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Civilization 2 Editing FAQ
For Civilization 2, Civilization 2 Gold on PC
Written by Kenny "Kenshi" Tam
Contact: kennytam@foxhound.zzn.com
===============
Version History
===============
Version 1.0
January, 4, 2002
Everything.
Version 1.1
January 12, 2002
Added some info about other texts.
Version 1.2
January 25, 2002
Some Miscellaneous info.
=================
Table of Contents
=================
I. Introduction
II. Basics
III. Editing Rules.txt
IV. Editing Graphics
V. Making New Units
VI. Miscellany
VII. Notes and Credits
===============
I. Introduction
===============
Civilization II, as many gamers know, is the immensely popular and
addictive strategy game for the PC. Although it is ancient, by gaming
standards, it is still played often. One of the keys to its durability
is due to its scenario editor and ability to customize and modify the
interface of the game itself (to a certain degree)
==========
II. Basics
==========
Civilization II is governed by three types of files, two of which can be
edited; the .txt and .gif files. The text files are the universal laws
of the game; they are analogous to the laws of reality a la the Matrix.
The gif files contain image files for the game. As such you can literally
change how the game looks. Tired of seeing Caesar's portrait in the
diplomacy screen? Replace it with Briteny Spears. Don't like how the
cavalry unit looks? Replace it with a cow instead.
To edit the text files, you basically need a text editor, id est, WordPad.
To edit the graphics, you need a graphics editor, id est, Photoshop or
something similar that can edit .gif files.
======================
III. Editing Rules.txt
======================
This text file virtually dictates the entire game; what units, buildings
and wonders are present, how units behave, how much resources are worth
etc. As such it is recommended that you keep a back up of this file often.
The file is somewhat easy to comprehend. Here is a breakdown of it;
1. Cosmic Principles
2. Advances
3. City Improvements
4. Wonder Obsolesce
5. Unit Properties
6. Terrain Properties
7. Government Titles
8. Leaders and Properties
9. Trading Commodities
10. Unit Orders
11. Difficulty Labels
12. Attitude Labels
i. Cosmic Principles
*********************
This deals with various laws of physics within the game; the size needed
before an aqueduct, etc.
Points of Interest;
Tech Paradigm; changing this can alter the pace of scientific research.
The higher the number, the longer it takes. If you keep on reaching the
space race for example in 1300 A.D, you should change this. Make sure
that he other techs, not you, are reaching tech eras earlier than it should.
Max Paradrop Range: How far (unknown units...probably grid squares??)
units can para-drop. Setting it to 90 can cover the entire world.
Para-dropping nukes?
Fundamentalism Loses This % of Science; The default is 50%. Lower this
to 0% and fundamentalism has no real disadvantages.
ii. Civilization Advances
*************************
This deals with the entire Scientific Advances aspect of the game;
-What Advances are labeled
-How much the Advance is worth to the AI
where: 8 is highest value, 0 is worthless
-What Personality AI will pursue this
where:
Positive Integers denote Civilized leaders
Negative Integers denote Militaristic leaders
-What Prerequisites are needed before it is available
-What Era it should be in (Icon)
where:
0= Ancient
1= Renaissance
2= Industrial Revolution
3= Modern
-What type of advance is it
where:
0= Military
1= Economic
2= Social
3= Academic
4= Applied
-Its Rules Label
Here is an Example;
Flight, 4,-1, Mob,ToG, 2,4, ;Fli
For the Advance "Flight", it is given as a "4" for value, meaning it is
moderately valued to the AI. It is a medium priority for the AI to research
it, and in a bargain, it is neither too valuable nor useless.
It is likely that an aggressive or militaristic leader would pursue this,
where as a more pacific leader would opt for "Recycling" or "Automobile."
To research flight, you must have researched Mobile Warfare and Theory
of Gravity. The advance flight exists as an Applied advance from the
Industrial Revolution.
The advance is known as "Fli" within the rules file. As such all references
to "flight' will be called "Fli." This is important to remember when
changing the technology tree. For example;
Radio, 5,-1, Fli, E2, 3,4; Rad
To research radio, you will need flight (Fli) researched first, with
electronics.
Word of Warning
---------------
Certain Advances have pre-packaged trigger; researching them will cause
in game effects and changes in AI, regardless of how much you change them.
(Borrowed from civfantics.com; see full credits in endnotes)
Automobile; with Electronics, changes civilization into Modern age.
Ceremonial Burial; Required for Temples to function; must be prerequisite.
Combined Arms; Paratrooper pop up message.
Communism; Allows government and Partisan to appear; decrease coliseum
effect by 1.
Construction; Allows fortresses to be built.
Democracy; Allows government. Allows Courthouse to make extra citizen
content.
Electronics; Increases Coliseum effect by 1. With Automobile, changes
civilization into modern age.
Explosives; Ability for Engineer to transform terrain.
Fundamentalism; Allows government.
Fusion; Prevents nuclear meltdowns; increases ship movement by 25%.
Guerilla Warfare; increase number of partisan under communism. Allows
partisan to appear from captured city.
