Originally posted by yoshi
Right. Thanks. BTW, while on the subject of graphics, does anyone know if there nuclear explosion graphic frames can be edited? Is it located in a DLL file? (Its odd that MP didnt include it into icons.gif as it did the combat explosion graphics.)
Yep... Nuke is in there too... You might want to have a look at my "Hacking! Changing The Civilization2 In-Game Graphics" guide in the reference section of my website... The download version has a complete listing of all images in the DLL files, what they do and where they are. It's a list for the FW version, but it should at least be similar for ToT.
Tried it as written above. It works. (I didnt realise that the EndGame action is hard-coded to delay one turn once triggered.)

Didnt get this part.

Let me try again...
If that works, you could combine some more if it were only 3 cities. One event structure with @AND for two cities, the second with the 3rd city "@AND'ed" with the flag check of the others.
Code:
@BEGINEVENTS
@INITFLAG
@IF
Continuous
CityTaken
city=Carthage
attacker=Romans
defender=Anybody
@AND
Continuous
CityTaken
city=Athens
attacker=Romans
defender=Anybody
@THEN
Flag
who=Romans
state=On
flag=0
@ENDIF
@IF
Continuous
CityTaken
city=Alexandria
attacker=Romans
defender=Anybody
@AND
CheckFlag
who=Romans
mask=0b00000000000000000000000000000001
count=1
state=On
@THEN
Text
Romans win!
EndText
EndGame
endscreens=On
@ENDIF
@ENDEVENTS
That's what I had in mind... (didn't test it)
(This would make for an interesting resource application: if CivA loses control over x # of key Oil cities, they lose the tech with which to build more tanks or use CHANGETERRAIN to lower production output of CivAs city Factory tiles.)
Great idea...