Adding new wonders to Civ II

hudgens

Chieftain
Joined
Dec 27, 2004
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4
I am interested in creating an entire class of minor wonders in Civ II. For example, once the Pyramids are built, I want another minor version (say, that would allow every city that exists when a civ built the minor wonder would get a granary, but none following) that would be available to the remaining civs.

If this even possible? I know you can modify the resource requirements for wonders by editing the Rules.txt file, or change the military aspects of units, but where do you edit/add wonder effects?

Thanks in advance for your help. I guess I'm not quite ready to upgrade to Civ III...
 
not until we get our hands on the source code anyways, :mischief:
 
I thought as much. Looks like all I'll be able to do is modify the expiration of each existing wonder. Too bad, though...Civ II is a great game and I worry that Civ III is unnecessarily complicated. That always happens w/ sequels.

Thanks for the prompt reply.
 
I should point out that Test of Time's Events feature enables you to add features to whatever Wonder you like. For example, in my ToT mod, building Darwin's Voyage gives you a unique, unbuildable unit -- the H.M.S. Beagle.
 
That is a good idea. I have never played ToT...is it like Civ2 with respect to game play? Thanks!
 
Nearly identical. And the units.gif file is way bigger.
 
And the Rules.txt file has more values that can be changed (see @UNITS section) and the Event.txt file contain more triggers, actions, modifiers and adds flags.

I should point out that Test of Time's Events feature enables you to add features to whatever Wonder you like.
Well, it allows you to trigger actions when wonder is built (this trigger is unavailable in MGE) but the wonder effects themselves are just as unchangable as they are in every other verison of Civ2).
 
mabe someone should post a chart showing what earch wonder does,
 
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