Scenario Guide & Templates
by Dick Knisely
This paper is copyright © R. W. Knisely. Portions of this paper are copyright MicroProse Software, a subsidiary of Spectrum HoloByte, Inc. You are free to distribute, but not sell, this document so long as the entire document is distributed intact and this notice is included. However, it may not be incorporated into a published work in any form, including paper, CD-ROM or other electronic media without the express written permission of its author and Spectrum HoloByte, Inc. |
Download this guide as word document: civ2guid.zip
Table of Content
- Introduction
- Getting started
- Leaders and Tribes
- The Technology Tree
- City Improvements
- Wonders of the World
- Governments
- Units
- Terrain and Maps
Introduction
Civilization II by MicroProse Software is an extraordinarily flexible game. Literally hundreds of changes can be made to the game by the user in order to customize it or create scenarios. But as you know if you’ve tried to do it, making a good scenario requires a lot of work and planning. This document began life simply as a collection of notes and forms I created as I went about planning and building a CivII scenario. Eventually I also realized that what I had what collected together was information that I’d never seen in one place before and that it might be useful to others. So here it is.
This document is not:
- A tutorial on CivII
- A strategy guide for CivII
- A step-by-step guide to scenario building
- A substitute for the help file within the Scenario Editor in the FW package
- Complete, exhaustive or (probably) 100% accurate
This document is:
- Aimed at people who want to create their own scenarios for CivII
- A supplement to the help files, especially for the stuff they don’t tell you
- A description of what you’ll need to do to build a scenario
- A big collection of ‘stuff’ you’re going to want while planning & building a scenario
- As complete as I had time for and as accurate as I could make it
Creating a scenario for CivII requires you to do considerable thinking and planning in advance. That’s really what this document is all about. During my own planning, I found I needed to constantly refer to the normal contents of RULES.TXT and I needed templates for the many, interconnected tables that are found in that file. That’s one thing that’s here. I found this information useful and I hope it helps you, too.
I have assumed that you know the game very well and are comfortable with editing RULES.TXT and the GIF files that define the various icons used. It also assumes that you have purchased and installed the Fantastic Worlds scenario pack and update to the game. If you haven’t, I highly recommend that you do so! Without it, making some of the changes described herein will still be possible, although more difficult. Besides, the new scenarios are great and provide a library of new resources and ideas to use in your own scenarios. In addition, the discussion of EVENTS.TXT is only accurate if you have the FW pack.
Getting started
First, a note about “modpacks”. You may see references to both scenarios and to modpacks. With the original CivII, scenarios weren’t supported very well and there was a need to distinguish a scenario as CivII knew it and a scenario which would require you to replace the game’s normal icon files and/or the game-defining .txt files. A modpack is a bundle of files that modify the basic CivII directory (a modification package) and which may, or may not, include a scenario file. With the release of the scenario CDs, CivII now supports scenarios much better and many of the changes that needed a modpack before can be done within a scenario. Indeed, those modpacks that include a .scn file can often be easily be converted to scenarios now. However, if the purpose of the modpack was to make changes in the way CivII operates when simply starting and playing a regular game, then you’re still dealing with a modpack and not just a scenario. The process of building a modpack is basically the same, but I’ll stick to a discussion of creating CivII scenarios. In any case, to create a CivII scenario means doing the following:
- Determine an overall “story line”.
- Build a map or select a pre-made one.
- Alter the various scenario setup parameters that define the tribes, units, technologies, and terrain among other things to suit your story line.
- Start a game using your map, then in “cheat mode” place units and cities where needed at the start.
- Set the scenario parameters, like victory conditions, the way you want them.
- Save the game as a scenario.
There, that’s “all” there is to it! Suffice it to say that it can be very challenging to get it all to hang together, but it can also be a lot of fun. Making a CivII scenario is a bit like assembling a jigsaw puzzle—but in this case, you can either select from a list of existing pieces or make new ones. The tables below contain a list of all the files you could include in your scenario. Your scenario doesn’t have to include all of them, but the more differences you want between your scenario and the default game, the more of them you’ll need.
Notes on these table
- The entry “optional, defaults” means that you can provide the file, but if you don’t, then the game will use whatever appears in the basic CivII game directory.
- The entry “optional” means just that—the game will use this file if you provide it, will not use a default for it if you don’t, and will run just fine without it.
- Items with a ü in these tables are those items most commonly provided with a new scenario.
Scenario Definition Files
File name |
Description |
Required? |
|
|
Defines the scenario parameters, the map and starting positions for players. |
Mandatory |
ü |
|
Provides the opening description when the scenario is loaded. |
Optional, recommend. |
ü |
|
Alternate scenario parameters, map, starting positions. May have many of these. |
Optional. |
|
|
Opening description to match the alternate scenario start defined above. |
Optional. |
|
Scenario Parameter (.txt) Files
Rules.txt |
Defines tribes, leaders, advances, units, governments and more. The key file. |
Optional, defaults |
ü |
Events.txt |
Contains macro-language statements (text) that control random and non-random special events that occur during startup and play. |
Optional. |
ü |
Labels.txt |
Various text labels that appear on things and in game dialogs. |
Optional, defaults |
|
City.txt |
List of city names by Civilization name. |
Optional, defaults |
|
Pedia.txt |
Text entries to describe the new advances that you put into Rules.txt |
Optional, defaults |
|
Icon Definition (Image) Files
Filename |
Description |
Required? |
|
Cities.gif |
Icons for the various types and sizes of cities that will be built. |
Optional, defaults |
|
Icons.gif |
Miscellaneous icons; one scenario use is for icons to match renamed Wonders of the World. |
Optional, defaults |
|
People.gif |
Icons for the faces that appear in the city status charts. |
Optional, defaults |
|
Terrain1.gif |
Basic terrain icons, overlay icons for specials, plus roads, railroads, etc. |
Optional, defaults |
ü |
Terrain2.gif |
Icons for terrain overlays, hills, mountains, forests, etc. |
Optional, defaults |
|
Units.gif |
Icons for all units that appear on the map; also see the units table in Rules.txt). |
Optional, defaults |
ü |
Other
Filename |
Description |
Required? |
|
Title.gif |
Background image used when scenario first loaded. |
Optional. |
|
\sound |
Subdirectory containing any new or replacement sound (.wav) files. |
Optional, defaults |
ü |
readme.txt |
Background information the player needs to understand what’s happening. |
Optional, recommended. |
|
Each of the sections that follow concentrates on one the elements that go into making a scenario. The normal game (default) settings are shown and there’s template to help you plan and create your changes. The templates are laid out so they’ll print conveniently if you want to work on paper forms, or you can use a cut and paste operation to pull out the templates and work with them in another document.
As noted above, the file RULES.TXT is the key file for CivII. For the most part, the entire file can be thought of as a series of tables, which is how they’re presented here. Most of these tables are fixed in the number of rows they contain—you can alter the content of the table but you can’t make it longer or shorter (fewer rows or more rows). If you try, the game will sometimes ignore it and sometimes crash. Because of this, the rows of the tables are often referred to as “slots”.
Leaders and Tribes
Default CivII Leader Characteristics Table from rules.txt.
Color Set |
Civilization |
City Style |
Male |
Female |
Atk. |
Exp. |
Civ. |
White |
Romans |
C |
Caesar |
Livia |
- |
E |
C |
|
Russians |
M |
Lenin |
Catherine the Great |
A |
- |
M |
|
Celts |
B |
Cunobelin |
Boadicea |
R |
E |
- |
Green |
Babylonians |
B |
Hammurabi |
Ishtari |
R |
P |
C |
|
Zulus |
B |
Shaka |
Shakala |
A |
- |
- |
|
Japanese |
E |
Tokugawa |
Amaterasu |
A |
P |
M |
Blue |
Germans |
M |
Frederick |
Maria Theresa |
A |
P |
C |
|
French |
M |
Louis XIV |
Joan of Arc |
A |
E |
C |
|
Vikings |
M |
Canute |
Gunnhild |
A |
E |
- |
Yellow |
Egyptians |
B |
Ramesses |
Cleopatra |
- |
- |
C |
|
Aztecs |
B |
Montezuma |
Nazca |
- |
P |
C |
|
Spanish |
M |
Philip II |
Isabella |
R |
E |
M |
Cyan |
Americans |
C |
Abe Lincoln |
E. Roosevelt |
R |
- |
C |
|
Chinese |
E |
Mao Tse Tung |
Wu Zhao |
- |
- |
C |
|
Persians |
B |
Xerxes |
Scheherezade |
- |
P |
- |
Magenta |
Greeks |
C |
Alexander |
Hippolyta |
- |
E |
M |
|
English |
M |
Henry VIII |
Elizabeth I |
- |
E |
- |
|
Carthaginians |
C |
Hannibal |
Dido |
- |
- |
M |
Purple |
Indians |
E |
Mohandas Gandhi |
Indira Gandhi |
R |
P |
- |
|
Mongols |
B |
Genghis Khan |
Bortei |
A |
E |
M |
|
Sioux |
B |
Sitting Bull |
Sacajawea |
- |
- |
- |
Notes: City Styles: B=Bronze Age, M=Midieval, E=Far East,
C=Classical
Attack Column Values: ***
*** A=Aggressive, R=Rational
Expansion Column Values:*** E=Expansionist,
P=Perfectionist
Civilized Column Values:*** * C=Civilized,
M=Militaristic
**************
*
*
*
*
*
*
**
*************
“-”
indicates
the
leader
is
neutral
on
this
characteristic.