Gunpowder; Sells Barracks; Removes obsolete units from build menu.
Map Making; Allows map exchanges.
Mobile Warfare; Sells barracks.
Monarchy; Allows government.
Monotheism; Required for Cathedrals and Michelangelo Wonder to function.
Must be perquisite as well.
Mysticism; Increases Temple happiness by 1.
Nuclear Fusion; Allows Nuclear Weapons (with Manhattan Project.) Uranium
appears as trade commodity.
Nuclear Power; Ship movement increases by 1.
Philosophy; Allow free advance and Golden age pop up text.
Radio; Airport message; Allows airlift and Airfield tile improvement.
Railroad; Allows railroad to be built.
Refrigeration; Allows Farmland tile improvement.
The Republic; Allows government.
Theology; Increases Cathedral effectiveness by 1.
Trade; Allows trade.
iii. City Improvements
**********************
This section deals with City improvements that you build. Note that this
is not strictly limited to improvements; any non-unit items, such as
spaceship parts or wonders of the world, are listed here.
The format for this section;
-What the item is labeled as
-How many shields (x10) it costs to build
-Upkeep in gold per turn
-Prerequisite needed to make this Item appear in the menu.
Here is an example;
University, 16,3, Uni,
Keep in mind that the function of the improvements do not change; their
function is given in that order. As such, renaming the "university" as
"Airport" or "cinema" will still cause the icon, and function to remain
the same. The only thing that changes is how it appears.
Next it requires 16 (x10) shields to produce. Furthermore, it will cost
3 gold Per university per turn to maintain. Finally, to produce this
improvement, you would need the advance "University" researched.
Wonders of the world are identified as the same way, but generally cost
more to produce and require no upkeep.
Note you can add extra advanced by overwriting the given Custom Advances.
iv. Expiration Advancements for Wonders
***************************************
This is a simple section. It states what advances make the wonder
obsolete.
v. Unit Types
*************
This is one of the larger sections of the file; it deals with almost every
aspect regarding units. It is somewhat RPG-ish in statistics.
The layout of this section;
-Unit Label
-Advance which makes it Obsolete
-Movement Rate; how far it can move; 45 is the maximum I think
-Fuel; number of turns an aircraft can move before crashing. 0 for non-air.
Note that an air-unit that has 0 fuel can move near infinitely. It will
lose some HP however per turn.
-Domain of unit;
where;
0= Ground
1= Air
2= Sea
-Attack Power; Chance of hitting opponent; 99 always causes nuclear attack.
-Defensive Power; Chance of hitting when Defending (counterattack)
For Civilization 2, Civilization 2 Gold on PC
Written by Kenny "Kenshi" Tam
Contact: kennytam@foxhound.zzn.com
===============
Version History
===============
Version 1.0
January, 4, 2002
Everything.
Version 1.1
January 12, 2002
Added some info about other texts.
Version 1.2
January 25, 2002
Some Miscellaneous info.
=================
Table of Contents
=================
I. Introduction
II. Basics
III. Editing Rules.txt
IV. Editing Graphics
V. Making New Units
VI. Miscellany
VII. Notes and Credits
===============
I. Introduction
===============
Civilization II, as many gamers know, is the immensely popular and
addictive strategy game for the PC. Although it is ancient, by gaming
standards, it is still played often. One of the keys to its durability
is due to its scenario editor and ability to customize and modify the
interface of the game itself (to a certain degree)
==========
II. Basics
==========
Civilization II is governed by three types of files, two of which can be
edited; the .txt and .gif files. The text files are the universal laws
of the game; they are analogous to the laws of reality a la the Matrix.
The gif files contain image files for the game. As such you can literally
change how the game looks. Tired of seeing Caesar's portrait in the
diplomacy screen? Replace it with Briteny Spears. Don't like how the
cavalry unit looks? Replace it with a cow instead.
To edit the text files, you basically need a text editor, id est, WordPad.
To edit the graphics, you need a graphics editor, id est, Photoshop or
something similar that can edit .gif files.
======================
III. Editing Rules.txt
======================
This text file virtually dictates the entire game; what units, buildings
and wonders are present, how units behave, how much resources are worth
etc. As such it is recommended that you keep a back up of this file often.
The file is somewhat easy to comprehend. Here is a breakdown of it;
1. Cosmic Principles
2. Advances
3. City Improvements
4. Wonder Obsolesce
5. Unit Properties
6. Terrain Properties
7. Government Titles
8. Leaders and Properties
9. Trading Commodities
10. Unit Orders
11. Difficulty Labels
12. Attitude Labels
i. Cosmic Principles
*********************
This deals with various laws of physics within the game; the size needed
before an aqueduct, etc.
Points of Interest;
Tech Paradigm; changing this can alter the pace of scientific research.
The higher the number, the longer it takes. If you keep on reaching the
space race for example in 1300 A.D, you should change this. Make sure
that he other techs, not you, are reaching tech eras earlier than it should.
Max Paradrop Range: How far (unknown units...probably grid squares??)
units can para-drop. Setting it to 90 can cover the entire world.
