---
---
What follows is a raw log of the 02/07/97 Online Chat with Sid Meier.
An HTML version will be produced shortly.
---
Fri
Feb* 7 20:04:07 1997:
Paul says, "Welcome everybody!"
Fri
Feb* 7 20:04:30 1997:
Paul says, "Allow me to introduce Sid Meier. A man I'm sure who
requires little introduction to this crowd."
Fri
Feb* 7 20:04:32 1997:
Paul says, ""
Fri
Feb* 7 20:04:40 1997:
Paul says, "Welcome Sid."
Fri
Feb* 7 20:04:52 1997:
Sid says, "Thanks, great to be here."
Fri
Feb* 7 20:05:35 1997:
Paul says, "tell us what you are up to. "
Fri Feb* 7 20:06:08 1997:
Sid says, "Well, since last May I've
been working at Firaxis Software..."
Fri Feb* 7 20:06:22 1997:
Sid says, "we are working on a couple of
cool new games...."
Fri Feb* 7 20:06:50 1997:
Sid says, "I'm also consulting part-time
at MicroProse as we finish up..."
Fri Feb* 7 20:07:06 1997:
Sid says, "the Magic the Gathering game."
Fri Feb* 7 20:08:13 1997: Paul
presents the speakers with question #7 from Lex: Do we really
have to wait until X-mas for your new game?
Fri Feb* 7 20:08:51 1997:
Sid says, "If your talking about Magic,
it should be out way before Christmas..."
Fri Feb* 7 20:09:05 1997:
Sid says, "our new games at Firaxis will
take a little longer."
Fri Feb* 7 20:09:18 1997: Paul
presents the speakers with question #4 from Taiko: What are your
current projects?
Fri Feb* 7 20:09:49 1997:
Sid says, "We're not quite ready to talk
about the actual titles that we..."
Fri Feb* 7 20:10:07 1997:
Sid says, "are working on, there's a
small chance they could change..."
Fri Feb* 7 20:10:30 1997:
Sid says, "but the type and style of
game should be familiar to you have..."
Fri Feb* 7 20:10:54 1997:
Sid says, "player our previous games:
Civ, Railroad Tycoon, Colonization, etc..."
Fri Feb* 7 20:11:28 1997:
Sid says, "we call it 'Innovative
Continuity': building on the past with new ideas."
Fri Feb* 7 20:11:38 1997: Paul
presents the speakers with question #6 from Helgaorg: Will
firaxis have thier own booth at E3, or will they be coupled with
Origin/EA?
Fri Feb* 7 20:12:04 1997:
Sid says, "We will be at E3 as part of
Origin/EA."
Fri Feb* 7 20:12:11 1997: Paul
presents the speakers with question #9 from Guest13: when should
we expect the first Firaxis release and what is most likely gonna look
like?
Fri Feb* 7 20:12:57 1997:
Sid says, "We currently have a couple of
playable prototypes under development..."
Fri Feb* 7 20:13:23 1997:
Sid says, "it's real hard to say when
software will be done, so I won't try..."
Fri Feb* 7 20:13:57 1997:
Sid says, "but so far things are moving
along very well."
Fri Feb* 7 20:13:59 1997: Paul
presents the speakers with question #11 from Helgaorg: any hints
as to what genre of games the Firaxis team is looking to develop?
Fri Feb* 7 20:14:26 1997:
Sid says, "Well, I think we'd be crazy
not to acknowledge the popularity of..."
Fri Feb* 7 20:14:42 1997:
Sid says, "some of our previous games,
at the same time we don't want..."
Fri Feb* 7 20:14:59 1997:
Sid says, "to do the same thing over and
over.* We'd like to combine the..."
Fri Feb* 7 20:15:12 1997:
Sid says, "best of our old ideas with
some neat new stuff."
Fri Feb* 7 20:15:16 1997: Paul
presents the speakers with question #10 from Rosa_l: a lot of
civnet fans here sid.* Is there any chance you or mp will
eventually get around to an update on civnet
Fri Feb* 7 20:15:46 1997:
Sid says, "That question really needs to
go to MicroProse, we do have a..."
