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Skysaw
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Sthlm, SWE
Feb 2000 time: 05:13
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I am fond of editing whatever can be edited in Civ 2, and now I have found the possibilities to extend the startup options.
The startup menus are listed in game.txt , and in some cases you can simply add new lines to get previously unavailable options.
SOME EXAMPLES
World shape, climate and stuff
It is possible to write additional lines, which will make more or less extreme versions of the previously last option. So, if you write "Hot" and "Boiling" after "Warm" in the Temperature menu, you can have worlds with lots of deserts and jungles.
Barbarian activity
After "Raging hordes", you can add 4instance "Swarming Myriads" for even more barbarians, and a total of 50 bonus points. You can also add a second line (let's write "Nightmare") for numerous barbarians popping up each turn but this may cause the game to crash.
Number of Civs
It is possible to add option lines for two, one or zero civs. The choice of two civs will work the way you would imagine, one civ would work, but NOT give you victory for global conquest, and zero civs will make the game crash before starting up.
I found this out yesterday, so this is not so well-researched yet.
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90% of all war casualties are civilians. Join the army!
Skysaw
<font size=1 face=Arial color=444444>[This message has been edited by Skysaw (edited February 16, 2000).]</font>
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myrlyn
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Bloomington,Il
Jan 2000 time: 05:13
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how about adding a civilization? after all there is that extra flag in cities.gif.
i realize ya would have to also add 3 civs in rules.txt and city.txt but would it work?
absolutely no more off topic forums for me.
lets just play civ!
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Panda
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Europe
Jan 1970 time: 05:13
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I've just tried this out, and while I can confirm that having only 2 civs works, which solves a problem for a future scenario I have in mind, for which I thank you, adding the 9th civilization is not as simple. I edited the Rules.txt, inserting extra civs with color style 8, but this was just ignored. The menu still only came up with 21 civs, which were in sequential order and included the extra civs I put in, but not the Carthaginians or the Sioux. This is probably determined by a line in the executable file.
It is however possible for a city to be under the control of the ninth civ. I played around with editing city ownership values a year ago and found that while you could change the value to 08 (for the 9th civ), the city did not have the brown flag and, IIRC, the game then crashed.
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Allard HS
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A very interesting discovery!
However, it works in only a very limited amount of places. I think only in the ones you mentioned and a few others at the beginning of rules.txt
Of course it's possible to add "Maybe" after "Yes" and "No", but nothing happens then.
However, even if it only works for these mentioned, it's already useful. I made a map (by choosing a seventh option for land mass) that was almost land-only and even connected over the left-right border.
Yes, indeed, Harlan it's possible to hex edit these values (not terrain values, but number of civs, difficulty level and barbarian activity) but since these values start with "0" it cannot be lower than the first option in game.txt
About the 8th civ, it's possible to change a city or unit ownership with hex-editing to the 8th civ, but, though it does not crash, it basically shows a unit of civ #1 (the same color), that works as a new civ, but there are so many ways that it simply does not work (in theory it works, but the whole game is written for only 7 civs, so adding more will make things work badly) that it's not useful.
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Krusty
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How far will this go?
Could you create more difficulty levels, perhaps increase the accelerated start thingy. Can you make it so that the landmass thing goes like this:
landmasses
continents
average
archepelago
water world?
So many possible applications!
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Krusty
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STOP PRESS!
If you create a difficulty level above deity (I called it archdeity <G> ) Then you get a civ that seems to revolt in a city size of over 1, with serious production penalties and for some reason, one advancement of your throne room every turn.
START THE PRESSES!
That takes over 3 hours sir
-Homer Simpson and Newspaper Worker
Guess who`s coming to criticise dinner
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WhiteKnight
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of something...
Feb 2000 time: 05:13
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I've edited the settings before to get the difficulty level above diety. If you are bored with regular play, try that level. It will wake you up, starting in disorder!
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WhiteKnight
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of something...
Feb 2000 time: 05:13
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I've edited the settings before to get the difficulty level above diety. If you are bored with regular play, try that level. It will wake you up, starting in disorder!
