;------------------------------------------------------------------------------------------------------------- ; The Rocky Mountain Civilization II Site ;-------------------------------------------------------------------------------------------------------------- ; ; RULES.TXT Comments and Notes ; ; May 1997 by Jeff Head and the Rocky Mountain Civilization II Site ; ; What follows are the notes and comments that I have made in my own rules.txt file ; for the changes I make to Civ II when making a Mod Pack. Some of it is the stock ; notes that Microprose sent out with the game, a lot of it has been added to or ; clarified based on my many “trial and error” experiences. ; ; We release this as a help to those making Mods, not as an “end-all”. Although ; these comments represent our general experiences, they could well be sub-sets ; of the actual game operation and programming, meaning they may not work as ; stated in all cases. ;-------------------------------------------------------------------------------------------------------------- ; ; Mod Packs, Scenarios, Units, Hints and Tips provided by our site are SHAREWARE ; This means that you are free to look at them, download them, use them, abuse them, ; etc. If you like ours, and they are of benefit to you, we ask that you consider sending ; us the following to offset the site subscription, email, counter, etc. costs, so we can ; continue providing all of this to Civ II enthusiasts around the world : ; ; Our Hints & Tips that help ........................ $ 1.00 (US) ; Our Scenarios you like .............................. $ 1.50 (US) ; Our Mod Packs you like ............................ $ 2.00 (US) ; ; The Rocky Mountain Civilization II Site ; P.O. Box 295 ; Nephi, UT 84648 ; ; ; Thanks for your consideration. ; ;-------------------------------------------------------------------------------------------------------------- ; ; ; CIVILIZATION GAME DATA ; Copyright (c) 1995 by MicroProse Software ; ; This file can be altered at your own risk to change the rules of the game. ; ; Keep in mind that altering the contents of this file may cause your game to malfunction, ; particularly if you use values outside the specified ranges. ; ;-------------------------------------------------------------------------------------------------------------- ; Cosmic Principles ; ; The following numbers control various key rules of the game. GREAT discretion is advised ; if you opt to change these. Values too far out of the expected range can cause the game to ; behave strangely. ; ; ;-------------------------------------------------------------------------------------------------------------- ; Civilization Advances ; ; You may alter the name and values associated with an advance. There must be the same ; number of advances and they must have the same abbreviations. Be careful in altering ; the technology tree too drastically. If you are not extremely detailed and careful in your ; approach, your branching may become non-sensical or too complex for the program. ; ; Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category ; ; Ai Value = Basic value at which computer players ; view this advance (used in determining ; which discovery to pursue, which to ; acquire during exchanges, and value of ; gift during diplomacy). ; Modifier = Modifier to value based on the "civilized" ; aspect of a leader's personality. Positive ; values increase value for civilized leaders, ; decrease it for militaristic. Negative ; values vice versa. ; preq1, preq2 = Prerequisites ; ; Epoch = historical period ; 0 = Contemporary ; 1 = Cutting Edge ; 2 = Futuristic ; 3 = Sciense Fiction ; ; Category = Knowledge category ; 0 = Military ; 1 = Economic ; 2 = Social ; 3 = Academic ; 4 = Applied ; AI Epoch ;Advnacement Name Mod Prereq Cat Abrev. ;------------------------ ------ -------- ----- --------- ; ; Last 3 tech lots allow you to define your own civilization ; advances if desired. Supply the name, the AI value, and ; the prerequisites. ; ; Then use the "U1", "U2", or "U3" ; identifier to incorporate it into the tech chain as a ; prerequisite for other techs, units, city improvements. ; ;------------------------------------------------------------------------------------------------------------ ; City Improvements ; ; You may alter the names, cost, upkeep and prerequisites. There must be the same ; number of advances and they must come in the order given, or unexpected results ; and crashes can occur. The same is true for all of the wonders, which appear as city ; improvements after (capitalization). ; ; cost(x10), upkeep, preq ; Cost/ ; Improvement Name Upkp Prereq ; ------------------------ ------ -------- ; ;------------------------------------------------------------------------------------------------------------ ; Expiration advancements for Wonders of the World ; ; You can change the expiration of the wonders. Make sure that that this is done with ; due consideration given to the changes made in technology advances and city ; improvements ; ; Expr Wonder Name ; ------ ------------------ ; ;------------------------------------------------------------------------------------------------------------ ; Unit Types ; ; Unit types may be modified by name and their various values. Insure that these values ; do not become non-sensical or cause basic conflicts in game operation. Also, a "hit" ; value of over 10 (meaning it would take more than 100 hit points to destroy the unit) ; will cause the unit to have a negative hit value and thus be easily destroyed. ; ; Certain units must remain in the same relative position and will retain some of their stock ; characteristics, regardless of what you call them, or how they are modified (ie. partisans). ; The only way to negate this is to cause the unit not to appear in the game by giving the ; prerequisite field a "no" value. ; ; You must have the same number of units (although you can cause as many as you want ; not to appear in the game by putting a "no" in the prerequisite field). ; ; The following is a discussion of the various fields: ; ; until, domain, move,rng, att,def hit,firepwr cost,hold, role, preq, flags ; ; until = Civ advance which renders unit obsolete. "nil" will cause the unit to never obsolete. ; domain = Movement domain of unit : 0 = Ground ; 1 = Air ; 2 = Sea ; Move = Movement rate (spaces per turn) ; Range = # of turns fuel carried (0 for non-air