Fri Feb* 7 20:16:03 1997:
Sid says, "very strong interest in
multi-player and on-line games however."
Fri Feb* 7 20:16:07 1997: Paul
presents the speakers with question #12 from Redtiger: Are you
consulting for any Civilization related games at Microprose?
Fri Feb* 7 20:16:37 1997:
Sid says, "No. Magic is the last thing
I'll be doing at MicroProse."
Fri Feb* 7 20:16:41 1997: Paul
presents the speakers with question #15 from Lex: I love the
micro-managing of Col. Brian told us it wasn't to populair. Do you the
reason?
Fri Feb* 7 20:17:21 1997:
Sid says, "I think games need a mixture
of 'micro-managing' and strategic..."
Fri Feb* 7 20:18:00 1997:
Sid says, "planning. Without a plan,
'micro-managing' is just WORK.* But..."
Fri Feb* 7 20:18:38 1997:
Sid says, "as part of a plan, your
accomplishment is more satisfying if you ..."
Fri Feb* 7 20:18:47 1997:
Sid says, "manage the details yourself."
Fri Feb* 7 20:18:50 1997: Paul
presents the speakers with question #13 from Nagus-nt: Will your
games be tested / playable on NT like 'Diablo' is from Blizzard ?
Fri Feb* 7 20:19:38 1997:
Sid says, "It's a little too early to
know that... we'll see what the most..."
Fri Feb* 7 20:19:56 1997:
Sid says, "popular platforms are at the
time of release."
Fri Feb* 7 20:19:59 1997: Paul
presents the speakers with question #16 from Gideon: Given your
comment about Innovative Continuity...what was the inspiration for
Civ...it was(and is) revolutionary from what I've seen in my gaming
past.
Fri Feb* 7 20:20:25 1997:
Sid says, "There were a number of
influences which came together in..."
Fri Feb* 7 20:20:54 1997:
Sid says, "Civilization. I felt RailRoad
Tycoon explored some fun game play..."
Fri Feb* 7 20:21:37 1997:
Sid says, "ideas but they could be done
better.* The games Empire, SimCity, and"
Fri Feb* 7 20:22:03 1997:
Sid says, "the Civilization board game
all helped to inspire the PC game."
Fri Feb* 7 20:22:07 1997: Paul
presents the speakers with question #20 from Eric: Any chance
for a redone Pirates!
Fri Feb* 7 20:22:31 1997:
Sid says, "Pirates is still one of my
favorites, I've got some ideas about how..."
Fri Feb* 7 20:22:41 1997:
Sid says, "I could use that theme in the
future."
Fri Feb* 7 20:22:45 1997: Paul
presents the speakers with question #18 from Mqstout: will you
be releasing demos/previews any time soon?
Fri Feb* 7 20:23:31 1997:
Sid says, "We'll definitely be demoing
at E3 in June. We'll probably follow up..."
Fri Feb* 7 20:23:40 1997:
Sid says, "with online demos after that."
Fri Feb* 7 20:23:56 1997: Paul
presents the speakers with question #25 from Viking: do you
think it will be a civnet 2 or a civ 3
Fri Feb* 7 20:24:45 1997:
Sid says, "I really don't know."
Fri Feb* 7 20:24:47 1997: Paul
presents the speakers with question #26 from Games_magazine: Are
you going to add so-popular-nowdays real-time element in FIRAXIS's
future projects?
Fri Feb* 7 20:25:29 1997:
Sid says, "I think real-time works great
for some types of games, I wouldn't add..."
Fri Feb* 7 20:25:55 1997:
Sid says, "it to a Civ type game
though.* Some of our current ideas do involve..."
Fri Feb* 7 20:26:08 1997:
Sid says, "real-time game play."
Fri Feb* 7 20:26:22 1997: Paul
presents the speakers with question #21 from Eric: WE NEED a Sid
RPG!
Fri Feb* 7 20:27:03 1997:
Sid says, "Pirates was my idea of what
an RPG should be like.* There are also..."
Fri Feb* 7 20:27:22 1997:
Sid says, "role-playing aspects to the
Magic The Gathering game."
