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    by Published on June 12, 2012 17:20

    I've been playing the same game of Civilization II for almost 10 years. This is the result.


    I've been playing the same game of Civ II for 10 years. Though long outdated, I grew fascinated with this particular game because by the time Civ III was released, I was already well into the distant future. I then thought that it might be interesting to see just how far into the future I could get and see what the ramifications would be. Naturally I play other games and have a life, but I often return to this game when I'm not doing anything and carry on. The results are as follows.

    The world is a hellish nightmare of suffering and devastation.

    There are 3 remaining super nations in the year 3991 A.D, each competing for the scant resources left on the planet after dozens of nuclear wars have rendered vast swaths of the world uninhabitable wastelands.

    -The ice caps have melted over 20 times (somehow) due primarily to the many nuclear wars. As a result, every inch of land in the world that isn't a mountain is inundated swamp land, useless to farming. Most of which is irradiated anyway.

    -As a result, big cities are a thing of the distant past. Roughly 90% of the worlds population (at it's peak 2000 years ago) has died either from nuclear annihilation or famine caused by the global warming that has left absolutely zero arable land to farm. Engineers (late game worker units) are always busy continuously building roads so that new armies can reach the front lines.
    ...
    by Published on June 12, 2012 13:03

    Prologue

    This thread is intended to become a reference guide to the Civilization II savegame and scenario file format. It is a vital first step if we ever want to see a universal civ2 scenario editor. I started this thread to make it a more public and centralized effort, as opposed to Allard's Hex Editing document. While being an indispensable initiative, I believe it's become almost unmanageable. There never was one central place to post new discoveries, making it impossible to keep up to date.

    But for this new effort to succeed, we need your help. So, please post your discoveries about the file format here.

    However, this is mostly meant to be a raw file format reference, not (yet) a complete guide to how every single byte can be used in making your scenarios. When you do have a new discovery, please keep it concise and to the point. But feel free to add comments or ask questions, as long as they're specifically about this reference, and not about hex-editing in general.

    Please do NOT ask your hex-editing questions here. If you have a question, post a new thread.

    As you will notice, apart from the table of contents the file format is still mostly uncompleted. That's not because we know so little, but simply because I haven't added all of it yet. This thread will probably always remain a work in progress. And for the moment certainly not only for the file format itself. I will also be adding notes on the notation and some of the terms used. Notes will ...

    by Published on February 12, 2000 20:20
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    A Quick Note on Editing Units

    Written by the Great Icon Library

    Copying and pasting the new unit into the green frame of the unit to be replaced ...
    by Published on February 11, 2000 20:35

    Original Author:
    Dirk Weber
    Weseler Str. 145
    47169 Duisburg
    Germany

    Bakcm at aol.com

    With this file I TRY to explain you, how to allocate a technologie (and on this way also units) to a single civilization. As an example: Greece Fire (only for Greek civilization).

    Steps:
    1. Create a scenario, first (there is no other way)
    2. Rename one technologie (maybe 'def.user technology') to Greece fire. This Technology should be reached from nil (nil = from the beginning). The rest could be as you want. Then -> save. Before this you can also allocate units to this technology.
    3. Load your scenario, go in the cheat menu, allocate this technology to those civilizations you want it for, then save the scenario.
    4. Step again in the rules file. Replace 'nil' (see above) with 'no'. Then save again .
    5. ... finished.
    ...
    by Published on February 11, 2000 20:26

    Anarchy

    In truth, Anarchy is the lack of government due to either a revolution or the collapse of the previous government due to discontented citizens. While no government is in existence, no taxes are collected, no science research is conducted, and no progress is put into either City Improvements or Wonders of the World. If you can, try and stay away from this form of government. And if you're going to be switching government types often, attempt to get the Statue of Liberty wonder.
    ...
    by Published on February 11, 2000 19:40

    Empire Building

    Expansionist Philosophy

    Empire building is an expansionist's mainstay weapon, but also its main vulnerability. Rule number one: If you are planning on surviving in the upper levels(King and above), do NOT forget about your core cities. No matter how many small cities you have, or large your empire spans, every empire must have a core of cities to build the "big ones", such as wonders, spaceship parts, etc... Theoretically, your core cities should be your innermost and least vulnerable, but it often turns out that you barely scrape by building one when the terrain suits you. But, in the stray chance that luck falls upon you, you should base your empire on a simple model: Inner cities are the core, quality ones. Middle rim cities make the expensive military units, like a navy, or cheap city improvements, like libraries. Outer fringe cities should trot cheap little cannon fodder, to throw in a relentless tide toward your opposition. As outer cities become middle, middle become core, and the cycle continues. If you are an expansionist at heart, but run out of room early, you can build up a massive military and have a lot of fun taking over the AI's hard-built cities!
    ...
    by Published on September 14, 1998 19:28

    This is where you will find lots of information on the Civilization II series, for the beginner, amateur and pro. To begin with, for those of you who are interested in submitting something of yours that you believe would be useful to CivII gamers such as yourself, please comment here.


    Introduction

    Civilization II is the sequel to the classic game Civilization. In Civilization and its sequel, in the beginning you rule over a tiny, nomadic tribe. It is your task to bring this puny settler away from its primitive past to control an empire that spans the globe, hopefully sometimes launching a space craft to reach and colonize a nearby star. Of course, in the process you have to found cities, control diplomatic relation with other civilizations, research technology, create, train, and command a hopefully elite army, build wonders of the world, pave roads, plant farms, mine mines, lay fortresses, and plan your cities to become glittering marvels recongnized for millenia. We hope you will find this page useful in your journey to building the ultimate civilization.

    You may ask, how is CivII different from the original? Well, Civ2 makes a great game better. Civ2 keeps all the aspects of the original, modernizes them, adds video and better graphics, and puts in some more technologies and aspects to the game. There are more diplomacy options, new wonders of the world such as Leonardo's Workshop, new units like Stealth Bomber and Paratrooper, and new city improvements like Coastal Fortress. If you liked Civ, you'll find this one just as addicting as the original.

    Below are some information packages we have gathered from various resources, all together in one convienient place. With a click- and-easy download, you'll learn all the tools of the trade from all angles.


    Units & Wonders of the World

    You are now able to read about and view (Courtesy of The Civilization II For The Macintosh Page) the various units and Wonders of The World found in CivII.

    Below we have a table which will link you to the ...


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