Changes made to the Civ2***.exe files:
v1.0 from 22/11/22
1. The font used in game has been changed, mostly replaced by Arial Narrow, thereby reducing the number of places where words and phrases overlapped each other. Times is used in some places, for example in the name of cities and the numerical display of the city size. Translation was corrected in many places to a more adequate language, many spelling errors were corrected, a number of words and phrases were shortened to fit into the window.
2. Initialization of the variable for calculating attitude level has been added, so now attitude level will be calculated correctly in diplomacy and there will be no excessive AI aggression (taken from FoxAhead).
3. Some values in the diplomacy variables, which may simplify some requests for certain agreements, have been changed.
4. A condition that activates the variable that changes AI attitude towards player after turn 200 has been changed, lowering attitude level and blocking the conclusion of alliances and even peace agreements if the human player dominated (was Supreme in power rating). There are other conditions for activating the variable, such as a difficulty level higher than Chieftain, the absence of the Great Wall or the UN, and others
5. Notification of all built units has been added, when they are completed, not just civilian ones. To display notifications, the checkbox in the settings "City Report Options" -> "Show all units built." must be active.
6. The total number of units in the game has been increased from 2048 to 4521 (of which no more than 4421 military and 100 non-military units) by moving variables to another area to increase the address space for units (NOT COMPATIBLE with the FoxAhead patch regarding the Units Limit option). The maximum number of all cities in the game has been increased from 256 to 626, also by moving variables to free areas.
7. The limit on the accumulation of over 32,000 gold in the treasury has been removed (taken from FoxAhead).
8. The range of values when creating map have been increased, now you can create more extensive maps up to X*Y=32768 (taken from FoxAhead).
9. The limit on the maximum total population of over 320,000,000 citizens has been removed (taken from FoxAhead).
10. The window, which is often used in the game when selecting units from one square (stack), when gifting units to another civilization, etc., has been increased from a maximum of 9 to 20 units (16 in civ2hc). The Civ2UIA patch changes the approach to window and adds a scrollbar to it, and also allows you to scroll it with the mouse wheel.
11. The capacity of aircraft carriers, submarines and other units with the 'Submarine advantages/disadvantages' flag has been adjusted (paragraph 115 allows the player to set the limit him/herself). In general, little was known about this capacity until the code was looked at. A submarine can only carry missiles, an aircraft carrier missiles and aircraft units.
12. The pikemen flag has been changed. Previously, it only affected units with 1 hit points and ground units with two moves. Now it affects all ground and attacking units with 1 hit points or higher and two moves or more, thereby adding 50% defense bonus to a defender. This flag has its own special feature, most likely it is the idea of the developers, because a fairly large piece of code is written to take into account changes from damage. The flag is not calculated from the unit's basic moves, but from moves taking into account damage, i.e. if an attacking unit with two moves, having received damage, began to move one move, then it will be able to ignore this flag. In this game it is used for the pillbox unit in modern times and for the pikemen in ancient times. The pillbox has no moves, so it can only be accessed after construction is completed, since the turn of the move will not go to it. Moveless units will now immediately go into fortified state by default. The pillbox can be transported using HCA (Heavy Cargo Aircraft), if during the HCA activity you enter the city and right-click on the pillbox to change the order to wait, then fly to the city with HCA and thus the pillbox will be on board, then move HCA to the desired square and select the pillbox in the HCA cargo list, the pillbox will be in the desired square.
13. Several times in game a message pops up after researching certain technologies about selling all barracks. The sale of barracks is canceled, because they also make units veterans (25% stronger, by default it was 50%), so there is no point in selling them regardless of the era. It is worth noting that the barracks maintenance increases by +1 gold after research of Gunpowder and another +1 gold after research of Mobile Warfare.
14. Increased capacity of units displayed both, in Units Present in the city window and in Units Supported window. The Units Supported window will get a scrollbar if you use the Civ2UIA patch.
15. The display of City Resources has been slightly shifted, it is not so much compressed now, the placement of Citizens at the very top of the city window has been slightly expanded. The next specialist in the city (41st citizen), that exceeds size of 40, provided that all resources used by this city could not be used before, will now also be active, but will work in tandem with the first specialist (25th citizen), the second specialist (26th citizen) will be in tandem with the 18th (42nd citizen), the 3rd with the 19th and so on, up to 16x32.
16. A number of conditions have been corrected for barbarians who appear in the game, so number of their appearances has been increased from 2 to 4 at the 'Roving Bands' level of barbarian activity, to 7 at 'Restless Tribes' and to 10 when choosing 'Raging Hordes'. In modern times, the pool of units has been changed for the barbarians, and their number can sometimes be even greater under certain conditions.
17. Previously, it was impossible to set up another AI government in the Editor menu, now the condition has been corrected, you can change it for yourself and the AI. In addition, the editor has been updated with the ability to lay riverbeds on the map, as well as found/delete cities through the same menu. In order to found a city, you need to select the desired square with a unit on it, then press Shift+F8 (after activating the cheat mode) and check the City option. The unit is needed in order to determine the ownership of the new city. Distance from another city must be at least 2 squares.
18. After playing one of the games, I noticed that the AI with terrible enviromental conditions in the cities has absolutely no pollution. After digging into the code, it turned out that there is a condition that completely ignored the pollution function, as well as the function of subtracting the cost of improvement maintenance from the budget. This condition has been changed, the AI will fully take into account improvement maintenance, and pollution as 1/10 of the probability of normal pollution that human receives (if you set it like a human, the AI will simply pollute all the city squares and will not have time to clean them up). To change this, a parameter is displayed in the Rules.txt file, @Сosmic tag.
19. The amount of gold that AI sometimes offered for participating in a campaign against a third party has been changed. Previously, there was a strict condition of no more than 500 gold, now there will be some calculation using randomness (from ~5% to 18% of the entire AI treasury). Request to join the war from an ally with a gold offer has also been increased by about two times. In addition, variation has been introduced in other requests or demands for gold. The selection has been increased and the change in the monetary selection in diplomacy has been reduced, when gifting money, on average, the selection ranges from 2.5% to 25% of the player's entire treasury.
20. A bypass has been made to the function that reset the auto-move order with command G if any other unit was encountered nearby. Now this function is bypassed, provided that the meeting occurs with another nation with which the player has alliance, peace or cease fire and will enter the function with the reset of the order if there is a war, only contact without agreements or no relations at all. Also added a limitation on destination point, if the auto-move ends in a place where another unit or city is located, then a one-time notification will occur, the auto-move order will be reset and the unit will not again and again hammer into the same place as before, until it spends all the moves (the limitation may not work with the Civ2UIA patch).
21. A condition under which the violation of the city borders by another player removed the worker from the processing square of the city that was invaded by another player, has been changed for all types of agreements except for the alliance, now a peace agreement has also been added to the exception.
22. The game has an implementation in which, if there is an alliance between the players, the players can gradually repair units if they end their turn by entering the city of an ally or remain in the territory of a city that has the necessary improvements. When entering a city, there will be no actual entry, but a function will be activated that will repair the unit by a certain percentage. Now the repair will be more thorough and will restore the unit stronger, somewhere two or more times, but on the condition that the AI ally in the city has either barracks, or port facility, or an airport, in accordance with the type of unit that needs to be repaired, otherwise the repair will be minimal. Repairs now also apply to flying and floating units and not just to ground ones, as it was originally.
23. Flying units can now land in the vicinity of an allied city if they end their turn as explained in paragraph 22 (i.e. with an entry into an allied city), thereby they will be supplied with fuel as if they had visited their base and the range will be reset. Flying units are also allowed to fall asleep (command S) outside the city (within one square from the city center, range will not increase).
24. Flying units, when flying through their city, will now not lose moves as before, except if there are two or fewer moves left when moving to the city. Flying through the city resets the range if there is at least one range less than the full number.
25. Accelerated movement of all automated units on the map when the "Fast piece slide." option is NOT active in Game Options, so that this is noticeable during AI moves, you also need to activate the "No pause after enemy moves." and "Show enemy moves." options. To speed up the movement during AI moves, you can press and hold the Shift key.
26. A condition under which any player unit would wake up (cancel of the S order) if it met another player, has been changed. Now this order will only be cancelled if there is any relationship between the players other than alliance, peace and cease fire.
27. The bonuses received from special resources in this modification have been changed, the attack and defense factors of many units, especially of late era, have been redefined, and several new technologies and units have been added. Interlayer technologies allow you to move a little faster when changing units with late, rapid development of technologies. A value has been added for new technologies that will allow the AI to research them too (up to a maximum of 100 technology pieces can be added by default, but the AI will not research new technologies; you need to specify in the code the last two technologies up to which the AI will allocate funds from the budget for research; now these are Transformation and Mobile Warfare III, and by default it was Fusion Power and The Laser). To increase the cost of each new technology, you need to adjust the Tech paradigm parameter (higher # slows research) in the Rules.txt file, @Сosmic tag, by increasing the value (the default was 10). This parameter was previously locked in the code to a maximum value of 10, now it is unlocked and can be increased in a new and current game. A new parameter which is responsible for the maximum cost of the technology has been added to the @Сosmic tag list.
28. The difficulty level limitation that displayed the number of AI units in the intelligence and diplomacy report when an embassy was present has been shifted. Previously, these values were shown only at the first two easy levels, now they will be at all levels except the last, most difficult one (Deity).
29. In connection with paragraph 18, which added pollution, the condition leading to global warming has been slightly shifted, now it will be triggered at a value of 20, and not 16 as it was originally. The value can be changed in the Rules.txt file, @Сosmic tag.
30. A condition for founding cities has been changed, now a human for himself and the AI can choose in the settings (Rules.txt file, @Сosmic tag) the minimum distance between an existing and a new city (decimal values below).
08 - as it was originally for a human, a limit of one square from the city center
20 - a limit of two squares except for the vertical and horizontal position - in one square there
25 - a limit of two squares everywhere (like a city after expansion)
45 - a limit of three squares except for the vertical and horizontal position - in two squares there
49 - a limit of three squares everywhere
77 - a limit of four squares except for the vertical and horizontal position - in three squares there
81 - a limit of four squares everywhere
By default, it was 20 for AI, 08 for a human. The player can change the limitation separately from the AI behavior by changing the following code values 90 39 5D FC to 83 7D FC 2D, where instead of 2D put any value from the list above by converting them to a hexadecimal value.