Fri Feb* 7 20:27:28 1997: Paul
presents the speakers with question #28 from Lex: Why doesn't
any company pay attention to multi-player on one computer anymore?
Fri Feb* 7 20:28:05 1997:
Sid says, "I think software companies
respond to the requests from their..."
Fri Feb* 7 20:29:06 1997:
Sid says, "customers.* I play lots
of games with my son on one computer... he"
Fri Feb* 7 20:29:15 1997:
Sid says, "does the easy stuff and I do
the hard stuff."
Fri Feb* 7 20:29:19 1997: Paul
presents the speakers with question #24 from Gideon: Are you new
games going to continue to exploit new genres, rather than the old
stomping grounds of fantasy & sf ?
Fri Feb* 7 20:30:09 1997:
Sid says, "I think that my previous
games have covered a lot of different..."
Fri Feb* 7 20:30:34 1997:
Sid says, "genres and topics.* I
would hope to continue that in the future. I'd..."
Fri Feb* 7 20:30:43 1997:
Sid says, "get bored writing the same
game over and over."
Fri Feb* 7 20:30:55 1997: Paul
presents the speakers with question #27 from Redtiger: Is
Warcraft still your favorite game?
Fri Feb* 7 20:31:25 1997:
Sid says, "Yes, I think it is great fun,
easy to play but with lots of depth and..."
Fri Feb* 7 20:32:03 1997:
Sid says, "variety.* After spending
a lot of time writing/playing Civ, I;ve stopped..."
Fri Feb* 7 20:32:11 1997:
Sid says, "playing strategy games for a
while."
Fri Feb* 7 20:32:14 1997: Paul
presents the speakers with question #33 from Smn: Brian said you
might make a CIV-like history game. Any Comments?
Fri Feb* 7 20:32:49 1997:
Sid says, "I kind of thought Civ WAS a
Civ-like history game!* There are quite..."
Fri Feb* 7 20:33:16 1997:
Sid says, "a few fascination periods of
history that could be explored in more..."
Fri Feb* 7 20:33:31 1997:
Sid says, "detail using the Civ
approach."
Fri Feb* 7 20:33:35 1997: Paul
presents the speakers with question #39 from Helgaorg: What can
you tell us about the elements you added to Microprose's Magic?
Fri Feb* 7 20:34:40 1997:
Sid says, "We added an adventure/quest
style game which revolves around the..."
Fri Feb* 7 20:35:10 1997:
Sid says, "idea of deck-building.*
MPS demoed this concept at the last E3"
Fri Feb* 7 20:35:12 1997:
Sid says, "I believe."
Fri Feb* 7 20:35:16 1997: Paul
presents the speakers with question #41 from Games_magazine:
What companies you consider to be your closest rivals?
Fri Feb* 7 20:35:47 1997:
Sid says, "Actually I think we need more
good games, no mater what..."
Fri Feb* 7 20:36:08 1997:
Sid says, "company they come from.*
I don't think of good software companies..."
Fri Feb* 7 20:36:33 1997:
Sid says, "as rivals: good games make
our industry grow.* There has been..."
Fri Feb* 7 20:36:54 1997:
Sid says, "a real trend in the last
couple of years towards smaller develpment..."
Fri Feb* 7 20:37:22 1997:
Sid says, "groups, witness ID, Bullfrog,
etc.* Firaxis is also one of these small..."
Fri Feb* 7 20:37:29 1997:
Sid says, "product focused groups."
Fri Feb* 7 20:37:34 1997: Paul
presents the speakers with question #43 from Rosa_l: which game
genre has been most played by women players: do you think there is a
plausible theme for a strategy or fantasy game which would be of more
interest to women players
Fri Feb* 7 20:38:20 1997:
Sid says, "From the feedback I've
received, the most popular of my games..."
Fri Feb* 7 20:38:47 1997:
Sid says, "among women have been
Pirates, Civilization, and Covert Action..."
Fri Feb* 7 20:39:15 1997:
Sid says, "I really don't know what
makes a game 'appeal to women'.* I think..."