Only one civ from each color set may
appear at any one time
Scenario Tribes and Leaders Template
Note that all characteristics are changeable. However, there must exist entries for each row (tribe) in the table and no more than three civilizations can be assigned to a color set.
Color Set |
Civilization |
City Style |
Male |
Female |
Atk. |
Exp. |
Civ. |
White |
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Green |
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Blue |
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Yellow |
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Cyan |
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Magenta |
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Purple |
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Notes: City Styles: B=Bronze Age, M=Midieval, E=Far East, C=Classical
Attack Column Values: ***
*** A=Aggressive, R=Rational
Expansion Column Values:*** E=Expansionist,
P=Perfectionist
Civilized Column Values:*** * C=Civilized,
M=Militaristic
**************
*
*
*
*
*
*
**
*************
“-”
indicates
the
leader
is
neutral
on
this
characteristic.
Only one civ from each color set may
appear at any one time
The Technology Tree
A core element to CivII is the ability of the player to discover new technology over the life of the game. While it is possible to set up a scenario where advances in technology do not occur (the WWII scenario is one) these are the exception and generally less interesting.
The advances table (@CIVILIZE) in RULES.TXT is arguably the key element in the entire game. Changes here let you completely reshape the scenario, but getting it all right and connected properly with the other tables discussed later is not easy if you intend to make many changes at all. A few hours of thoughtful planning now will save you days later of trying to figure out why the scenario doesn’t work the way you had intended.
What you can and cannot change
Generally, you can change just about everything in the advances table except the abbreviations. Unfortunately, the abbreviations in that section of RULES.TXT are not data items—they’re just comments, so changing them will do nothing except confuse you greatly. Apparently, the abbreviations are “hard coded” into the game. So this abbreviation is what you must use in the other tables to refer to this slot in the table, no matter what you’ve decided to put here.
Generally, you can change just about everything in the advances table. Not all the table entries need to be used, but the table must remain 100 rows long.
A word of warning : many advance table slots have unique characteristics “hard coded” to them. As you plan out your new technology tree, think about what the advance you’re changing does in the normal game. If you can’t change what it does within Rules.txt, then there’s a good chance that your new advance will retain that characteristic whether you want it or not.
The table below is probably not complete, but here are ones I’ve documented:
Slot |
Default name |
Characteristic |
6 |
Automobile |
Discovery increases amount of pollution associated with population and shield production. |
8 |
Bridge building. |
Allows “bridges” -- roads across rivers. |
16 22 32 55 72 |
Communism Democracy Fundamentalism Monarchy Republic |
Allows a new government. |
25 |
Electronics |
Changes happiness impact of cathedral (or its equivalent if you renamed that improvement). |
28 |
Espionage |
Allows use of orders unique to spy for whatever unit in the spy slot. |
33 |
Fusion Power |
Adds one to move rate of all sea units. Increases spaceship “speed”. |
35 |
Guerrilla Warfare |
All cities conquered after this advance will generate partisan-slot units. |
38 20? |
Industrialization Corporation? |
Boundary for technology level, triggers shift in which icon set is used for cities, people, etc. |
61 |
Philosophy |
Grants a free advance to first civ that achieves this. |
71? |
Refrigeration |
Allows engineers to double irrigate, which in the normal game creates farmland. |
90 |
Future Technology |
Slot is reused if achieved. |
Default CivII Advances Definition Table from rules.txt
Name |
AI Value |
Civilized Modifier |
Preq1 |
Preq2 |
Epoch |
Category |
Abbr. |
|
Advanced Flight |
4 |
-2 |
Rad |
Too |
3 |
4 |
Afl |
1 |
Alphabet |
5 |
1 |
nil |
nil |
0 |
3 |
Alp |
2 |
Amphibious Warfare |
3 |
-2 |
Nav |
Tac |
3 |
0 |
Amp |
3 |
Astronomy |
4 |
1 |
Mys |
Mat |
1 |
3 |
Ast |
4 |
Atomic Theory |
4 |
-1 |
ToG |
Phy |
2 |
3 |
Ato |
5 |
Automobile |
6 |
-1 |
Cmb |
Stl |
3 |
4 |
Aut |
6 |
Banking |
4 |
1 |
Tra |
Rep |
1 |
1 |
Ban |
7 |
Bridge Building |
4 |
0 |
Iro |
Cst |
0 |
4 |
Bri |
8 |
Bronze Working |
6 |
-1 |
nil |
nil |
0 |
4 |
Bro |
9 |
Ceremonial Burial |
5 |
0 |
nil |
nil |
0 |
2 |
Cer |
10 |
Chemistry |
5 |
-1 |
Uni |
Med |
1 |
3 |
Che |
11 |
Chivalry |
4 |
-2 |
Feu |
Hor |
1 |
0 |
Chi |
12 |
Code of Laws |
4 |
1 |
Alp |
nil |
0 |
2 |
CoL |
13 |
Combined Arms |
5 |
-1 |
Mob |
Afl |
3 |
0 |
CA |
14 |
Combustion |
5 |
-1 |
Ref |
Exp |
2 |
4 |
Cmb |
15 |
Communism |
5 |
0 |
Phi |
Ind |
2 |
2 |
Cmn |
16 |
Computers |
4 |
1 |
Min |
MP |
3 |
4 |
Cmp |
17 |
Conscription |
7 |
-1 |
Dem |
Met |
2 |
0 |
Csc |
18 |
Construction |
4 |
0 |
Mas |
Cur |
0 |
4 |
Cst |
19 |
The Corporation |
4 |
0 |
Ind |
Eco |
2 |
1 |
Cor |
20 |
Currency |
4 |
1 |
Bro |
nil |
0 |
1 |
Cur |
21 |
Democracy |
5 |
1 |
Ban |
Inv |
2 |
2 |
Dem |
22 |
Economics |
4 |
1 |
Uni |
Ban |
2 |
1 |
Eco |
23 |
Electricity |
4 |
0 |
Met |
