Advanced Scenario Design
Leon Marrick
(leon2m@sprintmail.com), assisted by Harlan Thompson
(harlant@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 Site", and practice with a design or two before delving too deeply into this document.
View this document in Write/WordPad (or any other RTF reader). Most of the text was written in Arial (Geneva works as a substitute on the Mac), and the margins are 7" (18 cm) apart.
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.
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
13. Distribution and Attribution
1. How to tell a bad scenario: The Seven Signs
Bad scenarios are two-a-penny; they seem to breed wherever not rigorously controlled. The following tip-offs seem like no-brainers, but how ubiquitous they are!
1. An unfunctional scenario.
The uploaded .zip file may be corrupt, or the Rules.txt file may
have fatal errors. After zipping your scenario for submission,
unzip it, install it exactly as your instructions say, and make
certain it works.
2. A garbled readme or scenario briefing. Nobody has any
excuse for not spell-checking his work, or for not making certain
his audience knows what the scenario is. Those writing documents
in a second language had better make QUITE certain they are
comprehensible.
3. A map mostly consisting of grassland. Clear evidence of
lazy cartography. Their efforts to plop down patches of woods,
hills, plains, etc. merely amuse. Make very certain your
geography makes the game either realistic (in historical
scenarios), faithful (fantasy scenarios based on another's work),
or amusing/fun/replayable (in your own imaginary realms).
4. By-guess-and-by-God terrain alterations. I have seen
mighty cities with wilderness hinterlands, cities with no water
supply or irrigation, irrigation on swamps, mining in grasslands,
city radii completely railroaded surrounded by utter wilderness,
... And so on. The terrain alterations each civilization is
granted in your scenario says a lot about the economy of that
culture. Properly used, you can recreate a living society for the
amusement of your audience.
5. Misspelled city names. Some people use an atlas in
their native tongue when naming cities. This is good, especially
in scenarios with protagonists speaking that language (There is a
Catalan scenario that benefits greatly from this.). Others, whose
own language may not be English, use English to attract a wider
audience. This, too, is good, although extreme care is required.
Some people can't seem to decide which language they are using.
This is pathetic. Check out an atlas, and get a dictionary.
6. No or inappropriate scenario limitations. I have
suffered through scenarios that claimed to depict the Cuban
Missile Crisis, only to get 10,000 Cubans on Alpha Centauri,
scenarios based on the Pacific War that ended up with Zulus
controlling Polynesia (when Tokyo fell, the empire split), and
scenarios covering the establishment of the Roman Empire fought
out with destroyers. Eliminate all ridiculous situations, except
those you plan.
7. Cities that riot, starve, sell off structures, etc. during
the first turn. Make certain your players start out with
working civilizations (unless you specifically warn them to
expect otherwise). Always design in Deity level (and change at
the last moment if desired).
2. A few handy tips and tricks
2a. To make computer
players actually make all the units you think you have allowed
them:
Unit obsolescence is not entirely controlled by the technology
that the rules files says makes the unit obsolete. This is a
source of problems for virtually all scenario designers, but the
following should make your task far easier. See section 7e for
how to confirm success in this area.
There are two ways that a unit
with a movement of one can become obsolete:
1) discovering the advance that appears in the rules.txt file
that makes it obsolete.
2) allowing the unit in the Musketeers position to be built. No
defensive air, sea, or land unit, with a defense less than that
of this unit, of any speed, can ever afterwards be built, by
either a human or a computer player of that civilization.
There are four ways that a unit
with a movement of two or more can become obsolete:
1) discovering the advance that appears in the rules.txt file
that makes it obsolete.
2) If a better unit, in that same unit usage category (attack,
defense, settle, etc.), that also moves at a speed of two or more
is available. Applies only to ground units. Applies only to
computer players. The computer player determines which units
meeting all of these conditions to build, from among those you
think it will, by looking only at attack and defense figures.
Nothing else matters. A few examples (note that "5a/1d"
means an attack of five and a defense of one) should make this
clear:
5a/1d and 4a/1d: Only the first is built. It does not matter how
much you want the AI to
build the second, or what extra capacities you grant either unit.
You may only get the
second to be built by setting either unit (or both) to air or
sea, making the units'
purposes different, or giving either unit (or both) a movement of
one.
2a/1d and 2a/2d: Only the second is built.
5a/1d, 4a/2d, 3a/3d: works the
same as 12a/1d, 3a/2d, and 1a/11d: all three are built,
as those units with lower attacks (it does not matter how much
lower) have better
defenses (it does not matter how much better).
6a/2d, 7a/2d, and 7a/1d: Only the
middle unit is built, because it has the defense of
the first without the poor attack, and the attack of the third
without the poor defense.
3) allowing the unit in the
Knights position to be built. No offensive air, sea, or land
unit, with an attack equal to or less than this unit, a defense
less than that of this unit, and a movement of two or more can
ever afterwards be built, by either a human or a computer player
of that civilization.
4) allowing the unit in the Musketeers position to be built. See
above.
As you see from the above, this problem really isn't difficult to understand or avoid. Just be careful with the Musketeers and Knights positions and create similar land units with care.
2b. To make it almost
impossible for a computer player to gain a specific technology,
and extremely difficult for a human takes 1 step in versions of
the game later than 2.4.2:
1) set both prerequisites of that advance to "no". The
tech cannot be traded or stolen.
In version 2.4.2 and earlier, it
takes 7 steps:
1) either set the tech paradigm so high it becomes unfeasible
(for all civs), or set the governments involved (for just a few)
to fundamentalisms and change the loss of science to 100% and the
maximum science rate to 0% (Section 5a).
2) This still leaves open stealing, so make certain no other
civilization has anything they can steal, forbid them to make
diplomats/spies, or ask the human player to respect a "house
rule".
3) But, if they take a city, and you have not forbidden tech
through conquest (in scenario parameters under the cheat menu),
they will take any tech they like.
4) But they can still trade advances, so make certain they have
nothing anyone else has any interest in (either no techs, or
techs with a AI-value of zero) If you have the version with
events, you can forbid them to talk with other civilizations.
Humans are trickier: sometimes self-policing is the only answer.
5) They can still beg or demand advances, but you can probably
fob useless techs with high AI-values off on them for the
duration of the game, as long as the important techs are made
undesirable (section 5b).
6) But they will happily learn new advances from goody boxes,
until they gain Invention. Eliminate these.
7) Another possibility remains open: gaining advances through
establishing trade routes. Either forbid them to make
caravans/freight, or clear their current research project
(effectively setting it to none).
The only way that remains open is a sudden advance through
getting a unit in gift from a human player. This cannot be
blocked, although self-regulation and adjusting attitudes works.
2c. How do I make certain
the civilizations I want to appear in my scenario actually do?
1) 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.
2) Then, make certain each civilization you want has a different
color (help on this appears just above the civ list). Assign
colors as desired.
3) 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.
4) 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.
2d. You can create your
own calendar, within certain limitations
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".
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". You can go back
to the very beginning of life, should you desire.
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.
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).
I want to see a scenario about Revolutionary France with Years of
the Republic and new-style months. That would be very cool.
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.
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
Caeser got knifed in March. We have to subtract 6 months to go
back to March, and therefore enter 65000 into the starting year.
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!