Fri Feb* 7 20:39:33 1997:
Sid says, "women like a variety of
different games in the same way men do."
Fri Feb* 7 20:39:37 1997: Paul
presents the speakers with question #34 from Smn: What games do
you use as role models for your games?
Fri Feb* 7 20:40:06 1997:
Sid says, "I try to play as many other
games as I can to see what is going on..."
Fri Feb* 7 20:40:28 1997:
Sid says, "in the industry.* Most
of my game ideas however come from things..."
Fri Feb* 7 20:40:55 1997:
Sid says, "I like to do as a kid:
RailRoads, airplanes, pirates, history. etc."
Fri Feb* 7 20:41:01 1997: Paul
presents the speakers with question #42 from Guest13: Did they
set-up the game developement courses at the University of Michigan in
your wake
Fri Feb* 7 20:41:41 1997:
Sid says, "I don't think so. I wrote a
tic-tac-toe game on the UofM mainframe..."
Fri Feb* 7 20:41:59 1997:
Sid says, "and they took away my
account!* I hope they've changed their..."
Fri Feb* 7 20:42:04 1997:
Sid says, "attitude by now."
Fri Feb* 7 20:42:07 1997: Paul
presents the speakers with question #50 from Helgaorg: What are
thoughts on massive multi-player games like Ultima Online?
Fri Feb* 7 20:42:35 1997:
Sid says, "I think there is a great deal
of potential in those kinds of games..."
Fri Feb* 7 20:46:48 1997:
Paul says, "Ahem...Sid? Are you still
with us or did I miss my cue?"
Fri Feb* 7 20:47:38 1997:
Sid says, "I think I was disconnected,
is anyone there?"
Fri Feb* 7 20:47:45 1997:
Paul says, "Yep..we are still here."
Fri Feb* 7 20:47:53 1997:
Paul says, "I believe you were
commenting on UO."
Fri Feb* 7 20:48:11 1997:
Sid says, "Oh, yeah..."
Fri Feb* 7 20:48:35 1997:
Sid says, "In the early days of
computers we took board games..."
Fri Feb* 7 20:48:54 1997:
Sid says, "and put them on the computer,
then we figured out there were..."
Fri Feb* 7 20:49:15 1997:
Sid says, "better games for
computer.* Now we're taking single-player games..."
Fri Feb* 7 20:49:35 1997:
Sid says, "and turning them into
multi-player, but I think soon we'll find some..."
Fri Feb* 7 20:49:56 1997:
Sid says, "new types of games that use
the real uniqueness of the milti-"
Fri Feb* 7 20:50:13 1997:
Sid says, "player fomat, UltimaOnline is
a step in that direction."
Fri Feb* 7 20:50:18 1997: Paul
presents the speakers with question #51 from Guest7: Could you
comment on the the programming tools you are using to produce your
games?
Fri Feb* 7 20:50:59 1997:
Sid says, "We are using MicroSoft C++
under Windows '95, we have created..."
Fri Feb* 7 20:51:17 1997:
Sid says, "our own graphics and sound
libraries optimized for games."
Fri Feb* 7 20:51:30 1997: Paul
presents the speakers with question #47 from Redbeard: Will
there be any live action movie-games like Origin's Wing Commanders?
Fri Feb* 7 20:51:47 1997:
Sid says, "Not if I can help it."
Fri Feb* 7 20:51:57 1997:
Sid says, "Sorry..."
Fri Feb* 7 20:51:59 1997: Paul
presents the speakers with question #46 from Smn: How about a
real-time combat game from Firaxis?
Fri Feb* 7 20:53:00 1997:
Sid says, "It's been a while since I did
a real time game, it might be time."
Fri Feb* 7 20:53:07 1997: Paul
presents the speakers with question #49 from Eric: Why do you
prefer Warcraft over Command and Conquer?
Fri Feb* 7 20:53:56 1997:
Sid says, "The Warcraft interface seems
a little cleaner, the economic system..."
Fri Feb* 7 20:54:18 1997:
Sid says, "has a great balance between
not taking over the game, but ..."
Fri Feb* 7 20:54:48 1997:
Sid says, "giving you a lot to think
about.* The graphics are real nice..."