Mag |
2 |
4 |
E1 |
24 |
Electronics |
4 |
1 |
E1 |
Cor |
3 |
4 |
E2 |
25 |
Engineering |
4 |
0 |
Whe |
Cst |
0 |
4 |
Eng |
26 |
Environmentalism |
3 |
1 |
Rec |
SFl |
3 |
2 |
Env |
27 |
Espionage |
2 |
-1 |
Cmn |
Dem |
3 |
0 |
Esp |
28 |
Explosives |
5 |
0 |
Gun |
Che |
2 |
4 |
Exp |
29 |
Feudalism |
4 |
-1 |
War |
Mon |
0 |
0 |
Feu |
30 |
Flight |
4 |
-1 |
Cmb |
ToG |
2 |
4 |
Fli |
31 |
Fundamentalism |
3 |
-2 |
MT |
Csc |
2 |
2 |
Fun |
32 |
Fusion Power |
3 |
0 |
NP |
Sup |
3 |
3 |
FP |
33 |
Genetic Engineering |
3 |
2 |
Med |
Cor |
3 |
3 |
Gen |
34 |
Guerrilla Warfare |
4 |
1 |
Cmn |
Tac |
3 |
0 |
Gue |
35 |
Gunpowder |
8 |
-2 |
Inv |
Iro |
1 |
0 |
Gun |
36 |
Horseback Riding |
4 |
-1 |
nil |
nil |
0 |
0 |
Hor |
37 |
Name |
AI Value |
Civilized Modifier |
Preq1 |
Preq2 |
Epoch |
Category |
Abbr. |
|
Industrialization |
6 |
0 |
RR |
Ban |
2 |
1 |
Ind |
38 |
Invention |
6 |
0 |
Eng |
Lit |
1 |
4 |
Inv |
39 |
Iron Working |
5 |
-1 |
Bro |
War |
0 |
4 |
Iro |
40 |
Labor Union |
4 |
-1 |
MP |
Gue |
3 |
2 |
Lab |
41 |
The Laser |
4 |
0 |
NP |
MP |
3 |
3 |
Las |
42 |
Leadership |
5 |
-1 |
Chi |
Gun |
1 |
0 |
Ldr |
43 |
Literacy |
5 |
2 |
Wri |
CoL |
0 |
3 |
Lit |
44 |
Machine Tools |
4 |
-2 |
Stl |
Tac |
2 |
4 |
Too |
45 |
Magnetism |
4 |
-1 |
Phy |
Iro |
1 |
3 |
Mag |
46 |
Map Making |
6 |
-1 |
Alp |
nil |
0 |
1 |
Map |
47 |
Masonry |
4 |
1 |
nil |
nil |
0 |
4 |
Mas |
48 |
Mass Production |
5 |
0 |
Aut |
Cor |
3 |
4 |
MP |
49 |
Mathematics |
4 |
-1 |
Alp |
Mas |
0 |
3 |
Mat |
50 |
Medicine |
4 |
0 |
Phi |
Tra |
1 |
1 |
Med |
51 |
Metallurgy |
6 |
-2 |
Gun |
Uni |
1 |
0 |
Met |
52 |
Miniaturization |
4 |
1 |
Too |
E2 |
3 |
4 |
Min |
53 |
Mobile Warfare |
8 |
-1 |
Aut |
Tac |
3 |
0 |
Mob |
54 |
Monarchy |
5 |
1 |
Cer |
CoL |
0 |
2 |
Mon |
55 |
Monotheism |
5 |
1 |
Phi |
PT |
1 |
2 |
MT |
56 |
Mysticism |
4 |
0 |
Cer |
nil |
0 |
2 |
Mys |
57 |
Navigation |
6 |
-1 |
Sea |
Ast |
1 |
1 |
Nav |
58 |
Nuclear Fission |
6 |
-2 |
Ato |
MP |
3 |
3 |
NF |
59 |
Nuclear Power |
3 |
0 |
NF |
E2 |
3 |
3 |
NP |
60 |
Philosophy |
6 |
1 |
Mys |
Lit |
1 |
2 |
Phi |
61 |
Physics |
4 |
-1 |
Nav |
Lit |
1 |
3 |
Phy |
62 |
Plastics |
4 |
1 |
Ref |
SFl |
3 |
4 |
Pla |
63 |
Plumbing |
4 |
0 |
no |
no |
1 |
4 |
Plu |
64 |
Polytheism |
4 |
0 |
Cer |
Hor |
0 |
2 |
PT |
65 |
Pottery |
4 |
1 |
nil |
nil |
0 |
1 |
Pot |
66 |
Radio |
5 |
-1 |
Fli |
E1 |
3 |
4 |
Rad |
67 |
Railroad |
6 |
0 |
SE |
Bri |
2 |
1 |
RR |
68 |
Recycling |
2 |
1 |
MP |
Dem |
3 |
2 |
Rec |
69 |
Refining |
4 |
0 |
Che |
Cor |
2 |
4 |
Ref |
70 |
Refrigeration |
3 |
1 |
E1 |
San |
3 |
1 |
Rfg |
71 |
The Republic |
5 |
1 |
CoL |
Lit |
0 |
2 |
Rep |
72 |
Robotics |
5 |
-2 |
Cmp |
Mob |
3 |
0 |
Rob |
73 |
Rocketry |
6 |
-2 |
AFl |
E2 |
3 |
0 |
Roc |
74 |
Sanitation |
4 |
2 |
Med |
Eng |
2 |
1 |
San |
75 |
Seafaring |
4 |
1 |
Map |
Pot |
0 |
1 |
Sea |
76 |
Name |
AI Value |
Civilized Modifier |
Preq1 |
Preq2 |
Epoch |
Category |
Abbr. |
|
Space Flight |
4 |
1 |
Cmp |
Roc |
3 |
3 |
SFl |
77 |
Stealth |
3 |
-2 |
Sup |
Rob |
3 |
0 |
Sth |
78 |
Steam Engine |
4 |
-1 |
Phy |
Inv |
2 |
3 |
SE |
79 |
Steel |
4 |
-1 |
E1 |
Ind |
2 |
4 |
Stl |
80 |
Superconductor |
4 |
1 |
Pla |
Las |
3 |
3 |
Sup |
81 |
Tactics |
6 |
-1 |
Csc |
Ldr |
2 |
0 |
Tac |
82 |
Theology |
3 |
2 |
MT |
Feu |
1 |
2 |
The |
83 |
Theory of Gravity |
4 |
0 |
Ast |
Uni |
1 |
3 |
ToG |
84 |
Trade |
4 |
2 |
Cur |
CoL |
0 |
1 |
Tra |
85 |
University |
5 |
1 |
Mat |
Phi |
1 |
3 |
Uni |
86 |
Warrior Code |
4 |
-1 |
nil |
nil |
0 |
0 |
War |
87 |
The Wheel |
4 |
-1 |
Hor |
nil |
0 |
4 |
Whe |
88 |
Writing |
4 |
2 |
Alp |
nil |
0 |
3 |
Wri |
89 |
Future Technology |
1 |
0 |
FP |
Rec |
3 |
3 |
... |
90 |
User 1 |
|
|
|
|
|
|
U1 |
91 |
User 2 |
|
|
|
|
|
|
U2 |
92 |
User 3 |
|
|
|
|
|
|
U3 |
93 |
Extra 1 |
|
|
|
|
|
|
X1 |
94 |
Extra 2 |
|
|
|
|
|
|
X2 |
95 |
Extra 3 |
|
|
|
|
|
|
X3 |
96 |
Extra 4 |
|
|
|
|
|
|
X4 |
97 |
Extra 5 |
|
|
|
|
|
|
X5 |
98 |
Extra 6 |
|
|
|
|
|
|
X6 |
99 |
Extra 7 |
|
|
|
|
|
|
X7 |
100 |
CivII Advances Table Notes
AI Value = Basic value at which computer players view this advance (used in
determining which discovery to pursue, which to acquire during
exchanges, and value of gift during diplomacy).
Modifier = Modifier to AI value based on the "civilized" aspect of a leader's
personality. Positive values increase value for civilized leaders,
decrease it for militaristic. Negative values vice versa.
Preq1, Preq2 = Prerequisite advances required for this one. Every advance must
have two prerequisites. Enter “no” to both prerequisites and that
advance will be ignored.
Epoch = Historical period. Only impact is the way the game will categorize the advances.
0 = Ancient
1 = Renaissance
2 = Industrial Revolution
3 = Modern
Category = Knowledge category. Determines which icon from ICON.GIF is used for it.
0 = Military
1 = Economic
2 = Social
3 = Academic
4 = Applied
Abbr = Advance abbreviation. Two or three characters used to refer to this advance
inside the other tables. Do not alter—must match exactly in other tables.
Special = The column which numbers the advances does not appear in the table. However,
it is this number that is used in the EVENTS.TXT macro language to indicate
which advance is involved in the event.
Scenario Advances Table Template
Remember: this table interacts with the Units, City Improvements and Wonders tables. The Abbreviation for the advance that allows the unit, the Wonder or the city improvement appears in that table and the entries here and must match.