31. All sorts of units have been added to the game, up to the maximum allowed by the game. In particular, two units, one from the industrial Revolution era, the Airship, and the second from the Modern World era, the Heavy Cargo Aircraft (HCA), are provided with the ability to transport units. Previously, the game allowed only sea units to carry out transportation, a change has been made to the code for air units. So, in order for a unit to be transported, it is necessary to give it the order S (sleep) and in this state, fly at it with a transport unit, or vice versa, with the unit that needs transport, go under the flying unit and press S.
32. The ransom received for capturing the barbarian leader has been reworked, some randomness has been added instead of same gold amount tied to the selected level of barbarian activity. So, for capturing the leader at maximum barbarian activity (Raging Hordes), you can get from 16 to 592 gold, at the penultimate activity level (Restless Tribes) from 16 to 448 gold, at the first level (Roving Bands) from 16 to 304 gold and at zero activity level (Villages Only) from 16 to 160 gold. The cost of a city when barbarians attempt to capture it, and demand ransom for it, has been changed and the value has been reduced.
33. A late-era unit the Converter, which is strictly tied to the ability to transform the terrain, has been added. The processing speed is increased by 3 times compared to the settlers and by one and a half times compared to the engineers. So, settlers put 1 into work each turn, engineers 2, and the converter 3. When the required amount reaches the limit (Rules.txt file, @TERRAIN tag -> Time column), the improvement will be ready. The unit has a role of flying and ground unit, i.e. as if hovering, but can be transferred via an airport. The unit should not go far from the shore, otherwise it may be lost with ~15% chance if the last move is far from the shore (if you make only two moves you can bypass this limitation). Can found cities on water, can process ocean squares, build underwater mines, aquafarms and energy receivers. The aquafarm is divided into two stages: the first is aquazone, which is built similarly to irrigation, but does not provide food; the second part is a completed aquafarm itself, similar to a farm, that provides +50% food from an ocean square in the presence of the Supermarket. To operate the aquafarm, you first need a Harbor, since the Supermarket increases food by 50% of the normal one. The road in the ocean is an energy receiver and gives +1 energy (Trade), the railway is an improved energy receiver (it will also be called an energy receiver) and increases production by 50% if there are more than two shields in the square (usually this is an ocean resource square with built mine and an oil platform). The ability for sea units to destroy ocean improvements has been added. Superhighways structure has been edited and will not provide energy to the energy receiver, while the Solar Plant, on the contrary, will add +1 energy (Trade) to the improved energy receiver after researching the Transformation technology. New names also added new images of improvements, which were introduced to TERRAIN1.gif. AI and automation are also trained to process ocean squares, but they should not settle en masse in ocean, only occasionally near the coast, covering land squares. Similar to grassland, shields have been added to the ocean squares in the form of a fish icon (wave), where there is an icon it is preferable to build an underwater mine, where there is no icon production from the mine will not increase, because a square without an icon gives -1 production (an oil platform on ocean square gives one shield everywhere)
34. The defense bonus for units with the AEGIS flag has been changed, i.e. against air strikes. From the description it followed that the defense is increased by two times, in fact it turned out that it is increased by three times, therefore this flag has been brought into line with the description. Also, the defense of units with this flag against missiles has been reduced, previously the defense was increased by 5 times, now it will be 4 times higher (except for AEGIS cruiser, there it remains 5 times against missiles and 3 times against other aircraft). A 50% defense bonus has been added to the battleship when attacked by a missile.
35. The submarine flag that allows it to be invisible has been slightly reworked. Now this flag is also used for the new drone unit (UAV), while detection is bypassed rigidly (i.e. to the number of this unit in the @UNITS tag), so this unit will be completely invisible even to submarines and can only be detected if a unit of another nation tries to enter the same square or RLP troop. Like a submarine, UAV can carry up to 10 missiles on board (rigid binding). In order for the invisibility flag to work on other units, and not just floating ones, it was necessary to make changes that now allow submarine to attack targets ashore, like other ships. UAV can detect hidden units like submarine. The AI sees all units and knows about all human invisible ones, and if it does not immediately destroy them in the range, it is only because there are other, more priority targets or there is no necessary arsenal.
36. A Modern World era unit Sputnik has been added. This unit has a high attack and a long movement range, but it has low hit points and can be easily disabled. The unit can move anywhere and attack any target. This unit ignores any defensive structures of the city, be it city walls or missile defense, as well as the ability of AEGIS units. It can attack up to two times per turn, depending on the number of available moves. The unit is also strictly (i.e. to the number of this unit in the @UNITS tag) tied to a ban on its attack, so the only units who can attack it are flying units with a fighter and missile flag. The same strict ban is made for the Helicopter (except it can also be attacked using air defense system (ADS)). Sputnik has the role of air superiority, i.e. 28 moves that it has will be taken into account when transferring units between cities with airports, if the enemy sputnik is within 28 moves of any of the transfer cities, there will be a risk of transport destruction. Only the Apollo Program wonder gives veteran status to a sputnik when it is built.
37. The AEGIS cruiser has been given the ability to carry up to 10 missiles, and it has also been given the ability to attack air targets. The condition for AI missile usage has been changed, namely, the calculation begins by comparing the quadruple cost of the missile with the cost of the target it must hit. If the cost of the missile is less than the cost of the target for the AI, the target is appropriate, in addition to this, there are other conditions that increase the cost of the target, such as: the presence of several units in the fortress, several units of the same type in one square, the presence of a city with three units or less, an airbase with several units, several ground attack units in one square or transport, several missiles of any type on carrier.
38. A time modifier for many information windows has been added, that will automatically close the window after 5, 10 and more seconds if the window is not active, i.e. no option is selected in it, or there was simply no mouse/key click (for example, a window about a missile attack or when disbanding a unit), if there was a click, but nothing was pressed, then the window will close after a longer period of time.
39. A small probability of about 5% per turn of changing a government system for the AI has been added, if the AI has Democracy and there is city disorder lasting more than one turn. From the game description it follows that in this case the government should be reset immediately by default. The AI used workarounds and the government was reset only for the human player. This will bring a certain element of surprise, since the government can be changed to any, except anarchy and despotism, and thus new wars can begin. If the democracy government is reset in this way, then immediately after the reset a new one will be installed, but if a new one is installed on the next turn, this is then a planned change of the AI system. The more cities in disorder, the more likely it is that the government will fall.
40. The production boost that the AI received for free has been changed. The boost depends on the size of the treasury, the more funds the AI has, the steeper the boost, and the boost in the city is always added regardless of whether the city is in disorder or not, whether there is production there or it is completely exhausted and already at zero. Since all players and AI have the ability to accumulate over 32,000 gold, now the AI can gradually accumulate so many gold that any unit will be build in one turn. Due to the weakness of the AI, it seems that the main help it gets, is given to it by concessions in construction.
41. Ability for your units to be together in a square with an ally outside of cities has been added. To do this, you need to move your unit manually. If you leave your unit together with an ally on the same square, then only one unit will be visible, either yours or your ally's. In this case, you probably won't be able to choose yours if the ally's unit is displayed first, you'll have to wait until it's their turn to move. This mechanism can help overcome a barrier of allied units. Go To move (G) will still bypass all units of other players (changed in paragraph 93). Also, such a scam can provoke an AI attack if your unit is with an ally who is at war, so it is better to use such a maneuver only for a through passage.
42. The new Radar unit and the Partisans have a hard-coded +50% bonus in defense against three-move ground units, i.e. tanks. The calculation is based on base moves and does not take into account the reduction in moves from damage. Radar also gets a hard-coded 50% bonus when attacking three-move ground units. Air Defence System (ADS) (hard-coded) can attack flying units such as helicopters. ADS can also attack all flying units except sputnik. The game does not seem to check whether flying units have any range left at the end of a turn, so both, the player and the AI may have situation where missile or fighter hang outside the base and are active again the next turn. This happens to the AI, if for some reason it cannot attack the target, but has already aimed and flew up to it. The player can also, for example, fly a missile to the right place and end the turn with a Ctrl+N key combination, then the next turn the missile will have a full set of moves and it will be able to fly further, this is a game exploit. If the unit makes all the moves and runs out of fuel, then both the player and the AI will lose a unit, the AI has no way to bypass the loss of unit that is without fuel (fixed in later versions).
43. A 5% chance that a nuclear missile will penetrate the SDI Defense and strike has been added. If the outcome is unsuccessful, the missile will be destroyed. Only a human can use this. You can change the chance here E5 16 00 B9 14, instead of 14 put 01 (always overcoming the SDI Defense) or a higher value, thereby reducing the successful chance of penetration.
44. The message about the Casualty Timeline has been fixed, now if there are losses the window will appear at the beginning of your turn, and not at the end as it was before, then it could not have been closed before the beginning of your turn and it interfered with the overview of the AI moves.
45. An optional window for a unit by right-clicking on the map has been added instead of the previous right-click handler. This processing occurs based on the square coordinate, if there is a unit in the square, a procedure with different options is called, while the unit itself does not immediately become active, if there is no unit, it simply moves around the map. Several options have been added to this window in addition to the usual ones, these are 'Send Unit to the Home City' (it is better not to send flying units unless you activate option from paragraph 46, since there is no check for range and the unit can be lost), 'Conduct Training' - training will take place, which will allow NON-veteran to receive this status at some random rate (with each turn, the success probability increases), but in any case, after clicking, the unit will lose all moves, if the training is successful, a corresponding message will pop up. When whole map is revealed in cheat mode, through this menu you can heal damaged unit, remove home city of the unit, create units, send units without limitation on moves and reactivate already departed units by resetting moves
46. A mechanism for flying units only, that were using a game exploit has been added (the game does not check the remaining number of range at the end of turn if the unit is outside the airbase), which allows you to send units with command G without looking at the number of range. If the unit has the number of range that allows movement, it will make the full number of moves, if range number approaches the limit, the unit will end the turn with one move less and thus will not be destroyed. This mechanism is for humans only, AI bypasses it.