2e. You can make your
pre-industrial cities look correct
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:
The character after this colon will yield Classical-style
cities:
The character after this colon will yield Eastern-style
cities:
The character after this colon will yield Medieval-style
cities:
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.
2f. Certain sections of
the Cheat menu often confused: What they really do
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).
Edit King - Clear Patience
Makes that civ (if played by a computer player) open to diplomacy
for a while.
Scenario Parameters - Calendar options
See "Calendar Reform" for further discussion.
Scenario Parameters - Toggle Total War Flag
If total war is on, the Senate is silenced.
3. Conceptualizing your scenario
You have an idea. You want to make a scenario out of it. Think before you design.
3a. Military, Economic,
Scientific, or Diplomatic?
The only scenarios that should require nothing but military skill
are those depicting battles. If your design permits it, and the
scenario is of sufficient length, leave room for diplomacy,
nation-building, and scientific/cultural changes and advances. Do
this, and all sorts of players will avidly play your creation,
not just conquer-the-world types.
3b. Historical/derivative
or fantasy?
There are two types of scenarios, historical and fantasy, with
differing design requirements. People well-versed in history
recreate a past with scenarios that seem to make it come back to
life, and people with creativity do a splendid job of erecting
new worlds. In between these two categories are those scenarios
inspired by somebody else's creation, such as the Arthurian
legends, or Tolkein's works. This distinction determines those
areas of design your audience will grade your work on.
Historical scenarios must 1) show
an initial situation that is true to history and 2) constrain the
player in much the same way as the historical figures were. On
the other hand, historical veracity should never, never get in
the way of fun value or replayability. If strict fidelity is
demanded, don't bother designing under CivII - it was never
designed for such requirements.
Some of the most important questions you should have an answer to
when creating a historical scenario are:
What could the most powerful military unit of each culture be
expected to do?
How quickly did economies grow (if you are not recreating a
battle)?
What were political relations between the civilizations like?
How powerful was each civilization compared to the others?
What importance did naval power/air power have?
How difficult was it/would it have been to conquer a given town
or region?
How difficult was it to trade, communicate, or travel?
Scenarios recreating fantasy worlds dreamed up by another person should follow the same rules as for historical scenarios, except that it is more permissible to enhance the project with your own interpretations.
When coming up with your own world, you have complete freedom. Just make it fun to play more than once!
3c. Length
The most important feature of any scenario is length in turns,
because it determines the cardinal question any player of civ2
has to answer: Am I playing a wargame, or an empire building
game? A scenario designer is in a position to decide this
question for the player: There is no empire development during a
battle (see the scenario "Gettysburg"), and almost none
in a campaign. During a war (see the scenario "East Wind,
Rain"), a certain amount may take place, and the
re-enactment of a historical period (see the scenario
"Imperial Pride") should allow a fair bit, but not
enough to entirely alter the world. Should you wish to depict the
entire history of a civilization, development is central, and
warfare merely among the tools of diplomacy.
Among the ways you can adjust the civ2 game to meet the needs of
an expanded time frame is to:
-add more advances appropriate for that time period - this also
adds color to your scenario.
-make it more difficult to gain crucial advances.
-increase the number of food (and possibly shield) rows (see
section 5a).
-increase the cost of structures and (possibly) units.
-make it more difficult to modify terrain (see section 5e).
-make it more difficult to perform diplomatic actions, especially
those that involve advances.
It also should be mentioned that, the longer your scenario, the greater the chance for your audience to become bored. I have noted a fair difference between Europeans and Americans here - no guesses as to who likes what!
3d. Scale
Few scenario designers make their maps too small. Know that large
worlds:
-allow for more detail. This is why they are so popular.
-make for longer games.
-allow empires to change their size more, given sufficient time.
Everything dependent on empire size, including science, is
effected.
-make it more difficult, but more lucrative, to trade
-make exploration more time-consuming. and setting up embassies
without using Wonders more difficult.
-set a premium on units' strategic speed (how fast an unopposed
unit can cross terrain).
-make fuel limits more constraining. Increase them to restore a
realistic range.
-make it more difficult to retain conquered regions far from
support.
-make changes in power between empires take longer to effect,
including conquest. The larger your world, the better attacking
forces should do against defenders (otherwise you will have some
extremely bored players)
-make it more difficult for a human player to compete in size
with computer players, because the more cities one has, the
earlier citizens become unhappy in each one (see section 5a for a
fix).
-make it more difficult for computer players to compete
militarily with humans, because they have no conception of how to
project force at a distance.
-reduce the ability of any one unit to change the game, whether
altering terrain, attacking, or defending. You should make it
easier to alter terrain, unless you give players a lot of time.
-effectively reduce the quality of one's transport and
communications network, apart from railroads (those available at
the beginning of the scenario) and airports (which become vastly
more important). Try increasing the road movement rate.
-make corruption far more of a problem. This problem is only
soluble by changing governments, or allocating extra palaces.
Naturally, small worlds have the
opposite effect in each case.
4. Mapmaking
Every good scenario starts out with a solid map. One can either adopt/revise an already existing map (I collect them for this purpose), or live dangerously and start from scratch. We will take each possibility in turn.
4a. Modifying
off-the-shelf maps
If possible, go with a pre-existing map and save hours and hours
of tedium. Don't hesitate, however, to modify it. In the scenario
"Imperial Pride", an off-the-shelf map was tweaked
quite a bit to meet various requirements. Among the revisions you
should think about making are:
-rendering areas of the map owned by nations/peoples not
represented in the scenario as useless as possible, to avoid
unrealistic expansion. You may also (when it comes time to build
your scenario) make these areas undiscovered, or even impassable
(see section 5d).
-enhancing or reducing the development value of various areas, to
differentiate rich and poor regions of your world. Resource
squares should serve those areas you want to be powerful, and be
scarce in places you want to keep poor. "Imperial
Pride" found and used as many resources as possible to make
Europe and England strong. Adding swamps and forests to temperate
regions, deserts to arid regions, jungle and swamp to tropical
regions, and polar climates to arctic regions are quick,
realistic ways to retard development. Likewise, spread grassland
and plains (or hills, for industry) in the most favored zones.
-altering the coastline to allow or deny nautical transportation,
as appropriate.
4b. Making your own map
You may also make your own map; a task fraught with peril, as
many a sloppy effort demonstrates.
Reproducing a map (historical/alternate history scenarios
that need a new map)
If you reproduce another map, use the following methods to start
off right:
- with the map(s) you will draw upon in front of you, use your
hands to create an imaginary rectangle that just barely encloses
the geographical area you are interested in. Many budding
cartographers enclose too large an area in their map, then make
the map itself too large in a desperate attempt to retain detail.
Don't make this mistake.
- Establish the four corners of your map and tilt the map in
front of you until the rectangle you are interested in is
squarely in front of you (not tilted). This gives you a mental
idea of what a good job will look like.
-measure the width and the height of that rectangle. Example: 4
inches wide, 7 inches tall.
-to preserve the shape of your region in the map editor, multiply
the height by two. Ours is not to wonder why the map editor works
oddly, just to deal with the problem... Example: a 4 unit wide,
14 unit high map.
-convert to the size of map you want, larger or smaller depending
on your design (see the section on scale, just above). Open the
map editor and imput the numbers you decide on. Example: a 40 by
140 map would be about middle-sized.
-as soon as you enter the map editor, insure that your world is
flat or round. Do this later, and a scream of rage and
frustration will likely escape your lips!