Name |
AI Value |
Civilized Modifier |
Preq1 |
Preq2 |
Epoch |
Category |
Abbr. |
|
|
|
|
|
|
|
|
Afl |
1 |
|
|
|
|
|
|
|
Alp |
2 |
|
|
|
|
|
|
|
Amp |
3 |
|
|
|
|
|
|
|
Ast |
4 |
|
|
|
|
|
|
|
Ato |
5 |
|
|
|
|
|
|
|
Aut |
6 |
|
|
|
|
|
|
|
Ban |
7 |
|
|
|
|
|
|
|
Bri |
8 |
|
|
|
|
|
|
|
Bro |
9 |
|
|
|
|
|
|
|
Cer |
10 |
|
|
|
|
|
|
|
Che |
11 |
|
|
|
|
|
|
|
Chi |
12 |
|
|
|
|
|
|
|
CoL |
13 |
|
|
|
|
|
|
|
CA |
14 |
|
|
|
|
|
|
|
Cmb |
15 |
|
|
|
|
|
|
|
Cmn |
16 |
|
|
|
|
|
|
|
Cmp |
17 |
|
|
|
|
|
|
|
Csc |
18 |
|
|
|
|
|
|
|
Cst |
19 |
|
|
|
|
|
|
|
Cor |
20 |
|
|
|
|
|
|
|
Cur |
21 |
|
|
|
|
|
|
|
Dem |
22 |
|
|
|
|
|
|
|
Eco |
23 |
|
|
|
|
|
|
|
E1 |
24 |
|
|
|
|
|
|
|
E2 |
25 |
|
|
|
|
|
|
|
Eng |
26 |
|
|
|
|
|
|
|
Env |
27 |
|
|
|
|
|
|
|
Esp |
28 |
|
|
|
|
|
|
|
Exp |
29 |
|
|
|
|
|
|
|
Feu |
30 |
|
|
|
|
|
|
|
Fli |
31 |
|
|
|
|
|
|
|
Fun |
32 |
|
|
|
|
|
|
|
FP |
33 |
|
|
|
|
|
|
|
Gen |
34 |
|
|
|
|
|
|
|
Gue |
35 |
|
|
|
|
|
|
|
Gun |
36 |
|
|
|
|
|
|
|
Hor |
37 |
Name |
AI Value |
Civilized Modifier |
Preq1 |
Preq2 |
Epoch |
Category |
Abbr. |
|
|
|
|
|
|
|
|
Ind |
38 |
|
|
|
|
|
|
|
Inv |
39 |
|
|
|
|
|
|
|
Iro |
40 |
|
|
|
|
|
|
|
Lab |
41 |
|
|
|
|
|
|
|
Las |
42 |
|
|
|
|
|
|
|
Ldr |
43 |
|
|
|
|
|
|
|
Lit |
44 |
|
|
|
|
|
|
|
Too |
45 |
|
|
|
|
|
|
|
Mag |
46 |
|
|
|
|
|
|
|
Map |
47 |
|
|
|
|
|
|
|
Mas |
48 |
|
|
|
|
|
|
|
MP |
49 |
|
|
|
|
|
|
|
Mat |
50 |
|
|
|
|
|
|
|
Med |
51 |
|
|
|
|
|
|
|
Met |
52 |
|
|
|
|
|
|
|
Min |
53 |
|
|
|
|
|
|
|
Mob |
54 |
|
|
|
|
|
|
|
Mon |
55 |
|
|
|
|
|
|
|
MT |
56 |
|
|
|
|
|
|
|
Mys |
57 |
|
|
|
|
|
|
|
Nav |
58 |
|
|
|
|
|
|
|
NF |
59 |
|
|
|
|
|
|
|
NP |
60 |
|
|
|
|
|
|
|
Phi |
61 |
|
|
|
|
|
|
|
Phy |
62 |
|
|
|
|
|
|
|
Pla |
63 |
|
|
|
|
|
|
|
Plu |
64 |
|
|
|
|
|
|
|
PT |
65 |
|
|
|
|
|
|
|
Pot |
66 |
|
|
|
|
|
|
|
Rad |
67 |
|
|
|
|
|
|
|
RR |
68 |
|
|
|
|
|
|
|
Rec |
69 |
|
|
|
|
|
|
|
Ref |
70 |
|
|
|
|
|
|
|
Rfg |
71 |
|
|
|
|
|
|
|
Rep |
72 |
|
|
|
|
|
|
|
Rob |
73 |
|
|
|
|
|
|
|
Roc |
74 |
|
|
|
|
|
|
|
San |
75 |
|
|
|
|
|
|
|
Sea |
76 |
Name |
AI Value |
Civilized Modifier |
Preq1 |
Preq2 |
Epoch |
Category |
Abbr. |
|
|
|
|
|
|
|
|
SFl |
77 |
|
|
|
|
|
|
|
Sth |
78 |
|
|
|
|
|
|
|
SE |
79 |
|
|
|
|
|
|
|
Stl |
80 |
|
|
|
|
|
|
|
Sup |
81 |
|
|
|
|
|
|
|
Tac |
82 |
|
|
|
|
|
|
|
The |
83 |
|
|
|
|
|
|
|
ToG |
84 |
|
|
|
|
|
|
|
Tra |
85 |
|
|
|
|
|
|
|
Uni |
86 |
|
|
|
|
|
|
|
War |
87 |
|
|
|
|
|
|
|
Whe |
88 |
|
|
|
|
|
|
|
Wri |
89 |
Future Technology |
|
|
|
|
|
|
... |
90 |
|
|
|
|
|
|
|
U1 |
91 |
|
|
|
|
|
|
|
U2 |
92 |
|
|
|
|
|
|
|
U3 |
93 |
|
|
|
|
|
|
|
X1 |
94 |
|
|
|
|
|
|
|
X2 |
95 |
|
|
|
|
|
|
|
X3 |
96 |
|
|
|
|
|
|
|
X4 |
97 |
|
|
|
|
|
|
|
X5 |
98 |
|
|
|
|
|
|
|
X6 |
99 |
|
|
|
|
|
|
|
X7 |
100 |
|
|
|
|
|
|
|
|
101 |
City Improvements
The content of this table (@IMPROVE) is completely changeable, although it may not have the impact on the game you would like. You can rename any or all improvements and change all the characteristics in the table. In addition, you can remove an improvement from the scenario for some players or for all by simply giving it a prerequisite advance that either some or all players cannot achieve. If, for example, you changed the Marketplace so that it required the Plumbing advance, then in the default game, that would effectively remove the Marketplace as an allowed improvement since Plumbing cannot be discovered.
However, you cannot change the function of any improvement in any way . For example, if you use the 5th slot in the table in your scenario, then no matter what you named that slot in the table, it will function like a temple does in the normal game.
Cost value is how many rows of shields in the city display box are required to build it.
(For example, there are 10 shields per row for the human player at King level).
Upkeep is gold cost per turn required to maintain it.
*
Preq Adv. is the abbreviation for the advance (see that table) required to have this
improvement available. Be sure this abbreviation actually matches an entry in that table.
City Improvements Table from rules.txt and Scenario Template
Default |
|
|
|
Scenario |
|
|
|
Name |
Cost |
Upkeep |
Preq Adv. |
Name |
Cost |
Upkeep |
Preq Adv. |
Nothing |
1 |
0 |
nil |
|
|
|
|
Palace |
10 |
0 |
Mas |
|
|
|
|
Barracks |
4 |
1 |
nil |
|
|
|
|
Granary |
6 |
1 |
Pot |
|
|
|
|
Temple |
4 |
1 |
Cer |
|
|
|
|
MarketPlace |
8 |
1 |
Cur |
|
|
|
|
Library |
8 |
1 |
Wri |
|
|
|
|
Courthouse |
8 |
1 |
CoL |
|
|
|
|
City Walls |
8 |
0 |
Mas |
|
|
|
|
Aqueduct |
8 |
2 |
Cst |
|
|
|
|
Bank |
12 |
3 |
Ban |
|
|
|
|
Cathedral |
12 |
3 |
MT |
|
|
|
|
University |
16 |
3 |
Uni |
|
|
|
|
Mass Transit |
16 |
4 |
MP |
|
|
|
|
Coliseum |
10 |
4 |
Cst |
|
|
|
|
Factory |
20 |
4 |
Ind |
|
|
|
|
Manufacturing Plant |
32 |
6 |
Rob |
|
|
|
|
SDI Defense |
20 |
4 |
Las |
|
|
|
|
Recycling Center |
20 |
2 |
Rec |
|
|
|
|
Power Plant |
16 |
4 |
Ref |
|
|
|
|
Hydro Plant |
24 |
4 |
E2 |
|
|
|
|
Nuclear Plant |
16 |
2 |
NP |
|
|
|
|
Stock Exchange |
16 |
4 |
Eco |
|
|
|
|
Sewer System |
12 |
2 |
San |
|
|
|
|
Supermarket |
8 |
3 |
Rfg |
|
|
|
|
Superhighways |
20 |
5 |
Aut |
|
|
|
|
Research Lab |
16 |
3 |
Cmp |
|
|
|
|
SAM Missile Battery |
10 |
2 |
Roc |
|
|
|
|
Coastal Fortress |
8 |
1 |
Met |
|
|
|
|
Solar Plant |
32 |
4 |
Env |
|
|
|
|
Harbor |
6 |
1 |
Sea |
|
|
|
|
Offshore Platform |
16 |
3 |
Min |
|
|
|
|
Airport |
16 |
3 |
Rad |
|
|
|
|
Police Station |
6 |
2 |
Cmn |
|
|
|
|
Port Facility |
8 |
3 |
Amp |
|
|
|
|
SS Structural |
8 |
0 |
SFl |
|
|
|
|
SS Component |
16 |
0 |
Pla |
|
|
|
|
SS Module |
32 |
0 |
Sup |
|
|
|
|
(Capitalization) |
60 |
0 |
Cor |
|
|
|
|
Wonders of the World
General
This is actually part of the @IMPROVE table in RULES.TXT, so like the city improvements, the Wonders may be renamed but the effects shown below cannot be altered. If that “slot” is used, then whatever appears there will have that effect. However, by manipulating the advances table you can control if and when they appear in the game.