47. A mechanism for calculating number of range for flying units has been updated. Now, at the beginning of each turn all units are fully checked for remaining range. If there are more than, or equal to the number allowed, the unit will be destroyed. Accordingly, option from paragraph 46 will no longer work as intended. A change has also been made to make option in paragraph 23 work with the new mechanism. All flying units can remain within one square of the city without increasing their range. In fact, this radius is an extension of the city, except that range will not be reset. To do this, you still need to fly into the city itself and replenish fuel supplies. An important condition is that in order to stop within the city boundaries, you cannot press the spacebar to end turn for unit that has no range left, and this should not be the last move of the unit with the last range, otherwise it will be lost. You must either press S or W, and after all other units have ended turn, the remaining ones must end their turn with the Ctrl+N key combination. This mechanism also works with Helicopter-type units, which can stay outside the base for a long time, but lose several hit points every turn. If the hit points reach a critical decrease and are equal to the points of complete destruction or one less, then such a unit will also be lost on the next turn, unless it is in a place that meets the conditions of non-destruction (city or near a city (own or ally), airbase, carrier (for missiles, also an AEGIS cruiser, submarine or UAV))
48. Paratroopers can now jump onto a water city, onto water units, and onto a section with allied units. When jumping onto water units, the jump cursor icon will still be crossed out, but the jump will be available. The jump range is 10 squares, you can change the parameters in the Rules.txt file, @Сosmic tag -> Max paradrop range.
49. Harbor and Offshore Platform can now be built in a city if it has at least one ocean square in its radius and vice versa, Superhighways can no longer be built if the city does not have a single ground square suitable for a highway in its radius (desert, plains, grasslands and tundra are suitable).
50. Roads will now give +1 gold to terrain not only in the desert, grassland or plains, but also in forests, hills, mountains, tundra, jungle, swamp and glacier. This applies to all government systems except Anarchy and Despotism, when used, one commerce will be subtracted from these cells. On cells with an ocean, on the contrary, by default there will be one less commerce (item 77 now removes two commerce from the ocean). Superhigways for these places (forest, hill, mountain, jungle, swamp and glacier) will NOT add an additional gold.
51. A mechanism for calculating pollution has been slightly changed, now the construction of the Recycling Center, Hydro Plant, Nuclear Plant, Hoover Dam and Solar Plant will increase the calculation variable (divider) reducing pollution, rather than setting an exact value in it, also the Solar Plant now levels out pollution not by 100%, thus the relevance of building the Recycling Center after the construction of the Solar Plant remains. Hydro Plant or Power Plant reduce pollution by increasing the divisor by two, the Hoover Dam by three, the Recycling Center adds another four, the Solar Plant increases the resulting value by six times. A large contribution to pollution (divisible) is made by the Factory, Manufacturing Plant, Power Plant, Hydro Plant, Nuclear Plant, Solar Plant (as manufacturing enterprises, the more production from squares, the more noticeable the effect), a small contribution is made by any improvement built in the city, of which the Airport and Offshore Platform act on the divisor variable, reducing it (this will be especially noticeable if the city is small, but already has these improvements), and each new citizen makes his minimal contribution to pollution. Pollution starts to be calculated little by little after researching Railroad, next strong polluter is research of Industrialization, then Automobile and finally Plastics. On average, 24 is subtracted from the calculated pollution so that small cities are not immediately covered in emissions (it was 20, but since there is more food in the game, the city can easily grow higher). If the city becomes an industrial center with production above 100, it may not cope with all the pollution, for such a center it is better to keep the city size around 20-30 or dismantle some of the improvements. Corrected the Solar Plant, now it gives +25% to production (in the original game, from the description it follows that the Solar Plant should give +50% to production, which it does not, but perhaps it should not be a separate improvement, but should be in a combination of Power Plant, Hydro Plant, Nuclear Plant, i.e. you choose to build one thing, but in the game this is not done either on purpose or they did not take this into account). The presence of pollution in a square will now significantly reduce the resource received (it was minus 1 resource, now it is minus 2 of any resource from the square).
52. AI and automation are now trained to build Mass Transit and Solar Plant improvements, since previously the AI bypassed pollution, then Mass Transit was essentially not needed, as a result, the code does not indicate when it needs to build this improvement, similarly with the Solar Plant. To build these improvements, the city size must exceed the second growth limit (currently this is 15). The calculation of the need to build a Recycling Center has also been slightly changed, as soon as pollution appears, the priority of construction will increase. The general connection is that the larger the city size and the more pollution, the higher the priority of construction (however, if the AI is at war, then it may take a very long time for civilian improvements to get in queue). As for the mechanism of pollution emission in the city, it has also been slightly changed, now when researching most of the technologies and in the presence of a Solar Plant, if pollution is still in the city after this, pollution emission will happen 25% less often (at the difficulty level of Chieftain and Warlord, this mechanism is bypassed, but appearance of pollution there is already reduced) the overall comparison has also been slightly reduced, now the city's pollution will not be multiplied by two for comparison with the calculated number and thus emissions will occur less often, especially if the pollution is small.
53. A bug that caused the entire stack of sea units to be deleted instead of just one has been fixed. This happened when disbanding sea units if there were more than one in one square. Now each ship will be deleted separately. When disbanding a Transport with units on board, all passengers will also be disbanded. This also applies to air transport (Heavy Cargo Aircraft (HCA)).
54. Unlocked two resources on Grassland square type, named Cattle and Garden, added corresponding graphic images to TERRAIN1.GIF file and description in Civilopedia. If the grassland resource square does NOT match the shield (bush) icon, then will be one less shield production resource in the square.
55. Changes in terms of creating large maps, increased treasury, unlocking resources in grassland and Labels.txt size have also been added to the Civ2Map.exe file.
56. Many works and transformations carried out with the terrain have been redefined, as well as the time spent on this, in more detail, what can be transformed with examples is in the Rules_full.txt file, @TERRAIN tag.
57. A certain condition (what the value 20 is responsible for is not yet clear), which led to the reset of the peace treaty with the AI player after some time has been changed. The player did not notice this, because in diplomacy on his side there was no reset and in diplomacy it was indicated that there was an agreement, but if you go for the AI and look at its status, it turned out that instead of peace there was already just contact, so periodically, suddenly, the AI attacked the player. Now this condition is also tied to the vendetta, if there is such a flag, then the mechanism will be active, then the variable responsible for the reputation will be connected. If the player who can be attacked has a reputation lower than Excellent, there is a probability of breaking the agreement, the lower the reputation, the greater the probability. I also tied in a variable responsible for power, if the difference is large, for example, the attacking side is Strong, and the one that can be attacked is Supereme, the mechanism will not work, but if the attacking side is Mighty, then it will work.
58. Two verification criteria by which the AI would filter out only ground units from the list of possible construction of units has been added. Previously, the AI compared the role of units, their type (or domain), number of moves, defense and attack strength, if there were matches in these parameters, and in the last three the next unit was better than the previous one, the AI crossed out the previous unit from the list for construction. Now for comparison, two criteria have been added: hit points and firepower. This was done so that the AI does not cross out the MLRS unit, since flags are not compared, and the MLRS has the ability to penetrate city walls (this flag also penetrates a fortress or fort). In the water city, the AI has been disabled from building engineers to avoid problems with processing ocean squares.
59. Time after which the war status between two AI players was automatically reset has been changed, previously it was on the 16th turn, now on the 31st. This also affected a human from the AI side, after declaring war it was impossible to communicate with the AI for exactly 15 turns, now a certain variable has been introduced that allows you to contact the AI several turns after the war (every three turns), and between AI players during the war, on the contrary, the added variable reduces the connection, thus, there should be less frequent situations when after declaring war an AI ally asked for help, and on the next or the same turn he made peace, leaving the human to sort things out on his own.
60. All units except the engineers and those with the amphibious ability are prohibited from moving from a water city to land and vice versa if the city is near the shore. Amphibious units can attack ground targets on land from transport or from a water city adjacent to land, and vice versa, can attack an adjacent water city from land. AI is also trained to attack a water city with an amphibious ability.
61. The cost of bribing a city with a spy has been increased. The cost takes into account the distance from the capital, the size of the city and the number of improvements built in it, and also checks for the presence of a Courthouse; if there is an improvement, bribing cost increases by one and a half/two times. The government also makes a contribution: if the bribed player has Communism, then a fixed value is used that determines the distance from the capital; if it is below a certain limit (10), then bribing under Communism will end up being more expensive. The final increase in bribe turned out to be about 2-3 times. It is worth noting that the main parameter determining the cost of bribe depends on the treasury of the bribed player; the more gold he has, the more expensive the bribe. Since the limit on the accumulation of gold in the treasury of players over 32,000 has now been removed, bribing can become quite expensive. In addition, I fixed the point that slightly changed the cost depending on the side from which the spy approached the city, if it was closer to the capital of the bribed player, the cost was higher, i.e. from the square where the spy was, it turned out that the distance check is not from the city, but from the unit that causes the action. As a result, I redid it so that the calculation was from the city. A similar bribery system is also for units, where the cost of a unit is multiplied by its distance from the capital and further, if it is settlers unit, it is doubled. I almost did not touch this function, except for editing the minimum cost and the item related to communism, for some reason in the unit function, it was checked not with the bribed side, but with the side of the player who wanted to bribe, I redid it in the same way as in the city function.
62. A function has been unlocked for the AI that it previously bypassed, in which the reputation from declaring war is calculated and there is a check for violations of the city borders with a requirement to remove units (does not apply to settlers, diplomat and trade units (caravan and freight), i.e. role 5,6,7), now in such situations the AI will remove units from another AI, but there is a small random probability of ~2% that one of the AI will refuse to remove units, then a war will break out between them. If this happens, a corresponding message will appear. A new DWAR dialogue has been added to Script.txt file, and a DHELP dialogue has also been added there, when an AI ally starts a war and asks for help. Previously, there were no differences between a defensive war and an attacking one, there was one dialogue, now it will differ depending on the role in the war of the allied AI.