-Set the resource seed to something other then one (1), unless
you want the resources to be randomly placed whenever you use
that map (seldom a good idea).
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. 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). 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! 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.
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.
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.
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.
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.
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.
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".
5a. The Cosmic Principles
The cosmic principles follow. We will take them in turn.
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.
5b. 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.
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).
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.
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".
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.
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.
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.
*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.
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.
5c. 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:
1) relocate your homeland (Palace).
2) 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.
3) improve the economy (apart from the obvious structures,
fundamentalist states can also build Temples, Cathedrals, and
Coliseums to boost revenue)
4) increase the rate of technological advance
5) allow islands to support large cities (Harbors are extremely
important in maritime scenarios, and one may sometimes desire to
make them more costly.)
6) reduce pollution (if you haven't simply eliminated it) and
prevent global warming (Solar Plants).
7) keep your citizens content
8) allow a city to grow larger than a certain size
9) 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.)
10) increase food production (Supermarket), and increase the
local rate of growth (granary)
11) churn out veteran units
12) 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.
13) increase arrow production (Superhighways).
14) protect against nuclear attacks (SDI Defense).
15) control corruption/make cities less easy to bribe
(Courthouse).
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.
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.
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.
5d. 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:
1) make a civilization more contented (JS Bach's Cathedral,
Michelangelo's Chapel, The Oracle, the Hanging Gardens, Cure for
Cancer).
2) make a civilization naturally grow faster than its competitors
(the Pyramids).
3) make a city a formidable trade producer, especially combined
with high-tech structures (Colossus)
4) 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.
5) make certain a civilization never falls too far behind in
technology; useful for small empires you want to keep advanced
(Great Library).
6) make a civilization a conqueror's nightmare (Great Wall).
7) simulate a warrior people (Sun Tzu's War Academy).
8) 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.
9) 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)
10) allow a nation to get away with murder (Great Wall, United
Nations).
11) allow far easier establishment of new cities for a human
player playing a civilization (Michelangelo's Chapel).
12) 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.
13) 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?).
14) 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.
15) 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.
16) 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.
17) recreate a sudden jump in science by a single civilization
(Darwin's Voyage).
18) allow a civilization entire governmental flexibility, if
government switching is allowed (Statue of Liberty).
19) force a sudden improvement in world opinion of a nation, or
simulate unusually good diplomats (Eiffel Tower).
20) make a representative government a far better conqueror
(Woman's Suffrage).
21) simulate the "Arsenal of Democracy" (Hoover Dam).
22) turn your scenario into a nuclear lobbing, planet warming,
all-polluting madhouse (the Manhattan Project).
23) make a democracy much more likely to keep fighting (without
using the "Total War" option) (United Nations).
24) cause the entire map to be revealed after the beginning of
the game, and (unless carefully controlled) make the primary
focus of the game the space race (Apollo Program).
25) make a civilization, especially a large one, gain advances
far more quickly (SETI Program).
This list has been memorized by 90% of civ2 players, so why did I write it down? Answer: Unless you remove them from play, by either destroying them or setting their prerequisite advance to one no civilization will gain (such as "no"), your players will have to deal with the effects of any and all Wonders pre-allocated or built. I have played many a sloppy scenario that allowed all Wonders to be built, and sometimes even provided bundles of cash for the purpose. Control Wonders carefully!
5e. Units
Most scenario designs require at least some alterations
in the Units section of the rules.txt file, and many totally
revamp it. Most designers seem to have made this area of their
scenarios work fairly well, although some tips might help.
Effects of a unit's position in the list
Each position in the unit list is (always) associated with a icon
and (in some cases) associated with a sound (see section 9a). A
few also have special, unalterable features, including:
-Engineers - the only unit
position capable of double-speed land improvement and
transformation.
-Musketeers - see section 2a. Use this position with caution.
-Fanatics - the one unit that can only be built by a
fundamentalist state. Use this position to
firmly fix a special unit to the fundamentalisms in your game.
-Knights - see section 2a. Use this position with caution.
-Spies - the only unit capable of spy-enhanced diplomatic
functions.
-Nuclear Msl. - changes diplomatic messages, may change computer
player behavior.
"OUR WORDS ARE BACKED WITH SMURFETTES!"
Number and type of units available
When designing units from scratch, try to give human players a
reason to build each unit; the best attackers, best defenders,
and fastest movers should either leave room for weaker units to
compete in certain situations, or be very expensive. It is seldom
necessary to give any civilization a choice of more than about
eight or ten units to build at any one time. Unless you are
careful, more than might confuse; players will pick favorites and
build them exclusively. Units do not always have to improve or
get cheaper as one advances tech. Consult the fascinating
scenario "economy" for tips here.
If you want a civilization operated by the computer to build
large numbers of a useful unit type, consider creating two or
more units of that type with identical icons and capacities.
Harlan Thompson does this to good effect in his scenario
"Viking Age".
Unit Speed
See to it that units move at speeds appropriate to the length of
the scenario and the scale of the map. Too fast, and the human
player will stage a blitz. Too slow, and he will get frustrated.
I am reminded here of a certain scenario covering the Saxon wars
in 9th Century Britain. The map was big, every city had city
walls, the roads were as bad as they were historically, and units
moved at a snail's pace. A superb design, but dead boring. Ships
(in particular) move quite rapidly in my scenarios to represent
the extraordinary flexibility of sea power.
Unit Cost
Any buildable unit that costs 190 shields or more can, in certain
situations, be bought for negative gold. Try to avoid giving your
players "money for nothing" this way.
Nuclear Units
Set the attack of the unit to 99.
Barbarian Nuclear units (plagues, famines, etc.) can also be
included in your scenario, but (for some odd reason) do not
function unless you set their usage catagory to "3".
Units that cannot move
Units that cannot move can serve as impassable terrain (with some
designs), or fixed defenses (difficult-to-conquer mountains,
etc). Note that any unit that cannot move can complete no action;
if it is unfortified at the beginning of the game, it will stay
that way. If not in a city, an AI player will immediately
unfortify these units (it tries to move them), so do not give
human players an advantage by fortifying them. If they start out
in a city, these units can travel on ships between ports.
Submarines
Adding the submarine capacity to an air, ground, or sea unit has
a number of effects - and opens up many possibilities.
Any submarine unit can be attacked by any unit that manages to
find it, regardless of other limitations, except in three
situations:
-units with an attack or movement of zero cannot attack, even in
this case
-ground units cannot attack units over water
-submarine units cannot attack units over land
If you give an air unit the submarine capacity, it can attack sea
and ground units over water, and no unit over land. If it has the
fighter ability it can attack air units only over water. This
makes it possible to make Torpedo Bombers that do a number on
Battleships, but cannot influence affairs on land. Computer
players do not use this unit at all well (they often end up stuck
near cities). If this unit is over land, it generates a ZOC,
making it easy to find with ground units.
Ground units with the submarine capacity cannot attack any
ground, air, or sea unit, even when it claims it has the fighter
ability, when operated by a human player. When operated by a
computer player, they can. Since they generate a ZOC, they are
also easy to find.
Naval submarines are more familiar. If you make all your ships
submarines, you can prevent shore bombardment. Just make a lot of
units able to see them and rename the "Navbttle" sound
to "Torpedos".
Helicopters
Civ2 thinks all air units without fuel limits are helicopters.
