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  • Martin Gühmann

    SLIC2-Builtins 

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    Martin Gühmann
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    Published on November 17, 2010 20:57
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    There is one builtin "variable" and a number of builtin variable arrays available in SLIC. This document contains a complete reference of the data that can be extracted from these types. Note that for types supported as user types, all the members of these variables can be accessed in user variables as well. For example, the builtin unit array has a member named owner, which means that any variable of type unit_t also has a member named owner. Member data is accessed using standard c style dot notation. The one plain builtin variable is named "g" and contains three members:


    • g.year - the current round
    • g.year_str - the current year in string form. Only useful in string replacements.
    • g.player - the current player The rest of the builtins come in arrays, which are filled in when an event handler is called (but can also have values assigned by script code).

    ...
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    Civilization 1: Section Introduction 

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    Martin Gühmann
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    Published on November 11, 2010 19:03

    You have entered the realm of the original Sid Meier Civilization, where it all began. This website is totally devoted to this game which would change the face of computer strategy games forever. Any and every aspect of Sid Meier's Civilization is covered here: this includes user-created saved game files, FAQs, Screenshots and CivNet information. It made gaming history at the time by selling more than 850,000 copies in record time. This product set the stage for its even-more successful sequel.

    So take a step back in gaming history and relive the classic that claimed many long-nights and the gaming hearts of millions.

    Civ1 General

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    Civ1 Info

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    Civ1 Tips

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    Civilization 1: The 21 Wonders of Sid Meier's World 

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    Martin Gühmann
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    Published on November 11, 2010 18:53
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          THE 21 WONDERS OF SID MEIER'S WORLD by Elliott
      
      
         This section provides an alphabetical (as opposed to a
      chronological) reference to "wonder working" which should
      allow one to check the blueprint (prerequisites, costs and
      benefits) against the needs of one's specific situation. It
      is designed for quick reference with a few strategic
      considerations for game play provided.
    			...
    			
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    Civilization 1: THE PLAYER'S CIVILOPEDIA 

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    Martin Gühmann
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    Published on November 11, 2010 18:46
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      THE PLAYER'S CIVILOPEDIA
      
         This file provides an alphabetical reference to the
      technological advancements in Sid Meier's Civilization. It
      allows one to check the blueprints (prerequisites, future
      advancements, and residual benefits) for each advance
      against the needs of the players specific situation. THIS
      FILE IS VERY LONG AND THUS NOT PRACTICAL FOR ON-LINE USE. We
      recommend readers print this file out for "monitor-side"
      reference.
     
         These chunks of wisdom were excerpted from Alan Emrich
      and Johnny Wilson's Sid Meier's Civilization, Or Rome On
      640K A Day, an excellent supplement and strategy guide done
      in close collaboration with Sid Meier.
    			...
    			
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    Civilization 1 Strategy Guide 

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    Martin Gühmann
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    Published on November 11, 2010 18:29
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         A Guide to Sid Meier's Civilization by Gus Smedstad, War/Strategy
    Section Leader.
    
         This is a general guide to playing Sid Meier's Civilization, based
    upon my experiences with the game.  Keep in mind that while the strategies
    laid out here work, they are not the only possible approaches to the game.
    ...
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    Cities of Civilization 1 Tribes 

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    Martin Gühmann
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    Published on November 11, 2010 18:09
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    * (Cities are built, in order, after a tribe has built their first 16 cities)

    ** (City used in German list)

    First city is Capitol.

    All cities built by tribes follow the order of the list.


    Index, Civilopedia, Citiy Names, Wonders,
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    Civilization 1 Cheat Codes 

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    Martin Gühmann
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    Published on November 11, 2010 17:33
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    NameAuthorDescription
    Free TurnsPeterMove every single unit during a turn except for one unit. Now, save the game and quit. When you restart that game, all units that you have moved can move again.
    Randomize Enemy StatsMoocowWhile playing, press ALT-R to randomise the enemy leaders' stats. Note that this could make them stronger.
    Reveal MapScott WidenerWhile playing, hold Shift + 5 + 6, then release these buttons and click anywhere on the map. If you did this right it will reveal the entire world!
    Reveal Map and Control Enemy CitiesTiffanyHold SHIFT then press 1, 2, 3, 4, 5, 6, 7. This will reveal the entire map and all enemy cities. It also enables you to click on enemy cities and sell their buildings or defortify their troops.
    ...
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    Civilization 1 Advances 

