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Apolyton Civ2


     Test of Time Advance Slot Properties by William Keenan

(May 2000)        

 

 

An authoritative guide to the unique characteristics of the 'advances slots' that intertwine to make the Civ2 Test of Time technology tree.

 

 

Version 1.0

 

 
The Advances Slots

Creating an engaging scenario or mod-pack for Civ2 will in all likelihood involve modifying the advances or technology tree as set out in scenario's rules.txt file. The tree itself can be modified, however a large number of 'slots' (row position in the table) have unique characteristics and care must be taken to ensure that tribes begin with and if appropriate discover technologies appropriate to their circumstance.

Set out below are the advances for the Test of TimeƖ Extended game with some additional notes regarding Test of Time variant games.

 

Version

Version 1.0 Test of Time has many subtle differences in the hard coded effects of technology advances then Fantastic Worlds. For this reason I have separated the two guides to minimize confusion between the Civilization II versions.

Jump to Fantastic Worlds version

 

How to Use this Chart

Slot is the order in which the technologies are listed in the rules.txt. The events.txt file sometimes refers to technologies by slot number.

Code is the abbreviation used to refer to the technology slot in the rules.txt file.

Trigger Effects of Discovery are all hard coded in the software and unchangeable by scenario designers. Effects that are event driven, like winning the game by discovering Transcendence, have been purposely excluded.

  • No designation implies any Test of Time Scenario. 

  • Fantasy applies only to scenarios based on Test of Time Fantasy game. 

  • Non-Fan applies only to Test of Time not based on the Fantasy game. In other words scenarios based on the Original Game, Extended Game, or the Sci-fi game.

References to other parts of the rules.txt file (improvements, trade items, 
units) and support files (cities.gif, people.gif) always refer to the appropriate 
slot in the given section not necessarily the named item. For example if your 
renamed temples to cathedrals and cathedrals to museums then the discovery 
of theology would make museums more effective rather than cathedrals.

 

Technologies Table
  

Slot
Code Advance Trigger Effects of Discovery

0
AFl Advanced Flight  

1
Alp Alphabet Doubles the literacy demographics. This is cumulative with the effects of Writing, University, and Literacy.

2
Amp Amphibious Warfare  

3
Ast Astronomy  

4
Ato Atomic Theory  

5
Aut Automobile

Increases population based pollution.

Non-Fan: Automobile changes city pictures to the modern style (6th row in the cities.bmp file).

Non-Fan: Automobile changes the look of people to the modern style (4th row in the people.bmp file).

6
Ban Banking  

7
Bri Bridge Building Allows settlers units to construct roads (and railroads) in river squares.

8
Bro Bronze Working  

9
Cer Ceremonial Burial Ceremonial Burial allows temples to make one additional person content. See also Mysticism.

10
Che Chemistry  

11
Chi Chivalry

Changes the types of Barbarians produced by Goody Huts.

Changes the types of sea-based random Barbarians units produced.

12
CoL Code of Laws  

13
CA Combined Arms  

14
Cmb Combustion  

15
Cmn Communism

Allows the government type of the same name.

The discovery of Communism reduces the effect of Cathedrals by one.

Cities produce more partisans.

16
Cmp Computers  

17
Csc Conscription Changes the types of Barbarians produced by Goody Huts.

18
Cst Construction Construction allows settler units to build Fortresses.

19
Cor Corporation  

20
Cur Currency  

21
Dem Democracy

Allows the government type of the same name.

Allows Courthouses to make one content citizen happy under Democracy.

22
Eco Economics  

23
E1 Electricity  

24
E2 Electronics

After the discovery of Electronics an additional citizen in each city is made content by coliseums.

Note: Electronics has no effect on pictures or look of people in Test of Time.

25
Eng Engineering  

26
Env Environmentalism Decreases population based pollution.

27
Esp Espionage  

28
Exp Explosives Allows terrain transformation orders.

29
Feu Feudalism  

30
Fli Flight  

31
Fun Fundamentalism

Allows the government type of the same name.

Allows the production of Fanatics.

32
FP Fusion Power

Eliminates the threat of Nuclear Power Plant meltdown.

Adds 25% to spaceship mass/thrust paradigm.

33
Gen Genetic Engineering  

34
Gue Guerrilla Warfare

Allows the production of Partisan units.

Captured cities produce partisan defenders.

Changes the types of Barbarians units produced by Goody Huts.

Changes the types of land-based random Barbarians units produced.

35
Gun Gunpowder

Sells all Barracks when discovered.

Increases Barracks maintenance cost by 1.

Changes the types of Barbarians produced by Goody Huts.

Changes the types of land-based random Barbarians units produced.

