Professional Documents
Culture Documents
Listing of Subjects:
1 How to tell a bad scenario
2. A few handy tips and tricks (the quick guide)
2a. Controlling unit obsolescence
2b. Controlling technologies
2c. Controlling the civilizations that appear in your scenario
2d. Calendar reform
2e. Making pre-industrial cities look correct for all viewers
2f. Certain sections of the Cheat menu often confused.
3. Conceptualizing your scenario: Recreating geography, history, economy, military affairs, and politics
3a. Military, Economic, Scientific, or Diplomatic?
3b. Historical/derivative or fantasy?
3c. Length
3d. Scale
4. Mapmaking: Getting the geography right
4a. Modifying off-the-shelf maps
4b. Making your own map
5. The rules file: How to get what you want from it
5a. Cosmic principles
5b. Civilization advances
5c. Structures
5d. Wonders
5e. Units (including barbarians)
5f. Terrain
5g. Civilizations
5h. Miscellaneous information
6. Brief discussion of other useful text files
6a. City.txt/cities.txt
6b. Labels.txt
6c. Game.txt
6d. Events.txt
7. Creating your scenario
7a. Establishing basic rules and limitations
7b. Setting up civilizations and barbarians
7c. Creating, furnishing, destroying, and transferring cities
7d. The human landscape
7e. Mobilizing forces
7f. Science, economics, and industry
7g. International relations
7h. Polishing your scenario
7i. Playtesting
8. Graphics
8a. Units.gif
8b. Cities.gif
8c. Icons.gif
8d. Terrain1.gif, Terrain2.gif
8e. People.gif
9. Sound effects
9a. Units
9b. Structures and events
10. Writing the readme and briefing
11. Packaging and distributing your work
12. Listing of credits and citations
c) How do I make certain the civilizations I want to appear in my scenario actually do?
i) Go into the rules.txt file, pick the civilizations you want to appear in your scenario, and change their
names, leader names, attributes, titles, etc. to whatever you want.
ii) Then, make certain each civilization you want has a different color (help on this appears just above the
civ list). Assign colors as desired.
iii) When setting up the game that will become your scenario, select seven civilizations (why all seven?
Otherwise the colors available are chosen randomly!) and the “choose computer opponents” option
under custom rules and choose the civs you altered.
iv) In making your scenario, destroy any civs not desired. Understand that they may come back into the
game if an empire splits, so think about selecting the “don’t restart eliminated players” option in
custom rules.
d) You can create your own calendar, within certain limitations
i) The key to calendar reform is altering the “Labels.txt” file. Near the very top of the list of words and
phrases are entries for “A.D.” and “B.C.”. When displayed in a game, dates can read “10 B.C.” or
“A.D. 10”.
(1) Islamic dates are trivial: Simply change “A.D.” to “A.H.”, for anno hegirae.
You can create an evolutionary timescale by changing “B.C.” to “million years BP”.
(2) You can go back to the very beginning of life, should you desire.
(3) Days of the month can be arranged, as long as the scenario ends before the month does (“January
45” looks odd): Change “A.D.” to the month you desire.
(4) With a little imagination, hours of the day also work. A scenario depicting Arnhem on the first day
of Operation Market Garden would begin at “10 o’clock” and end at “24 o’clock” (military time).
ii) I want to see a scenario about Revolutionary France with Years of the Republic and new-style months.
That would be very cool.
iii) Limitation of all dates
Because the largest number one can have as a starting year is 32767, the furthest one can go in the
future is 32767 AD (using yearly intervals) and Dec, 2730 AD (using monthly intervals). After this
point, if you use years, the calender switches to BC. and, if you use months, the calendar (months not
affected) goes into reverse. See next section for a way to exploit this.
iv) How to get months in the BC calendar
Julius Caesar died in 44 BC. You want your scenario to cover the ensuing chaos from March, 44 BC to
March 43 BC, using one-month intervals. You cannot do this with normal methods, but a little number
manipulation will get you what you want:
(1) Determine how many years BC (example: 44 years) your scenario began, and multiply that
number by twelve (12 times 44 is 528).
(2) Bring up the cheat menu and change the starting year (in scenario parameters) to 65534 minus the
number you calculated in step 1 (in our example, we would calculate that 65534 minus 528 equals
65006, and type in that number). Ignore any changes civ2 makes to the number you just entered.
(3) Set the monthly interval to -1 for one month per turn, -2 for two months per turn, etc., just as you
would normally.
(4) Set the game turn (in the main Cheat menu) to 0.
(5) If you have it right, your calendar should be close to, but probably not display exactly the date you
want. In our example, we now have a calendar that reads “Sept 44”, but Julius Caesar got knifed in
March. We have to subtract 6 months to go back to March, and therefore enter 65000 into the
starting year.
(6) As time passes, your calendar will add months normally up to Dec 44, then go to Jan 43. Welcome
to the world of BC months!
e) You can make your pre-industrial cities look correct
i) As you will discover by using the “Cheat” menu to switch the human-controlled civilization, only one
civilization in each game (the one initially chosen) is certain to have the correct pre-industrial city style
if played by a human. You have to live with all of your cities looking like Bronze Age Monoliths if
you do not play the initially chosen civilization. This can be remedied by:
(1) Making a copy of your savegame or scenario,
(2) opening up the file in Write (Do not use Word, etc.)