63. A check for being on an ocean square for all ground units has been added, if a unit is on the ocean square outside of transport or a city, it will drown on the next turn and will be lost. Also, a check for ground units with zero moves on being in a city, fortress or airbase has been added, if a unit is outside of these places it will be lost (this check is ignored for a human player). These checks are made to remove lost units, which the AI periodically somehow transfers to different places and leaves, so sometimes units hang out on the ocean square, and a pillbox with zero moves is dropped in some wilderness and remains useless there. For mercenary/barbarian units, transport capacity has been doubled so that barbarian sea raids do not lose units due to lack of transport capacity when checking.
64. The procedure responsible for how barbarians will act in the game has been slightly changed. There is a separate behavior procedure for them, which does not affect the behavior of other players (the rest of the players have their own large behavior procedure). Mercenaries have been given amphibious ability to attack water city from transport, and flying units, like sea units, can now move across water and attack enemy cities/units. After research of Industrialization, barbarians or mercenaries will be able to appear in ocean squares on transport (a kind of analogue to Renaissance, and appearing on frigates). After researching most technologies, when mercenaries appear in the ocean, most of their units will consist of amphibious, if on land, then they will mainly be ordinary units. A small change has been made for ordinary AI players so that they also understand the water city. For a new appearance of mercenaries, a restriction has been set in the ocean no more often than every 7 turns (for barbarian activity levels 0 or 1) and no less than 3 turns (for activity 2 and 3). At maximum activity level, mercenaries can spawn closer than 5 squares from the city and in larger numbers. Barbarian attack on AI will not decrease after 150 turns in barb exe files and after 200 turns for normal game.
Mercenaries that spawn on land and in the late game on Transport use different conditions than those that spawn on Frigates. There are a number of other conditions for their appearance, for example, a randomly selected city is checked, if it is the city of a human player the check goes further, if the city of an AI the check on this turn passes and there will be no barbarians. Another condition is that up to the 150th turn, the number of barbarians is reduced for any of the activity levels, and also for activity levels 0 and 1, a number of checks are bypassed, which in more advanced times reduces the number of possible mercenaries. The exe file ending with barb uses the usual player function for barbarian movements, but there is an exception: if the unit does not have a home city, it will act as a barbarian (except for being in the city), in addition, mercenaries in the barb exe file are allowed to build a settlers and engineers, and after capturing a city, they can begin expansion like a normal player. Since in the barb exe file mercenaries can build units like other players, the same requirements apply to them, namely the presence of the necessary technology, otherwise they will not be able to build anything except a 'war' unit. If a human player establishes an embassy with mercenaries, he will be able to conclude agreements and transfer technologies to them for their rapid development.
65. A mechanism that switches the cost of technology has been fixed. If the number of technologies of one of the players exceeds the number of the other, then the cost of research for the player who has fewer of them is reduced by three times. This applies to both humans and AI. Previously, this mechanism did not work quite correctly. If a player was the first to research a specific technology, it is highlighted in white in the F6 window. Initially, the starting cost of a technology for a player is lower than for AI at the Chieftain level by ~142%, at the Warlord level it is lower by ~60%, at the Prince level it is lower by ~17%, at the King level it is higher by ~9%, at the Emperor level it is higher by ~30% and at the Deity level it is higher by ~60%. Also, at a high difficulty level and after the 150th turn, the cost of a new technology is slightly reduced for the AI.
66. Minor changes have been made to the AI government choice. From what I understand, the main parameters are production of all cities, trade, supported units, and corruption losses. The two optimal government types in this regard are Democracy with maximum profit and Fundamentalism with production and units, so all other types usually lose. Therefore, I added small values (the result of the values depends on the number of cities in the game), which are added to one or another government when analyzing and comparing them. So if a player has many wars, the attractiveness of the Republic and Democracy decreases slightly, and for other governments increase, in the presence of alliances with the same government, the attractiveness grows for every government type except for Fundamentalism (for Communism, the growth is doubled). With peaceful relations, if someone has Communism, then his attractiveness when chosen by another player is also slightly higher. If Communism is chosen by the strongest player, his attractiveness is even slightly higher for all others. Also, if there is an alliance between two communist governments, the relationship between them will be slightly higher. The parameter that completely eliminated waste is removed in democratic government, so now, although there will be no corruption, a small loss of production may be present.
67. The background of the communism and anarchy government in diplomacy has been changed, now next to the portrait of the leader will be a star or a symbol of anarchy, instead of the previous icon of the monarchy. The portrait of Frederick of the Germans has been replaced with Hitler (resource images 200, 203, 222 in the mk.dll file have been replaced with eXeScope program).
68. Minor tweaks: Terrain defense bonus for flying and floating units has been removed (now their terrain defense is always the same as that of a grassland or ocean); Now you can change the square type under a city in the editor, as well as edit improvements on ocean squares; Added a check and selection of the best defender for a water city when attacking it; Defenders in a city with SAM Missile Battery and SDI Defense have their firepower increased +1 in defense (except for ships in the harbor, there is always 1); Cities can now be deleted in any game mode (improved in future versions); Fixed the mechanism for exiting capitalization for the AI player; Several flying units in a fortress will now be destroyed en masse when attacked, not one by one; The player can now see units in the AI stack (except for the city) if they are nearby; The AI has been given the same requirements for transferring units through the airport as a human, and the AI is also prohibited from transferring units with zero moves; The priorities for building AI units and automation in cities have been slightly redefined; the minimum number of turns for a damaged sea unit has been increased from 2 to 3; in the test files, the construction of carrier has been unlocked for the AI, however, as far as I understood, it does not know how to use them (their construction has a very low priority); and some other things.
69. Old saves and scenarios from another game are not compatible with the modification and will not load.
70. The graphic pack of the terrain is taken from the Colonization scenario, but mixed with the original, plus some resources are taken from different places. To use a more original terrain, delete the former one and rename TERRAIN*_orig to TERRAIN*.
v1.01 from 28/08/23
71. A bug with range in Ancient World when barbarians appear on trireme has been fixed.
72. Option from paragraph 40 has been slightly changed, now there is a limit on converting boost gold into shields to a level no higher than 50,000 gold.
73. CodecTweakTool_670.exe file has been added to the distribution, in the program, click on the ACM/VMW 86 button and select Indeo 4 codec in the DISABLED category, click Apply/Close, which will allow you to show video clips.
74. Music intro in the game menu has been replaced with a similar melody, Japanese Drum (Oliver Scheffner). To return to the previous one, delete the MENULOOP and MENUEND files (Sound folder), and remove the exclamation mark in the !MENULOOP and !MENUEND files.
v1.02 from 20/09/23
75. Ability to delete cities (Shift+d on a selected empty city without units) in network mode (when selecting local network or internet mode) has been improved.
76. Stealth flag has been added to the spy in the Rules.txt file, @UNITS tag (now they will be difficult to detect).
77. Trade on ocean squares by default is completely removed, now +1 Trade is given by the Harbor and/or energy receiver, then if there is at least one Trade, +1 gold is added from the Republic/Democracy government type (or in celebration mode) and then another +1 from the Solar Plant if there is an improved energy receiver. Also added a condition for getting +1 Trade with an improved energy receiver in combination with Solar Plant after researching the Transformation technology, so this will be given only at the very end of the game.
78. The Converter unit will now be available after researching Robotics instead of Transformation, so that it can be used before the end of the game. The Transformation technology is no longer a technology for transforming the terrain, but a technology for converting/obtaining new energy.
79. Spelling errors in Civilopedia descriptions have been fixed; added "Effect of Roads: Trade: +1" description to Civilopedia when viewing terrain (tundra, forest, hills, mountains); unlocked the 'Description' button when viewing Civilization Advances in Civilopedia.
v1.03 from 30/09/23
80. For each military unit, all unit properties are now specified in detail in the Civilopedia description; variables responsible for icons and unit descriptions in Civilopedia have been moved to a free address space, which has allowed all 63 units and their description to be correctly displayed; the display of Wonders of the World and City Improvements in Civilopedia when viewing Discoveries will now be a single line (columns have been removed for them), which will allow full name to be displayed without cutting off letters; sentences from Pedia.txt file, @PEDIACIVFACTS tag have been unlocked, which will now be displayed when viewing Civilization Advances in Civilopedia, for example, when viewing the Communism technology, three sentences from this category, that are affected by this technology, will be added.
81. The last free technology has been activated, named Composite Armor; the links between the appearance of later units and technologies have been slightly changed.
v1.04 from 15/10/23
82. Several errors and inaccuracies have been fixed.
v1.05 from 06/11/23
83. Several inaccuracies and bugs, that sometimes caused freezing have been fixed; Airship is now completely untied from the government (as it replaces Fanatics) and is available in the game; barbarians/mercenaries should now appear in Modern World on transports.
84. Barbarian/mercenary diplomat in the barb exe files is given a condition to sometimes perform some action in an enemy city like a normal player; if there are a lot of barbarian units (for example, at the Raging Hordes activity level) and they become very outdated, they will be gradually destroyed after the 200th turn, relevant for barb exe files; barbarians do not spend gold on improvement maintenance if there are any in their cities, their cities do not go in disorder if there are unhappy people (these properties are the same as in the original, except that in the original they cannot choose production in the city and produce only the unit that captured the city, they also cannot change government type and do not spend shields on unit maintenance, since the units they produce do not have a home city).
85. A mechanism for disbanding units in the absence of city support has been changed. Now, if a city is short of support shields, but there are shields invested in any production under construction, the missing shield for support will be doubly subtracted from the construction window at the beginning of a new turn. When the shields in the construction window are zeroed out or there are fewer than needed to support the unit on the next turn, the unit will be disbanded. If the unit being disbanded is in the city, part of its production cost will be transferred to the city. The AI does not use this mechanism.
86. A parameter has been added to @Сosmic tag of the Rules.txt file that allows changing the number of units without maintenance for barbarians/mercenaries, i.e. only works for a exe file with the barb prefix. Free units from governments are added to this parameter if possible (monarchy/communism/fundamentalism). Despotism and anarchy give another 1/2 plus of this parameter.
87. Sound framework have been expanded, new variable names have been added to the address field and new procedures with links to these sounds have been added. Now EXTRA9.wav sets the sound to the 8th line of units (Airship), EXTRA10.wav sets the sound to the 7th line of units (Musketeers), EXTRA11.wav sets the sound to the 18-19th lines of units (Crusaders and Knights), EXTRA12.wav sets the sound to the 24th line of units (Cannon), EXTRA13.wav sets the sound to the 40th line of units (Battleship).