Imagine Swarming Myriads of Barbs, at the archdeity level?? Sounds like a nightmare of a fun game to me!
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Krusty
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What about the other end of the scale, could you make something ridiculously easy, ie easier than chieftain?
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Panda
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Europe
Jan 1970 time: 05:13
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Krusty, try editing the Cosmic variations in the Rules.txt for "City size for first unhappiness at Chieftain level". The default is 7, which means that Diety is 2, and so logically a "super-Diety" will be 1. Change it to 9 or something?
Since the default difficulty can be hex-edited in a save game, at offset 44, this might be something for people to play around with.
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Skysaw
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Sthlm, SWE
Feb 2000 time: 05:13
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Please keep up the good work! I'll be unable to do research on this for a while!
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90% of all war casualties are civilians. Join the army!
Skysaw
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:) Smiley
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USCA, Berkeley
Feb 2001 time: 21:13
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research fully completed, here are the results:
I now have in addition to the normal Arid, Normal, and Dry, added on Soaked, Downpour, Flooded, Monsoon, and Waterworld.
Temperature added on top of Cool, Normal, Warm: Hot, Sun Baked, Furnace, Nuclear Furnace, and Fireball.
Studies show there does not seem to be any limit to how many additional levels can be made, though difference above +5 isn't noticeable.
Setting it on the Waterworld and Fireball will get you continents covered with Grasslands, yet surprisingly few swamps and jungles. There are no deserts and few plains.
Setting it on Waterworld and Cool will get you a map that is again mostly grassland, with vast forests covering 30% or more of the land. There are no deserts and few plains. Not too many tundras or glaciers either. In fact, fewer than at Arid/Cool.
Arid Fireball will get you about 30% plains, 30% desert, and a good number of hills and a sprinkling of grassland and forest near the poles.
For reference, Arid Cool gets a map with lots of plains and a mix of the other types.
Practical applications:
Arid Fireball certainly makes for a more challenging game.
Increasing wetness increases Grassland, which makes cities build faster and the game go faster. May be good for multiplayer.
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Land mass settings also increasable in similar fashion. Looks like the more land you have the greater % of the land is hills or mountains.
Land settings above +10 yields a map with a single, um, ocean, running up and down the map, and a polar sea on one of the poles. Highest tested setting +30. Higher settings seem to get more mountains at expense of other land tiles, and also causes contraction of single ocean.
The number of 1-3 tile lakes increases as the oceans shrivel up, but above land+15 or so, no further increases in landcean ratio.
Using advanced land settings at Archipelago mode tends to produce game crash. OK to use it at Varied mode, but you might as well use Continent as that is what you're gonna get anyway.
While we're on that topic, the Land Type setting can also be upped a few notches. Landtype+3 (3 steps above continent) will yield almost all land on one big continent, save a couple of islands.
Finally, Age can also be increased at least 5 notches, to which point oddities such as jungles surrounded by desert appear.
Also possible to tamper with Accelerated Startup settings, though even when notched to +4, with game starting at 800AD, neither your civ nor the other civs are any more advanced than the original 2000BC accel start.
Further monkeying around somehow got me a 5000BC accelerated start when I selected normal startup. This was not reproducible. Also was able to add an "other" category to the male/female selection, with the result of the game reading one line over. (so when I'm in despotism, it displays my country as a "kingdom".) Since took it out.
Finally, also added two new levels of competition. 2 and 1 civilizations. 2 gives a one-on-one duel, 1 works but aint much fun, 0 causes a crash, no surprise here.
For those who don't remember the original deity+ levels and barbarians+ levels, those are also included in the file.
You can have up to five notches above Deity, any higher and for some reason you automatically conquer the world at 4000BC.
Barbarians can only go up one more notch before you get a "Divide by 0" game crash due to the way the barbarian factor is calculated. Set it up three notches though, and you get a even bigger bonus... and there are never any barbarians except for those that come out of huts. Further notching up of barbarian modifier likely to have similar effect
Attachment: game.txt
This has been downloaded 16 time(s).
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