(3) changing the second character before each leader’s name near the top of the scenario file to the
ASCII character in position one for classical cities, two for far eastern cities, and three for
medieval cities. Let me make this a copy-and-paste task for you by supplying you with the
characters:
(sorry the characters have been lost during format transfer)
(4) saving the file in text-only format, with the “SAV” or “SCN” suffix left unchanged. Macintosh
users may have to drag the resulting file to the Civ2 game, or restore the proper type and creator
information.
f) Certain sections of the Cheat menu often confused: What they really do
i) Change Terrain at Cursor
You may add any alteration to oceans that you can to land. Add the alterations first, then change the
terrain itself to ocean. Although mining and irrigation never have an effect (no matter what the rules.txt
file says), fortresses prevent units from dying more than one at a time, airbases still function, roads add
an extra arrow for cities with the Superhighways improvement, and railroads add 50% to shields,
rounded down (works with offshore platforms and King Richard’s Crusade).
ii) Edit King - Clear Patience
Makes that civ (if played by a computer player) open to diplomacy for a while.
iii) Scenario Parameters - Calendar options
See “Calendar Reform” for further discussion.
iv) Scenario Parameters - Toggle Total War Flag
If total war is on, the Senate is silenced.
ii) Drawing your map (all scenarios that need a new map)
Instead of drawing the shapes of your continents in plains or (worse) grasslands, use the most useless
terrain type you can find (arctic works well in most cases). This helps you make complete maps, since
it is difficult to ignore a blotch of arctic in the middle of a desert.
(1) First, get the basic coastline established, using a broad brush. Use a 1x1 brush to add islands,
capes, bays, bulges, peninsulas, etc. Constantly check major coastline features against known
landmarks (the first ones you will have to measure distance from are the corners of the map itself,
and careful work will continually add others).
(2) Avoid simple coastlines, except when your map only covers a nation or less. It is amazing how
interesting a few island chains, a peninsula or two, and some bays can make a continent. See if
you have what it takes to make a second Europe; that is a deed worthy of praise!
(3) When your coastline is complete, toggle the “coastline protect” option. Fill the map in with arctic.
Add lakes. Chart rivers. Crudely establish mountain ranges/hilly masses. Once you have done all
this, you have a solid skeleton to begin more detailed work.
iii) The details.
At this point, so varied are home-made maps that detailed guidelines would be worse than useless. A
few regularities, however, do exist in the real world - and should occur in your renditions of it. Always
keep the scale of your map in mind, since it will radically change what looks realistic to
knowledgeable players.
(1) Vary your terrain. Most mapmakers find it easy to plop down vast expanses of a single terrain
type, make maps where endless plains meet great mountain ranges, and totally bore everyone who
plays their creation. Design a beautiful world: add crags, fjords, buttes, pillars, fens, moors,
valleys, glaciers.
(2) Be wary of juxtaposing mountains and flatlands/ocean, and desert and arctic terrain/grasslands,
except if your map covers at least a substantial portion of the world, and your terrain is very
varied.
(3) Since rivers cannot be made within the scenario itself, and are only removeable there by changing
the terrain to ocean and back to land again, place them with especial caution.
Unless you really want to deny water for irrigation, or do not plan for civilizations in that area to
develop much, never leave too wide an expanse of map without some source of water.
(4) This note will guide you in making terrain for nations you are fond of: The most productive terrain
for a civilization is fertile (with grasslands), with patches of forest (for early industry) and some
hills (to ramp up shield production). It must have plenty of sea access (including canals if
possible), lots of varied resource squares (some peat or gold in the right place can do wonders) and
might benefit from mountains (for protection). And some rivers (for canoe travel and increased
trade), but not too many (it’s hard to put bridges over the things). In short, if you want to do well
by a civilization, give it a wide variety of terrain types.
(5) Understand also that, important as terrain is for development-oriented scenarios, it is critical for
wargames. It is surprising what a little rough terrain can do for a otherwise weak defense, or for
units that would be too slow elsewhere. More on this in the terrain alterations section (7d).
5) The Rules file
The second most important file (apart from the scenario itself) to the designer is the Rules.txt file, which
controls many of the variations you can make to the standard Civ2 game. For this reason, we will cover it in
some detail. It is as well to have the default rules file open while reading this.
Starting at the top, we see some game and file information. Every message line begins with a semicolon, which
means “ignore everything after me and before a return”.
* Raise the road movement multiplier to increase the value of roads (and thus decrease the
relative value of rails) for transportation, as well as making the world easier to transit. Also
changes the cost of movement for alpine troops, and for any units traveling along rivers.
Useful for big maps.
* Lower the 1 in # chance (by raising #) for triremes to be lost to make them compete better
with caravels.
* The amount of food it takes to feed one of your citizens is of cardinal importance. Change
with caution. Changing this figure to one is seldom a good idea, but raising it to three is a
powerful way to avoid cities growing too rapidly.
* Raise the # of rows in the food box to avoid cities growing too rapidly in scenarios that stretch
time out (I learned how realistic that made some games by playing a scenario set in the 14th
century). A similar rule applies for shields. The maximum useful figure for either number is
20.
