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Modifying governments beyond rules.txt

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  • Modifying governments beyond rules.txt

    I have been searching the posts for this information, but am not having any luck: Where can I find information on modifying the special abilities of the various government types beyond what is allowed in rules.txt?

    DMarcus - newbie scenario builder...

  • #2
    The @Cosmic settings in the Rules.txt do allow for some limited editing (corruption level for communism, science penalty for fundy, etc); I'm afraid the rest is hardcoded.
    "I didn't invent these rules, I'm just going to use them against you."

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    • #3
      Panda:

      I seem to recall some WW2 scenarios where Fascism was supposedly a government type. Was this simply a slightly modified Fundamentalism, then?

      (Sorry if I'm beating a dead horse here. I just wanna be sure I know what's going on...)

      Thanks Again for the Info!

      DMarcus

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      • #4
        DMarcus: yep, they just renamed Fundy to Fascism.

        Sorry to disappoint you on that score, but you can consider working around the hardcoded limitations of the game as an extra challenge. You'll find that the best scenarios made find something innovative in the game to exploit, and our combined stock of civ2 knowledge is still not complete.

        Why not start a "construction" thread in the main section about your idea, so that other people can help your ideas develop and suggest ways thay can be implemented.

        Happy civing
        "I didn't invent these rules, I'm just going to use them against you."

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        • #5
          Thanks Panda!

          I'm going to give the Fundy question a little more thought before starting a Construction thread. I have a few scenario ideas I wanna try before tackling something like manipulating the hard code.

          Thanks!

          DMarcus

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          • #6
            I'd like to add that the governments are more versatile than they initially appear, especially if specific governments are assigned to civs like they frequently are in scenarios, due to the number of little things that can be tweaked in one direction or another. Democracy and Republic are essentially dead-ends for customization; you can make them more militarily practical by abusing J.S. Bach or Shakespeare, but beyond that you're out of luck. Pretty much likewise for despotism. Monarchy and Communism can be toyed with to a great and interesting extent, and Fundamentalism is probably the most changeable government in the game. You can hard-alter a fundy's science, obviously, but also its wealth by giving it the right technologies(Communism+no theology, mysticism or electronics=MUCH less income) and wonders, its military use by altering free support numbers and selectively giving the fanatics flag to units...and on top of that, you can change its relative value to some extent by changing the upkeep cost of happiness improvements.
            Don't forget the settler consumption values either. Set the first one to 0 and Monarchy can become a much more valuable form of government.
            1011 1100
            Pyrebound--a free online serial fantasy novel

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