This Readme file is asscociaed with my rules file (v0.9)
If the rules file is edited in a particularly significant way (e.g. light tanks now shoot fireballs) then this file will need to be edited as well to not confuse anyone. There are no new graphics or addons used in this.

I myself have refined it a few times, checking certain things worked etc, which is why its v0.9 and not v0.1.
This rules.ini file can be edited by other people as many times as they like, as long as im credited or mention in some way... please? :D

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Chapters and Sections:

Section 1:Structures

1a:Allies and Soviets structures changes
1a1:Allies
1a2:Soviet
1b:Changes to certain structures
1b1:Production Structures (Construction Yard, Barracks etc)
1b2:Defensive Structures
1b3:Other Structures

Section 2:Units

2a:Vehicles
2a1:Allies and Soviets Vehicles changes
2a1a:Allies
2a1b:Soviet
2a2:Changes to specific vehicles
2b:Infantry Changes
2c:Aircraft - Changes for Aircraft in General
(No Ships Changes)

Section 3:Changes to general Weaponry

Section 4:Changes to general gameplay
4a:General stuff (Like Ore etc)
4b:Powerups and Special Effects 

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SECTION 1: Structures

1a: Changes to Allied and Soviet Structures

1a1 Allies:
Tesla Coil - This may unbalance things, so could be changed (also see soviet new buildings)

1a2 Soviets:
Pillbox (only pillbox, not camo pillbox)
Turret (As above, may unbalance things and could need changing)

1b: Changes to specific structures

1b1: Production Structures:

Construction Yard - Produces 50 units of Power, for other details, see MCV
War Factory - Avaliable from Tech level 1
Barracks - Now cost 500 (instead of 300) can be built after a Construction Yard instead of Power Plant
Allied Barracks requires zero power, Soviet Barracks used 10 units of power. Kennel requires no Power
Airfield and Helipad - No changes
Shipyards - No changes

1b2: Defensive Structures:

Pillbox - Now cost 300 (instead of 400) and can be built after Power Plants
Camo Pillbox - Normal Pillbox is required to allow construction of Camo Pillboxes
Turret - Now have double fire but cost more (800 instead of 600)
AA Gun and SAM site - No changes
Tesla Coil - Now cost 2000 (instead of 1500), require 200 units of power, and require a Power Plant and a Radar Dome for construction (instead of a War Factory)

1b3: Other Structures:

Power Plant: Costs 500 (instead of 300)
Ore Refinery: Costs 1500 (instead of 2000), does not require Power Plant to construct, and stores 10000 moneys instead of 2000 and requires 25 units of Power
Ore Silo: Stores 2500 moneys and requires no power
Advanced Power Plant: Now cost 800 (instead of 500)
Radar Dome: Requires 100 units of Power, requires higher tech level
Service Depot: Now requires Ore Refinery to construct (rather than War Factory)
Tech Centres and Hi-tech structures (Allied AND Soviet): No changes
Nuke Silos cost 3000 (instead of 2500)

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SECTION 2: Units

2a:Vehicles

2a1:Changes for Allies and Soviets

2a1a Allies:
Allies have no new vehicles

2a1b:Soviets:
Soviets can now build Light Tanks

2a2: Specific Vehicle changes
Ranger: Now cost 500 (instead of 600), Avaliable from Tech Level 1, and has more Health
Light Tank: Avaliable from Tech level 2, and now cost 600 (instead of 700)
APC:Now cost 1000 (instead of 800), carries 10 men (instead of 5) and has the Anti-Tank Rocket from the Rocket Infantry as a secondary Weapon
Medium Tank: Now cost 1000 (instead of 800), has a pillbox vulcan machine gun as a secondary weapon, and is avaliable from tech level 6
Heavy Tank: Now cost 1000 (instead of 950) and is avaliable from tech level 6
Artillery: Now cost 800 (instead of 600, may be increased)Has double-fire, has approx double health and can see farther
V2 Rocket: Now cost 900 (instead of 800)
Mammoth Tank: Now cost 1500 (instead of 1700?)
Mine Layer: Mine capacity increased to 10 (instead of 5), and mines do more damage
MCV: Now requires Radar Dome as well as War Factory and Service Depot to build
Radar Jammer and Mobile Gap Generator: Now have Ranger/APC MG Weapon

2b: Changes to infantry
No changes to Allied and Soviet avaliability to infantry
Engineers now have more health
Grenaiders cost 150 (instead of 160)
Field Medic has increased Healing Range and can heal himself up to 50% health

2c: Changes to Aircraft in General
Both planes have had their health reduced, however they do have a sight range seeing where they fly.
Badger Bombers have increased ammo (to 12) and increased Paratroopers (to 10, both instead of 5) but their health reduced.
Helicopters have not been changed.

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Section 3: Weaponry Changes
NOTE: to save writing it all any weapon without a change will not be mentioned in this document
They will appear in the Order in which the orig Rules.ini lists them.

ZSU-23(AA Gun): Increased Rate of Fire (Fires Faster) and Increased Range

Vulcan(Pillbox): Increased Rate of Fire and Damage

Pistol(Civilian Weaponry): Increased Damage to 20000 (just for lols)

90mm(Medium Tank Cannon): Increased Rate of Fire

Turret Gun: Increased Rate of Fire, Damage and Double Fire

155mm(Artillery): Increased Damage, Rate of Fire and range

M60mg(Ranger/APC): Increased Damage

Torptube(Submarine): Increased Damage and Double Fire

Heal(Medic): Increase Healing Range, Speed and the amount it heals in one go

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SECTION 4: Changes to General Gameplay

4a: General Stuff

Ore regrows much faster, and gems have 4x value over ore (instead of 2x)
More Crates avaliable at once during a game, and money crates produce more money.
Silver Crates in Campaign now produce a light tank (that can be changed if you want something else)
All music is avaliable for both factions from mission 1

4b: Powerups

All powerup tech levels set to 1, this is for missions where the specific buildings that activate them are avaliable, but normaly the powerup not avaliable. (could be changed for allied chronosphere missions)
The powerup charge rates have been reduced, and Nuke damage has been seriously increased (so that a nuke could actually destroy something) and the Chrono and Iron Curtain effect last longer

Chronosphere Side-effects have all been set to zero

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Since I am posting this to Cnc.net, any queries or alterations (particularly to the Rules.ini) should be posted there, where I can take account of this.
Anybody can edit this and I made this so you could experience what I think is a more balanced Red Alert.