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    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

    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?


    .scn

    Defines the scenario parameters, the map and starting positions for players.

    Mandatory

    ü

    .txt

    Provides the opening description when the scenario is loaded.

    Optional, recommend.

    ü

    .alt

    Alternate scenario parameters, map, starting positions. May have many of these.

    Optional.


    .txt

    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
    Name

    City Style

    Male
    Leader

    Female
    Leader

    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
    Name

    City Style

    Male
    Leader

    Female
    Leader

    Atk.

    Exp.

    Civ.

    White
























    Green
























    Blue
























    Yellow
























    Cyan
























    Magenta
























    Purple
























    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.

    Notes on the table:
    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.

    1. Republic and Democracy: Units in a fortress within 3 squares of city do not cause unhappiness.
    2. 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.
    3. 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















    13















    14















    15















    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















    24















    25















    26















    27















    28















    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















    35















    36















    37















    38















    39















    40















    41















    42















    43















    44















    45














    Causes unhappiness in Rep/Dem

    46














    Causes unhappiness in Rep/Dem

    47















    48














    Spy orders unique to slot

    49















    50















    51















    52















    53















    54















    55















    56















    57















    58















    59















    60















    61















    62
















    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-
    irrigate

    Mine

    Bonus

    Turns

    AI-
    mine

    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-
    irrigate

    Mine

    Bonus

    Turns

    AI-
    mine

    Transform

















































































































































































    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








    Buffalo

    1

    2

    1

    3

    0








    Grassland

    1

    2

    2

    1

    0








    Pheasant

    2

    3

    3

    2

    0








    Coal

    2

    4

    1

    2

    0








    Gold

    3

    6

    0

    1

    6








    Game

    1

    2

    3

    1

    0


    Not used






    Ivory

    2

    2

    1

    1

    4








    Peat

    2

    3

    1

    4

    0








    Gems

    2

    3

    1

    0

    4








    Fish

    1

    2

    3

    0

    2








    Oil

    1

    2

    0

    4

    0








    Wheat

    1

    2

    3

    1

    0








    Grassland

    1

    2

    2

    1

    0








    Silk

    2

    3

    1

    2

    3








    Wine

    2

    4

    1

    0

    4








    Iron

    3

    6

    0

    4

    0








    Furs

    1

    2

    2

    0

    3








    Oil

    2

    2

    0

    4

    0








    Spice

    2

    3

    3

    0

    4








    Fruit

    2

    3

    4

    0

    1








    Whales

    1

    2

    2

    2

    3








    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

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    • The Rocky Mountain Civilization II Site presents: Mod Packs, Scenarios, Units, Hints and Tips
      by Martin Gühmann

      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:

      c:\civ2\scenario\morereal\sound

      .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 sub- directories that come with the CD under your Mod Pack directory, doing away with the SOUND sub- directory 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.

      IMPORTANT

      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.