Regardless of unit position, these units may be attacked by
ground and sea forces, can capture cities, and lose strength each
turn when not in a city or airbase. If you want air units without
fuel limits, but do not desire them to have all of these
features, the best you can do is to set the number of turns they
can fly without refueling to 250 or so.
Units that cannot be built, including unique units (generals,
etc.)
Units that are only allocated at the beginning of the game and
cannot be built can be implemented, by setting their prerequisite
advances to one no civilization will get. There are two good ways
to do this.
-If you are prepared to sacrifice
a technology to keep the unit in the on-line help:
1) create a tech with prerequisites both of "no",
2) create another tech with prerequisites of "nil" and
the first tech's two/three letter identifier
All units requiring the second tech will appear in the on-line
help. They cannot ever be built, unless you allocate either tech
to any civilization while setting up the scenario.
-If you are prepared to sacrifice
convenient information on the unit to save a tech:
1) create a tech with prerequisites both of "no". Do
not give it to any civilization. Use it for all units you never
want to be built.
Do not set the advance that makes
these units obsolete to anything other than "nil",
unless you want the computer player to disband them when they
discover that tech.
Units that can only be built by - or forbidden to - certain
civilizations
In version 2.4.2 or earlier, because any advance can be traded or
stolen, including those not on the tech tree, you have to decide
what is more important to you. If you want to make certain a
civilization can build a special unit:
-Only give that civ the tech, and give that advance an AI-value
of zero. Although that civilization will always be able to build
the unit, other peoples will also, if they get the advance in
trade or diplomacy. See section 2b for more information.
If you want to ensure that, come what may, a certain civilization
cannnot ever build a special unit:
-Give it the tech that makes it obsolete, and give that advance
an AI-value of zero. If, however, civilizations that can build
this unit discover this advance, or get it through trade or
diplomacy, they will suddenly be unable to make more of these
units, and computer players will even start disbanding them. See
section 2b for more information.
If your players use versions of the game later than 2.4.2, your task is far easier. Use either of the two procedures for making unique units, except that you would assign the advance needed to build the unit as you build your scenario.
If you want a civilization to have
to research the advance needed to build a special unit, and you
do not set their research project to this advance when setting up
your scenario, then you would:
1) insert that technology into the tech tree as you would
normally
2) give all other civilizations an advance that makes that unit
obsolete.
3) After doing this, change both prerequisites of the second tech
to "no"s.
4) Set the AI-value of the second tech to zero, so players with
versions 2.4.2 or earlier are not too bothered by it.
Impassable terrain (available only in some game designs)
If your game has no units that can attack air units, you can
include impassable terrain:
1) create a unit similar to the following
(name), nil, 1, 0.,0, 0a,40d, 10h,10f, 5,0, 1, (impossible tech),
000000000000000
what this does is make an unbuildable air unit. Sadly, the
computer is so deranged that any unit that can attack air units
will attack any air unit, no matter how tough, blocking its way
to a city. I field tested this idea with stealth fighters, only
to see the AI make constant suicide runs.
2) change its icon to that of some terrain and make its shield as
inconspicuous as possible (see section 8a).
3) place them where you want impassable terrain
4) you may want to alter the message in the game.txt file that
appears when a unit is told it cannot attack air units
Invisible units
See section 8a for more detail.
x2 defense versus horse
Is actually +50% defense against all units with a movement of
two. Only seems to work using units with one strength point each
(like pikemen); when I tried using units with more, I found that
the attacker somehow manages to work around this ability as the
battle continues.
Amphibious units
Are good to include if your scenario includes single-square
islands with cities on them. The computer player uses both these
and paratroopers better than it does most unit types, so adding
them is AI-friendly.
Discussion of Barbarians
The only scenarios that will have no barbarians are those that
allow them only for villages, then delete all the goody boxes.
Otherwise, it is a good idea to know what barbarians appear when,
to avoid Storm Deities or Star Destroyers from wiping out your
infant civilization. The following information is adapted
directly from the document "Advanced Scenario Making
Ideas", by kind permission of Harlan Thompson:
Piratical Barbarians
Early Middle Late
Archers Crusaders/Knights Dragoons
Triremes Caravel Frigate
Frontier Barbarians
Early Middle Late Modern
Legion (villages only) Elephants (uprising only) Cannon Artillery
Horsemen (uprising only) Knights (villages only) Musketeers
Partisans
Fanatics
See section 7b for more information on barbarians.
5f. Altering Terrain
This section of the rules.txt file, coupled with graphics
alteration if necessary, allows you to make any ten land terrain
types you desire. There is only one kind of ocean; it is always
impassable to land units and navigable by ships. You may control
the defensive bonus of the terrain, the movement cost, and how
many wheat, shield, and arrow icons the terrain produces before
improvement, the difficulty and effect of land improvements,
mining, transformation, and the most primitive government under
which the computer player will perform any land alteration
command. You may not (as far as I know) change how long it takes
to build roads/railroads, whether roads adds arrows or not, and
how interested the AI players are in making roads/railroads.
Although ocean terrain may be altered to land, irrigating and
mining it never have an effect.
Several Possible Terrain Types - to demonstrate the
possibilities
A tactical-level depiction of Flanders, 1917 might do very well
to include shell craters. Since there are no deserts in Flanders,
we would change the desert terrain to:
Shell Crater, 3,1, 0,0,0, no, 0, 0, 0, no, 0, 0, 0, no, ; Drt
We now have a terrain useless for development, that cannot be
improved, difficult to move through (cost: 3), and dangerous for
defenders (1 => defensive strength is halved).
Head east to Russia, and Germans in April, 1942 would have to
contend with mud. Since mud ruins roads, use a terrain that takes
a long time to put a road over (Mountains or Glaciers would do
nicely), and change it to the following (assuming we use
Glaciers).
Mud, 2,2, 2,0,0, yes, 1, 5, 1, no, 0, 0, 0, no, ; Gla
This terrain is similar to grasslands without shields, but is a
bit more difficult to wade through.
Allowing players of your scenarios to change coastlines
You have an idea: "What if I made a Dutch scenario that
included reclaiming land from the sea?" or "What if I
wanted to recreate the North Sea oil bonanza of the 1970s?"
You can do this (although AI players will not take advantage of
these opportunities) by:
1)making it possible to change oceans to another terrain by some
command (mining, irrigation, or transformation)
2)In the scenario itself, putting a settler/engineer on a
transport, and issuing the appropriate order every turn until the
job is done. You can also make your engineers fly, or swim.
This method can also be made an effective way to simulate the
release of pent-up forces, without using events. Although
computer players will not initiate any changes to ocean terrain,
they will continue actions that you start, if you make it
reasonable for them to do so. So, twenty turns into a hard-fought
war, an island full of reinforcements could suddenly develop a
bridge...
This is followed by twenty land
resources, two for each terrain type, and two ocean resources.
You may tweak the defensive bonus of the terrain, the movement
cost, and how many wheat, shield, and arrow icons the terrain
produces before improvement individually. You may not (as far as
I know) give Grasslands special resources.
Exact control of resource placement
Are you frustrated by the placement of resources on your map? One
way to place resources as close together or as far apart as you
like is to:
1) remove all the resources of the terrain(s) you want to alter,
by renaming it and reducing its bonuses to that of the standard
terrain, and changing graphics accordingly.