36
Hor Horseback Riding  

37
Ind Industrialization

Non-Fan: Changes city picture to industrial (5th row in cities.bmp) in any non-fantasy game.

Non-Fan: Changes the look of people to industrial (3rd row in people.bmp).

Changes the types of land-based random Barbarians units produced.

Increases population based pollution.

Oil appears as a trade item.

38
Inv Invention

Free advances can no longer be gained from goody huts.

Non-Fan: Invention changes city pictures to the renaissance style (7th row in cities.bmp file).

Non-Fan: Invention changes the citizen look to the renaissance style (2nd row in the people.bmp file).

39
Iro Iron Working

Changes the types of Barbarians produced by Goody Huts.

Changes the types of sea-based random Barbarians units produced.

40
Lab Labor Union  

41
Las Laser  

42
Ldr Leadership Changes the types of Barbarians produced by Goody Huts.

43
Lit Literacy Doubles literacy demographics. This is cumulative with the effects of Alphabet, Writing, and University.

44
Too Machine Tools  

45
Mag Magnetism Increases annual income demographics.

46
Map Map Making Allows civilizations to exchange maps.

47
Mas Masonry  

48
MP Mass Production Increases population based pollution.

49
Mat Mathematics  

50
Med Medicine Decreases your people's disease percentage by half.

51
Met Metallurgy Changes the types of Barbarians produced by Goody Huts.

52
Min Miniaturization  

53
Mob Mobile Warfare

Sells all barracks and increases barracks maintenance cost by 1.

Changes the types of land-based random Barbarians units produced. Ends piracy. Barbarians no longer appear by sea.

54
Mon Monarchy Allows the government type of the same name.

55
MT Monotheism

Monotheism allows Cathedrals to make three people content. Note that Cathedrals do not function without the discovery of Monotheism.

Changes the types of Barbarians produced by Goody Huts.

56
Mys Mysticism Mysticism allows temples to make one additional person content. See also Ceremonial Burial.

57
Nav Navigation Navigation reduces the chances of triremes floundering.

58
NF Nuclear Fission Uranium to appears as a trade item.

59
NP Nuclear Power Nuclear Power increases the movement allowance of ships by 1.

60
Phi Philosophy

The civilization that first discovers Philosophy gains a free advance.

Non-Fan: Invention changes city pictures to the renaissance style (7th row in cities.bmp file).

Non-Fan: Invention changes the look of people to the renaissance style (2nd row in the people.bmp file).

61
Phy Physics  

62
Pla Plastics Increases population based pollution.

63
Plu Ultrastring Theory  

64
PT Polytheism Changes the types of Barbarians produced by Goody Huts.

65
Pot Pottery  

66
Rad Radio Radio allows settlers and engineers to construct air bases.

67
RR Railroad

Railroad allows settlers and engineers to build railroads.

All city squares are automatically upgraded to railroad.

68
Rec Recycling  

69
Ref Refining  

70
Rfg Refrigeration Refrigeration allows settlers and engineers to double-irrigate lands. All city squares are automatically upgraded to farmland (double-irrigation).

71
Rep Republic Allows the government type of the same name.

72
Rob Robotics  

73
Roc Rocketry  

74
San Sanitation Decreases population based pollution.

75
Sea Seafaring Seafaring reduces the chances of triremes floundering.

76
SFl Space Flight  

77
Sth Stealth  

78
SE Steam Engine  

79
Stl Steel  

80
Sup Superconductor  

81
Tac Tactics Changes the types of sea-based random Barbarians units produced.

82
The Theology Theology improves the effectiveness of Cathedrals by one.

83
ToG Theory of Gravity  

84
Tra Trade Enables the display of demanded trade goods of foreign cities.

85
Uni University Doubles literacy demographics. This is cumulative with the effects of Alphabet, Writing, and Literacy.

86
War Warrior Code  

87
Whe Wheel  

88
Wri Writing Doubles the literacy demographics. This is cumulative with the effects of Alphabet, University, and Literacy.

89
... Future Technology

Reoccurring technology.

Increases game score.

90
U1 Robotic Warfare  

91
U2 Quantum Transport Fantasy: Changes city picture to Modern (6th row in cities.bmp).

92
U3 Telka Sumara  

93
X1 Teratogeny Fantasy: Changes city picture to Industrial (5th row in cities.bmp).

94
X2 Cybernetics Fantasy: Changes city picture to Alternate Modern (7th row in cities.bmp).

95
X3 Boht Comaree  

96
X4 Bioplasmas  

97
X5 Hyperentropics  

98
X6 Reality Engineering  

99
X7 Transcendence  

 
Credits

Harlan Thompson and Leon Marrick upon who's ground breaking research this tip is founded. Cam Hills who assisted in the page design. 

 


 

 

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