Expiration
@ENDWONDER is actually a separate table in Rules.txt for defining when/if Wonders expire, but for convenience I’ve included it as a column in the tables below. Again, be sure the abbreviation for the advance matches the entry in the Advances table.
Icons
Note that the icons used for the wonders are contained in ICONS.GIF and these may, of course, be altered as well. The icons are simply used in order—1 st icon for the 1st slot and so on.
Planning Sheets
Ancient Era
|
Default |
Default |
Scenario |
Scenario |
Effects. |
Name |
Expire |
Name |
Expire |
Adds one trade to any square of its city that is already producing trade. |
Colossus |
Flight Fli |
|
|
Gives city walls for all cities; doubles defense against Barbarians; rivals must offer peace. |
Great Wall |
Metallurgy Met |
|
|
Gives any advance already discovered by 2 other civs. |
Great Library |
Electricity EL |
|
|
Doubles the effect of your temples in keeping population happy. |
Oracle |
Theology |
|
|
Adds 3 happy to home city, 1 happy to all other cities. |
Hanging Gardens |
Railroad RR |
|
|
Increases ship movement rate by one; all ships become veteran; eliminates chance of Triremes sinking in open ocean. |
Lighthouse |
Magnetism Mag |
|
|
Acts as granary for all cities. |
Pyramids |
Nil |
|
|
Medieval Era
|
Default |
Default |
Scenario |
Scenario |
Effects. |
Name |
Expire |
Name |
Expire |
Acts as Cathedral in all cities (two unhappy citizens made content). |
Michelangelo’s Chapel |
Nil |
|
|
Increases science by 50%. No expiration. |
Copernicus’ Observatory |
Nil |
|
|
Adds 1 shield to every city square already producing one. |
King Richard’s Crusade |
Industrial Ind |
|
|
All citizens of home city are content or happy. |
Shakespeare’s Theater |
Nil |
|
|
All new units, existing that win a battle, are veterans. |
Sun Tzu’s War Academy |
Mob. War. Mob |
|
|
Acts as embassy with all civs on the map. |
Marco Polo’s Embassy |
Communism Com |
|
|
Increases ship movement by 2. |
Magellan’s Expedition |
Nil |
|
|
Industrial Era
|
Default |
Default |
Scenario |
Scenario |
Effects. |
Name |
Expire |
Name |
Expire |
Automatically upgrades all units when new advances are found. |
Leonardo’s Workshop |
Automobile Aut |
|
|
Decreases unhappy citizens in all cities by two. |
J.S. Bach’s Cathedral |
Nil |
|
|
Pays for all improvements with an upkeep cost of one. |
Adam Smith’s Trading Co. |
Nil |
|
|
Doubles the science output in the home city. |
Isaac Newton’s College |
Nil |
|
|
Improves reputation immediately and makes restoring a reputation faster. |
Eiffel Tower |
Nil |
|
|
Allows choice of any government; reduces anarchy in government switch to single turn. |
Statue of Liberty |
Nil |
|
|
Allows two free advances. |
Darwin’s Voyage |
N/A |
|
|
Modern Era
|
Default |
Default |
Scenario |
Scenario |
Effects. |
Name |
Expire |
Name |
Expire |
Acts as Hydro plant in all cities. Production increased by 50% and pollution decreased by 50%. |
Hoover Dam |
Nil |
|
|
Acts as Police Station in all cities allowing one extra unit away from home without unhappiness. |
Woman’s Suffrage |
Nil |
|
|
Acts as embassy with other civs and forces them to offer peace. Allows Democracy to declare or stay at war 50% of the time. |
United Nations |
Nil |
|
|
Acts as research lab in all cities, 50% increase in Science output of all |
SETI Program |
Nil |
|
|
One content person becomes happy in every city. |
Cure For Cancer |
Nil |
|
|
Allows building of spaceship parts by you and all other civs with the right advances. Reveals entire map. |
Apollo Program |
Nil |
|
|
Allows production of nuclear weapons. |
Manhattan Project |
Nil |
|
|
Governments
General
The table shown here is actually a collection of entries scattered around in various places of RULES.TXT as well as items which don’t appear in any of the editable parameter files. Most of the ones you can change are in the @COSMIC part of RULES.TXT or @GOVERNMENTS area.
Overall, the scenario designer really doesn’t have as much flexibility here as elsewhere. The most basic change is to change what name is given to each government type and this you can do freely. However, many characteristics in the first table will remain associated with that slot in the table no matter what it is called. A few items are changeable for some, but not all governments—see the second table below.
Fixed characteristics and/or default:
Name |
Corrupt. |
Waste |
# Units unsupported |
Settler Requires |
# Martial Law Units |
Tax/Science/Lux. Limits |
Other |
Despotism |
Much |
Much |
City size |
1 Food |
Up to 3 |
60% max |
All production limited to 2 units per sq. |
Monarchy |
Some |
Some |
Max 3 or city size |
1 Food |
Up to 3 |
70% max |
Production @ sq. not limited |
Communism |
None |
Some |
Max 3 or city size |
2 Food |
Up to 3 units, each reduces unhappy by 2 |
70% max |
Spies are automatically veterans. |
Fundamentalism |
None |
None |
Max 10 |
2 Food |
n/a, unhappiness not allowed |
70% max, but science at half rate set |
Build Fanatics |
Republic |
Little |
Little |
None. |
2 Food, 1 Shield |
None. 1 unhappy @ unit >1 away from city |
80% |
Senate interference 50% |
Democracy |
None |
None |
None. |
2 Food, 1 Shield |
None. 1 Unhappy @ unit away from city |
100% |
+1 trade arrow @ sq. Cities and units are immune to bribery. Senate interference 100%. |
Governments
Scenario Planning Sheet.
This table is an attempt to show you what characteristics you can change. If a cell is blank, then you can change what goes here—usually in the “Cosmic” section of RULES.TXT. If a cell is filled in, then its value is fixed and cannot be altered.
Name |
Corrupt. |
Waste |
# Units unsupported |
Settler Requires |
# Martial Law Units |
Tax/Science/Lux. Limits |
Other |
|
Much |
Much |
City size |
|
Up to 3 |
60% max |
All production limited to 2 units per sq. |
|
Some |
Some |
|
|
Up to 3 |
70% max |
Production @ sq. not limited |
|
None |
Some |
|
|
Up to 3 units, each reduces unhappy by 2 |
70% max |
Spies are automatically veterans. |
|
None |
None |
|
|
n/a, unhappiness not allowed |
|
Build Fanatics |
|
Little |
Little |
None. |
|
None. 1 unhappy @ unit >1 away from city |
80% |
Senate interference 50% |
|
None |
None |
None. |
|
None. 1 Unhappy @ unit away from city |
100% |
+1 trade arrow @ sq. Cities and units are immune to bribery. Senate interference 100%. |
Note that in addition to the above, the following cannot be changed and will remain associated with the specific government slot regardless of how it is named.
- Republic and Democracy: Units in a fortress within 3 squares of city do not cause unhappiness.