2) Give each of the resources you deleted their own terrain type.
Clearly, there are early limits on how many resources you can
afford to treat this way...
Creating unique resources
How would you simulate the towers of Barad-dur (Tolkien's work),
the Al-Gawar field (among the biggest oil fields ever found on
Earth), the Mountain of Silver (the fabulous Peruvian silver
source that fed Spanish coffers for centuries), or the Cornucopia
(the legendary, ever-abundant goat's horn)?
Rename a resource, alter its attributes as desired, place only
one in the world, change its icon to something suitable, and make
certain no settler/engineer can irrigate, mine, or transform any
terrain into it. If appropriate, place a city taking advantage of
the resource, or let explorers find it. How's that for an
exciting exploration scenario?
Naturally all this terrain hacking
will only confuse players if you don't alert them by changing the
terrain icons.
Avoiding a Civ2 bug
If you want to forbid the transformation of terrain, do not set
the terrain type that that terrain is altered to to
"no". Have the terrain change into itself instead. See
section 7b, "Adding rivers after you start designing your
scenario" for why.
5g. 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:
Leader names can be altered within the scenario, or they can be
pre-set for random games as well here.
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.
The appearance of cities of a preindustrial civilization to other
cultures follows. Read section 2e to control the appearance of
your own cities.
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.
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.
5h. 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.
6. Other useful text files
Although the most important, the
rules.txt file is not the only useful text file for scenario
makers. Others include "Labels.txt",
"Game.txt", and "Events.txt". Some scenarios
use other files; one could even change the menu text to be more
consistent with one's design.
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.
6a. 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:
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). Do not type certain characters, such as
"&". Do not delete civilizations completely.
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...
6b. Labels.txt
NOTE: Lables.txt and 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.
Open up the "Labels" file and scan down it. Among the
items I can see a use for changing are (from top to bottom):
1) "B.C" and "A.D". See section 2d for more
detail.
2) "Attila", the leader of the barbarians
3) "River". One might conceivably change this to
"Lava Flow".
4) Various land improvements
5) "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.
6) "wise men" - why not "wise women"?
7) names of commands
8) "Tithes". The Fascism Patch has altered this to
"seizings".
9) Various diplomatic messages and states. Some may not be
appropriate.
10) Names for ship parts. No one I know of has explored the
possibility of building something other than a spaceship out of
various parts...
11) Words describing relative power and honor
12) names of governments. I find it often helpful to alter these.
13) "Top Five Cities" might be renamed "Top Five
Colonies"
14) "Ign. City Walls" and "x2 versus horse"
are often not quite accurate
and plenty more possible changes...
6c. Game.txt
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.
6d. 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.
The length of the events.txt file is limited
After a given number of lines, the computer ignores all further
instructions.
Be careful when subtracting money
The computer thinks that $100 minus $150 equals roughly thirty
thousand.
The Command MoveUnit
Harlan Thompson knows of no example of this working.
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.
TurnInterval
Appears to be buggy.
Making Caravan Units
Not possible through events.txt
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.
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
Adding barbarian units
The events editor in Fantasy Worlds is not capable of adding
barbarian units, but you can still create them manually.
7. Creating your scenario
7a. Establishing basic
rules and limitations
You have come up with a neat idea, made your map, and edited
various text files. Now it's time to actually create the scenario
itself. As you open the Civ2 program, and run through the various
screens to customize your game, be aware that some of the
decisions you make now cannot ever be undone, save by starting
over with a blank slate. In general, choose the "Deity"
level to build your scenario in - doing so makes you far more
likely to make a functional civilization at any level of
difficulty. As mentioned in section 2c, always choose seven
starting civilizations to retain absolute control over which ones
are included in the scenario. Barbarian activity should be
non-existent for a Gettysburg scenario, but commonplace in a
post-nuclear war scenario. Always customize your rules; these
cannot be changed later, so choose wisely! In virtually all
scenarios you will want to select the other civilizations, and
often you would not allow spaceships to be built. If you wish to
avoid civil wars (empires spitting up into factions), you would
make certain that eliminated players cannot be resurrected.
Scenarios using flat worlds are far more common than those with
round ones. When the next screen pops up, in order to avoid the
computer player building cities you do not want them to, always
choose a civilization at the top of one of the three listings of
civilizations - Romans, Russians, and Celts with the standard
rules. This means you get to take your turn before any of the
computer players can build cities in awkward locations.
Let's reveal the entire map and get busy!
7b. Setting up
civilizations and barbarians
Basic tips
Your scenario will require your players either to become
generals, nation-builders, or both. This fundamental division
decides whether you should focus on relative military or economic
power. The best scenarios allow the player to choose several
carefully thought-out civilizations, each requiring different
skills to win with. If one is found too easy, another will then
challenge and amuse.
As you make your scenario, you will often change the human
player. Make certain the "Always wait at end of turn"
option under the Game menu item "Game Options" is
checked. Save constantly, always under a new name (I created 31
savefiles making "Imperial Pride".). It is amazing how
much time one press of the Return key can waste...
If your scenario is lengthy, use the "Demographics" and
"Tax Rate" screens extensively to make each
civilization as powerful, progressive, populous, and prosperous
as your design calls for.
Control real estate
The more opportunity your scenario allows for empire development,
the more important it is to control uninhabited/undefended areas.
If you give your players more than about a hundred game turns
before the scenario ends, and permit them to make
settlers/engineers, account for every square inch of real estate.
Goody boxes
Be careful with goody boxes. They can very quickly become the
driving force in a scenario.
Exploration
If you do not reveal the world at the beginning of the scenario,
you are faced with the lengthy task of establishing what areas
each civilization has explored. If you must reveal large areas,
create a temporary rules file with a unit similar to Helicopters,
but with an enormous speed. To keep your civilization's casualty
list accurate, prevent units from crashing during this process.
Ensure that all cities, including barbarian ones, can see enough
of their hinterland to feed themselves.
Setting up governments
Two schools of thought governing what governments should be
assigned to civilizations compete for your consideration. The
first requires you to give them whatever governmental type they
had in reality. The other requires that you assign the civ2
government that corresponds most closely to your reading of that
nation's economic, diplomatic, and military capacities. I
recommend adopting the latter. If you do so, however, alter the
"labels.txt" file (see section 6b), and the rules.txt
file (see section 5f) to ensure accurate government names and
leader titles.
Making certain that new Wonders can be built
Insure that Wonders are not counted as objectives.
A way to make sure that a specific city cannot produce
Partisans when taken
Have it change hands as you build the scenario, since a city does
not produce partisans when conquered a second time by a given
civilization.
Adding rivers after you start designing your scenario
It has long been thought that rivers could only be created in the
map editor. Now, thanks to LeMay and Harlan Thompson, this is
revealed not to be the case. To create rivers:
1) Open up the rules.txt file and change the base time for
engineers to transform terrain in the cosmic principles section
to zero (0). Also in the rules.txt file, temporarily change the
terrain that all the terrains you plan to alter are transformed
into to "no". After you have finished making rivers,
change them back.
2) Create three (or more on other terrain types. For example,
mountains take eight) engineers on each of the squares you want
rivers to appear. Lastly, create any unit of that civilization
off to one side (see next step for why).
3) Select the unit off to one side, and give it any order. This
"initializes" the method, and tells the program that
all future sets of engineers will be making funky terrain.
