Civ 2 Countries

There are some minor editable behavior changes, such as how warlike a civ is, but nothing like in Civ6 with unique units. You'll need a scenario for that.
 
Are there any differences between Civilisations in Civ 2. Any bonuses or advantages?

They are mostly the same. I remember years ago someone did research on the starting technologies, and ended up finding out that Egypt was more likely to get Masonry. I'll have to look it up to know for sure, but they actually started a lot more games to check once they thought that was happening.

I think the only substantial difference is in tribe colour. In particular, the "key civ" mechanism.

10. "KEY" CIV

There is a mechanism in the game called the KeyCiv that tries to adjust a player's beaker costs as the gap in techs between players grows larger. A brilliant player called Samson discovered that your KeyCiv is based on cross-referencing your PowerRating with the colors of the Player List.

Here are the two lists:
#1/White=Pathetic
#2/Green=Weak
#3/Blue(dark)=Inadequate
#4/Yellow=Moderate
#5/Cyan(light blue)=Strong
#6/Orange=Mighty
#7/Purple=Supreme

So if your PowerRating is Mighty (see top line of F3), your KeyCiv is whatever player is Orange. If that is not you, your beaker "cost" for the current research will be adjusted by a factor based on the difference in number of techs each of you has acquired since the beginning (starting techs don't count). If you have less than your KeyCiv your beaker cost will be lowered somewhat. If you have more, it will increase. Each "jump" in cost happens for every three techs difference, so you don't have to worry every time you get a tech, just every three.

11. ABUSING THE KEY CIV

Of course, what is a discovery without a way to abuse it! This trick is called "Tech Bombing", and requires a willingness to part with techs in order to (A) lower your own research costs, or (B) increase another player's research costs. The basic idea is that you "gift" a bunch of techs to another player. To achieve (A), gift your KeyCiv every tech you have. If absolutely necessary you can withhold 1 tech (NucFission is my favorite, followed by FusionPower!). Hopefully the KeyCiv has one or two techs that you do not (and are not interested in, otherwise do an exchange rather than a gift), and maybe one or two less starting techs than you. This has two benefits: your beaker cost for the current and future techs will be reduced, and your KeyCiv will start worshipping the ground you walk on (a good time to swap maps or ask for a gift, if you are so inclined)! To achieve (B), gift a player whose research you want to slow down (like if they are researching Communism and you have Marco Polo and want to keep it going a while longer, or they are researching NucFission...) as much tech as you can. Every three techs you give them will shift them another notch in the tech cost equation relative to whomever is their KeyCiv. Note that this does not work if you also gift THEIR KeyCiv!

If you plan to be rated supreme, then purple is probably a better civilization, since you can get as far ahead technologically as you like without a massive penalty.
 
They are mostly the same. I remember years ago someone did research on the starting technologies, and ended up finding out that Egypt was more likely to get Masonry. I'll have to look it up to know for sure, but they actually started a lot more games to check once they thought that was happening.

Here's the link to starting technologies.
 
Back
Top Bottom