- Democracy: each missile, helicopter, or bomber unit (actually any unit occupying those slots in the Units table) causes 2 unhappy citizens regardless of where placed on map. See units table also.
- Fundamentalism: Cities do not generate any waste or corruption.
Units
Introduction
After the Technology Tree (the Advances table), the most critical thing to the “feel” of a CivII scenario is what units exist and how they function. The units table in RULES.TXT and the matching icons in UNITS.GIF, together, define the character of every unit that will be in the game. Considerable flexibility exists in how you set this up, but here are some fundamental things to keep in mind:
- Units become available as a result of the needed technology becoming available to a civilization. If you’ve set up the technology tree so that some advances are never seen by one or more civs, then they’ll never see those units either.
- You don’t have to actually use them all, but the table needs to have all 62 slots with something in them. (Sometimes shorter tables work and sometimes they don’t.)
- You don’t have to use them, but you cannot change the special characteristics available via the bitmap assignments—that is, you’re not forced to give any unit amphibious assault abilities, but you can’t decide to define a new characteristic in place of amphibious assault just because you don’t need that one.
- Make sure the abbreviations in the “Made obsolete” and “Preq” columns match an entry in the Advances table.
- Be careful about how you combine special characteristics--the domain, range values and hold values. It’s easy to set up units that won’t function the way you’d expect or even function at all, especially when the computer is controlling the unit.
- As indicated in the table template, take special note of the table slots which have predetermined characteristics. These characteristics will be associated with any unit in that slot whether that makes sense or not. Pay particular attention to the engineer and spy slots in the table.
Unit Sound Files.
Every slot in the @UNITS table has one or more sound files associated with it. You cannot alter the name of the sound file(s), or how those files are used. (e.g., The unit occupying slot #27 in the units table will always use “biggun.wav”.) Furthermore, since a number of units are all assigned the same sound file, this means that if you change the sound file for one you changed it for all. It also means that if, for example, you changed the default Pikeman unit to become an advanced jet bomber, it’s still going to sound like a sword fight or else the Phalnax and Legion are going to sound like jet aircraft, since all of these share a sound file called “swordfgt.wav”.
However, you can delete a sound file to prevent such a conflict, since if no file with the expected name exists then the game simply ignores it and continues. And, of course, the game has no way to know what’s actually in that sound file—any valid file with the right name will be played, so you have flexibility to alter the existing files or make new ones with a wave file editor and then attach them to your units.
As noted in RULES.TXT itself, any units that you assign to the extra slots also can have an associated sound file—Custom1, 2, 3 or Extra1 through 8.
Unit Icons
How the unit appears visually on the map is also determined entirely by the position in this table. The unit occupying slot #27 in the table will always use what ever is the 27th icon contained in UNITS.GIF. Creating and editing icons is outside the scope of this paper, but with the new editor in the Fantastic Worlds update, it’s no longer the chore that it used to be.
Default Units table from rules.txt
|
Unit Name |
Made Obsolete |
Domain |
Move |
Rng |
Att |
Def |
Hit |
Fire Pow. |
Cost |
Hold |
Role |
Preq Adv. |
Special |
1 |
Settlers |
Exp |
0 |
1 |
0 |
0a |
1d |
2h |
1f |
4 |
0 |
5 |
nil |
|
2 |
Engineers |
nil |
0 |
2 |
0 |
0a |
2d |
2h |
1f |
4 |
0 |
5 |
Exp |
|
3 |
Warriors |
Feu |
0 |
1 |
0 |
1a |
1d |
1h |
1f |
1 |
0 |
1 |
nil |
|
4 |
Phalanx |
Feu |
0 |
1 |
0 |
1a |
2d |
1h |
1f |
2 |
0 |
1 |
Bro |
|
5 |
Archers |
Gun |
0 |
1 |
0 |
3a |
2d |
1h |
1f |
3 |
0 |
1 |
War |
|
6 |
Legion |
Gun |
0 |
1 |
0 |
4a |
2d |
1h |
1f |
4 |
0 |
1 |
Iro |
|
7 |
Pikemen |
Gun |
0 |
1 |
0 |
1a |
2d |
1h |
1f |
2 |
0 |
1 |
Feu |
X2 def. against mounted attacker |
8 |
Musketeers |
Csc |
0 |
1 |
0 |
3a |
3d |
2h |
1f |
3 |
0 |
1 |
Gun |
|
9 |
Fanatics |
nil |
0 |
1 |
0 |
4a |
4d |
2h |
1f |
2 |
0 |
1 |
Fun |
No cost in Fundamentalist gov. |
10 |
Partisans |
nil |
0 |
1 |
0 |
4a |
4d |
2h |
1f |
5 |
0 |
1 |
Gue |
Ignore ZOC, treat all squares as road |
11 |
Alpine Troops |
nil |
0 |
1 |
0 |
5a |
5d |
2h |
1f |
5 |
0 |
1 |
Tac |
Treat all squares as road |
12 |
Riflemen |
nil |
0 |
1 |
0 |
5a |
4d |
2h |
1f |
4 |
0 |
1 |
Csc |
|
13 |
Marines |
nil |
0 |
1 |
0 |
8a |
5d |
2h |
1f |
6 |
0 |
0 |
Amp |
Can make amphibious assault |
14 |
Paratroopers |
nil |
0 |
1 |
0 |
6a |
4d |
2h |
1f |
6 |
0 |
1 |
CA |
Can use paradrop movement |
15 |
Mech Inf |
nil |
0 |
3 |
0 |
6a |
6d |
3h |
1f |
5 |
0 |
1 |
Lab |
|
16 |
Horsemen |
Chi |
0 |
2 |
0 |
2a |
1d |
1h |
1f |
2 |
0 |
0 |
Hor |
|
17 |
Chariot |
PT |
0 |
2 |
0 |
3a |
1d |
1h |
1f |
3 |
0 |
0 |
Whe |
|
18 |
Elephant |
MT |
0 |
2 |
0 |
4a |
1d |
1h |
1f |
4 |
0 |
0 |
PT |
|
19 |
Crusaders |
Ldr |
0 |
2 |
0 |
5a |
1d |
1h |
1f |
4 |
0 |
0 |
MT |
|
20 |
Knights |
Ldr |
0 |
2 |
0 |
4a |
2d |
1h |
1f |
4 |
0 |
0 |
Chi |
|
21 |
Dragoons |
Tac |
0 |
2 |
0 |
5a |
2d |
2h |
1f |
5 |
0 |
0 |
Ldr |
|
22 |
Cavalry |
Mob |
0 |
2 |
0 |
8a |
3d |
2h |
1f |
6 |
0 |
0 |
Tac |
|
23 |
Armor |
nil |
0 |
3 |
0 |
10a |
5d |
3h |
1f |
8 |
0 |
0 |
Mob |
|
24 |
Catapult |
Met |
0 |
1 |
0 |
6a |
1d |
1h |
1f |
4 |
0 |
0 |
Mat |
|
25 |
Cannon |
Too |
0 |
1 |
0 |
8a |
1d |
2h |
1f |
4 |
0 |
0 |
Met |
|
26 |
Artillery |
Rob |
0 |
1 |
0 |
10a |
1d |
2h |
2f |
5 |
0 |
0 |
Too |
|
27 |
Howitzer |
nil |
0 |
2 |
0 |
12a |
2d |
3h |
2f |
7 |
0 |
0 |
Rob |
Ignores city walls when attacking |
28 |
Fighter |
Sth |
1 |
10 |
1 |
4a |
3d |
2h |
2f |
6 |
0 |
3 |
Fli |
Can attack air units, 2 square vis. |
29 |
Bomber |
Sth |
1 |
8 |
2 |
12a |
1d |
2h |
2f |
12 |
0 |
0 |
AFl |
2 square visibility |
30 |
Helicopter |
nil |
1 |
6 |
0 |
10a |
3d |
2h |
2f |
10 |
0 |
0 |
CA |
Can spot subs, 2 square vis |
31 |
Stlth Ftr |
nil |
1 |
14 |
1 |
8a |
4d |
2h |
2f |
8 |
0 |
3 |
Sth |
Can attack air units, 2 square vis. |
|
Unit Name |
Made Obsolete |
Domain |
Move |
Rng |
Att |
Def |
Hit |
Fire Pow. |
Cost |
Hold |
Role |
Preq Adv. |
Special |
32 |
Stlth Bmbr |
nil |
1 |
12 |
2 |
14a |
5d |
2h |
2f |
16 |
0 |
0 |
Sth |
2 square visibility |
33 |
Trireme |
Nav |
2 |
3 |
0 |
1a |
1d |
1h |
1f |
4 |
2 |
4 |
Map |
Must stay adjacent to land square |
34 |
Caravel |
Mag |
2 |
3 |
0 |
2a |
1d |
1h |
1f |
4 |
3 |
4 |
Nav |
|
35 |
Galleon |
Ind |
2 |
4 |
0 |
0a |
2d |
2h |
1f |
4 |
4 |
4 |
Mag |
|
36 |
Frigate |
E1 |
2 |
4 |
0 |
4a |
2d |
2h |
1f |
5 |
2 |
2 |
Mag |
|
37 |
Ironclad |
E1 |
2 |
4 |
0 |
4a |
4d |
3h |
1f |
6 |
0 |
2 |
SE |
|
38 |
Destroyer |
nil |
2 |
6 |
0 |
4a |
4d |
3h |
1f |
6 |
0 |
2 |
E1 |
Can spot subs, 2 square vis |
39 |
Cruiser |
Roc |
2 |
5 |
0 |
6a |
6d |
3h |
2f |
8 |
0 |
2 |
Stl |
Can spot subs, 2 square vis |
40 |
AEGIS Cruiser |
nil |
2 |
