Okay, maybe I have the wrong idea here, but through my jaunts with the RULES.txt file in my few scenarios, I have come across a few techs that seem to be unchangeable. If you tamper with them, such as altering their root techs, then it will cause your Civ2 game to crash.
Tech related crashes I have suffered usually all occur during one of two stages - you initiate diplomacy with another civ and the game then shuts down, or you end your turn and the game shuts down.
Does anybody have, or is anybody able to compile, a definitive guide to which tech slots you can't touch? I think that all the slots with secondary effects (such as Writing, which increases your Demographics literacy score, and Nuclear Power, which increases naval movement by 1) are untouchables, as are the government slots (Democracy, Monarchy, etc).
Does anybody have anything to add to this? How about which slots can or can't be placed to a "no, no" or a once-removed "no, no" requirement?
(Once removed means having a "no, no" tech - which doesn't show up in the game - and then allowing another tech to require the "no, no" tech, which does show up in the game.)
Tech related crashes I have suffered usually all occur during one of two stages - you initiate diplomacy with another civ and the game then shuts down, or you end your turn and the game shuts down.
Does anybody have, or is anybody able to compile, a definitive guide to which tech slots you can't touch? I think that all the slots with secondary effects (such as Writing, which increases your Demographics literacy score, and Nuclear Power, which increases naval movement by 1) are untouchables, as are the government slots (Democracy, Monarchy, etc).
Does anybody have anything to add to this? How about which slots can or can't be placed to a "no, no" or a once-removed "no, no" requirement?
(Once removed means having a "no, no" tech - which doesn't show up in the game - and then allowing another tech to require the "no, no" tech, which does show up in the game.)
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