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    Martin Gühmann
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    Published on November 11, 2010 17:11
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    C I V I L I Z A T I O N    A D V A N C E S
       Cross Reference
    
    
    <- = prerequisites, listed in reverse chronological order
    -> = successors, listed in forward chronological order
    
    
    ADVANCES
    --------
    
    Alphabet-> Writing, MapMaking, Code of Laws, Mathematics, 
     Diplomat, Library, Trireme, Lighthouse, Courthouse, 
     Literacy, Monarchy, Trade, Catapult, Astronomy, 
     Great Library, Republic, Philosophy, Feudalism, 
     Caravan, Copernicus, Navigation, Banking, Medicine, 
     Religion, Democracy, University, Chivalry, 
     Invention, Sail, Magellan, Physics, Bank, 
     Shakespeare, Cathedral, J.S. Bach, Michelangelo, 
     Chemistry, University (Imp), Theory of Gravity, 
     Knight, Gunpowder, Magnetism, Steam Engine, 
     Isaac Newton, Atomic Theory, Explosives, Musketeer, 
     Metallurgy, Frigate, Railroad, Ironclad, 
     Conscription, Cannon, Electricity, Darwin's Voyage, 
     Industrialization, Rifleman, Electronics, Transport, 
     Factory, Women's Suffrage, Steel, Corporation, 
     Communism, Hydro Plant, Hoover Dam, Computers, 
     Battleship, Refining, Genetic Eng., United Nations, 
     SETI Program, Power Plant, Combustion, 
     Cure for Cancer, Automobile, Cruiser, Flight, Armor, 
     Mass Production, Fighter, Advanced Flight, 
     Labor Union, Submarine, Mass Transit, Recycling, 
     Nuclear Fission, Bomber, Carrier, Rocketry, 
     Mech Infantry, Recycling Center, Manhattan Project, 
     Nuclear Power, Nuclear Unit, Space Flight, 
     Nuclear Plant, SS Structure, Apollo Program, 
     Plastic, SS Component, Superconductor, Robotics, 
     Fusion Power, SDI Defence, Artillery, Mfg Plant, 
     SS Module
    ...
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    Science Advancement Table for Civilization 1 

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    Martin Gühmann
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    Published on November 11, 2010 13:44
    The entire Scientific Advancement table; requirements included where applicable

    Unit Tactics for Sid Meier's Civilization 

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    Martin Gühmann
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    Published on November 11, 2010 13:37
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    Orginial Civilization Units & Tactics

    1. Land Units
    2. Sea and Air Units
    3. Non-Military Units
    4. General Tactics
    5. Military Tactics
    ...
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    CTP1 Sprite List for CTP2 modders 

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    Martin Gühmann
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    Published on November 10, 2010 19:19
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    The following is a list of the units sprites that existed in CTP1 and are not now in CTP2. To be more specific, the units are not in the game, but Activision left the sprites for use in mods. Here is the list: ...
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    Call to Power II: Scenario Editor 

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    Martin Gühmann
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    Published on October 31, 2010 19:17


    This is Call to Power II Scenario Editor Reference. It lists all the four tabs of Scenario editor and describes their functions.

    CivNet Scenario FAQ 

    by
    Martin Gühmann
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    Published on October 22, 2010 17:46
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    Courtesy Ambra´s CivNet Scenario Page, which does not exist anymore.

    Frequently Asked Questions and Answers

    Here is a brief explanation of some of the questions you may have about my CivNet Scenarios.



    1 - What exactly is a CivNet Scenario?
    2 - Are there any special requirements to play?
    3 - Can I play a scenario in multiplayer and in singleplayer mode?
    4 - What are the advantages and features of scenarios?
    5 - What are the main characteristics of the scenarios posted here?
    6 - Which strategy shall I go for in a scenario game?
    7 - How can I make my own scenario?
    ...
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    SLIC2-Scripting-Language 

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    Martin Gühmann
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    Published on October 19, 2010 19:07
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    Original Author: Joe Rumsey
    Date: December 13, 2000

    This is the SLIC2 scripting language refference.