5 |
0 |
8a |
8d |
3h |
2f |
10 |
0 |
2 |
Roc |
Can spot sub, 2 square vis, 2X defense against air unit attacker |
41 |
Battleship |
nil |
2 |
4 |
0 |
12a |
12d |
4h |
2f |
16 |
0 |
2 |
Aut |
2 square visibility |
42 |
Submarine |
nil |
2 |
3 |
0 |
10a |
2d |
3h |
2f |
6 |
0 |
2 |
Cmb |
2 square visibility, Cannot be spotted by most units |
43 |
Carrier |
nil |
2 |
5 |
0 |
1a |
9d |
4h |
2f |
16 |
0 |
2 |
AFl |
2 square visibility, can carry air units |
44 |
Transport |
nil |
2 |
5 |
0 |
0a |
3d |
3h |
1f |
5 |
8 |
4 |
Ind |
|
45 |
Cruise Msl |
nil |
1 |
12 |
1 |
18a |
0d |
1h |
3f |
6 |
0 |
0 |
Roc |
Destroyed when makes an attack |
46 |
Nuclear Msl |
nil |
1 |
16 |
1 |
99a |
0d |
1h |
1f |
16 |
0 |
0 |
Roc |
Destroyed when makes an attack |
47 |
Diplomat |
Esp |
0 |
2 |
0 |
0a |
0d |
1h |
1f |
3 |
0 |
6 |
Wri |
|
48 |
Spy |
nil |
0 |
3 |
0 |
0a |
0d |
1h |
1f |
3 |
0 |
6 |
Esp |
Ignore ZOC |
49 |
Caravan |
Cor |
0 |
1 |
0 |
0a |
1d |
1h |
1f |
5 |
0 |
7 |
Tra |
Ignore ZOC |
50 |
Freight |
nil |
0 |
2 |
0 |
0a |
1d |
1h |
1f |
5 |
0 |
7 |
Cor |
Ignore ZOC |
51 |
Explorer |
Gue |
0 |
1 |
0 |
0a |
1d |
1h |
1f |
3 |
0 |
0 |
Sea |
Ignore ZOC, treats all sq as road |
52 |
Extra Land |
nil |
0 |
1 |
0 |
1a |
1d |
1h |
1f |
5 |
0 |
0 |
no |
|
53 |
Extra Ship |
nil |
2 |
4 |
0 |
4a |
2d |
2h |
1f |
5 |
1 |
2 |
no |
|
54 |
Extra Air |
nil |
1 |
8 |
4 |
8a |
8d |
2h |
2f |
10 |
0 |
0 |
no |
|
55 |
Extra Land |
nil |
0 |
1 |
0 |
1a |
1d |
1h |
1f |
5 |
0 |
0 |
no |
|
56 |
Extra Ship |
nil |
2 |
4 |
0 |
4a |
2d |
2h |
1f |
5 |
1 |
2 |
no |
|
57 |
Extra Air |
nil |
1 |
8 |
4 |
8a |
8d |
2h |
2f |
10 |
0 |
0 |
no |
|
58 |
Extra Land |
nil |
0 |
1 |
0 |
1a |
1d |
1h |
1f |
5 |
0 |
0 |
no |
|
59 |
Extra Ship |
nil |
2 |
4 |
0 |
4a |
2d |
2h |
1f |
5 |
1 |
2 |
no |
|
60 |
Extra Air |
nil |
1 |
8 |
4 |
8a |
8d |
2h |
2f |
10 |
0 |
0 |
no |
|
61 |
Extra Land |
nil |
0 |
1 |
0 |
1a |
1d |
1h |
1f |
5 |
0 |
0 |
no |
|
62 |
Extra Ship |
nil |
2 |
4 |
0 |
4a |
2d |
2h |
1f |
5 |
1 |
2 |
no |
|
Notes and key:
Made Obsolete Abbreviation for CivII advance which renders unit obsolete.
Moves Movement rate (spaces per turn).
Range # of turns fuel carried (0 for non-air units).
Domain Movement domain of unit
0 = Ground
1 = Air
2 = Sea
Att Attack factor (chance to score hit attacking)
Def Defense factor (chance to score hit defending)
Hit Hit points (damage x10 which can be taken before elimination)
Firepower # damage points caused per hit scored on enemy.
Cost Cost (# of shield rows, usually of 10 shields each)
Hold # of holds on ship (for carrying units)
Role AI role (Generally affects the way in which computer players use the unit,
but roles 5, 6 and 7 will actually confer special abilities on the unit)
0 Attack
1 Defend
2 Naval Superiority
3 Air Superiority
4 Sea Transport
5 Settle
6 Diplomacy
7 Trade
Preq Abbreviation for prerequisite advance
Scenario Unit Table
|
Unit Name |
Made Obsolete |
Domain |
Move |
Rng |
Att |
Def |
Hit |
Fire Pow. |
Cost |
Hold |
Role |
Preq Adv. |
Special |
1 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
2 |
|
|
|
|
|
|
|
|
|
|
|
|
|
Transform order unique to slot |
3 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
4 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
5 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
6 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
7 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
8 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
9 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
10 |
|
|
|
|
|
|
|
|
|
|
|
|
|
Slot used like partisans |
11 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
12 |
|
|
|
|
|
|
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|
13 |
|
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|
14 |
|
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|
15 |
|
|
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|
|
|
16 |
|
|
|
|
|
|
|
|
|
|
|
|
|
Unit is “mounted” – defends at ½ vs any unit given the pikeman characteristic |
17 |
|
|
|
|
|
|
|
|
|
|
|
|
|
Unit is “mounted” |
18 |
|
|
|
|
|
|
|
|
|
|
|
|
|
Unit is “mounted” |
19 |
|
|
|
|
|
|
|
|
|
|
|
|
|
Unit is “mounted” |
20 |
|
|
|
|
|
|
|
|
|
|
|
|
|
Unit is “mounted” |
21 |
|
|
|
|
|
|
|
|
|
|
|
|
|
Unit is “mounted” |
22 |
|
|
|
|
|
|
|
|
|
|
|
|
|
Unit is “mounted” |
23 |
|
|
|
|
|
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|
24 |
|
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25 |
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|
26 |
|
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|
27 |
|
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|
28 |
|
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|
29 |
|
|
|
|
|
|
|
|
|
|
|
|
|
Causes unhappiness in Rep/Dem |
30 |
|
|
|
|
|
|
|
|
|
|
|
|
|
Causes unhappiness in Rep/Dem |
|
Unit Name |
Made Obsolete |
Domain |
Move |
Rng |
Att |
Def |
Hit |
Fire Pow. |
Cost |
Hold |
Role |
Preq Adv. |
Special |
31 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
32 |
|
|
|
|
|
|
|
|
|
|
|
|
|
Causes unhappiness in Rep/Dem |
33 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
34 |
|
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35 |
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36 |
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37 |
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38 |
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39 |
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40 |
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41 |
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42 |
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43 |
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44 |
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45 |
|
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|
|
|
Causes unhappiness in Rep/Dem |
46 |
|
|
|
|
|
|
|
|
|
|
|
|
|
Causes unhappiness in Rep/Dem |
47 |
|
|
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|
|
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|
48 |
|
|
|
|
|
|
|
|
|
|
|
|
|
Spy orders unique to slot |
49 |
|
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50 |
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51 |
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52 |
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53 |
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54 |
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55 |
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56 |
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57 |
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58 |
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59 |
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60 |
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61 |
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62 |
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Terrain and Maps
Introduction
Most aspects of setting up what appears on your scenario’s map are pretty easy to understand. In fact, you needn’t make any changes here at all if your scenario is set on a planet similar to Earth in geology. On the other hand, you may want to substitute new kinds of terrain for those defined in the default table or alter the “specials” so they’re more, or less, valuable.