* Change the # of food settlers eat to very quickly make settlement and land alteration more or
less difficult.
* Raise or lower the city size for first unhappiness to make it more or less easy to keep your
citizens out of mischief respectively. Changing the riot factor based on number of cities can
quickly change the whole scenario. Raise it, and even a primitive government can found and
develop new cities without fear. Lower it, and starting new settlements from scratch becomes
both difficult and expensive. “Imperial Pride” lowered it slightly, to stop a human player from
expanding too rapidly in unsettled regions. NOTE: when extremely unhappy people (the
black-clothed chaps) start appearing, structures that cause people to become content become
far less useful, and entertainers/luxuries vital. This makes an established city in fertile terrain
quite governable, but severely limits new towns with infertile hinterlands.
* Raising or lowering the city size limitations without aqueducts and sewer systems makes
these improvements less or more useful.
* You may alter the tech paradigm to allow a faster or slower rate of tech advances in the rules
file, or in your scenario. The latter takes priority. This is one of the two most important ways
of preventing unrealistic technologies from being discovered (the other involves editing the
techs themselves, see below).
* Raise the base time for engineers to alter terrain to make it less easy to cut mountains down to
plains, or lower it to make it easier.
* You may make monarchies, communist states, and fundamentalist regimes more or less
militarily effective by altering the number of units they support for free.
* Should you want to make communist states suffer corruption, you may raise the distance from
a palace that this government is equivalent to. This is one way to tame a large civilization.
* Fundamentalist states can be rendered more or less scientifically progressive by altering the
percent of science lost and the maximum effective science rate. See section 2b.
* You may increase or decrease the penalty for changing a city’s production type by altering the
next number. Set it too low, however, and players will build Wonders by buying
Manufacturing Plants first.
* The maximum distance a unit can paradrop from a friendly airfield or town may be altered.
* Finally, the time it takes for a ship to make it to Alpha Centauri may be raised or lowered.
One could even design a scenario requiring the protagonist to force his enemies’ ships to
return to Earth, in which case playtesting various figures would be crucial.
b) Civilization Advances
Most scenarios benefit greatly from a customized tech tree. Not only can you control how technologically
advanced a nation is, you can differentiate cultural biases and predilections. The scenario “Arabia Awakes”
adds a lot of background color this way.
i) Basic warnings
The next section of the rules file allows you to alter certain aspects of civilization advances, and make
your own technology tree. Be warned: simple errors here can take a lot of time to debug and put right
(the messages the game puts out when it finds an error in the rules files are terse at best - and quite
frequently nonexistent). After a while, most of my tech trees start to remind me vividly of rat’s nests.
On the other hand, the rewards for getting this section right are considerable. Type two/three-letter
identifiers with caution and double-check each one. Do not make a technology loop (tech A needs tech
B needs tech A).
ii) General good ideas
To avoid a advance being traded or stolen (in versions after 2.4.2 only), appearing in the on-line help,
or on the science minister’s report, set its prerequisites to “no”s. To help avoid its being trading or
demanded in earlier versions, give it an AI-value of zero.
iii) Removing technologies from the tech tree
If you want to cut off technology at a level you consider reasonable, while still allowing advances, you
must cut the links between techs you allow and every tech you don’t want. This takes careful work. It
is recommended that you back up your work at this point, consult the paper chart of technologies
included with the full installation, star every tech you want removed (after the semicolon!), rename
both of their prerequisites to “no”, and use the in-game “Cheat Menu” option “Advance Tech” to guide
a civilization, step by step, through your altered tech tree. Add the professional touch: connect your
new tree to the advance “future technology”.
iv) Altering the tech tree
If you want to alter the tech tree, without necessarily truncating it, ever greater possibilities for disaster
loom. It is strongly recommended that you draw your tree out on paper before hacking away at the
rules file. Again, playtest using the above method. I speak from bitter experience; it took me an
embarrassing amount of time to make my first in-house tech tree work properly.
v) The AI-value of technologies
You may alter how the computer player values advances in this section, which can be quite useful. In
the scenario “Imperial Pride” the Traditionalists will ask for various useless techs, ignoring
Industrialization until (I hope) long after the scenario ends. In “Arabia Awakes”, computer players are
made to act historically by the same method.
vi) Special Technology Features
Take advantage of special technology features, based on the advance’s position in the technology list.
Apart from those allowing governments, changing pollution, changing demographic figures, or altering
citizen icons (see section 8e), they are:
* Automobile works with Electronics to change city pictures to the modern style.
* Bridge Building allows settlers/engineers to construct roads in river squares.
* Ceremonial Burial allows temples to make one person content*. (see note below)
* Construction allows the building of Fortresses.
* Communism reduces the effectiveness of Cathedrals and makes more partisans appear.
* Democracy allows Courthouses to make one content citizen happy under a democracy.
* Electronics improves the effectiveness of Coliseums and works with Automobile to change
city pictures to the modern style.
* Fusion makes Nuclear Plants entirely safe and adds 25% to spaceship thrust.