Seven variables are reserved for other custom sounds (from EXTRA14.wav to EXTRA20.wav). To activate them, find the code sections below and replace the 3F value with the unit line number from the Rules.txt file, @UNITS tag in hexadecimal. Units are counted from 0 (Settlers) to 62 (Explorer). The sound is played only for the attack, so units that have zero attack or are non-military do not need a sound. You can set the sound only for those units for which it has not yet been set. Sounds from the lines from Air Defense System (ADS) to Heavy Tank are set by sound files from CUSTOM1 to EXTRA8, plus my additions extends the occupied range to EXTRA13. For the remaining units you can set your own sound accordingly, and it will be played instead of the standard one, since these sections are selected by the game earlier than the code with the usual sound. Sound format WAV 8bit 22kHz stereo or mono in the Sound folder.
88. Ability to sell a selected city improvement in all your cities at once has been added. The corresponding line has been added to the City Improvements sell menu.
89. Ability to upgrade obsolete units has been added. To do this, right-click on a unit inside the city or on the units displayed in the city 'Units Supported' area and select the appropriate option. The 'Upgrade obsolete unit' option upgrades the selected unit, the 'Upgrade all obsolete units' option will upgrade all units, not just those in this city, but all obsolete ones. Upgrades are done in stages, so if the army is very obsolete, it must be upgraded several times. The cost of upgrading is determined by comparing the parameters of the old and new units. The difference in production cost, hit points and number of moves adds more to the cost of upgrading than the difference in attack, defense or firepower. In general, the upgrade mechanism almost completely copies the Leonardo's Workshop mechanism. Added @NOUPGRD, @Lоwcash, @UPGCOST, @UPGRAD tags to the Game.txt file and one entry to Labels.txt.
90. Several unit icons in the UNITS.GIF file have been changed; the appearance and disappearance of several units in the Rules.txt file has been redefined. The unit icons from the previous version have been saved in the UNITS_old.GIF file.
v1.06 from 14/11/23
91. A mechanism for calculating taxes or tithe under fundamentalism has been changed. Previously, accruals were made before the calculation of the increase in gold from the MarketPlace, Bank, Stock Exchange and Tax Men, and thus had a significant impact by adding a lot of gold to the treasury. Now their contribution will be after all calculations and they will add static gold in the form of the specified collection. It is worth considering that by default in the @Сosmic tag settings, fundamentalism is set to a maximum degree of science of 50%, so if you move the slider for contributions to science above 50%, further investments will be converted into taxes. In addition to this, AI convert all investments in luxury into taxes (science in the original game), since under fundamentalism there are no unhappy people, although it does not take into account the fact that if the city does not celebrate, then in totalitarian government this brings less trade from each city square.
92. To make the game a little more difficult, I added the cost required for unit maintenance. This mechanism is enabled only for humans, but can be enabled for AI as well. For totalitarian government, the unit maintenance is halved, and is absent under anarchy, and under democracy there is also +1 coin for all military units. To understand how much is spent on maintaining units, you can open the F5 tab (Trade Advisor), where there is a separate line 'Improvement Maintenance', and just below that there will be a line 'Unit Maintenance'. At the Deity level difficulty of the game, after 200th turn, +1 gold will be added to each unit maintenance, regardless of whether it is a military unit or not; A detailed description of setting up cost can be found in the Civilopedia -> Game Concepts -> Unit Maintenance. The text line 'Improvement Maintenance' has been added at the end of the Labels.txt file.
93. Tried to fix an inaccuracy in the 'Go To' auto-movement, where the transition at the place where the map was glued along the X coordinate was incorrect and the units went in the opposite direction. This glitch appeared on round maps in which the Y coordinate exceeded the X coordinate, i.e. on all regular maps, which when created are designated as 50x80, etc.. In fact, the X size in the game then doubles. I did not find a specific reason, which, in my opinion, was strange and incomprehensible, I just removed one of the checks that filtered out the movement of the unit to the new coordinate. After changing it, the units began to move more or less normally, crossing the border as they should. However, it is possible that this can cause some problems, for example, an increase in units get stuck, which already happen when moving, or other glitches, so for now this is a test version (actually fixed in version 1.15).
Overall Go To movement is still pretty bad, especially for ships and infantry units that need to respect terrain restrictions. Ships often take longer routes, especially if there are a lot of bends and narrow straits to their final destination, and occasionally get stuck. Added the ability to pass through allied units when auto-moving via Go To, both for the player and the AI.
Sometimes it happens that a message about 'Long-distance' pops up. To activate it, a unit must make 51 moves approximately in one direction or less, if back and forth (about 4 moves without taking into account the contribution of normal moves), then the game seems to understand that the unit probably cannot pass and gets stuck. There is a special limit for AI to make a maximum of 20 (25) moves, so they do not move very far along the railway.
94. The arrangement of text lines in windows called from the 'Advisors' menu has been optimized. An error has been corrected when under Democracy the line Republic was displayed in these windows, and under Communism - Democracy; a number of errors in text files have been corrected.
95. All floating units with the ability to transport units have been given the priority to first unload at a given target and then sail home or skip turn for repairs, if the transport is heavily damaged with units on board; the parameters of a number of units have been slightly changed (trireme, caravel, galleon, cruiser, transport)
96. A bug when exiting the game that displayed an event in the Windows log about the error 0x0004cbc4 has been fixed.
97. File civ2_old_scenario.exe has been added, which will allow you to run old scenarios or saves on this modification. (discontinued from version 1.17)
v1.07 from 18/11/23
98. Separately added cost for Carrier, Pillbox, HCA units, adding to paragraph 92, since these units have an attack of 0, they did not participate in the calculation. So, Pillbox cost 4 gold, HCA and Carrier 6 gold; Increased the number of possible AI moves before the limiter from 20 to 30, so that it can fully use ICBM-type missiles and Sputnik.
99. Ability to listen to music from the Music folder has been added. The mechanism is implemented on the imported procedure for playing sounds PlaySoundA. Since this is playing sounds, then after playback is complete, the next track does not start itself, so I made a binding for choosing a random track on a new game turn of a human or by left-clicking on the game map. A new track starts only when the previous one ends. You can start a specific track from the Game menu 'Pick Music'.
This implementation can play up to 80 tracks in the Music folder. The supported sound format is WAV 44100/22050kHz 8/16bit stereo/mono, called via the PlaySoundA procedure with the SND_ASYNC, SND_NODEFAULT, SND_NOSTOP flags.
In the Rules.txt file, @Сosmic tag, the option that specifies how many tracks can be played has been added. Setting the value to 0 will disable this playback mechanism. Newly added tracks in the form of TRACK** can simply be placed in the Music folder and the @Сosmic tag edited. In addition, you can also add the track name to the Game.txt file, @PICKMUSICGOLD tag, for further manual selection in the menu. The track number TRACK** is equal to the line number.
You can check out the music from the game and add-ons, for example, here
https://downloads.khinsider.com/game-soundtracks/album/civilization-ii.
v1.08 from 19/11/23
100. The list of autosaves has been expanded from 2 to 5 (Auto, Auto0, Auto1, Auto2, Auto3).
The current turn is divided by 5, the remainder of the division is used to select which number will be assigned after 'Auto'.
101. Option in paragraph 99 has been fixed, music being played is linked to the 'Music' flag in the settings menu, unlinked from 'Sound'; other minor edits.
v1.09 from 29/11/23
102. In the 'Show Hidden Terrain' view mode, 't' key now displays rivers in areas and removes pollution.
103. Several variables have been moved to the Rules.txt file under the @Сosmic tag, to reduce the number of nested executable files. Now you can set the ability to steal technologies, global warming limit, as well as the level of AI pollution and city emissions there. In addition, the end-of-game date has been displayed, which can be replaced with your own (after completing the game and choosing to continue playing, a certain flag is set that changes some of the AI's actions, for example, the AI will not build a Spaceship, even if no one has built or launched a Spaceship by the end of the game). Now the date option in the Civ2UIA patch is disabled, because it began to cause an error.
The level of global warming is calculated approximately as follows: all squares with a pollution icon are counted, cities with built 'Recycling Center' (previously Solar Plant) are subtracted from them. If the value is negative, global warming is not threatened, if positive, another variable is increased by one each turn, with which the comparison is made. When a critical value is reached, a message appears about the approaching global warming, somewhere in two turns the transition will occur and global warming will be inevitable. Thus, between the appearance of the message about global warming and the process itself, there are about two or three turns to try to do something and prevent it. After the first global warming, another variable increases by four, which adds an increase in the range to the calculation. The next global warming will occur when the same limit is reached plus four. Another +4 will be added thirty times to subsequent warmings, and so on up to the maximum limit of 120. If more than one human player is involved in the game, then all pollution is divided by the number of human players. AI, as you can see, was almost not involved here, because its cities emit no pollution by default. With the AI pollution option enabled, emissions will increase.
104. The display of information about a square by double-clicking the left mouse button has been corrected. Previously, if a square was opened by a player and there was a hidden unit or city of another player on it, then the window with information about the square did not pop up, and thus this indirectly indicated the presence of a unit or city there. Now information about the square will be shown in any case, the exception is if there is a unit or city of the player himself in the square. In addition, information about the squares will also be displayed in the open map mode, on those squares that are visible at the time of the activity of this mode, but were invisible before.
105. A mechanism for ending production in the city has been reworked. Now, if some city improvement is completed and city production has not been changed on the current turn, then on the next turn a menu will pop up in which you will need to: the first option is to enter the city, where production will automatically switch to capitalization (provided that the player has researched the necessary technology) and select new production. If this is not done and the previous construction is left, then the shields will not contribute to production, the shields will be reset every turn, the second option is to sell this improvement without entering the city and build it again. Thus, the ability to accumulate production and quickly complete new wonders of the world that appear with research of new technologies will disappear. The same mechanism works with Spaceship components when more of them are built than necessary. This mechanism also affects the AI with the choice of the first option of switching to capitalization or zeroing out production; The cost of buying city improvements and wonders of the world has been changed. Now, until the 200th turn, buying wonders of the world is twice as expensive. After the 200th turn, all improvements will be twice as expensive, wonders and components of the Spaceship will become four times more expensive. If you buy an improvement or wonder from scratch with a shield contribution of less than a quarter of the cost of the entire improvement, then the cost will be doubled again
The general process of cost formation is as follows: the column responsible for the cost of production in the Rules.txt file, @IMPROVE tag, is multiplied by the value from @Сosmic responsible for the number of rows in the city's production box. The resulting value is limited to 1000. The shields already spent on construction are subtracted from the resulting value. Then the resulting value is doubled for imrovements or quadrupled for wonders. Then there are added coefficients that increase the buying cost of an improvement by another two times, and a wonder by four times, and finally accumulation of shields in production is checked; if there are less than 40, the cost is doubled again.