Maps
Since you’ve played CivII a lot, you know just how strongly the map influences the game. Generally:
- The more arable land, the more cities there will be, and the longer the game
- The larger the map, the longer the game
When making your map, make sure that it matches the story line for the scenario and supports how you want things to go. The pace of the game, relative strengths and weaknesses of the civilizations, the relative importance of land vs. sea units, all these and many more factors are influenced.
Building and editing maps is outside the chosen scope of this paper. However, the included map editor makes the job easy and the help files are good. One thing to remember is that if you’ve customized TERRAIN1.GIF and/or TERRAIN2.GIF for your scenario, then when you’re using the editor you’re not going to be seeing the terrain as you intend it to be in the scenario, unless you force the editor to use those files. The easiest way to do that is to move the default terrain files somewhere safe, copy your scenario’s files into the main CivII directory and then proceed.
Icons
Before you make any drastic changes to the content of the pair of RULES.TXT tables below, be sure you understand the relationship of these tables to both TERRAIN1.GIF and TERRAIN2.GIF.
Move |
Cost in movement points per square for a unit to move through. |
Defense |
Multiply by 50% for % of normal combat factor defended at. (3 x 50% = 150%, a strength 2 unit defends at 3). |
Shield/Food/Trade |
Shield/Food/Trade units generated in a square of this terrain |
Irrigate/Mine |
Yes, no. (allowed or not), and if changed by irrigating, the type of terrain that results |
Transform |
Terrain type engineers can transform to |
Bonus |
Extra production from that change |
Turns |
# turns for settler to make change |
AI |
Minimum government level necessary for computer player to
want to irrigate/mine: 0 Never
1 Despotism 2 Monarchy 3 Communism 4 Fundamentalism 5 Republic 6 Democracy |
Default Basic Terrain Squares from RULES.TXT
Name |
Abbr. |
Move |
Def |
Food |
Shield |
Trade |
Irrigate |
Bonus |
Turns |
AI- |
Mine |
Bonus |
Turns |
AI- |
Transform |
Desert |
Drt |
1 |
2 |
0 |
1 |
0 |
yes |
1 |
5 |
5 |
yes |
1 |
5 |
3 |
Pln |
Plains |
Pln |
1 |
2 |
1 |
1 |
0 |
yes |
1 |
5 |
1 |
For |
0 |
15 |
0 |
Grs |
Grassland |
Grs |
1 |
2 |
2 |
1 |
0 |
yes |
1 |
5 |
2 |
For |
0 |
10 |
0 |
Hil |
Forest |
For |
2 |
3 |
1 |
2 |
0 |
Pln |
0 |
5 |
5 |
no |
0 |
5 |
0 |
Grs |
Hills |
Hil |
2 |
4 |
1 |
0 |
0 |
yes |
1 |
10 |
0 |
yes |
3 |
10 |
1 |
Pln |
Mountains |
Mou |
3 |
6 |
0 |
1 |
0 |
no |
1 |
10 |
0 |
yes |
1 |
10 |
6 |
Hil |
Tundra |
Tun |
1 |
2 |
1 |
0 |
0 |
yes |
1 |
10 |
1 |
no |
0 |
0 |
0 |
Drt |
Glacier |
Gla |
2 |
2 |
0 |
0 |
0 |
no |
0 |
0 |
0 |
yes |
1 |
15 |
3 |
Tun |
Swamp |
Swa |
2 |
3 |
1 |
0 |
0 |
Grs |
0 |
15 |
6 |
For |
0 |
15 |
0 |
Pln |
Jungle |
Jun |
2 |
3 |
1 |
0 |
0 |
Grs |
0 |
15 |
6 |
For |
0 |
15 |
0 |
Pln |
Ocean |
Oce |
1 |
2 |
1 |
0 |
2 |
no |
0 |
0 |
0 |
no |
0 |
0 |
0 |
no |
Scenario Basic Terrain Template
Name |
Abbr. |
Move |
Def |
Food |
Shield |
Trade |
Irrigate |
Bonus |
Turns |
AI- |
Mine |
Bonus |
Turns |
AI- |
Transform |
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Special Terrain Items
You can change the names and all numeric characteristics here. However, you cannot change the association of a special item and the terrain it is associated with—for example, whatever is in the first table slot (oasis by default) will be associated with whatever you’ve called the first entry in the terrain table above (desert by default).
Default * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Scenario
Name |
Move |
Def |
Food |
Shield |
Trade |
|
Name |
Move |
Def |
Food |
Shield |
Trade |
Oasis |
1 |
2 |
3 |
1 |
0 |
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Buffalo |
1 |
2 |
1 |
3 |
0 |
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Grassland |
1 |
2 |
2 |
1 |
0 |
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Pheasant |
2 |
3 |
3 |
2 |
0 |
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Coal |
2 |
4 |
1 |
2 |
0 |
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Gold |
3 |
6 |
0 |
1 |
6 |
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Game |
1 |
2 |
3 |
1 |
0 |
|
Not used |
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Ivory |
2 |
2 |
1 |
1 |
4 |
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Peat |
2 |
3 |
1 |
4 |
0 |
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Gems |
2 |
3 |
1 |
0 |
4 |
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Fish |
1 |
2 |
3 |
0 |
2 |
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Oil |
1 |
2 |
0 |
4 |
0 |
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Wheat |
1 |
2 |
3 |
1 |
0 |
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Grassland |
1 |
2 |
2 |
1 |
0 |
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Silk |
2 |
3 |
1 |
2 |
3 |
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Wine |
2 |
4 |
1 |
0 |
4 |
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Iron |
3 |
6 |
0 |
4 |
0 |
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Furs |
1 |
2 |
2 |
0 |
3 |
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Oil |
2 |
2 |
0 |
4 |
0 |
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Spice |
2 |
3 |
3 |
0 |
4 |
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Fruit |
2 |
3 |
4 |
0 |
1 |
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Whales |
1 |
2 |
2 |
2 |
3 |
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Note: Game is an entry in this table. It may have been
intended
as
a special in
Grassland, but does not appear in the game as actually marketed.
Civ FW CD Tracks
Track |
Length |
Description |
2 |
35 sec |
Dirge |
3 |
45 sec |
Ode to Joy |
4 |
1:35 |
Native American, flutes, upbeat |
5 |
2:03 |
Middle eastern flavor, mysterious |
6 |
2:02 |
Greeks theme, pan pipes |
7 |
2:45 |
Romans theme, opens with horns |
8 |
2:39 |
Eastern flavor, Indian theme? |
9 |
1:48 |
Eastern flavor, Mongols theme? |
10 |
2:26 |
Japanese flavor |
11 |
1:23 |
Johnny comes marching home again |
12 |
1:30 |
Tibetan gong opening, eastern flavor, majestic tone |
13 |
1:44 |
Piano rag |
14 |
2:32 |
Pipe and drum opening, yankee doodle dandy, medley of tunes from colonization |
15 |
2:06 |
drum beat opening, far east, Indian |
16 |
1:47 |
sci-fi opening, mystery sounding |
17 |
2:35 |
drum opening, horn fanfare, repeats |
18 |
3:30 |
sci-fi or horror opening, mysterious and dark, changes to quiet but dramatic beat |
19 |
2:25 |
Australian flavor, tom-tom opening, wooden flute, strong, dramatic |
20 |
2:30 |
N. American Indian theme |
21 |
2:39 |
Orchestral, mysterious, dramatic |
22 |
2:24 |
Sci-fi, mysterious, becomes loud and mechanical |