* Guerrilla Warfare makes a civilization much more difficult to conquer, since all captured
cities henceforth produce many more partisans (note that other techs allow a few partisans to
appear). Allocate with care; a civilization representing a state with no popular support should
likely not have this advance.
* Gunpowder sells all barracks, and increases their maintenance cost by one.
* The Industrialization advance changes city pictures to the industrial style.
* Give a civilization Invention, and they will not gain advances from goody boxes.
* Map Making allows you to exchange maps with computer players if they also have this
advance.
* Mobile Warfare sells all barracks, and increases their maintenance cost by one (this adds to
Gunpowder’s effect, not replaces it).
* Monotheism allows Cathedrals to make three people content*. (see note below)
* Mysticism improves the effectiveness of temples.
* The Nuclear Power tech allows ships to move one extra square.
* Both Navigation and Seafaring reduce the chances of triremes floundering.
* Philosophy grants a free advance to the first civ that discovers it.
* Radio allows settlers/engineers to construct airbases.
* Railroad allows settlers/engineers to build railroads. All city squares are upgraded to railroad.
* The Refrigeration advance instantly improves all city squares to farmland, and makes it
possible to double-irrigate land.
* Theology improves the effectiveness of Cathedrals.
* Trade makes it possible to discover what cities want what trade goods.
(2) NOTE - You may easily change Cathedrals and Temples so that they require different advances to
construct, but I know of no way to change the technology that makes them work! Temples are
useless until Ceremonial Burial and Cathedrals, until Monotheism (if Mysticism and Theology are
not developed first). Oddly enough, Coliseums seem to work with no advances at all.
vii) User Defined Advances
In addition to User Def Tech A, B, and C, plus those added in more recent versions of the game, one
may use the “plumbing” slot as an additional user defined advance.
c) Structures
The only alterations to structures the rules.txt file allows you to make are those to the name, cost,
maintenance, and prerequisite advance. Given the wide variety of effects structures have, this is quite
enough to customize your scenario significantly. By controlling who can build what structures, for what
price, paying what maintenance fee, you can fine-tune how expensive it is to:
* relocate your homeland (Palace).
* increase industrial production. Islands can be made great industrial powers with the help of
the Offshore Platforms structure, possibly renamed to “Imported Raw Materials”, or some
such name.
* improve the economy (apart from the obvious structures, fundamentalist states can also build
Temples, Cathedrals, and Coliseums to boost revenue)
* increase the rate of technological advance
* allow islands to support large cities (Harbors are extremely important in maritime scenarios,
and one may sometimes desire to make them more costly.)
* reduce pollution (if you haven’t simply eliminated it) and prevent global warming (Solar
Plants).
* keep your citizens content
* allow a city to grow larger than a certain size
* defend cities (City walls may sometimes profitably be made more expensive, should you
think a clever player would otherwise create an unconquerable empire. Be careful with SAM
batteries; they make most air units obsolete.)
* increase food production (Supermarket), and increase the local rate of growth (granary)
* churn out veteran units
* airmail units from one side of the globe to another (airport). Be warned: clever players of your
modern scenarios can get vast quantities of gold and science by airlifting freight units to
distant airports, then railroading them to large foreign cities.
* increase arrow production (Superhighways).
* protect against nuclear attacks (SDI Defense).
* control corruption/make cities less easy to bribe (Courthouse).
ii) Low-capacity Railroads
Since railroads allow any number of units to instantly travel to any square connected with them, I once
used two airports, each renamed “Railroad Terminus”, to simulate a low-capacity railroad (in the
scenario “Arabia Awakes”). Note that units transported this way can be stopped by fighter planes, so
(if you think it worth including the file), alter the “game.txt” messages to more appropriate statements.
iii) Harmful structures
Is a civilization getting too rich for your liking (especially troublesome with fundamentalist states)?
Give it a structure, with no other function in your scenario, that costs a ridiculous amount to maintain.
AI players can’t tell the difference, and human players can be warned/asked to respect a “house rule”.
Make certain the structure is impossible to build, or an AI player might just run its economy into the
ground.
iv) No known way to build unique structures
While units that can only be built by certain civilizations can be designed by setting the prerequisites
of the technology required for them to be built to “no”, this method does not work for structures,
Wonders, etc., as these items require an advance on the tech tree to be built.
d) Wonders
Some scenario designers have gone one step further and customized their wonders. While structures take
careful technology/prerequisite tweaking to yield benefits only to some civilizations, and offer the same
benefits to any city (no matter how valuable or worthless you think that city should be), wonders are
generally specific to a single civilization, and often to a single city. This can allow a small but industrious
civilization to effectively compete. The following refresher will likely spark a brainstorm or two:
* make a civilization more contented (JS Bach’s Cathedral, Michelangelo’s Chapel, The Oracle,
the Hanging Gardens, Cure for Cancer).
* make a civilization naturally grow faster than its competitors (the Pyramids).
* make a city a formidable trade producer, especially combined with high-tech structures
(Colossus)
* make a nearly unbeatable maritime power (the Lighthouse or, to a lesser extent, Magellan’s
Expedition) For example, if one nation’s fleets knew how to ride out storms and another’s
didn’t, the first would be given the Lighthouse and the fleets in question made subject to loss
at sea.
