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(I try never to cheat at all, but occasionally can't resist using the fast-settler.)
Editing the save file just to give yourself huge amounts of cash is boring. Be creative! Give the Romans a battleship in 3980 BC and see if you can still beat them! Try playing difficulty level 5, which is worse than Emperor, but start yourself with extra advantages to make up for it. Edit the unit definitions and play with different kinds of military units. Be the barbarians.
At difficulty level 6, you have no contented citizens at all, even when your city size is 1 (one!). The computer does not labor under such a disadvantage; its unhappiness is still Prince level, I think. The computer builds a militia with about 3 or 4 resources. You need a lot of extra advantages to win at difficulty level 6.
To play at difficulty level 6, you must change the tenth byte of the save file to a 6. There is always a chance that the game will crash when you save, because the difficulty level is used to index the strings "Chieftain. "Emperor". So far I never had a crash.
To play the barbarians, change byte 2 to a zero. If there are no barbarian units, you get a "Centuries Later..." ending; this means you need to give yourself a Barbarian settler, by writing, at offset 0x26c0 of the file,
00XX YY00 0300 ff00 ff00 ffff
where XX and YY are the latitude and longitude; try 2020 as a start.
I described above a game where I edited the save file to give myself an incredible advantage, and then set myself an unusual goal in addition to the normal goal of just winning.
Another time recently, I was getting too many barbarians. I was handling them easily, but got tired of them. I don't like the barbarians, and I wish Civ had an option to turn them off. I saved, quit, and deleted all the barbarian units! I got a 400 year breathing space out of that...
The most famous ("infamous") known cheats are:
This is the Shift-56 (sometimes shift 1 to 8) cheat, only available in v1.0. It was the player-test mode for Microprose play testers. Refresh the map after pressing Shift 1-8 (by moving the cursor or pressing t twice) and you will see the map of the whole world. You can click on the cities of other players and unfortify their troops and sell their city improvements
F7 will show you the development profile of each civilization, showing you all their advances and allowing you to see if they have a vendetta against you.
F8 shows you the powergraph and allows you to see a replay up to that point.
F9 shows numbers representing the attack points, defense points, and 3 of the cities the computer uses to calculate battle, on each continent (along with giving the size of each continent in land squares.
F10 shows a complete world map.
The other function keys sometimes do their normal functions, but they mess up the display a lot of the time. Just a word of warning.
This is how I defend 10 cities with 4 chariots.
Note: Apparently, this cheat *does* work with triremes, provided you do not sentry them away from land.
b) This sub-section is a contribution from Bob O'Bob and when combined with the settler cheat makes the game almost impossible to lose!
(and you thought the settler cheat spoiled the game...)
ALL ships can have unlimited movement. This includes having a battleship
bombard a city an unlimited number of times, or until it loses ;-).
This is really based on the original ship movement cheat, but is so much
more powerful, and in a way so much simpler to implement, that I'm
surprised it has not been written up before. In use, it is very similar to
the movement cheat of sentrying units in towns. If any ship is sentried
before its movement points (MPs) are used up, it can be awakened by any
ship that can respond to the "U"nload command on the same square. The
sentried ship(s) will wake up with full MPs (not counting WoW extras). The
simplest form of this will allow you to map the whole ocean with only two
sails. Starting on the same square, move one until it has only one MP
left, then sentry it. Move the other to the same square and unload it.
Sentry the second, and unload the first. Now, both have full MPs again!
Or, for a real thrill, make a convoy out of a battleship and two
transports. Two transports are needed to wake each other up, because the
battleship does not react to the unload command. The transports can be
*completely* full, too, another advantage over the earlier ship movement
cheat. One "convoy" like this, with the liberal application of the
save-game cheat, can wipe out all enemy units on coastal squares or in
coastal cities - in a single turn. Like the settler cheat, actually doing
this can get boring, both in terms of how many motions it takes and in how
easy things get.
Warnings: do not "U"nload a ship on a square where a bomber has ended its
turn without a carrier or city underneath it. This may cause the bomber
to run out of fuel. When stacking large numbers of units (including cargo)
to be awakened by a single ship "U"nloading, there may be a maximum number
of units awakened by a single "U" command (it appears to be 8) and you
might have to "U" more than once to get them all. Remember, the last
ship arriving still has to sentry and be awakened to keep a whole convoy
together.
I'm still looking for a method of giving air units unlimited life, and
yes, a carrier *can* wake up a battleship.
Note: _once_, while working with five sails and fifteen "cargo" units,
I managed to have a caravan unit out on the ocean, alone, blinking.
I was so surprised that I forgot to make a save file. If I _could_
duplicate this, I would tell you how, and what it's good for. If anyone
sees such an occurrance, *make a save file* and let me know!
---Bob O'Bob
Note: If you string along enough ships to make a complete circle, with ships moving each way between each pair of ports, you can move one ship-load each way, each turn.
Another use for the save option is when you are having problems attacking your enemies because of an uncooperative senate.
It is possible to launch a spaceship with 0% chance of success. All it needs is a habitation module and a connected engine. I've never lost any of these ships. This has saved my butt a couple of times when engaged in a space race. I call this a cheat because the 100% success rate must be due to a bug.
Unload the settler and build, now wake the settler up and build until the
road/railroad is built. Now move the transport one square and unload the
settler - now you can get more production out of this busy little settler.
