• The Rocky Mountain Civilization II Site Presents: RULES.TXT Comments and Notes

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    ; 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.
    ;-------------------------------------------------------------------------------------------------------------- 
    ; 
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    ;  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) 
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    ; 
    ;		The Rocky Mountain Civilization II Site 
    ;		P.O. Box 295 
    ;		Nephi, UT 84648 
    ; 
    ; 
    ;  Thanks for your consideration. 
    ; 
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    ; 
    ; 
    ;   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. 
    ; 
    ;------------------------------------------------------------------------------------------------------------ 
    
    
    This article was originally published in forum thread: The Rocky Mountain Civilization II Site Presents: RULES.TXT Comments and Notes started by Martin Gühmann View original post