
a construction yard as-is, no MCV. This costs two thousand more, though. 
The theory behind the price hikes is that if you put in the time neccesary to even
build one of these, you're spending that much time NOT building tanks or vital structures.
So you could easily end up with a disadvantage in the strength of your forces by the time
construction is complete.

===Distribution===
Distribute freely! Just don't edit anything, AT ALL! you can fiddle with it in your own way,
for your own use, but DONT go sending an edited version of this to a friend, especially
not any sites on the web. But like I said, if you like this AS-IS, send it EVERYWHERE!

===Suggestions===
Find any bugs? Feel you have a difinite way to improve the game 100%? Decide that the
sides are DEFINITELY not balanced? E-mail me any suggestions you have, even little thoughts
you may get while trashing the computer, who usually just builds transport trucks.

===Questions===
Same goes for question you may have. I can't garauntee that I'll get enough sleep from
answering everybody's questions, but I'll give it a try.

===Troubleshooting===
Here are known problems (they are not really bugs, as there is no practical way to fix them):
1. You don't get icons for some units. All you get is an annoying "double-image" of whatever
had preceded the icon from whichever dierection you had been scrolling.
2. If you do not have RA 1.07e, you will have a near-impossible time figuring out which
units do what, because you will not have the nice little "name=" field in rules.ini working.
You will also not be able to play as the Tech side, because you will not be able to build
the Ants. My advice: get RA 1.07e
Here is where you can get it:
http://www.geocities.com/TimesSquare/Arcade/8916/
(Chuck's Red Alert CounterStrike Page)

Besides these, there are no problems that I know of. If you are playing someone else who
supposedly had Glory Road and you cannot join each other's games, that means one of you has
an EDITED version of MY rules.ini. Both of you go download it again from the same location.
(Sure, you could just send your copy to your friend, but then you would run the risk of
unknowingly distributing an EDITED verison of this rules.ini patch, which I would not like
very much.) In other words, all players of a Red Alert game MUST have the EXACT same 
rules.ini in order to play with each other. Otherwise whoever has a different rules.ini from
the host will not be able to join the host's game.

===For those of you who've never even heard of rules.ini===
Rules.ini allows the alteration of almost every aspect of the game. Unit stats, weapon
properties, warhead properties, projectile properties, AI, durations, countries, etc. 
Almost everything is fair game. It is not neccesary for you to already have a rules.ini
in your main Red Alert directory (actually you do have a rules.ini, but it's hidden in one
of the mix files). To install, simply rename Glory.ini to rules.ini and run Red Alert. The
new settings will be in effect. To unistall, rename rules.ini back to Glory.ini. If you
have multiple rules.ini files, and you are confused about which one you have been playing,
I have thoughfully included the name of my alteration in Glory.ini. If you edit the file,
the name should be on the very first line.