* make certain a civilization never falls too far behind in technology; useful for small empires
you want to keep advanced (Great Library).
* make a civilization a conqueror’s nightmare (Great Wall).
* simulate a warrior people (Sun Tzu’s War Academy).
* create the “Workshop of the World” (King Richard’s Crusade). Add this wonder to a Japanese
city, for example, and the tiny island group can have a industrial presence equal to what it is
in the real world.
* allow perfect knowledge of trade deals and wars among other civilizations, and maintain a
fairly good picture of how well one is doing in the world (Marco Polo’s Embassy, United
Nations)
* allow a nation to get away with murder (Great Wall, United Nations).
* allow far easier establishment of new cities for a human player playing a civilization
(Michelangelo’s Chapel).
* in every city that doesn’t need the normal effect, effectively permit a Democracy to field one
army (two, with Woman’s Suffrage), and a Republic, three, without unhappy citizens (JS
Bach’s Cathedral, because Wonder effects are applied after absent soldier effects) This allows
you to set up a civilization with a militarily powerful, representative government.
* greatly increase knowledge production in a city/make that city more vital to the possessor
civilization’s science advance rate (In my version, 2.4.2, Copernicus’s Observatory doubles
knowledge production and Isaac Newton’s College merely adds 50%. Is it the same for you?).
* make a city immune to disorder/allow it to field armies without happiness penalties under a
representative government (Shakespeare’s Theater) This is especially useful for planes and
missiles.
* simulate a civilization that always has the finest military hardware (Leonardo’s Workshop).
Playtest vigorously if you change the units section of the rules file.
* simulate a civilization with an extraordinary cash flow (Adam Smith’s Trading Co.). Note that
this wonder is most useful for large civilizations, so use it carefully.
* recreate a sudden jump in science by a single civilization (Darwin’s Voyage).
* allow a civilization entire governmental flexibility, if government switching is allowed
(Statue of Liberty).
* force a sudden improvement in world opinion of a nation, or simulate unusually good
diplomats (Eiffel Tower).
* make a representative government a far better conqueror (Woman’s Suffrage).
g) Civilizations
Many of the changes possible in this section of the rules.txt file can also be adjusted within the scenario
itself. Some, however, can not. The first section covers generic titles for the leaders of the seven
government types. This is followed by instructions, then the actual civilization list appears. We will take
each alterable feature in turn:
i) Leader names can be altered within the scenario, or they can be pre-set for random games as well here.
ii) Seven colors are assigned to civilizations; each game may only have one of each. Read section 2c to
use this feature to your advantage, and section 8b to alter the colors.
iii) The appearance of cities of a preindustrial civilization to other cultures follows. Read section 2e to
control the appearance of your own cities.
iv) The noun and adjectival forms of peoples’ names and their national characteristics are self-
explanatory. Resist the temptation to fit in a nation’s name somewhere here.
v) Last in each row are replacement titles for leaders of that civilization under certain governments. I
eventually figured out that, unless the noun form of a people’s name is different in the scenario than it
is in the Rules file, the generic titles will always be used.
h) Miscellaneous tweaks
Good scenarios makers take care of the details. Altering the default trade goods to commodities more
appropriate to your world helps convince your audience that they are playing a game worth keeping. The
same applies to changes in orders, difficulty levels, and attitudes. Limit your names to roughly the length of
the longest default one of that type.
The versions of the game shipped with the “Conflicts in Civilization” and “Fantasy Realms” CDs make a
number of changes to how certain text files are treated. Always include a copy of “pedia.txt” in your .zip file,
because newer versions of the game use it to update the online information about units, Wonders, etc.
a) City.txt/Cities.txt
Apart from rules.txt, the cities.txt file is the most frequently found text file included with uploaded
scenarios. Although safe and easy to modify, this file has a few quirks which are as well to cover:
i) The listing of civilizations is the same in Cities as it is in Rules. You change the city names for a
civilization by scrolling to that civ’s position, insuring that the noun form of the people’s name is the
same in this file as it is in the rules.txt (not the scenario itself), and renaming the cities (as mentioned at
the top of the file, count the number of characters you type carefully).
ii) Do not type certain characters, such as “&”. Do not delete civilizations completely.
iii) After you have done that, and once your scenario is complete, you should then build a new city for
each civilization and confirm that it is given the correct name. Odd how complicated that can be...
b) Labels.txt
Lables.txt must be manually replaced in the Civ2 directory for those using the Conflicts in Civilization CD.
Those using the Fantastic Worlds CD must remove them from the scenario directory before the scenario
will run. Make certain you warn your players about this.
Open up the “Labels” file and scan down it. Among the items I can see a use for changing are (from top to
bottom):
* “B.C” and “A.D”. See section 2d for more detail.
* “Attila”, the leader of the barbarians
* “River”. One might conceivably change this to “Lava Flow”.
* Various land improvements
* “Village”, “City”, and “Zoom to City”. At least one scenario I know of (Aliens versus
Predators) has changed these to “Colony” and “Zoom to Colony”, etc.
* “wise men” - why not “wise women”?
* names of commands
* “Tithes”. The Fascism Patch has altered this to “seizings”.
