Martin GühmannbyPublished on November 17, 2010 21:57
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).
...byPublished on November 11, 2010 20:03
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 The Player's Civolpedia Guide
- Civ1 Cities of Civilization Tribes
- Civ1 Civilization Wonders
- Civ1 Science Advancement Table of Civilization
- Civ1 Civilization Advances Cross Refference
- Civ1 CivNet FAQ
- Civ1 Conquering World in 24hrs
- Civ1 Strategy Guide
- Civ1 Unit Tactics
- Civ1 Cheat Codes
- Civ1 1234567890 Cheat
byPublished on November 11, 2010 19:53
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. ...byPublished on November 11, 2010 19:46
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. ...byPublished on November 11, 2010 19:29
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....byPublished on November 11, 2010 19:09byPublished on November 11, 2010 18:11
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...byPublished on November 11, 2010 14:44The entire Scientific Advancement table; requirements included where applicablebyPublished on October 31, 2010 20:17
This is Call to Power II Scenario Editor Reference. It lists all the four tabs of Scenario editor and describes their functions.byPublished on October 22, 2010 18:46
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?
...byPublished on October 10, 2010 19:42
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.
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.
...byPublished on October 1, 2010 18:00
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.
byPublished on October 1, 2010 16:43
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.
byPublished on September 10, 2010 20:19
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....
byPublished on September 9, 2010 17:28
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.
...byPublished on September 4, 2007 17:01
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.