Fri Feb* 7 20:55:15 1997:
Sid says, "we have had fun with C+C but
it's a little too violent for my son..."
Fri Feb* 7 20:55:16 1997:
Sid says, "and I."
Fri Feb* 7 20:55:24 1997: Paul
presents the speakers with question #52 from Guest13: Why did
Firaxis sign on with EA? Certainly with your name an independant
venture would have been more profitable.
Fri Feb* 7 20:55:56 1997:
Sid says, "I wanted to create an
environment where we could focus on making..."
Fri Feb* 7 20:56:16 1997:
Sid says, "great games, and let someone
else worry about Marketing and..."
Fri Feb* 7 20:56:35 1997:
Sid says, "selling the product.* EA
has a great worldwide Sales and Marketing..."
Fri Feb* 7 20:57:00 1997:
Sid says, "organization and they
understood our need for creative freedom."
Fri Feb* 7 20:57:03 1997: Paul
presents the speakers with question #56 from Games_magazine:
What your own game you mostly like and enjoed creating?
Fri Feb* 7 20:57:55 1997:
Sid says, "Well Civilization was a lot
of fun to write, once we found the right..."
Fri Feb* 7 20:58:32 1997:
Sid says, "approach it really came
together very quickly.* I still like Pirates and ..."
Fri Feb* 7 20:58:39 1997:
Sid says, "the original Silent Service."
Fri Feb* 7 20:58:42 1997: Paul
presents the speakers with question #68 from Eric: Can you
please give us a hint at what you are working on now?* We won't
tell anybody.
Fri Feb* 7 20:59:13 1997:
Sid says, "It's a combination of Doom
and SimCity...."
Fri Feb* 7 20:59:16 1997:
Sid says, "just kidding."
Fri Feb* 7 20:59:22 1997: Paul
presents the speakers with question #70 from Lex: I think the
Firaxis-forum is great. I like Brian's input, why don't you join? (and
make more advertisement for it). Anyway, it's Firaxis is listening!
Fri Feb* 7 20:59:53 1997:
Sid says, "We're still getting our act
together as far as on-line is concerned..."
Fri Feb* 7 21:00:04 1997:
Sid says, "thanks for the encouragment."
Fri Feb* 7 21:00:15 1997:
Paul says, "I'm afraid we've only got
enough time for one more...."
Fri Feb* 7 21:00:19 1997: Paul
presents the speakers with question #69 from Guest13: How does
it feel to be the creator of Civ?..the chess game of the late 20th
century.
Fri Feb* 7 21:00:53 1997:
Sid says, "I'm really proud of Civ. It
was a lot of fun to write and it has just about..."
Fri Feb* 7 21:01:15 1997:
Sid says, "all the qualities I like to
see in a game. It's gratifying to see other..."
Fri Feb* 7 21:01:42 1997:
Sid says, "designers take the genre and
put their own ideas into it.* I really..."
Fri Feb* 7 21:02:06 1997:
Sid says, "enjoy writing games, and
since Civ turned out well it means I can..."
Fri Feb* 7 21:02:24 1997:
Sid says, "keep on writing games for
quite a while. Thanks to all the..."
Fri Feb* 7 21:02:50 1997:
Sid says, "MicroProse/Firaxis game fans
out there, if you stay interested, we'll"
Fri Feb* 7 21:02:57 1997:
Sid says, "keep writing games!"
Fri Feb* 7 21:03:07 1997:
Paul says, "Thanks for taking the time
to chat with us Sid."
Fri Feb* 7 21:03:24 1997:
Paul says, "A full transcript of
tonight's chat will be posted on the website shortly for those of you
who came late."
Fri Feb* 7 21:03:42 1997:
Sid says, "You're welcome, hope to
'chat' with you all again sometime."
---
"Why did you leave MicroProse?" (From the FIRAXIS, www.firaxis.com, FAQ)
Sid Meier: "MicroProse was a great place to work for many years, and we
certainly accomplished a great deal there. Once we had wrapped up a
number of projects we felt the timing was right to start something on
our own. Smaller more focused development groups seem to be a trend in
the industry. With newer more efficient development tools it no longer
takes a cast of thousands to put a product out. Firaxis allows us to
focus exclusively on creating fun games without spreading our talents
too
thin in other areas."