106. Description has been added to Civilopedia -> Game Concepts how the cost is calculated, items: Unit Maintenance, Unit Upgrade and Global Warming calculation; several unnecessary messages popping up when running the game without human participation have been removed.
107. Capitalization check for the AI player has been improved. Now if the AI has less than 4 units in the city, and also every three turns this mode will be reset and its necessity will be analyzed anew; slightly changed the priority for a number of units that AI builds (decreased for Missiles, increased for Air Defense System and the Converter); the @GAPE tag in Game.txt about the presentation of a new technology has been corrected (for some reason, the code indicated that its appearance is active for AI players, I remade it for human players, the conditions for its appearance are: the presence of contact, the absence of war, alliance, embassy built by Marco Polo's Embassy and United Nations, the presence of an unresearched technology by the player); the ransom received for captured barbarian diplomat has been reduced by half (paragraph 32).
108. Two variables have been added to the Rules.txt file in the @Сosmic tag allowing you to set the number of points for movement on roads and railways. Flying, hovering and water units do not participate in the calculation.
109. Ability for floating units to move along rivers has been added. Added ability for cities located on a river, or near a river in an adjacent square, to build water units. Three water units (Carrier, Battleship and Submarine) are excluded and will not be able to move along rivers, as well as be built in cities on/near rivers due to their large displacement. Automation (AI) and movement by GOTO will now also take these capabilities into account. Any unit on board a transport (no matter whether air, ground or water) loses moves if the transport starts moving (barbarians and AI ignore this function), so to ground units, the transport must not move.
110. Two parameters that allow or prohibit leaving excess production in the city from a previously built improvement/wonder or unit, have been added to the Rules.txt file in the @Сosmic tag.
111. Capitalization and Spaceship parts have been transferred from the category of wonders to the category of city improvements, which will affect the penalty when switching production; fixed railways on ocean squares, which are energy receivers, now they will not give a bonus of moves to units landing from water transport (mercenaries have been added to the exception in order to have the ability to quickly attack).
v1.10 from 28/12/23
112. Ability to transport units not only by sea or air transport, but also by land, has been added; one-time profit from organizing a trade route between cities has been reduced; the value of some goods has been slightly changed (Rules.txt file, @Сaravan tag); if there are trade routes between two nations and a war begins, the profit from such trade routes will be reduced by four times during the war; city growth will now occur immediately as soon as food exceeds the limit without skipping a turn; a square with an airbase will now give only a basic resource, and not like a city; paratroopers can land from a Heavy Cargo Aircraft (HCA), provided that it has not moved during new turn; removed the ability to search for a city on a unexplored map due to the lack of map centralization; coordinates and object number will not be displayed on unexplored territory; built units of the Sputnik and UAV (Unmanned Aerial Vehicle) type will not cause unhappy citizens under the Republic/Democracy (linked by line number at @UNITS tag, Rules.txt file); After researching Genetic Engineering, infantry units outside the city will recover +2 points to health faster; description of the unit recovery process has been added to the Civilopedia -> Game Concepts -> Unit Recovery; several errors and inaccuracies have been corrected.
113. Display of unit maintenance cost and overall balance has been moved to the F5 window for greater clarity; two new lines have been added to Labels.txt. Maintenance cost has been added to the Civilopedia when viewing Military Units. However, if you view units under different government systems, the cost will differ. It is worth noting that since maintenance under totalitarian governments is divided by two from the total amount, and when viewing unit maintenance cost, the division occurs from each unit, the final value may be slightly inaccurate (since the remainder from the fractional division will be discarded).
114. In the picture TERRAIN1.GIF the image of the fish has been removed, the old file has been saved with the mark fish (TERRAIN1_fish). Now instead of the fish there is a small 'wave', in the squares where there is a 'wave' it is preferable to build an underwater mine (it will give +1 shield).
115. A parameter has been added that allows you to specify the number of units that a carrier can transport and all units with the ability to transport missiles (in the Rules.txt file, @Сosmic tag).
116. Another parameter to the Rules.txt file, @Сosmic tag has been added, allowing the use of the new unit exhaustion system. By default, this option is enabled (it can be disabled). A detailed description of how it works is in the Civilopedia -> Game Concepts -> Unit Exhaustion or at the end of the Describe.txt file. Sea and air units, with exhaustion enabled, can use the fortification mode to recover, however, they will not receive an actual defense bonus from it.
117. Ability to create huge maps at the start of the game up to 65535 squares in size has been added, as well as when creating a map in the Civ2Map.exe editor. Two options for choosing ready-made map sizes "Very large" and "Huge" have been added. The parameters for creating maps have been slightly changed, so maps with a large selection of land mass will have slightly more land than before, provided that the "land form" is continents, and when choosing a small selection of land mass and "land form" is archipelago, on the contrary, there will be slightly less land than before.
118. The system of transporting missiles by different units with the missile carrier flag has been reworked. Now missiles can only be loaded in the city. When missiles are launched from a ship, its total capacity is reduced by each launched missile. If the capacity is exceeded, any missile over the carrier ship will be destroyed on the next turn. To implement this mechanism, we had to add variables to the sav save, so now saves of version 1.09 and below will not be able to load. AI ignores this mechanism and can still load and transfer missiles as before
119. A variable to the Rules.txt file, @Сosmic tag has been added, prohibiting or allowing the destruction of units in a stack one by one, as in a city or fort (by default, the parameter prohibits destruction one by one). Added the ability to attack ground units in a stack if they are covered by some air unit. The most protected unit will be selected first (a built-in procedure is used to find the best defender, no matter what type, similar to an attack on a city), if only flying units remain in the stack, then they will no longer be able to be attacked by a land unit. If an air transport such as a HCA hovers over land with units on board, it will not be possible to attack it, provided that the HCA is the main one in the stack, but if other units are in the stack, then such a block may not work.
v1.11 from 06/03/24
120. A small fix for an exploit that allows attacking an empty city (without units) of any player with whom there is an agreement (cease-fire, peace, alliance) with nuclear weapons without declaring war. Now, any air unit attacking an empty city of another player will first trigger a check for agreements; other adjustments and edits to some parameters.
121. Global warming system with the transformation of squares into other terrain types has been changed. Another climate change scenario has been added - global cooling. A number of conditions have been added to these scenarios that change the terrain of squares more smoothly with each new wave, forming areas of the same type. Ultimately, with global warming, with each new wave, there will be more and more deserts, with global cooling - glaciers. A parameter has been added that allows, in addition to changing the terrain, to change part of the ocean coastal squares during global warming into oceans, during global cooling into glaciers, as well as a parameter that allows you to remove all pollution from the map after each wave of climate change. You can select a scenario and settings parameters in the Rules.txt file, @Сosmic tag. A more detailed description of the new climate change mechanism in Civilopedia -> Game concepts -> Global Warming/Cooling (advanced); @GLOBALCOOLING tag has been added to the Game.txt file.
122. A variable for the Unit Maintenance has been moved to a separate setting in the Rules.txt file, @Сosmic tag, where it can be enabled or disabled.
123. The value of a target for hitting with a missile has been redefined once again, reduced for single Battleship, increased for single Sputnik and for ships carrying missiles on board. For a AEGIS Cruiser, if it is the main unit in a square, even with missiles on board, the value has been reduced, since hitting it with a missile is ineffective. If there are several ships or other attacking units in one square (for example, a transport will be loaded with attack units), this will increase the value of the target for hitting it with a missile in the range.
124. Archive smac-cpu-fix-v1.0.zip has been added to the Distributiv folder. If you run the game through this program using the created shortcut with the parameter, for example loader.exe -e civ2.exe, the processor load in the task manager will be at level 0, i.e. the game will not fully load one thread/core.
125. The texture of the Desert and Swamp terrain has been changed. The old version is saved under the name TERRAIN1_2.gif.
v1.12 from 22/03/24
126. A variable responsible for assigning unit to a city has been changed. Now it is not a byte, but a word, which should solve the problem with the lack of a unit binding to its home city when the number of cities exceeds 255.
127. Capitalization income has been halved, now every two production shields give one gold, which increases taxes.
128. Several parameters in the scenario editor settings have been adapted to the new game changes; HELP.TXT file used when creating scenarios has been translated.
129. Text bindings fixed, font encoding and the fonts themselves when running GET_INFO.EXE from the Pedia folder have been changed. The translation that was used is the one that was already there (some pirated one is not quite accurate with a small edit, they have also already made edits to the code changing English names to Russian ones with abbreviations to fit into the allocated section of the code). To run the 16bit GET_INFO.EXE application, you will need to install the program from the otvdm-v0.9.0 folder -> install. In fact, this Pedia skin is the same as the Civilopedia in the game, but there is a little more graphics here. The skin is strictly tied to the parameters of the original game and does not expand with additional elements to the parameters of the modification, so it can be fully used with the original game only. The parameters of units, improvements, wonders and terrain are loaded from the Rules.txt file of the game. The skin reacts to text lines in the Rules.txt file and due to the large amount of added text it did not load the parameters, in connection with this a more informative file with a detailed description was moved separately to Rules_full.txt, and the same file, but with a shorter description was left as the main Rules.txt.
130. Minor text edits; accidentally deleted Civ2Art.dll file returned, which allows displaying videos and correct display of the window with animation of the High Council; four more tracks from the Conflicts in Civilization add-on were added.
v1.13 from 18/04/24
131. Playback of music tracks will now be interrupted during Consult High Council, diplomatic screen, playback of a video about a completed wonder, exit to the menu. An additional trigger has been added to start a music track when pressing any command button or performing any action. A button has been displayed at the top of the map on the left, allowing you to randomly start another track interrupting the previous one. If the music is turned off via @Сosmic tag in the Rules.txt file, the button will not be displayed.