* Various diplomatic messages and states. Some may not be appropriate.
* Names for ship parts. No one I know of has explored the possibility of building something
other than a spaceship out of various parts...
* Words describing relative power and honor
* names of governments. I find it often helpful to alter these.
* “Top Five Cities” might be renamed “Top Five Colonies”
* “Ign. City Walls” and “x2 versus horse” are often not quite accurate
* and plenty more possible changes...
c) Game.txt
Game.txt must be manually replaced in the Civ2 directory for those using the Conflicts in Civilization CD.
Those using the Fantastic Worlds CD must remove them from the scenario directory before the scenario
will run. Make certain you warn your players about this.
This file controls most of the messages you will see throughout the game, from starvation notices to offers
of gold and knowledge for peace. If you make extensive changes to structures and advances, you might
consider issuing the “find and replace” command to replace all occurrences of a changed item. You can add
a lot of realism to your scenario with a bit of imagination.
d) Events.txt
Sounds neat, but since I lack the Conflicts in Civilization CD, I know nothing about it. It sounds as though
it’d be great for adding historical color and retaining game balance. I do, however, offer the following
information about bugs and methods directly adopted from Harlan Thompson and Aleksei Andrievski’s
document “Advanced Scenario Making Ideas”, or from further information by Harlan Thompson.
i) The length of the events.txt file is limited
After a given number of lines, the computer ignores all further instructions.
ii) Be careful when subtracting money
The computer thinks that $100 minus $150 equals roughly thirty thousand.
iii) The Command MoveUnit
Harlan Thompson knows of no example of this working.
iv) JustOnce and random turns don’t mix
You can make an event happen only once. You can make an event happen randomly. You cannot do
both with the same event.
v) TurnInterval
Appears to be buggy.
vi) Making Caravan Units
Not possible through events.txt
vii) A way to really mess up unit placement
If you place a unit at a location with one even and one odd coordinate (such as 41, 40), the unit will be
misplaced. It cannot be seen, it can enter any city regardless of defenders, and the map will go through
convulsions every time it moves. You have been warned.
viii) Ensuring that two civilizations remain forever at war
First, set the two civs you want to be at war, at war. Then prevent them from ever talking with this:
* @IF
negotiation
talker=bloods
talkertype=humanorcomputer
lister=crips
listertype=humanorcomputer
@THEN
@ENDIF
* And repeat with the two civs reversed (talker and listener)
* Do not forget the blank line between @THEN and @ENDIF
ix) Adding barbarian units
The events editor in Fantasy Worlds is not capable of adding barbarian units, but you can still create
them manually.
i) Playtesting
i) How long and how thoroughly you test your scenario depends on how proud you are of your work.
The more effort you put into making the design a reality, and the more unusual/interesting features
your scenario includes, the more time you should spend debugging. Search for the following common
problems:
* AI or human player expansion into areas you think should be off-limits, or excessive empire
development in a wargame.
* Rogue Wonders.
* Weird techs being developed
* Over-powerful units
* Any civilization with an economy, science base, industrial potential, or military strength that
is too weak or powerful to fit your design. This is common with civilizations of widely
varying sizes; tame the strong and enhance the weak, unless you plan for human players to try
and win with the weaker power.
* A simple, brutally effective tactic that wins the scenario easily
* Excessive slaughter of units on the first few turns, or excessive capture of cities early in the
scenario (or the opposite: a defense that exacts too high a toll in units and player fortitude).
* A game pace that seem to you too fast or slow
* the possibility of getting too much money through trade, selling infrastructure, conquest, or
tribute
* Always look for opportunities to add fantasy or historical color to your project. Expect to go
through several rounds of scenario neatening, playtesting, and further alterations. Always
keep your savefile (I call it a “template” file, because I can spawn off scenario files from it)
up-to-date.
8) Graphics
Graphics really help involve your players in your creation. If you can, do your best to alter those that need
changing, even if you cannot make them from scratch. Many, indeed most, people are not graphic artists; the
following information is designed to help you get the job done with a minimum of fuss (if not always with the
cleverest or most flexible methods). When playing with graphics, I use an mediocre program called Paintshop
Pro. I don’t like it, I wouldn’t dream of promoting it, but it does eventually give me the .GIF graphics I want.
One may download a shareware version, good for 30 days before registration, from any number of locations;
issue a search command for “Paintshop Pro” or “pspro30”. If you are not capable of making decent pictures
from scratch (I am not), don’t despair. You can accomplish an amazing amount with a large graphics library,
plus recoloring/cutting and pasting. Among the Photoshop features many find helpful, and would well repay
learning about in the online help, are “resize”, “color replacer”, and the “magic wand” selection tool with
various tolerances. When using other people’s graphics, I strongly urge not merely retaining any signature
present (most designers do this), but mentioning each and every source in your readme (so many neglect this
responsibility).
a) Units.gif
i) After the scenario file and Rules.txt, Units.gif is the most frequently altered file that actually changes
some aspect of the game. Open the standard file, and one will see 54 unit icons associated with a
position in the unit list (of which the first 51 appear in the unaltered game), followed by the barbarian
leader figure, some blank boxes, and two oddball unit pictures. Inside each light green-bordered box
are magenta and grey (sometimes also appears purplish) backgrounds, and a unit icon. Bring up the
palette, and you will discover that green, magenta, and grey(purple) are the last three colors shown;
CivII automatically makes them transparent when displaying units on screen. The unit itself is
positioned above the two lower edges of the magenta diamond in the center of the box; any parts of
your icons that drool below them will be chopped off.
ii) Be careful when editing the grey(purple) background, because Photoshop has a tendency to mistake it
for straight grey, which is not transparent. Use the Copy and Paste commands, or simply use magenta
for transparent areas (Photoshop never mistakes this color when using the standard palette). If you alter
cities, use the foreign minister to quickly see if you have made a mistake in this area.