---
---
Announcement
Collapse
No announcement yet.
Civilization 2 Chat with Sid Meier
Collapse
- Created by: Martin Gühmann
- Published: February 6, 1997, 20:08
- 0 comments
X
Collapse
Categories
Collapse
Article Tags
Collapse
- apolyton (33)
- call to power (82)
- call to power 2 (94)
- civilization 1 (22)
- civilization 2 (61)
- civilization 4 (89)
- civilization 4 colinization (12)
- civilization 5 (152)
- civilopedia (14)
- colonization (11)
- column (21)
- gods & kings (11)
- gods and kings (10)
- info (10)
- modification (29)
- multiplayer (17)
- patch (30)
- preview (10)
- review (16)
- smac (55)
- smax (18)
- superguide (13)
- the list (21)
- units (11)
- wonders (13)
Latest Articles
Collapse
-
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 various page resources we now have online. Hope you will find them useful, for the newbie and accompished CivII'er in all of us. Civilization 2: Units Civilization 2: Wonders of the Ancient World Civilization 2: Wonders of the Renaissance Civilization 2: Wonders of the Industrial Age Civilization 2: Wonders of the Modern World Screen Shots See the index below if you would like to check out the Apolyton's collection of Screenshots of Civilization II, just in case you haven't had a chance before to see what the game looks like, or you're just curious. We are accepting screen shots from our Site visitors, so if you have one (or two), please send it our way. If you know what the original Civilization looked like, you just might surprise yourself with the improvements in the game display! Civilization 2 Screenshots Civ2: Fantastic Worlds Screenshots Civ2: Multiplayer Gold Edition(preview) Screenshots Civ2: Test of Time(preview) Screenshots "Conflicts in Civilization" Scenario CD MicroProse recently released the "Conflicts in Civilization" Scenario CD, with 20 scenarios in all -- 12 new scenarios created by the MPS Staff (will not be available for download off the Internet for a long time, if ever, [at least, not legally]) plus 8 scenarios comprising the "Best of The Net", to give the CivII gamers what they're missing on the Internet in the way of custom creations for Civilization II. The UCIVII Site will soon have an in-depth review of the 12 new scenarios from MPS, as well as some of the changes it makes to the game as a whole (it updates your copy of CivII to version "civ262" patch). 12 *new* scenarios that come with the CD are not available on the Internet and they were created by MPS' talented staff. They are: After the Apocalyspe Age of Discovery The Age of Napoleon Alexander the Great Alien Invasion American Civil War The Crusades The Great War Jihad: The Rise of Islam The Mongol Horde The War for Independence World War: 1979 "Civ2: Fantastic Worlds" Scenario CD Fantastics Worlds was released on November 1997. It has 19 scenarios with lots of new graphics and some new units. Probably the best scenarios are Atlantis, Mars and Midgard. But the most important new feature are the editors. There are eleven editors for cities, effects, events, icons, improvements, sounds, advances, terrains, tribes and for units! See Microprose's page for FW....
-
Channel: Info
September 14, 2012, 18:28 -
-
Apollo Program
Prerequisite: Space Flight Cost: 600 Shields Effect: Allows the contruction of spaceships by all civilizations and reveals the entire map. Expires: Never Cure for Cancer
Prerequisite: Genetic Engineering Cost: 600 Shields Effect: One extra happy citizen in every city. Expires: Never Hoover Dam
Prerequisite: Electronics Cost: 600 Shields Effect: Provides Hydro Power to every city on every continent. Expires: Never Manhattan Project
Prerequisite: Cost: 600 Shields Effect: Allows construction of nuclear weapons. Expires: Never SETI Program
Prerequisite: Computers Cost: 600 Shields Effect: Counts as a research lab in every city. Effectively increases science output by 50%. Expires: Never United Nations
Prerequisite: Communism Cost: 600 Shields Effect: Counts as an embassy with every other civilization. Other civilizations must offer peace during negotiations. "Peacekeeping": May declare war as Democracy 50% of the time. Expires: Never Women's Suffrage ... -
Channel: Info
September 14, 2012, 17:54Adam Smith's Trading Co.