Para-dropping nukes?
Fundamentalism Loses This % of Science; The default is 50%. Lower this
to 0% and fundamentalism has no real disadvantages.
ii. Civilization Advances
*************************
This deals with the entire Scientific Advances aspect of the game;
-What Advances are labeled
-How much the Advance is worth to the AI
where: 8 is highest value, 0 is worthless
-What Personality AI will pursue this
where:
Positive Integers denote Civilized leaders
Negative Integers denote Militaristic leaders
-What Prerequisites are needed before it is available
-What Era it should be in (Icon)
where:
0= Ancient
1= Renaissance
2= Industrial Revolution
3= Modern
-What type of advance is it
where:
0= Military
1= Economic
2= Social
3= Academic
4= Applied
-Its Rules Label
Here is an Example;
Flight, 4,-1, Mob,ToG, 2,4, ;Fli
For the Advance "Flight", it is given as a "4" for value, meaning it is
moderately valued to the AI. It is a medium priority for the AI to research
it, and in a bargain, it is neither too valuable nor useless.
It is likely that an aggressive or militaristic leader would pursue this,
where as a more pacific leader would opt for "Recycling" or "Automobile."
To research flight, you must have researched Mobile Warfare and Theory
of Gravity. The advance flight exists as an Applied advance from the
Industrial Revolution.
The advance is known as "Fli" within the rules file. As such all references
to "flight' will be called "Fli." This is important to remember when
changing the technology tree. For example;
Radio, 5,-1, Fli, E2, 3,4; Rad
To research radio, you will need flight (Fli) researched first, with
electronics.
Word of Warning
---------------
Certain Advances have pre-packaged trigger; researching them will cause
in game effects and changes in AI, regardless of how much you change them.
(Borrowed from civfantics.com; see full credits in endnotes)
Automobile; with Electronics, changes civilization into Modern age.
Ceremonial Burial; Required for Temples to function; must be prerequisite.
Combined Arms; Paratrooper pop up message.
Communism; Allows government and Partisan to appear; decrease coliseum
effect by 1.
Construction; Allows fortresses to be built.
Democracy; Allows government. Allows Courthouse to make extra citizen
content.
Electronics; Increases Coliseum effect by 1. With Automobile, changes
civilization into modern age.
Explosives; Ability for Engineer to transform terrain.
Fundamentalism; Allows government.
Fusion; Prevents nuclear meltdowns; increases ship movement by 25%.
Guerilla Warfare; increase number of partisan under communism. Allows
partisan to appear from captured city.
Gunpowder; Sells Barracks; Removes obsolete units from build menu.
Map Making; Allows map exchanges.
Mobile Warfare; Sells barracks.
Monarchy; Allows government.
Monotheism; Required for Cathedrals and Michelangelo Wonder to function.
Must be perquisite as well.
Mysticism; Increases Temple happiness by 1.
Nuclear Fusion; Allows Nuclear Weapons (with Manhattan Project.) Uranium
appears as trade commodity.
Nuclear Power; Ship movement increases by 1.
Philosophy; Allow free advance and Golden age pop up text.
Radio; Airport message; Allows airlift and Airfield tile improvement.
Railroad; Allows railroad to be built.
Refrigeration; Allows Farmland tile improvement.
The Republic; Allows government.
Theology; Increases Cathedral effectiveness by 1.
Trade; Allows trade.
iii. City Improvements
**********************
This section deals with City improvements that you build. Note that this
is not strictly limited to improvements; any non-unit items, such as
spaceship parts or wonders of the world, are listed here.
The format for this section;
-What the item is labeled as
-How many shields (x10) it costs to build
-Upkeep in gold per turn
-Prerequisite needed to make this Item appear in the menu.
Here is an example;
University, 16,3, Uni,
Keep in mind that the function of the improvements do not change; their
function is given in that order. As such, renaming the "university" as
"Airport" or "cinema" will still cause the icon, and function to remain
the same. The only thing that changes is how it appears.
Next it requires 16 (x10) shields to produce. Furthermore, it will cost
3 gold Per university per turn to maintain. Finally, to produce this
improvement, you would need the advance "University" researched.
Wonders of the world are identified as the same way, but generally cost
more to produce and require no upkeep.
Note you can add extra advanced by overwriting the given Custom Advances.
iv. Expiration Advancements for Wonders
***************************************
This is a simple section. It states what advances make the wonder
obsolete.
v. Unit Types
*************
This is one of the larger sections of the file; it deals with almost every
aspect regarding units. It is somewhat RPG-ish in statistics.
The layout of this section;
-Unit Label
-Advance which makes it Obsolete
-Movement Rate; how far it can move; 45 is the maximum I think
-Fuel; number of turns an aircraft can move before crashing. 0 for non-air.
Note that an air-unit that has 0 fuel can move near infinitely. It will
lose some HP however per turn.
-Domain of unit;
where;
0= Ground
1= Air
2= Sea
-Attack Power; Chance of hitting opponent; 99 always causes nuclear attack.
-Defensive Power; Chance of hitting when Defending (counterattack)
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