Without using the mouse, issue the "o" (transform)
command to engineers on the squares you want rivers to appear on
as they start blinking in turn. As the third engineer on a
desert, plains, or grassland square (or more on any other
terrain) receives the transform command, the terrain will turn
into a odd river/coal/desert combination.
4) To restore the proper terrain type, simply use the cheat menu
to alter terrain. All the funny-looking graphics will disappear,
but the river will remain.
*NOTE
For a happy moment, I thought that this method could be exploited
to create resource squares in any location I wanted. Sadly, my
hopes were dashed (by various limitations and mismatched or
missing graphics).
Barbarians
Because barbarian cities and units are a superb way to simulate
minor powers and limit the undefended territory in your game, a
few notes about them are in order. All this information is
provided by Harlan Thompson.
If you're not careful, barbarians and their cities can be cheaply
bribed. You have three ways to make them more resistant: Build
Courthouses, Palaces (set these structures' prerequisites to
"nil", then cheat-build them) to up the cost of bribing
a city. Add money to the barbarian treasury (build and sell off
structures) to make all cities and units more costly to bribe.
Because barbarians throw their money around, use the events
available with more recent versions of the game to top off their
funds every so often. You can also raise the shield cost of
barbarian-only units.
Barbarian cities can only make the unit that conquered them. If
the barbarians own enough cities in your scenario, they will stop
producing units to raid their neighbors. If this is a problem in
your scenario, use the events.txt file (if your version has it)
to make them appear every so often.
Barbarian units obey simple rules. Barbarian settlers found no
cities and eventually disappear. Other land units wander around,
searching for units to kill and cities to sack, whether wounded
or not. If it finds a fortification, it will occupy it
indefinately and, if it is an attack unit, charging at all units
that end their turn next to it. Sea units will never attack other
ships unless they are carrying troops, or perform shore
bombardment unless they have no other way to land their cargo.
Air units, for reasons unknown, act like land units (don't cross
water, stay in forts).
See section 5d for a table of what barbarians appear when.
7c. Creating, furnishing,
destroying, and transferring cities.
Cities are the center of all scenarios other than those depicting
a single battle. They are easy to create, and almost as trivial
to destroy or hand over to another civ.
Creating Cities
Those unsure how to create cities are referred to a beginner's
guide.
Furnishing Cities
Cities (even barbarian or primitive ones) can be quickly
furnished with structures by using the "copy other city's
improvements" under the "edit city" option and
selecting a city you have previously set up. You may manually add
improvements the civilization cannot construct normally by either
setting the tech to build of the improvement to "nil",
or temporarily giving the civilization the tech.
You may give a civilization as many palaces at the beginning of
the game as you like; this permits you to fine-tune corruption
and waste, especially in far-flung empires.
In short scenarios, be very careful what improvements you give an
empire that might be controlled by a human player; anything not
both urgent and vital will be sold for cash. It is particularly
inappropriate to give cities every possible structure.
Be stingy with airports on large maps, miserly with
pollutant-reducing structures in scenarios that forbid pollution,
tight with temples and the like to Fundamentalisms, and chintzy
with Police Stations in cities controlled by non-representative
governments.
Make certain you account for each and every Wonder. Either
destroy it, allocate it (with or without making it obsolete),
forbid its ever being made, or playtest games to see who reaps
advantages from in practice. Try setting the prerequisite advance
of Wonders you want to exclude to "no", rather than
irreversibly destroying them.
Destroying Cities
A city may be destroyed by 1) reducing its size to one, 2)
putting a weak defender in it (you can even get very clever and
use a barbarian, to avoid cluttering up the casualty list), 3)
switching the human-controlled civilization, 4) creating a attack
unit of the second civilization and, 5) attacking the city. This
is really helpful if you want to change the terrain under a city.
Transferring cities
Transferring a city to another civilization merely involves
moving a unit of that civilization into the empty city. Make
certain the city size is not zero or negative.
Creating barbarian cities, however, requires you to take at least
two game turns to design your scenario (which means shields
accumulate, civilizations interact unpredictably, etc.). Create
the city and leave it empty. Create a barbarian unit of the type
you want the city to produce next to it. When you are certain you
are ready to end the game turn, do so and watch the city get
conquered. Try not to have too many barbarians running around -
it gets tedious.
Special notes on port cities
You can create a coastal city unable to make ships or sea
improvements. You can create inland cities that think they are
ports. How? The only time the game can realize a city is a port
or not is when that city is created.
Special notes on cities of size zero
Unless you own it, or the entire map is revealed, cities of size
zero are invisible. Units in such cities still generate a ZOC.
Moving one of your units into such a town will generate an error
message, but clicking "ignore" will allow the game to
continue.
7d. Creating the human
landscape
This is an area often skimped on, yet it is of cardinal
importance in every scenario.
In scenarios depicting a battle,
campaign, or war, railroad links between cities should be thought
about carefully. When you connect point A and B by rail, you
essentially reduce the distance between them to zero. It's the
equivalent of setting up a transporter room in each burg
("Beam me up, Scotty!"). Use roads, put units in
fortresses, make barriers: in short, do something to prevent a
skilled human player from romping all over his computer
opponents. Same story with city hinterlands: Railroads make it
easy to suppress partisans.
Apart from railroads, most scenarios would do well to add more
alterations to terrain, simply in order to let the player know
how prosperous, industrious, and advanced a civilization he
commands. A cluster of cities surrounded by intricately worked
homesteads sends a powerful message: so does a desolate,
wilderness landscape. If the cities of a single nation are widely
separated, you may have made your map too big.
The cost of changing the landscape should be carefully
considered; you may raise it by increasing the cost of
settlers/engineers and the amount of food they consume, and
upping the time required to irrigate, mine, and transform.
7e. Mobilizing forces
Number of Units
How many units you gave each civilization at the beginning of the
game, and where they are located, can make a great difference to
the pleasure your audience derives from playing your work.
Playtesting is crucial here, since you may sometimes want to
recreate Pearl Harbor - or create an initial balance of power.
Since you can control the order in which nations move (see
"Tidying your Scenario", below), there is no excuse for
unplanned massacres on the first turn.
Be wary of creating too many units, for two reasons: Firstly, a
skilled human player, given a critical mass of offensive units,
can conquer any opposition. Secondly, excessive initial units
leads to bloody stalemates between AI powers which, given that
the computer is blissfully innocent of any offensive tactic other
than "kill everything between me and my target city",
does not make for exciting scenarios.
Fine-tuning Offensive Capacity
You may fine-tune the ability of an army to take the offensive in
the first turn of the game by moving units off roads/rails,
placing them far away from the action so they appear as
reinforcements, and hitting the space bar to end that unit's turn
(cannot move or attack first turn). If going first would
otherwise be too great an advantage (no genuine
tactical/operational surprise is intended), this last method
makes for a far smoother, more realistic opening to a war. For
example, if the Japanese go first at Pearl Harbor, most/all of
their units should move. If the Americans get to go first (they
have ten minutes to brace for disaster), very few of their units
should move (a destroyer or two to kill the midget subs, perhaps,
but no planes).
Pre-Set Go To Locations
You might often find it helpful to give units pre-set locations
towards which they are to travel. I am, however, not certain that
this is an effective way to get the AI to attack a certain city.
