Announcement

Collapse
No announcement yet.

Civilization 2 Chat with Sid Meier

Collapse
X
Collapse
  •  

  • Civilization 2 Chat with Sid Meier

    ---
    ---
    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."
    ---
    ---

      Posting comments is disabled.

    Article Tags

    Collapse

    Latest Articles

    Collapse

    • Civilization 2: Info
      by Martin Gühmann
      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....
      September 14, 2012, 18:28
    • Civilization 2: Wonders of the Modern World
      by Martin Gühmann

      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 ...
      September 14, 2012, 17:54
    • Civilization 2: Wonders of the Industrial Age
      by Martin Gühmann

      Adam 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 ...
      September 14, 2012, 17:52
    • Civilization 2: Wonders of the Renaissance
      by Martin Gühmann

      Copernicus' 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 ...
      September 14, 2012, 17:49
    • Civilization 2: Wonders of the Ancient World
      by Martin Gühmann

      Colossus

      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 ...
      September 11, 2012, 17:40
    • Civilization 2: Units
      by Martin Gühmann
      Here 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 ...
      September 7, 2012, 19:02
    • Working...
      X