It is strongly recommended that you always alter a copy of the units.gif file, rather than trying to make
your own graphics file from scratch. Avoids palette complications, for one thing.
iii) Cutting and pasting icons is straightforward - except for one problem. Many collections of units have
grainy purple backgrounds that were formed when one palette didn’t quite match another. You have to
manually replace any such areas with any of the last three palette colors, or get a odd-looking haze
around any affected units when playing the game.
iv) The blue dots in the green border lines above and to the left of each unit control the position of the top-
left corner of the ownership shield. Make certain that the shield does not extend below the lower edges
of the center magenta diamond. Confirm, as you play the scenario, that you can see enough of the
shield damage line and the ownership color to easily determine the status of both (some custom units
violate this rule, make certain yours don’t). Keep the shield far away (five pixels minimum) from each
edge to produce pretty unit movement and stacking displays. When selecting unit pictures for moving
or copying, never include the bottom or right green border lines in your selection - you will mess up
the shield positions of the unit’s new neighbors.
b) Cities.gif
Most of the rules outlined above also work here, with the single exception that each city box has two dots,
one orange, one blue, in both the top and the left borders. The blue dots control the location of the base of
the flagstaff, and the orange dots the top-left corner of the number box that indicates city size. When using
the variant modern city icons, try not to let too much of the population size indicator extend below the
magenta diamond; a cropped number box looks awfully tacky when playing a scenario.
At the bottom of this file appear ownership flags (barbarians, then each civilization color in turn), icons for
fortified units, fortresses, empty and occupied airbases, and two variant cities. You may alter the colors of
civilizations by adjusting flag colors. Change the fifth pixel from the top and the fourth pixel in from the
left on the top (large) flag to alter shield colors and the number box on cities, and the colored line above the
top flag to change the color of city names and their display on the “world” window.
c) Icons.gif
i) In Icons.gif are icons for:
* every structure and Wonder,
* civilization advance era and type
* pollution, riots, and explosions,
* industry, arrows, food, available or lost through waste/corruption/hunger
* science and global warming indicators
* what borders terrain diamonds have when “show map grid” is activated, and whether
* city radii are
* especially marked
* various backgrounds, arrows, etc.
ii) Editing any of these is not particularly difficult; just remember to keep them the right size.
d) Terrain1.gif, Terrain2.gif
i) Terrain1.gif, since it controls the appearance of all terrain except the foreground of mountains, hills,
and forests, and all resources, is often altered. The left side of the file is taken up by four columns of
icons, each controlling some aspect of every terrain; going from left to right, they depict one or two
variations of the terrain in their row, and the two possible resources associated with that terrain
(grassland has no special resources). Note that magenta becomes transparent. Some terrains’ (forest,
hills, and mountains) primary icons are located elsewhere; each of these has a background diamond
shown instead.
ii) You may alter how the appearance of terrain alters when it is irrigated, farmed, mined, polluted,
railroads, has goody boxes or roads on it, or has a resource shield (for grassland). Modern scenarios, in
particular, demand a rather different appearance for roads. All other icons are variants, included to
expand your options.
iii) Terrain2.gif controls the appearance of tile connections, rivers, forests, mountains, hills, river mouths,
and the “softening” of coastlines.
e) People.gif
Controls the appearance of city dwellers in ancient times, after one’s discovery of Invention and
Philosophy (requires both), after one’s discovery of Industrialization, and after one’s discovery of
Electronics. From left to right they represent joyous men and women, content men and women, unhappy
men and women, angry men and women, entertainers, tax collectors, and scientists.
9) Sound Effects
Do your best to edit the unit list in the rules.txt file so as to require the smallest possible number of new sounds
- they take a lot of time to download. All sound files are .wav 8 bit mono, at 22 Mhz.