Confirming that computer players will build the units you want
them to
In the Hints and Tips section, we covered how to make computer
players actually make the units that you have given them the tech
to. You find errors and confirm that you have solved this problem
by:
1) revealing the entire map (command found on the main cheat
menu)
2) ensuring that the human player is currently operating another
civilization than the one you wish to inspect
3) opening up a city window for that civilization, and confirming
that the computer recognizes all the build options you think it
should.
Unit Cost
And a last note: I know from bitter experience (correcting the
first version of "Imperial Pride", playing bunches and
bunches of other scenarios) that the most powerful/versatile
units at sea, on land, and in the air are seldom made
sufficiently expensive. Don't make this easy mistake!
7f. Science, Economics,
and Industry
Technology
This is among the most time-consuming areas of scenario design to
get right. It is as well to think clearly from the beginning.
You can start off right.
With proper editing of the rules.txt file, you have all the tools
you need to create civilizations with the exact mix of
technologies you desire. When assigning advances to
civilizations, avoid giving cultures you wish to keep relatively
primitive technologies that advanced nations don't have. A human
player can quickly defeat the scenario design this way. If you
want to give primitive civilizations units advanced ones cannot
build, set these units' advance-to-build to one all parties have,
and the advance that makes them obsolete to one only some
civilizations have. You may also give civilizations advances not
on the tech tree, force them to develop a delaying tech, or set
their research project to one they ordinarily would not be able
to do.
Good luck staying that way...
(only applies to those with version 2.4.2 or earlier)
However, you do not have any cost-free ways to keep civilizations
from getting advances you do not want them to have. Any
technology may be traded, stolen, or demanded, including those
not on the tech tree. A list of suggestions to ameliorate the
problems this game limitation may cause - and their costs -
follows:
-forbid civilizations to speak with each other using events. The
costs of this are obvious, and both you and your players must
have the Conflicts in Civilization CD, no sure bet.
-adjust diplomatic attitudes and lower reputations.
-Set the AI-value of advances to want to keep special to zero
(see section 5b). Use this method extensively.
-Grant a bunch of useless "filler" technologies to
advanced civilizations. If you set their AI-values relatively
high, computer players will trade or demand them first. Also,
they make it less likely that a computer player will steal an
important tech (but not impossible!).
-Adjust the tech tree and unit/structure prerequisites to reduce
the damage done by any one tech changing hands, or lump all the
differences in civilizations together in a few vital techs and
concentrate on guarding them.
-make diplomatic units more expensive, or even forbid them. This
makes your scenario less well-rounded (not a problem with all
designs).
-You do not need to have only one technology tree. Try making a
separate one for each basic style of civilization. Give each
culture their own base tech, then set the prerequisites of that
advance to "no"s, set its AI-value to zero, and make
every further advance for that cultural type require this base
advance. This is a superb way to limit damage done by trading or
(unless you get very unlucky) stealing. See the scenario
"Aliens and Predators" for effective usage of a similar
method.
-Ask players to respect "house rules". Does not control
computer players. Use sparingly; although they are very
effective, players might not follow them - or even take the time
to read them. You could try altering the file
"game.txt" to provide on-screen warnings, but some
think this a little too nannyish.
Money and Trade links
The majority of scenario designers shaft their hapless players
with nearly unfunctional economies (some that could not even pay
the bills, no matter how high one set taxes), then lurch over to
the opposite extreme and give them a ridiculous sum of money to
start out with. Given enough time, a human player in a modern
scenario can totally transform his economy by massive investments
in trade links.
By taking fifteen or twenty minutes to set up a trade network,
you can:
1) Improve historical veracity, or make a fantasy world more
full-fledged
2) Give your players an economy that works, right out of the box,
and
3) If you calculate science advances and the cost of items based
on this improved economy, make it less trivial for a human player
to jump-start his empire.
Never neglect food caravans. For
example, a scenario depicting the Atlantic in 1500 might have a
city, representing the rich fishing off Newfoundland, supplying
both Portugal and England with food. But there are downsides; not
only do food caravans take food away from donor cities, they also
use up valuable trade routes (I personally find this rather
frustrating). The only positive feature of food and trade routes
using the same slots is that you can deliberately crowd out new
trade routes for provincial-minded peoples.
Sometimes, though, you just want to add food to a city's larder
without setting up a food route (maybe you want it to grow
rapidly). This can be done:
1) Set up a temporary city of any civilization and set the human
player to that civ.
2) Make trade units next to cities to want to have full larders,
set their home city to your temporary city and their load to
food, and move them into the burg.
3) To remove all the trade routes you set up, destroy the
temporary city.
Industry
When designing a scenario of any length, careful attention both
to the initial shield production - and the potential for growth -
of each civilization will yield a balanced scenario that
effectively accomplishes your original plan.
There are many ways to improve the relative industrial production
of a small, concentrated civilization, including carefully placed
resources, unique structures, certain Wonders, and a more highly
developed hinterland.
Many scenario designers prohibit pollution, especially in
tactical-level scenarios. This is not appropriate for most
lengthy games, because it tames even a skilled human player,
putting the computer players back in competition.
Note also that wealth is vital for both human and AI players'
industry. Humans perform rush jobs by buying units or structures,
AI players add extra shields every turn if (among other factors)
they have money to spend.
7g. International
relations
If it is one area in which the computer players truly have minds
of their own, it is in international relations. For a short game
depicting a battle or invasion, it is generally appropriate to
set the parties' treaty relations to "War" and
"Vendetta" (which makes a player think the other has
mounted a sneak attack). As time passes, though, only scripting
events will keep them fighting. Hard as it is to get them to
fight the foe intended, it is quite impossible (again, without
events) to keep the computer players at peace with each other. I
have frequently seen an alliance broken on the first turn, and a
shooting war break out by the second. Even attitudes can change
very quickly. Do your best; I have no silver bullets to offer
(except possibly those available through events.txt).
Adjust reputations like the important things they are. The lower
a civilization's reputation, the more difficult it is for a human
player to accomplish any diplomatic goal. Throw realism out the
window here, because this area is too important to gameplay to
compromise. A reputation of zero is "spotless" and one
of seven is "Atrocious".
Human player access to diplomats - and especially spies - must be
considered, since they can guide forces around enemy ZOCs,
investigate cities, steal tech, ruin city walls, and (the most
devastating move of all) capture cities and every unit in it
intact. Pre-allocate, price, and place these units with caution.
7h. Polishing your
scenario
When you are ready to playtest your scenario, take the following
steps to polish your scenario, and avoid defeating your design:
1) Make certain that all the players have the treaties and
attitudes towards each other that they should. If you have made
them engage in combat of any kind, or even allowed them to meet,
your original settings may have changed (use the diplomatic
advisor).
2) Set the funds on hand to a reasonable quantity. Amazing how
easy it is to forget this.
3) Make certain that the rate of taxation covers the budget for
all civilizations. Raise or lower as needed.
4) See to it that no cities are undergoing riots (use F4). Check
cities only when human-controlled - the computer player has very
different rules governing unhappiness.
5) Set the accumulated lightbulbs to zero, or another appropriate
number (if you have created any trade links).
6) Change city production to something reasonable (to lighten the
load on your players), and make certain that no city can be
easily conquered on the first turn, unless the scenario design
dictates otherwise. See to it that no city has been ignored (so
many scenarios I have played have size 1 cities that should be
much larger, that the designer apparently forgot). Insure that
computer players can build what you think they should.