Prerequisite: Economics Cost: 400 Shields Effect: Pays the maintenance for all city improvements with a cost of one coin per turn others are not affected. Expires: Never Darwin's Voyage
Prerequisite: Railroad Cost: 400 Shields Effect: Grant two instant civilization advances. Expires: Functions only on the turn it is built. Eiffel Tower
Prerequisite: Steam Engine Cost: 300 Shields Effect: Improves other civilation's attitude towards you. Expires: Never Issac Newton's College
Prerequisite: Theory of Gravity Cost: 400 Shields Effect: Doubles science output of city where it's built. Expires: Never J. S. Bach's Cathedral
Prerequisite: Theology Cost: 400 Shields Effect: Decreases the number of unhappy citizens in every friendly city in the continent by two per city Expires: Never Leonardo's Workshop Prerequisite: Invention (what else!) Cost: 400 Shields Effect: Whenever one of your units becomes obsolete, it is replaced by it's modern equivalent. Expires: Discovery of Automobile ... -
Channel: Info
September 14, 2012, 17:52Copernicus' Observatory
Prerequisite: Astronomy Cost: 200 Shields Effect: Increases science output of city where it is built by 50 %. Expires: Never King Richard's Crusade
Prerequisite: Engineering Cost: 300 Shields Effect: Every square in the radius of the city where it is built by produces one extra shield. Expires: Discovery of Industrialization Magellan's Expedition
Prerequisite: Navigation Cost: 400 Shields Effect: Increases the movement of all ships by two. Expires: Never Marco Polo's Embassy
Prerequisite: Trade Cost: 200 Shields Effect: You automatically stablish an enbassy with every rival civilization. Expires: Discovery of Communism Michelangelo's Chapel
Prerequisite: Monotheism Cost: 400 Shields Effect: Counts as a cathedral in each of your cities. Expires: Never Shakespeare's Theatre
Prerequisite: Medicine (don't ask why) Cost: 300 Shields Effect: All unhappy citizens in the city are made content. Expires: Never Sun Tzu's War Academy ... -
Channel: Info
September 14, 2012, 17:49Colossus
Prerequisite: Bronze working Cost: 200 Shields Effect: City where Colossus is built generates an extra unit of trade in every square that is already producing trade. Expires: Discovery of Flight Great Library
Prerequisite: Literacy Cost: 300 Shields Effect: Civilization automatically receives any advance discovered by two other civilizations. Expires: Discovery of Electricity The Great Wall
Prerequisite: Masonry Cost: 300 Shields Effect: Acts as city wall in all friendly cities. Doubles attack atrength vs Barbarians. Enemy civilizations are forced to offer cease fire or peace. Expires: Discovery of Metallurgy Hanging Gardens
Prerequisite: Pottery Cost: 200 Shields Effect: Makes 3 content citizens happy in city where it's built, and one content citizen happy in all other friendly sities. Expires: Discovery of Railroad The Lighthouse
Prerequisite: Map making Cost: 200 Shields Effect: Trirenes lose chance of being lost at sea. All other ships have their movements increased by one. All new ships receive veteran status. Expires: Discovery of Magnetism Oracle Prerequisite: Mysticism Cost: 300 Shields Effect: Doubles effectiveness of temples. Expires: Discovery of Theology ... -
Channel: Info
September 11, 2012, 17:40Here are all the units in Civilization 2. The unit list is organized in the following categories: Stone Age-Medieval Era Units Early Medieval-Industrial Era Non-Mechanized Modern Units Modern Mechanized Units and Artillery Air Units Modern Naval Units Weapons of Mass Destruction Noncombatant Units Diplomacy Units ...-
Channel: Info
September 7, 2012, 19:02Powered by vBulletin® Version 5.7.3
Copyright © 2024 MH Sub I, LLC dba vBulletin. All rights reserved.All times are GMT-5. This page was generated at 03:58.Working...X -