132. A portrait of Stalin was added instead of Lenin (file mk.dll). The leader's initials have been changed in Rules.txt file, @Lеaders tag.
133. AI can now attack with nuclear weapons not only cities, but also large stacks of powerful units (first, the damage to units from nuclear weapons is evaluated like a regular missile, if the necessary requirements are not met, then the damage to cities is evaluated). If there are friendly or allied units occupying 1 or 2 squares near the target, target attractiveness for attack decreases, if there are more than two friendly units and there are no secondary hostile targets, the attractiveness of the target is reset to zero, so that when nuclear weapon explode, all of its units are not destroyed. If there are other hostile units in the explosion zone, the attractiveness of the target will increase. If there is any city with an SDI Defense in the attack zone of a nuclear weapon (four squares from the center of the city with an SDI Defense), the attractiveness of the target for a nuclear weapon attack is reset to zero, since the SDI Defense will almost certainly prevent the strike; Added the description "Target Attractiveness Evaluation" to Civilopedia -> Game Concepts.
v1.14 from 15/09/24
134. When attacking barbarian settlers, the reward for capturing the leader, which was given by default, has been removed. The reward has been left only when attacking a barbarian diplomat or caravan.
135. Condition after which the AI players changed their attitude towards another player if he dominated has been fixed. The limitation was set after the 250th turn (instead of the default 200th). Also, a condition for checking the alliance between the dominant player and another player has been added, if there is an alliance between them, then the check is bypassed. Thus, the player's attitude should not change towards a strong player if there is an alliance between them and one of them has moved to the dominant category; Added a description of "Domination" to the Civilopedia -> Game Concepts, with all the conditions that must be met for domination to work.
136. Minor edits: The minimum value of the "Communism is equivalent of this palace distance" item, that can be set in the Rules.txt file, @Сosmic tag, has been changed from 1 to 0, so that communism can be completely corruption-free; Glacier and tundra have been removed from all sides of the map border, now the border is edged only by the ocean (as a result, there is no glacier on random maps); The probability of rivers appearing on the map during world formation has been slightly increased; in addition to the world size and humidity variables involved in calculating the number of rivers, a temperature variable has been added (by default, a river appears only on a plain/grassland, forest/jungle/swamp); Fixed icon display of the launch file in the upper left corner when registering the main window. Now loading of the first ICON resource image is explicitly specified in the program (applies to all civ2 and civ2map exe files); A bug has been fixed where the AI did not found cities well or could not do it at all; The names of cities founded by barbarians will be taken from the @EXTRA tag (CITY.txt file).
137. Another attitude level "Hateful" has been added to the list of possible relationships between players. It does not add any functionality, it simply reflects one of the ranges of negative attitudes between players. A corresponding line has been added to the Rules.txt file, in the @ATTITUDES tag. Added a description of "Attitude Level" to Civilopedia -> Game Concepts, which allows you to better understand how this or that attitude is obtained.
138. A number of word-sized variables have been converted to an unsigned state, thereby doubling the value that can be accommodated, and a check has been added to ensure that the maximum value of 65535 is not exceeded. For example, this is a variable involved in calculating the strength of units (adding up the attack and defense strength of all of the player's units), and a population variable (adding up all of the player's city and population sizes). After increasing the number of cities, units, attack and defense values, and unlocking the population size, these variables could become negative and disrupt correct accounting and comparison.
139. Two more criteria have been added to the calculation of the relationship between players. Now contribution to relationship is made by the governments of the players and the total population of the cities. More details in Civilopedia -> Game Concepts -> Attitude Level.
140. Settlers are strictly forbidden to process ocean squares while on a boat (Settlers, Engineers and Converter obey the rules in the Rules.txt file, @TERRAIN tag -> Irrigate/Mine is set to 'yes' then processing is possible, if 'no' then no, if there is a tag of another terrain type, then it is possible to transform on it). Settlers are prohibited to process the 'yes' tag on ocean and to build energy receivers, the rest is left as it was. The Engineers can process ocean sqaures only while on a boat.
v1.15 from 15/12/24
141. Support has been added for images that can be displayed in the Civilopedia when viewing Civilization Advances, City Improvements, Wonders of the World and Military Units. Images are in the Pictures folder. The supported image format is 256 color GIF. More details in the Pictures folder, !read.txt file.
142. The window used in the Civilopedia has been slightly increased vertically from 640x400 to 640x480. The display parameters for text lines of titles have been adapted to the new window sizes, taking into account the output of 12 lines instead of 9. The Improvements.gif file has been added to the Pictures folder, from which small images will be taken in Civilopedia, and sometimes in the game itself during certain events or actions. When using this file, the window in Civilopedia will be increased to 700x600 in order to better accommodate the new images. If you delete this file, the game will only use the thumbnails from the ICONS.GIF file with a window size of 640x480, so the player can choose between the old look and the new one.
143. A parameter which allows you to set financial assistance to AI players has been added to the Rules.txt file, @Сosmic tag. After I enabled the AI improvement maintenance cost, its game quality dropped, this parameter can help. The parameter allows you to add gold to AI players depending on the sum of indicators (turns completed, number of cities and their size, units and their power) adjusted for odds and divided inversely proportional to the difficulty level of the game. More details in Civilopedia -> Game Concepts -> Complicator or in the Describe.txt file.
144. Two parameters 'Treasury' and 'Final Balance' have been moved to the Wealth Distribution window (Shift+T) for greater clarity and assessment of the situation when distributing budget allocations; the auto-close time for many windows has been increased; colored pixels have been added to the explosion animation during the battle (ICONS file); the Elite line and general support for up to 910 text lines have been added to the Labels.txt file; the @CITYRAZE, @BOND0072 and @PROMOTED2 tags have been added to the Game.txt file; an inaccuracy has been fixed where a spy with an invisibility flag could take missiles from the city; empty barbarian ships far from the city will no longer stand still for a long time, but will immediately disappear; city support for specialists has been increased to 48; the behavior of AI transport ships when transporting units has been improved; several checks have been added to improve the movement of AI units on the map; other various fixes.
145. City can now process four more squares (a total of 25 squares, including the central one). The added squares have reduced sensitivity to mouse clicks, only half of the squares closer to the common center are sensitive to clicks. The image that will be loaded from the ICONS file when there is the same square occupied by one of the cities in the visibility zone of two cities has been changed, namely, the procedure that loads the empty area with number 8 has been redesigned to load a rectangle with the inscription 'BUSY'.
146. A continuation of the upgrade that unit can receive after a battle has been added. Now, after receiving the "Veteran" status, unit can receive the "Elite" status in the following battles. If the Veteran gives 25%, then the Elite increases the attack and defense indicators to 50% compared to the base value. New status can also be used by the Spy with an increased chance of success; The cost of bribing a damaged unit will decrease depending on the amount of damage. The cost of bribing a veteran has been increased by 25%, elite by 100%. More details in Civilopedia -> Game Concepts -> Veteran Units and Elite Units item, or in the Describe.txt file.
147. Check that prohibits deleting your city if the cheat mode is not active has been removed. Now an empty city can be deleted like a unit, using a key combination (Shift+d), but this will affect the reputation if the deletion occurred when the cheat mode is not active. Size of the destroyed city divided by 8 will give the value that will be added to the reputation, worsening it.
148. A mechanism for selecting your unit from a square in which an ally unit is also located has been improved. Now the player's unit will automatically become first in the list when you right-click. Now all units located in the same square, even those of different players, will be displayed in the left window of the information panel when you select at least one or hover over it. Transport ships can now transport allied units. To do this, allied unit must be stationary in the square and must have the S order. When moving an air transport to it, unit will be automatically loaded on board. Similarly, you can send your unit to an ally's sea transport near the shore. Such transportation does not provide visibility of movement after loading, since the leading unit-carrier has the main view, so you will have to track your unit yourself, as a passenger; Visibility of movement of allied units has been added along those sections of the map that were previously opened by the player (to speed up the movement, you can press and hold SHIFT during the turn of other players); The visibility of mercenaries/barbarians movement has been removed (except for the first two easiest difficulty levels), now any enemy unit will be visible only next to player unit or in open areas of the map near cities at a distance of three or less squares (four squares after researching Mobile Forces technology).
149. Ability to lay new riverbeds from existing rivers has been added. For this purpose, a corresponding option has been added to the Orders menu, and this order can also be called by pressing the N key. The @RIVERBED1 and @RIVERBED2 tags have been added to the Game.txt file and a line has been added to the @ОRDERS tag of the Rules.txt file, a line has been added to the Menu.txt and Labels.txt files. More details in Civilopedia -> Game Concepts -> Riverbed Laying.
150. The array for storing the results of automatic movement of the AI unit and the player by the 'Go To' command has been increased. Thanks to this, it was possible to significantly improve the movement and reduce bottlenecks, since The calculation area of the calculated route has increased significantly. To increase the array, it was necessary to increase the size of the executable files. More details about the operation of this mechanism in Civilopedia -> Game Concepts -> Auto-movement.
151. When 'Customize World', two options have been added to the 'Temperature' category: Cold and Hot. When choosing Cold, the generated world will have a lot of glacier in the north and south (on small maps, glacier can extend all the way to the equator). A Hot world will have no glacier at all and will almost certainly have no tundra. A Warm world will almost certainly have no glacier, but will have some tundra. Temperate and Cool worlds will differ in the amount of glacier. High humidity in all worlds significantly increases the amount of vegetation and swamp, which reduces the amount of grassland and removes desert; Two lines have been added to the Game.txt file, @CUSTOMTEMP tag.
152. The civ2hc.exe executable file with support for 24-bit colors and bmp files has been moved to a separate HighColor folder. This is a test version created by me, by adapting and transferring procedures from the Test of Time game here. A more detailed description of all changes and additions is in the !readme.txt file from this folder.
v1.16 from 02/02/25
153. A number of continents, archipelagos, islands and large lakes that are created at the start of the game has been increased from 64 to 255. This increase should improve the processing and movement of AI on them. This number almost completely covers all objects when creating a maximum world with land form Archipelago.