7) Set the map view to "No special view". No matter
what civilization a player plays, he will then be certain to get
the appropriate view.
8) Set the human player to the nation you want to go first when
the scenario begins. In a WW2 scenario in Europe, for example,
the Germans should always attack the Poles, not the other way
around.
9) If your scenario has a fully revealed map, go into scenario
parameters and select "Reveal whole map". This avoids
the unsightly lapses in intelligence common to beginners'
scenarios. If your scenario does not show the entire world at the
beginning, update the display as appropriate by moving temporary
units around.
10) Double-check your calendar and your scenario parameters, save
the game as a savefile (always do this, and use it when you want
to make changes), then save the game as a scenario (you should
never need to alter the scenario file once made. Just junk it if
you don't like it and make another).
7i. Playtesting
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:
1) AI or human player expansion into areas you think should be
off-limits, or excessive empire development in a wargame.
2) Rogue Wonders.
3) Weird techs being developed
4) Over-powerful units
5) 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.
6) A simple, brutally effective tactic that wins the scenario
easily
7) 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).
8) A game pace that seem to you too fast or slow
9) 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).
8a. Units.gif
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.
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.
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.
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.
8b. 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.
8c. Icons.gif
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.
Editing any of these is not particularly difficult; just remember to keep them the right size.
8d. Terrain1.gif,
Terrain2.gif
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.
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.
Terrain2.gif controls the appearance of tile connections, rivers,
forests, mountains, hills, river mouths, and the
"softening" of coastlines.
8e. 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.
9a. Unit Sounds
A list of what sounds belong to each unit position and type
follows:
Sound Unit's standard name, type, or event
(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).
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.
9b. Structure and Event Sounds
Aqueduct Aqueduct built
barracks Barracks built
bldcity New city built
bldspcsh Spaceship part built
cathedrl Cathedral built
cheers1, 2, and 3 All structures without a specific sound built
civdisor Civil disorder
druma0 to drumcy Various responses during negotiations
fanfare1-8 Starting diplomatic negotiations
guillotn Guillotine (when you conquer the world)
movpiece.wav Move a unit
neg1.wav Invalid choice (such as selling the Palace)
newbank.wav Bank built
newgovt.wav New government
newonder.wav Wonder built
pos1.wav Buying production
sell.wav Improvement sold
stkmarkt.wav Stock Exchange built
10. Writing the Readme and Briefing
10a. The Readme
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:
1) installation instructions
2) 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.
3) A list and brief descriptions of changed units, structures,
technologies, terrain types, science advances, and parameters
4) Information on strange or unusual situations that might arise
and frustrate the player (events intended to be surprises,
obviously, need not be mentioned).
5) Credits for pictures, sounds, ideas (if explained to you in,
say, a readme or FAQ), and maps. Cite your sources!
Effective add-ons include design notes and scoring instructions.
You may also include a listing of the contents of the .zip file, if sufficiently complex.
10b. 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:
To insert spaces:
Add underscores "_".
To insert a return:
Press return, followed by a carat "^".
To center a line:
Add two carats "^^"
To bullet all text lines that follow:
Press two returns.
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.
That unit's picture (without the shield) will appear in the
briefing.
General Note
To save time, modify a pre-existing briefing file.
11. Packaging and distributing your work
For PCs: These steps get the job
done, but are intended for novice zippers only. Experienced
people may want more control. Winzip is sufficiently simple as to
require no explanation.
1) Obtain a zipping utility. Pkzip and pkunzip can be located on
the Internet by issuing a find command for either name in your
internet browser. You may also try Winzip.
2) Either rename all your text, sound, graphic, etc. files or
move them into a separate folder to prevent players unzipping
your scenario into their main civ2 directory and overwriting all
their standard files. DO NOT include a line in your readme that
says in effect "Oh, now that you have already overwritten
everything, know that you should have moved your files before
unzipping this readme.". Outrageous!
3) Collect all the files you want to bundle into a separate
folder (I assume in the following command that you name it
"newscen"), move that folder to the C: drive, and issue
the DOS command
pkzip C:\newscen.zip c:\newscen\*.*
Where you replace
"newscen.zip" with whatever name (eight chars or less)
you desire, plus ".zip". You now have a .zip file ready
for testing and uploading.
4) Test your zip file and documentation; do not skip this step.
Set your civ2 game up as originally installed from the CD, move
your zip file to either the Civ2 directory or your decompression
folder and unzip your file (go back and repeat steps 2 and 3 if
it doesn't work perfectly). Read your directions, and attempt to
install and play your scenario by following them to the letter.
5) If all this works, upload. Always include a one-or-two line
description for the convenience of the site manager.
YAY! YOU'RE A DESIGNER!
12. Credits and Citations
While many of the concepts presented above have been collated through playing scenarios that made them work, or painful trial and error on my part whilst trying to implement a design, other ideas I learned directly from reading other people's works or by getting e-mail suggestions.
"Advanced Scenario
Making Ideas" and Harlan Thompson's suggestions
Harlan Thompson and Aleksei Andrievski's document "Advanced
Scenario Making Ideas" is the most valuable reference work I
draw upon. The following topics include thoughts first found in,
are inspired by, or are directly adapted from, sections in that
document, or from extra tips provided by Harlan Thompson:
-all information on barbarians, unless otherwise mentioned
-additions to the special features of advances
-settlers altering ocean to land and vice versa
-confusing the computer player about port cities
-unit obsolescence
-how to make nuclear units and the diplomatic effects of the
Nuclear Msl. unit slot.
-corrections to the default sound effects of air units, default
naval sounds
-the exact pixel location to change to alter civilization shield
and city number box colors.
-warning about rivers
-warning about AI use of torpedo bombers
-warning about unit cost
-warning about setting the resource seed
-much of the helicopter information
-adding extra copies of units you want the computer to build lots
of
-cities of size zero
-making certain new Wonders can be built
-structures and Wonders cannot be limited by using the
"no" method
-A way to make sure that a specific city cannot produce Partisans
when taken
-and all information (unless noted below) about either of the
updates to Civ2
Other Sources of Ideas
Submarines
Michael Daumen's suggestions made it possible to comprehensively
discuss their limitations, advantages, and effects. The scenario
"Honor, Blood, and Steel" taught me about torpedo
bombers, and Harlan Thompson warned me about them.
Impassable Terrain:
The scenario "Dagor Bragollach", written by Brian
Reynolds, includes them, and my information on how to make them
comes directly from the background file included with the game.
Briefing File Editing:
The scenario "Tokugawa" taught me most of what I
present, and Allard Höfelt contributed the information on adding
unit pictures.
Shield Placement:
Again, the scenario "Dagor Bragollach", whose creator
mentioned that Harlan Thompson taught him the trick.
Several neat tricks with text files:
The scenario "Aliens versus Predators", created by Paul
Heron.
Adding rivers once you have started making the scenario/how to
avoid creating unnatural terrain
A post by LeMay on the Ultimate Civ2 message board explained how
to create rivers and avoid the creation of unnatural terrain.
Harlan Thompson turned this knowledge into a practical method and
made it known to me.
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.
Version Stamp: Ver. 1.9
If you
have any suggestions, comments, or information please email me at
civjar@oocities.com
| Home | Modpacks | Scenario |Maps |Utilities| Mod
Files
|Links | About Author | Spanish
Version