a) Unit Sounds
A list of what sounds belong to each unit position and type follows (sounds have stars after them if they are
associated with certain positions in the unit listing) “
* Aircombt - Air units (not stealth) attacking other air units
* Biggun - Shore bombardment and naval battles, first part (played more than once
if the battle lasts a while) for all units other than Destroyers, Cruisers,
Aegis Cruisers, and Battleships
* Boatsink - a Trireme-type ship lost at sea
* Catapult* - Catapult
* Cavalry* -Cavalry, Dragoons
* Custom1, 2, and 3* - Unique sounds for extra units 1, 2, and 3
* Diesel* - Freight units
* Divcrash - A Fighter or Bomber shot down
* Divebomb - Fighter or bomber (not stealth) unit making a ground attack
* Elephant* - Elephant
* Engnsput - A fighter or bomber (not stealth) crashing through lack of fuel
* Fire---* - First part of sound for Cannon, Artillery, Howitzers
* Helishot – Helicopter
* Infantry* - Musketeers, Riflemen, Partisans, Alpine Troops, Paratroopers
* Jetbomb - Stealth Fighter or Stealth Bomber making a ground attack
* Jetcombt - Stealth Fighters attacking air units
* Jetcrash - Stealth Fighter or Stealth Bomber lost in combat
* Jetsputr - Stealth Fighter or Stealth Bomber crashing through lack of fuel
* Largexpl - Ship attacks, second part (if either side won easily, this sound plays
instead of the second repetition of Navbttle or Biggun) and end of
Armor, Cannon, Artillery, Howitzer sound effects
* Mchnguns* - Fanatics, Marines, Paratroopers, Mech Inf.
* Medexpl - Structure destroyed by diplomat or spy
* Medgun* - Second part of Cannon, Artillery, or Howitzer sound. First part of Armor
sound. Repeats to end of battle.
* Missile - Any non-nuclear missile
* Navbttle* - Shore bombardment and naval battles, first part (played more than once
if the battle lasts a while) for Destroyers, Cruisers, Aegis Cruisers, and
Battleships
* Nukexplo - Nuclear weapon strike
* Spysound - Most successful diplomat or spy actions
* Swordfgt* - Warriors, Phalanxes, Pikemen, Legions
* Swrdhors* - Horsemen, Chariots, Knights, Crusaders
* Torpedos - All naval submarine attacks (land or air units not effected).
ii) If a unit has its movement domain changed, the default sounds are:
* Swordfgt - for land units.
* Helishot - for air units with no fuel limits attacking land or sea units.
* Engnsput, Divcrash, Divebomb, Aircombt - for air units with fuel limits that replace the
Bomber or earlier in the unit list.
* Jetsputr, Jetcrash, Jetbomb, Jetcombt - for air units with fuel limits that replace the Stealth
Fighter or later in the unit list.
* Biggun - for naval units other than Destroyers, Cruisers, Aegis Cruisers, and Battleships.
*
10) Writing the Readme and Briefing
* The Readme
ii) Every scenario should come with documentation, if only to prevent a player new to scenarios
overwriting his original game files. If you write in a second language, take extra time to make certain
you are clear. Do not write in Word format - use RTF if you want pretty effects. Readmes should
contain the following information:
* installation instructions
* A brief description of the scenario theme and of the world the player is about to enter. You
may write a short, effective blurb, then provide one or even several paragraphs of background
information.
* A list and brief descriptions of changed units, structures, technologies, terrain types, science
advances, and parameters
* Information on strange or unusual situations that might arise and frustrate the player (events
intended to be surprises, obviously, need not be mentioned).
* Credits for pictures, sounds, ideas (if explained to you in, say, a readme or FAQ), and maps.
Cite your sources!
b) Effective add-ons include design notes and scoring instructions.
c) You may also include a listing of the contents of the .zip file, if sufficiently complex.
d) The Briefing
A text file with the same name as the scenario will be loaded with it. Clearly and concisely written, it may
whet your player’s appetite. Anything above a paragraph (or blurbs on individual civilizations) should go in
the readme. How to format this file so as to make it show up well on screen is not immediately obvious, so
a few notes might be useful:
i) To insert spaces: Add underscores “_”.
ii) To insert a return: Press return, followed by a carat “^”.
iii) To center a line: Add two carats “^^”
iv) To bullet all text lines that follow: Press two returns.
v) To add a unit picture
(1) Choose a scoring protagonist (using the “Edit Victory Conditions” submenu in the “Scenario
parameters” option).
(2) Select a unit of that civilization, make certain the unit itself is blinking, and save the scenario.
(3) That unit’s picture (without the shield) will appear in the briefing.
d) Citations
“Dagor Bragollach”, filename Dagor402 - The Battle of Sudden Flame - probably the most extensively
rewritten scenario ever uploaded, this game is state-of-the-art in several ways.
“Economy”, filename economy - a highly inventive take on the modern business world.
“Aliens and Predators”, filename avp20 - I know of no scenario/modpack that alters the CivII game quite
so much, nor any designer with a better understanding of text files.
“Heptarchy”, filename Heptrchy - A detailed but slow-paced scenario covering the conquest of Saxon
England by Egbert of Wessex
“Catalan Scenario”, filename Catars - an extremely effective depiction of the western Med in the 14th
Century
“Honor, Blood, and Steel”, filename hbs - Its map has the ugliest shorelines I have ever seen, but I owe
what I know about torpedo bombers to it.
“Gettysburg”, filename Gettysburg - this is about as good as it gets for Civ2 tactical warfare
“East Wind, Rain”, filename ewind120 - a superb scenario that truly sets an example
“20th Century”, filename 20thcent - an effective tour of our own century
“Viking Age”, filename vikings - lets you truely understand what “preserve us from the Norsemen” really
means.
“Imperial Pride”, filename ImpPride - Leon Marrick’s own scenario.
“Arabia Awakes”, filename Arabia - Another of Leon Marrick’s scenarios.