No announcement yet.

The Rocky Mountain Civilization II Sitepresents: Microprose Scenario CD Impact


  • The Rocky Mountain Civilization II Site presents: Microprose Scenario CD Impact

    The Rocky Mountain Civilization II Site presents:

    Mod Packs, Scenarios, Units, Hints and Tips provided by our site are SHAREWARE
    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)
    Our Scenarios you like .............................. $ 1.50 (US)
    Our Mod Packs you like ............................ $ 2.00 (US)

    The Rocky Mountain Civilization II Site
    P.O. Box 295
    Nephi, UT 84648

    Thanks for your consideration.

    HINT or TIP: Microprose Scenario CD Impact

    Regarding the new Civ II Scenario CD by Micropprose and it's impact on Mod Packs. They have done some really good things that I will summarize below:

    a) They have included a number of very good scenarios, each of which is a virtual Mod Pack of its own. They have made switching between the scenarios, and all of the respective mods for each, very easy. They did this by establishing a SCENARIO sub-directory under the main Civ II directory which contains each scenario as another sub-directory. Within the sub-directory for each scenario are all of the .GIF and .TXT files for the mod, and a SOUND sub-directory whcih includes any new .WAV files. The Civ II program uses the mods in the sub-directory under SCENARIO when you start up a scenario or saved game from that sub-directory.

    b) The Civ II program now returns to the main, start-up menu whenever you quit, win or resign from a game. No more restaring the program each time you stop playing.

    c) They have created a nice macro language for creating conditional events within your scenarios. The conditional (IF, THEN) statements are included in an "event.txt" file for each scenario sub-directory and are then executed during the game according to the conditional statements in the "event.txt" file. For example, one could cuase any civilization to have its treasury increaded by X amount according to conditional happenings in the game; or, you can create new units for any civilization according to conditions you establish; or, you could have certain units move to various places on the map based on conditional statements at some point in the game; or, you could play a special .WAV file based on conditions, etc., etc..

    The net effect of this has been to force players to make one of two decisions

    1) You can take your existing Mods under MODPACK created by the Mod Pack manager and move each sub-directory under SCENARIO. A sub-directory called SOUND will have to be created for each for any .WAV files. For example, for a Mod Pack called "MoreReal", you would end up with:


    .WAV Mod files for MoreReal go into "sound" directory of path above.
    .TXT and .GIF Mods files for MoreReal go into "morereal" directory of path above.

    2) You can load the new scenarios into a temporary place on disk, and then move the scenario subdirectories that come with the CD under your Mod Pack directory, doing away with the SOUND subdirectory for each and loading the .WAV files into the respective Mod Pack directory. This will allow you to use your current operation with Mod Pack manager, and the GAME.TXT and LABELS.TXT modifications for each Mod Pack.

    I opted for the first option. Changing between Mod Packs is much faster, and I've got the best of both worlds. All of the Mod Packs I've accumulated work, and I have the new stuff. Hope this helps.


    Specific changes to GAME.TXT and LABELS.TXT files for each Mod Pack are rendered obsolete by the new civ2.exe. This is because these files have changed to accomodate the new functionality in Civ II, and the program does not use any GAME.TXT or LABELS.TXT files in the SCENARIO sub-directories. So, you'll have to change them once for your own general environment and put them in the main civ2 directory, then risk having to update them with any new releases.

      Posting comments is disabled.

    Article Tags


    Latest Articles


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

      Cost: 600 Shields
      Effect: Allows construction of nuclear weapons.
      Expires: Never
      SETI Program ...
      September 14, 2012, 17:54
    • Civilization 2: Wonders of the Industrial Age
      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
      September 14, 2012, 17:52
    • Civilization 2: Wonders of the Renaissance
      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 ...
      September 14, 2012, 17:49
    • Civilization 2: Wonders of the Ancient World
      Martin Gühmann


      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 ...
      September 11, 2012, 17:40
    • Civilization 2: Units
      Martin Gühmann

      Here are all the units in Civilization 2. The unit list is organized in the following categories:

      1. Stone Age-Medieval Era Units
      2. Early Medieval-Industrial Era
      3. Non-Mechanized Modern Units
      4. Modern Mechanized Units and Artillery
      5. Air Units
      6. Modern Naval Units
      7. Weapons of Mass Destruction
      8. Noncombatant Units
      9. Diplomacy Units
      September 7, 2012, 19:02
    • Working...