If you have enough transports you could theoretically railroad every sea
sector with only one settler.
---mperry
Here's how to do it:
Have a settler in a ship.
Command the ship to "U"nload.
Command the settler to "R"oad.
Click on the ship. (I'm assuming you have a mouse)
Click on the settler's icon in the pop-up, "waking up" the settler
Press some key or click elsewhere to clear the pop-up (I press "R")
Go back to the step of commanding the settler to "R"oad.
Once the settler completes a phase (road or rail) the ship underneath
it must move once, to make it willing to start again.
I find it best to use *two* settlers; for each sea square one builds
the road, the other builds the rail; then move the ship. With two ships
and a ship movement cheat (q.v.) there is no theoretical limit to how
much of the ocean can be railroaded in a single turn
---Bob O'Bob
CIVILIZATION - What a great game! :)
Want to go back in time?
Want to play a different civilization?
Want to make the game easier or harder without starting over?
Want to give civilizations more appropriate names?
Want to really speed up scientific research?
Want to give yourself (or another civilization) lots of cash?
Want to reduce the number of civilizations in your current game?
Or increase it?
Want to play with a couple of friends?
Want to change the computer players' tax/science/luxuries ratio's?
Or your own?
Here's how to do it:
First off, a few helpful hints:
1) use a HEX editor (BEAV, available on the net is a good choice)
2) always remember that ALL numbers in the game are represented by
2 byte LSB,MSB format numbers in the .SVE files. (At least,
this seems to be the case. :)
3) most numbers have an upper limit, either game imposed or
compiler imposed. For instance, you can't have more than 32000
in cash - that's game imposed. Even if you could have more
than 32000, you couldn't have more than 32767 because 1 bit of
the 16 bits used for each number is used to indicate that the
number is negative - this is compiler imposed.
4) make backups of your .SVE files before changing them.
Ok, here's the format for each question:
(question)
(byte start address in HEX to change in .SVE file,length in decimal)
(valid range in decimal if known)
(explanatory text)
And here are the questions again:
Want to go back in time?
8,2
before 4000BC has worked, after 2200AD may also work
Changing the current year allows you to play the game forever and
achieve phenomenal scores.
Want to play a different civilization?
2,2
the range is 1-7. choosing 0 would make you the barbarians.
Now you can change to whatever civilization is winning at the
moment or simply see what each one of them can see. This does
screw up the little map on your main screen, but you can live with
it. :)
NOTE: This number is very important for other questions. For any
question that applies to multiple civilizations (more cash, more
lightbulbs for science, etc) you need to multiple this number by
the number of bytes used for each civilization's set of values, and
add it to the byte start address.
Want to make the game easier or harder without starting over?
A,2
the range is 0-4.
This is the difficulty rating. A 0 is for Chieftain and a 4 is for
Emperor. I haven't tested anything above 4, I shudder to think
what the game might do, considering how badly it cheats on 4.
Want to give civilizations more appropriate names?
This one is special, because it really encompasses three similar
areas.
10, 14 - This is for the Leaders' names
80, 12 - This is for the PLURAL spelling of the civilization name
E0, 11 - This is for the singular spelling of the civilization
name
Any character you like, plus the following special ones:
# = Stick figure
$ = coin
^ = check mark
{ = wheat stalk
} = trade arrows
\ = diamond
| = shield
~ = light bulb
_ = sun
If the new name is shorter than the allowed space, the next byte at
the end of the name should be a 0 (this prevents junk remaining
from the previous name from showing up).
Want to really speed up scientific research?
148, 2
0-lots :)
This figure must NEVER exceed the amount required for the next
advance. If it does, you'll never get the next advance. The
amount required for the next advance is based on the difficulty
level (0-4), and how many advances you already have (invented,
stolen, or found makes no difference :). The number of lightbulbs
needed for each new advance is:
(difficulty level+3)*2*(# of advances you already have).
NOTE: In the beginning advances are slightly harder at the low
difficulty levels (weird, huh?) AND after 0 AD the number doubles
(i.e., add a *2 to the equation above).
Want to give yourself (or another civilization) lots of cash?
138, 2
-32000 (or so) to +32000
Don't make this number a negative - you'll lose EVERYTHING.
This number won't go above 32000, so spend money if you start to
get close to it.
Want to reduce the number of civilizations in your current game?
Or increase it?
93BC, 2
0-6
The range is only 0-6 because the Barbarians always exist, and
there can only be 7 civilizations. If you drop this number down
to 0, the computer will probably ignore all the civilizations
except yours and the barbarians.
Want to play with a couple of friends?
By playing with the number of civilizations, and changing the
player civilization number, you should be able to play a
multi-player game.
NOTE: Due to the required save, edit, and reload steps
such a game will take a LONG time to play.
Want to change the computer players' tax/science/luxuries ratio's?
Or your own?
0738, 2 - This is the tax rate
8BB4, 2 - This is the science rate
0-10 combined total
The ratios are determined in the following order: tax, science,
luxury. Taxes are checked first, and the value is subtracted from
10. Then science is subtracted from the new value. The resulting
value is placed in Luxuries. NOTE: Taxes are generated first, so
if you set taxes at or above 10, science and luxuries gain NOTHING
no matter what the numbers show. This can be verified by hitting
the F5 key.
Brought to you by Charlemagne, Emperor of the World (several times over :)
also known as: Charles_K_Hughes@cup.portal.com