units) ; ; att = Attack factor (chance to score hit attacking) ; def = Defense factor (chance to score hit defending) ; hit = Hit points (damage x10 which can be taken before elimination). ; Do not exceed 10 for hit. ; firepwr = # damage points caused per hit scored on enemy. ; ; cost = Cost (# of shield rows, usually of 10 shields each) ; hold = # of holds on ship (for carrying units) ; ; role = AI role (Generally affects the way in which computer players use the unit, ; but roles >= 5 will actually affect abilitiesof the unit). This is a ; critical field for altering play & fell of the game. ; 0 = Attack ; 1 = Defend ; 2 = Naval Superiority ; 3 = Air Superiority ; 4 = Sea Transport ; 5 = Settle ; 6 = Diplomacy ; 7 = Trade ; ; preq = Prerequisite advance, "No" will cause unit to never appear, "nil" causes ; unit to be available immediately. ; ; "Flags" control special advantages & restrictions. Not all of these flags "make sense" ; for all types of units (paradropping ships, for instance). Nonsensical variations may : produce bizarre effects (or worse). You were warned. ; ; 000000000000001 = Two space visibility ; 000000000000010 = Ignore zones of control ; 000000000000100 = Can make amphibious assaults ; 000000000001000 = Submarine advantages/disadvantages ; 000000000010000 = Can attack air units (fighter) ; 000000000100000 = Ship must stay near land (trireme) ; 000000001000000 = Negates city walls (howitzer) ; 000000010000000 = Can carry air units (carrier) ; 000000100000000 = Can make paradrops ; 000001000000000 = Alpine (treats all squares as road) ; 000010000000000 = x2 on defense versus horse (pikemen) ; 000100000000000 = Free support for fundamentalism (fanatics) ; 001000000000000 = Destroyed after attacking (missiles) ; 010000000000000 = x2 on defense versus air (AEGIS) ; 100000000000000 = Unit can spot submarines ; ; Examples ; 010001101010111 = Super criteria for MECH WARRIOR ; 110000011010001 = Super criteria for ASSAULT AIRFOIL ; 110000001010001 = Super criteria for UFO ; 010111101010111 = Super Criteria for CYBORG ; ; Unit Name Exp,dom,mv,rng,att,def,hit,frpwr,cst,hld,role, preq,flags Old Name ; ------------- --------------------------------------------------------------------- ------------- ; ; Note: the last 3 unit types (U1, U2, U3) are available for user defined unit types. ; If these units are given prerequisites other than "no" they will appear in the game ; when the specified technology is reached. Use if you want to create your own unit ; types without sacrificing any of the predefined units. Be sure to define the "role" : field accurately, so that the computer will understand how to make use of the new ; units in its own civilizations. ; ; There is no requirement that the extra units be used to create exactly one of each ; type; you could create three ground units. But the icons provided are for one of ; each. The 3 extra unit types have default icons provided by the game. To actually ; change the icons is a somewhat more difficult task. The icons are stored in "UNITS.GIF". ; ; Sound effects for these three units may be added by providing CUSTOM1.WAV, CUSTOM2.WAV, ; and CUSTOM3.WAV. These should be 8-bit, mono, and sampled at 22050hz. ; ;------------------------------------------------------------------------------------------------------------ ; Terrain ; ; Terrain values can be modified to alter how they behave in the game. ; You must have the same number of terrain types. ; ; Movecost, defense, food, shields, trade, ; . . . Irrigate, bonus, #turns, ai-irrigate, ; . . . Mine, bonus, #turns, ai-mine ; . . . Transform ; ; defense = multiply by 50% to get % of normal combat factor defended at. ; (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3). ; ; Irrigate/Mine = yes, no, or type of terrain changed to ; Transform = Terrain type engineers can transform to ; ; bonus = # extra production from that change ; ; turns = # turns for settler to make change ; ; ai = Minimum govt level necessary for ; computer player to want to perform irrigate/mine ; 0 Never ; 1 Despotism ; 2 Klintonism ; 3 New World Order ; 4 United Order ; 5 Federation ; 6 Consecrational Union ; ; ;------------------------------------------------------------------------------------------------------------ ; Governments ; ; Government names and leaders titles can be altered. You must have the same number ; of governments. ; ; ;------------------------------------------------------------------------------------------------------------ ; Leaders ; ; Leader names and values can be altered. You must have the same number of leaders, ; and the last two must be positioned as they are in the file, though values can change. ; ; leader, female, gender, color, style, plural, adjective, ... ; ...attack, expand, civilize, ... ; ...govt, male, female...; ; gender: 0 = male 1 = female ; ; color: Color set (1 - 7) ; style: City style (0 - 3) ; 0 = American ; 1 = Eurasian ; 2 = Far Eastern ; 3 = Mid Eastern ; ; attack: 1 = aggressive -1 = rational ; expand: 1 = expansionist -1 = perfectionist ; civilize: 1 = civilized -1 = militaristic ; ; govt = government type for name replacement ; 0=Anarchy ; 1=Despotism ; 2=Klintonism ; 3=New World Order ; 4=United Order ; 5=Federation ; 6=Consecrational Union ; ; male, female = titles for leader of government ; ; ;------------------------------------------------------------------------------------------------------------ ; Trading Commodities ; ; Trading commodity names can be changed. You should have the same number of commodities. ; ; ;------------------------------------------------------------------------------------------------------------ ; Orders ; ; The name and key in for orders can change, but their relative position will determine ; what they do regardless of name. You must have the same number of orders. ; ; ;------------------------------------------------------------------------------------------------------------ ; Difficulty ; ; The names for difficulty levels can change. You must have the same number of levels. ; ; ;------------------------------------------------------------------------------------------------------------ ; Attitudes ; ; The names for attitudes can change. You must have the same number ofattitudes. ; ;------------------------------------------------------------------------------------------------------------



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