Custom Advances

Vrylakas

The Verbose Lord
Joined
Apr 12, 2001
Messages
1,940
Location
Bostonia
In the waning days of Civ II, I'm curious how many of you out there have taken the opportunity to use the extra Civ advances they provide you with in the Rules file, and if so, what are they? Have you connected any custom units to them?

I've changed them many times because I get bored with them after a while, but I believe currently I have:

1. Agriculture, which I've inserted before Bronze Working (to slow down my enemies from developing Bronze Working & phallanxes too early; hee hee hee...)

2. Bureaucracy, which I've inserted between Monotheism and Democracy (again to delay my enemies a bit in their development)

and 3. World War!, which I've inserted between Industrialization and Mobile Warfare. With this one I've added two custom units; a WW I-style tank and a machine gun unit. These are both stronger (attack) than any units that come before them, but weaker than Mobile Armor (and become obsolete when Mobile Armor is developed). I've also left the Tank unit a bit vulnerable on the defense. I've noticed that these additions generally turn my industrial ages into a global melee - which spices the game up a bit...

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Otherwise, I've added a drakkar sea unit early in the game, when I develop Map Making and Monarchy, which becomes obsolete with the invention of the Steam Engine. This is a very powerful coastal raider that far outclasses the useless trireme, and helps when I get stuck with archipeligos on generated maps...

Anyone else?



[This message has been edited by Vrylakas (edited August 22, 2001).]
 
I usually modify at the end of the tech tree.
I add in new techs like magnetic pulse and particle beam, gravitic drive etc. and new units such as energy shield and plasma cannon.
I make the prereq for SS Module = Gravitic Drive so that space ships are harder to build.
It's also interesting to raise the attack and defence strengths of units incrementally, so that technology has a greater benefit. For example, a tank has Att = 15, Def = 10. A plasma cannon has Att = 30, Def = 9, so it's like a super howitzer.
I also make gods with super attack and defence which cost about 1000 shields to build, but are fun to use at the end of the game. It's interesting fighting a legion of AI gods with a few of your own.

I tried adding a whole lot of prereq. techs at the beginning of the tech tree, but this doesn't really make the game much more interesting.
I've also done what you did in the Industrial age with new units and techs and I agree: it makes the fighting gameplay a whole lot better in a period where attacking cities is generally useless. I have poison gas units (as in WW1) and later germ warfare. They both behave like cruise missiles.
 
Yeah, I have played around with extra techs too. Most often I will add more to the end of the tech tree, so that there is stuff to keep researching after the time I normally would just be getting future techs. I also add better units to these like supersonic bombers that have increased range, Commando units that are like Mech. Inf. with a higher attack value. Suicide bombers, A/D/M of 20/1/5 that are destroyed after attacking, but cheaper to build than cruise missiles. Dreadnaught battleships with wickedly high attack strength. And on and on.

It's always nice to put a personal touch to the game.

 
I've mostly tweaked techs in association with my various doomed scenario projects, but once I made "Laser Buggy" unit that required The Laser, which had an ADM of 10/4/5 and FP and HP of 2. I also made a "GeneTech" advance that allowed the "Mutant" unit, basically a very cheap sub that used the strange sea-creature icon from the Units.gif file in Civ2 Classic. I think it's ADM was 10/1/3 and it's FP and HP were both 1.
 
Once, just for a laugh, I changed the rules, so that the archers had 40 moves, were alpine with 2 space visibility, and had an attack rating of about 20. Fortunately there was a goody hut right next to my settler which gave me an archer and managed to win the game by 3900BC. Otherwise I don't tend to add new techs.

Greg.
 
I put Toxic Warfare and Biological Warfare.
The thing that pisses me off that game just
tilts if u have edited them 'wrong'. Does anybody know the rules of editing.
 
I added a tech shortly after advanced flight (Jet Engine) that allowed me to build a custom spy plane unit. No real attack stats but it can go a long way and stay in the air 3 turns. (It always bothered me that so much of the map stayed blacked out so late into the modern age!) Also it has submarine characteristics which makes it hard to spot.

I've added techs that come later in the game, and I sometimes defer space flight a bit longer so that there's more time to enjoy the stealth units.

Also, I sometimes edit the rules so that all the major siege weapons ignore city walls after the age of gunpowder (cannon, artillery, armor..) Because I'm generally a defensive, development oriented player in style the edit doesn't help me very much, but it makes the AI vs AI battles that go on around me a little more free flowing.
 
I have made biremes available with map making (an earl agressive ship: 3/2/2) which cannot carry units.

Ive made a tech called colonialism which requires democracy and magnetism and made a colonist unit a setller with +2 attack.

Ive also made the engineer have +2 attack and Ive made caravans and mobile freight cost only 10 shields to encourage trade

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Never underestimate the power of stupid people
 
A mod I would like to see for subs is this: All you see is the periscope. With luck, a busy player would not notice it. On seeing a periscope, click on it, and if the sub is yours, you see it.By the way, can you just alter the various filers to eliminate the units you don't want? this would help if yopu just want to stick to WWI, or Napoleonic etc.
 
Why edit a great game? I think the game's perfect as it is. The only thing I've done to the game is added in a Hovercraft, which is a very fast, lightly armoured, small transport ship.
 
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