      ...
      September 3, 2012, 18:01
    • Civilization II SAV/SCN file format
      by Mercator
      PrologueThis thread is intended to become a reference guide to the Civilization II savegame and scenario file format. It is a vital first step if we ever want to see a universal civ2 scenario editor. I started this thread to make it a more public and centralized effort, as opposed to Allard's Hex Editing document. While being an indispensable initiative, I believe it's become almost unmanageable. There never was one central place to post new discoveries, making it impossible to keep up to date.But for this new effort to succeed, we need your help. So, please post your discoveries about the file format here.However, this is mostly meant to be a raw file format reference, not (yet) a complete guide to how every single byte can be used in making your scenarios. When you do have a new discovery, please keep it concise and to the point. But feel free to add comments or ask questions, as long as they're specifically about this reference, and not about hex-editing in general.Please do NOT ask your hex-editing questions here. If you have a question, post a new thread.As you will notice, apart from the table of contents the file format is still mostly uncompleted. That's not because we know so little, but simply because I haven't added all of it yet. This thread will probably always remain a work in progress. And for the moment certainly not only for the file format itself. I will also be adding notes on the notation and some of the terms used. Notes will follow right after the table of contents, including notes on the table of contents itself.Table of ContentsNotesCreditsFile FormatHeader (12)Settings (CiC:558, FW/MGE:572, ToT:1238)??? (ToT:640)Menu (16)Game (38)Technologies (200, CiC: 186)First to Discover (100, CiC:93)Discovered By (100, CiC:93)Wonders (56)??? (262, ToT:288)Civilizations (13118, ToT:28478)Names (7 * 242 = 1694)Properties (8 * 1428 = 11424, ToT: 8 * 3348 = 26784)Transporters (ToT10: 4 + 14 * transporters, ToT11: 172 + 14 * transporters)MapsHeader (14, ToT:16)Data, repeat for all maps in ToT (13 * surface, ToT: 13 * surface + 2)Visible Improvements (7 * surface)Map (6 * surface)Resource Seed (ToT:2)??? (2 * 6th header value * 7th header value)??? (1024, ToT:10240)Units (26 * units, MGE: 32 * units, ToT: 40 * units)Cities (84 * cities, MGE: 88 * cities, ToT: 92 * cities)???Passwords (MGE/ToT: 224)???Conquest History (338)EventsHeader (FW: 6, ToT: 8)Events (FW: 298 * events, ToT: 276 * events)String HeapNotesTable of ContentsLet me start off with some comments about the notational use in the table of contents. Due the differences between the various game versions, as well as the presence of variable-size sections I have refrained, and will refrain, from using file offsets. Instead, I indicate the size in bytes of all different parts of the file format. You should be able to calculate the exact position yourself.So, in parentheses is mentioned the size in bytes of that (sub-)section. Differences between the game versions are marked with their respective abbreviations:CiCCivilization II Scenarios: Conflicts in Civilization and all prior versions, including the original "classic" Civilization II v2.42.FWCivilization II: Fantastic WorldsMGECivilization II: Multiplayer Gold Edition with the latest patch version 1.3 and all equivalent versions, including Civilization II: Ultimate Classic Collection and the add-on Civilization II: MultiplayerToTCivilization II: Test of TimeToT10More specifically, the unpatched version of Test of Time, version 1.0ToT11Patched Test of Time v1.1A size unmarked by any abbreviation applies to all versions, with the possible exception of any marked sizes. E.g. Header (12) means the header is 12 bytes for all versions, Header (14, ToT:16) means the header is 14 bytes for all versions except Test of Time, for which it is 16 bytes. Passwords (MGE/ToT: 224) means this section only exists in the MGE and ToT versions, where it is 224 bytes.File FormatData TypesOnto the file format notes. So far, there are three data types: The null-terminated string is a variable length type for text. It always ends with a byte value of zero, meaning a string of 9 bytes only has place for at most 8 characters. The signed short integer is a numeric data type taking up 2 bytes. It can take values from -32768 to +32767. The unsigned byte should be self-explanatory. It takes values from 0 to 255.DescriptionIf the specific order of a section with multiple values is not specified, you can assume the order as used in the RULES.TXT. This applies, for instance, to the technology and wonder sections.HexadecimalsI mark hexadecimals with the prefix "0x". In this guide I write them in big-endian notation. In other words, in the same way you'd see them in your Windows calculator. However, in the binary file format, the numeric data types use a reverse, little-endian, notation with the least significant value first. The bytes appear in reverse order. E.g. for a short integer value, your hexadecimal calculator might say 27, ...
      June 12, 2012, 12:03
    • The Rocky Mountain Civilization II Site Presents: RULES.TXT Comments and Notes
      by Martin Gühmann
      ;------------------------------------------------------------------------------------------------------------- 
      ; The Rocky Mountain Civilization II Site 
      ;-------------------------------------------------------------------------------------------------------------- 
      ; 
      ;   RULES.TXT Comments and Notes 
      ; 
      ;    May 1997 by Jeff Head and the Rocky Mountain Civilization II Site 
      ; 
      ;	What follows are the notes and comments that I have made in my own rules.txt file
      ;	for the changes I make to Civ II when making a Mod Pack.  Some of it is the stock
      ;	notes that Microprose sent out with the game, a lot of it has been added to or
      ;	clarified based on my many “trial and error” experiences.
      ;
      ;	We release this as a help to those making Mods, not as an “end-all”. Although
      ;	these comments represent our general experiences, they could well be sub-sets
      ;	of the actual game operation and programming, meaning they may not work as
      ;	stated in all cases.
      ;-------------------------------------------------------------------------------------------------------------- ...
      	
      April 8, 2011, 17:30
    • Advanced Scenario Design in Civ2
      by Martin Gühmann

      Advanced Scenario Design

      Leon Marrick (Leon2M at aol.com), assisted by Harlan Thompson (harlant at hawaii.edu) and others.
      Please see Credits for details.

      This manual is designed to assist those with both a firm understanding of the map editor and of the Cheat menu used in preparing scenarios to improve and polish their work. Novices are urged to read some of the excellent documents for beginners found on the "Ultimate Civ2 Page" now Apolyton, and practice with a design or two before delving too deeply into this document.

      This is a long essay, but not even close to being comprehensive. Additions are welcomed.

      If you see a section referance - example "(Section 5a)" - that section of the document (in this case, the discussion of the rules.txt file's cosmic principles area) will have further information on the subject.
      ...
      March 26, 2011, 20:10
    • CITY IMPROVEMENTS, WONDERS and UNITS for only Certain Civ2 Civilizations
      by Martin Gühmann
      I have received a number of inquiries into changing Civ II to accomplish a number of things. One of the premier requests deals with a fairly advanced capability in the Mod Pack area. I will answer this in this file:
      ...
      March 25, 2011, 18:41
    • Civilization 2: A few words about ...
      by Martin Gühmann
      • 'Conflicts in Civilization', Microprose's Civ2 Scenario Disk
      • 'Evolution - The dawn of humanity', Actura's Civ2 Scenario Disk
      • 'Scenarios & Maps für CivilizationII', Tewi's Civ2 Scenario Disk
      • 'The official strategy guide', Prima's Book for Civ2
      ...
      March 25, 2011, 18:31
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