    Contents

    • Language
    • Message Boxes
    • Alert Boxes
    • Buttons
    • Built-in variables
    • Events
    • Functions
    • User variables
    • Database access
    • Miscellany

    ...
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    AI Customization 

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    Martin Gühmann
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    Published on October 10, 2010 18:42
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    AI Customization

    Following is a description of how to use the AI SLIC functions available in Call to Power II to customize the behavior of AI players and the mayors that can control human cities.


    Getting Started

    You should create a new scenario that will include the modifications you make. Specific directions for creating a new scenario can be found below in Appendix A. Most of the files that you will modify to make AI changes can be found in the default\aidata subdirectory of your scenario. You will also create/modify the scenario.slc file in the default\gamedata subdirectory of your scenario.
    ...
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    Civilization V tops PC chart 

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    Martin Gühmann
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    Published on October 1, 2010 17:00
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    Civilization V has seen off a number of new releases to top the PC chart in its first week on sale.

    Final Fantasy XIV and F1 2010 complete a top three made up of new games, ousting The Sims 3, which drops to fourth.

    At the bottom of the chart, Command And Conquer 4 holds on to tenth place for a second week running, below The Sims 2, which drops one place to ninth.

    ...
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    What DirectX 11 is good for: Civilization 5 Tech Interview at PC Games Hardware 

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    Martin Gühmann
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    Published on October 1, 2010 15:43
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    Developer Dan Baker explained us how DirectX 11 enhances not only the visual appeal of the new strategy game Sid Meier's Civilization 5 but how its direct compute abilities contribute to the game's performance. Also he explains, how Civ 5 is a little further developed than PCs are.

    DirectX 11 offers great performance increases, if developers know how to use the new APIs right. Firaxis, the developing team behind Sid Meier's Civilization 5 spent plenty of time finding out how to really improve gaming experience with tesselation and direct compute 5 in store. In an interview, Dan Baker - Firaxis Games' Graphis Lead - told us in detail, what they did with DirectX 11.

    ...
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    Preview: How To Beat Three People At Civilization V Multiplayer on Kotaku 

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    Martin Gühmann
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    Published on September 10, 2010 19:19
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    Stephen Totilo tells us how to beat three other people in Multiplayer in an early Civilisation V built. However, he made the mistake to place the capital of Arabia into the desert as it is historically accurate, and for performance he turned super shiny graphics off so that the fog of war looks a little bit hexagonial, but in the end he won, though it was not a time, science, domination, culture, nor diplomatic victory, but just a score victory.

    ...
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    Civilization 5 Multiplayer Preview by ShackNews 

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    Martin Gühmann
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    Published on September 9, 2010 16:28
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    Brian Leahy got to play around 2 hours of Civilization V multiplayer against three human opponents. In general, for him it was a good experience but he had some concerns about the simultaneous-turn multiplayer mode, which is the only mode Civilization V supports right out of the box. His concerns are that the simultaneous-turns may increase computing time, so that even on the quickest settings a game takes hours. And that a turn ends automatically, when all the units have been moved even if there may be some city management left. But this issue is supposed to be addressed before game release.

    However, Brian liked the special multiplayer user interface. There is a quick access to diplomacy screen, without the need for a full leader animated screen, and battles are not animated and so resolve, quickly.



    ...
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    Civilization IV: Civilization Reference 

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    Martin Gühmann
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    Published on September 4, 2007 16:01

    If you've been looking for a comprehensive, interactive reference tool for Civilization IV and its Warlods and Beyond the Sword expansion packs your wait is over. Apolyton Civilization Site staff member Robert "CyberShy" Plomp has exhaustively put together such a resource that comes in a general and unit-speicifc variety.

    Through an array of drop-down menus, mix and match combinations of particulars from the basics such as civilization and civics to particular buildings and bonuses on the 'General' sheet, and type through required technology with the 'Unit' document. Information is displayed in data-rich but easy-to-follow table format with colourful icons and pleasant shading.

    Should you any updates needed in future that have not been applied (e.g. as a result of one or more patches), contact Plomp directly.

    If you wanna comment on this please to so in the related forum thread Civ4 Interactive Series Reference Sheets.

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