154. A number of parameters when creating a world have been changed. For Wet Climate, the vegetation in the created world has been significantly increased, Jungle in the Warm Temperature world and Forest in the Cold Temperature world, and the number of Swamp has been increased, the amount of Tundra will be reduced, some of it will be replaced with Forest. In the created world with Wet Climate, almost all lakes in one square will be replaced with a land terrain, the type of land terrain will be selected from the adjacent square to the left or right side of the current square. In the world with Normal Climate, this will also affect two-square lakes, and in the Arid Climate world, three-square lakes, thus the created world will acquire a more realistic appearance and having access to water will become a significant condition for development.
155. The RPG unit has been replaced with the Radar (Radio Detection And Ranging). This is a no-move unit, capable of detecting any unit, including invisible ones, within three squares from it. More details about its properties can be found in Civilopedia -> Military Units -> Radar -> Info -> Description. Due to the fact that many units have their own individual properties, more detailed information about them can be found in the Units Description section.
156. Ability to set the Long-range Strike attribute to units has been added. For this purpose, a corresponding column has been added to the @UNITS tag of the Rules.txt file. More details about this mechanism can be found in Civilopedia -> Game Concepts -> Long-range Strike; In this version, the unit's hit points and firepower variables have been added to the final calculations for choosing who will strike in a battle, the attacking or defending unit, in addition to the attack and defense factors. This will probably change the result slightly, since, for example, a damaged unit will be slightly weaker than before, and a unit with high firepower will become stronger in any role. More details on this in Civilopedia -> Game Concepts -> Battle Calculation.
157. A variable for storing city images has been moved to a new address space, thereby expanding the number of possible city types used in the game to seven. The last type, called MODERN NEW (CITIES.GIF/bmp file), is now available in the game and will be activated after researching the technology - New Technologies.
158. Several types of random events have been added. More details in Civilopedia -> Game Concepts -> Random Events. You can disable events or change the probability of occurrence in the Rules.txt file, @Сosmic tag. A number of tags starting with @EVENT have been added to the Game.txt file. Added several lines to the end of the Labels.txt file. The EVENTS.gif/bmp file containing images of events is displayed separately.
159. Other fixes: The visible overview at the start of the game is brought into line with the new city boundaries; The white frame of the city boundaries when activating Show Map Grid is expanded to the new city sizes, taking into account the additional squares; The Barracks in the city will no longer fully restore a damaged ground unit on the next turn if the unit has a damage level of approximately more than half of its Hit points; Units with an invisibility flag cannot establish contact, the same applies to units with domain 3 (except for the Converter); The Converter can now be transported by Transport, the same applies to the Radar; If a hidden infantry unit has a Ignore zones of control flag (Spy), then any ground unit relative to it will also not have zones of control, thus it will be more difficult to detect the invisible unit; the AI will now build an Explorer (previously, the last slot where it was moved, did not participate in the calculation of the unit selection for construction); In the ICONS.bmp file of HighColor folder, the areas of frames that are loaded in the game but not used are marked with numbers (the mark is needed so that a warning about an incorrect color table does not appear when they are loaded in the smeds.log file when starting the civ2hc version; The number of SendToConnections: FAILED on send to connection warnings that can be displayed in the smeds.log log has been significantly reduced (warnings for a section of the network game that should not be active in a regular game); The remaining music tracks from the Expansion Packs have been added; Autosaves will now be placed in the Save folder by default; Brief information about the modification, in the form of vertical moving lines from the modific.txt file, has been added to the Civilopedia -> About Civilization II; Picture of Fortress and Airbase has been changed.
v1.17 from 12/02/25
160. A number of errors have been fixed (fixed the placement of citizens in the city on the central and processing squares when the city's population grows or decreases; random event variables moved to a new location, since the previous ones could be erased, giving an empty window; the ability to expel spies and diplomats from your territory, if there is allied relationship between the players, has been returned); The procedure for bribing cities has been redesigned, with an increase in cost, depending on the presence of improvements, wonders, units and some researched technologies in the city, the procedure for bribing units has been improved. If the nation of the bribed city has the Anarchy form of government, the cost of bribing will be lower, and if Fundamentalism, then higher; Added a detailed description of bribery in Civilopedia -> Game Concepts -> Bribery; When bribing or capturing a city, the remaining units from this city will remain at the disposal of the previous owner if they are located at a distance of no more than two squares from the city, while their support from this city will be removed; File WONDER05.AVI (Oracle wonder) has been replaced with a corrected one (the previous one could have displayed a frame unpacking error message while playing the game); Text limit in Describe.txt file expanded from 4095 to 8190 characters in a single @@ tag.
161. Ability to install English language has been added (thanks to comrade Slob Humar/slobi who spent time on translation).
v1.18 from 27/04/25
162. A number of bugs have been fixed (Fixed display of resource collection in the city on the central square when converting all citizens to specialists, with subsequent starvation and decreasing the size of the city; Fixed retention of units transported in water (ocean/river square) by AI transport ships, if they switch to fortification mode on board; Fixed game crash when the @FINDCITY window was opened while there were more than 535 cities in the game; Fixed an error in Game.txt file, @CITYRAZE tag, with the lack of outcome choice; Fixed an error introduced in version 1.16 after increasing the count of islands and continents, which could lead to deterioration of AI behavior); In Random Events, Fortress will no longer be created on ocean squares. 'Positive' improvements for Random Events can now appear on squares with a river; Improvements that AI players periodically receive on squares without actually processing them will no longer appear in the Ocean, except when this happens in Random Events; The variable responsible for the counter of selecting the name of a new city from the CITY.TXT file has been expanded, now it is not a byte, but a word. When exceeding 255 cities, the list will not start over, but will be continued if there is a free text list of city names; Zeroing of the variable responsible for selecting the name of a new city from the CITY.TXT file has been added, now after exiting the current game in the menu and starting a new game, new cities will start from the beginning of the list, and not from the continuation of the list from the previous game; If you buy Settlers at city size 1, then the resulting settlers will always be without binding to the city, and the city itself will be disbanded; The received unit in the Hut will always be without binding to the city; If in random events, that affect the population size, the decrease exceeds the size of the city, then you can set the outcome scenario, either the city is destroyed, or remains with a negative size and zero support, but can quickly grow to a positive size (Random Events parameter in Rulex.txt file, @Сosmic tag); The variable that takes into account existing, under construction and destroyed units, has been expanded from a byte to a double word (when pressing F2 Statistics/Casualties), now the values will not be reset when reaching 255; The removal of a worker from a water city square has been added to the barb files, when an enemy unit, such as a ship, is in the city limits; The scenario editor has been improved to correctly account for the added variables when transferring - Long-range Strike, MODERN NEW (Ultramodern) city style and Domain 3 for units, the transfer of added effects from the Rules.txt file, @Сosmic tag remains unrealized, they need to be transferred to the created scenario manually; Autosave has been improved, if it's a regular game, saves will now be written to the Save folder, and if a scenario, to the running Scenario folder. Added support for searching bmp/gif files not only in the current folder, but also in the root folder, if the required files are not found in the current one; (27.04.25) Fixed an error with establishing contacts when meeting land units. Contacts can be organized by all land units (except the Spy), the Converter, as well as sea units when meeting a city. Fixed an inaccuracy of the original, when a flying unit could contact a city in which there are no troops
163. The procedure that marks the squares suitable for founding a city in the generated world has been changed. In addition to grassland and plains, it now takes into account forest, hills, tundra, jungle and swamp. The presence of resources within a radius of two squares from the center now significantly increases the attractiveness of the central square for founding a city. The procedure for selecting the starting positions of players has been adapted to the new markers and will better take into account resources within a radius of two squares, especially if there are few plains or grassland in this radius. The first starting settlers can now appear on all the sqaures specified before. If controlled by a human, the first settlers unit is given the opportunity to found the first city in a forest, tundra, jungle, or swamp with automatic conversion of the central square to a plain or grassland. For AI settlers, this opportunity is given for all new cities, and for the first city, the conversion will affect all areas within a radius of 1 square.
164. An option which allows you to adjust the created world - increase or decrease land area, create more fragmented and winding land areas or ordinary ones in the form of islands / continents, remove internal lakes or not, has been added to the Rules.txt file, @Сosmic tag. When choosing land form - Archipelago, there will be more mountains if age selected is 3 billion years or hills if 4 billion years is selected, plus small adjustments to the parameters during general creation of the map.
165. A number of conditions for the Diplomat, when conducting operations in the city, have been changed. Now, the Diplomat, like the Spy, when attempting to Steal Technology will not have complete carte blanche to steal technology, but there will be a chance that he will be captured both before and after the operation. If the operation is successfully completed, he will be able to return home and advance in rank. When conducting operations such as: Steal Technology, Industrial Sabotage, Poison Water Supply, Plant Nuclear Device, if there are enemy Diplomat or Spy in the city, the probability of breaking through them to carry out the operation will decrease, and the more of them there are in the city, the lower the probability will be. If your scout is spotted by enemy spy, he will most likely have to return home in order to avoid detection. More details in Civilopedia -> Game Concepts -> Conducting Operations or in the Describe.txt file.
166. Added support for units of increased size up to 64x64 pixels to the civ2hc.exe file, similar to TOT. If desired, you can replace the images of the current units in the units.bmp file with your own increased size, saving the file in 24-bit bmp format. You can use any program, such as the built-in Paint. The location of the flag near the unit is determined by the intersection of imaginary lines from two blue pixels on the border of the frame at the top and left (the left edge of the flag). It is not advisable to shift the blue dot at the top much to the right (no closer than 20 pixels to the right border and 6 pixels to the left border), otherwise if there are several units in one cell, the extended flag may not fit to the field border and will be cut off. For better adaptation of large unit sizes, various edits have been made in many windows where they are displayed, increasing the distance to the image borders. The civ2hc.exe file can only work with a larger units.bmp file up to 640x640 pixels, or with a regular units.gif file of 640x480 pixels, with the flags near the unit and their colors taken from the same file. This file has been updated to beta4
(all old scenarios, as well as saves of version 1.17 and below, are not compatible with version 1.18)