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The Golden Rule here is that
you can change the words, but not the format.
When you change the name of something in the RULES.TXT, it will
appear as that name in every other aspect of the game except
the pedia. With
Fantastic Worlds, even the Civilopedia will be altered.
For example, if you change
the name of "The Pyramids" to "Stove Top
Stuffing"... the Pyramids will forevermore be known as "Stove
Top Stuffing".
In the RULES.TXT, you may also change the values of attack, defense,
upkeep
and other critical values. Be careful before making a set of
units absolutely
unstoppable... it gets boring quick.
The game supports icon slots (picture graphics) for three new
units, or
eleven
with Fantastic Worlds.
One variation on the "Unstoppable Unit" is to create
your own technological
advancements which run so far off the beaten track that you basically
have to
give-up everything in the game except working towards the "Unstoppable
Unit". This almost balances it out.
The remaining .TXT files add flavor in the pop-ups to reinforce
your concept, but do not have such critical control over
the function of your computer opponents.
The RULES.TXT file is a big document. It has many sections in
which changes can be made to effect the game. Your best
bet to figure out what you need to change to realize your
Civ2 concept is to Print out the Rules.Txt file!
Once you have it printed out, you can write on it and see how
you can change
things to design your game.
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@CIVILIZE - This section controls
the Civilization Advances available in the
game. Here you may MODIFY the following:
- NAME - The name that this
advancement will forever be known as in the
game.
- A.I Value - The "Worth"
of the advance as viewed by the computer
players
- Civilized Modifier - Adjustment
which controls if it has more or less value
to Warlike opponents.
- Preq1, Preq2 - These are the
two previous advances needed to gain the
new advance.
- Epoch - The general historical
period associated with the advance. For
example, Alphabet is a Civilization Advance associated with the
"Ancient" period.
- Category - The general field
associated with the advance... for example,
Alphabet is an "Academic" advance.
@IMPROVE - This section controls the Civilization City Improvements
available in the game. Here you may MODIFY the following:
- NAME - The name that this
City Improvement will forever be known as.
Cost(x10) - The number of "Resource Shields" required
to complete the
improvement. The number listed in the RULES.TXT will be multiplied
x10.
- Upkeep - The amount of gold
you must pay every turn as upkeep for the
improvement.
- Preq - The prerequisite Civilization
Advance needed for you to be able to
build the advance.
@ENDWONDER - This section is very self explanatory. The Civilization
Advance is listed which shows when the Wonders cease to be a
benefit. A
"nil" listed means that the Wonder does not cease to
be a benefit in the
game.
@UNITS - This section controls everything about all of the many
military and
non-military units used in the game. The designers have gone
to great
lengths in the RULES.TXT to outline everything that may be changed
and
what the changes effect. So, instead of listing Modifiers I will
point out that
you should think carefully about Game Balance if you are changing
anything
other than the NAME of the Unit.
@TERRAIN - This section controls the aspect of Terrain in the
game. Once
again, the values listed are totally explained in the RULES.TXT
@GOVERNMENTS - This section simply controls what Names the game
will
give the leaders of the various opponent civilizations at that
Government
type.
@LEADERS - This section allows you to highly personalize your
opponent
civilizations! This section is carefully documented in the RULES.TXT
and you
should have no trouble figuring out what you can do to either
make the
opposition more Menacing or Warm and Fuzzy.
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