more than 7 civs total?

SpikeSpiegelJKD

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I was just wondering if there is any possible way to get more than 7 civs on a map at a time.
 
I think that if a barbarian unit captures one of the Civilizations capitals, then the whole civ will split into Loyalists (same name, colour) and Rebels (different name, colour).

I saw this happen once (and only once), and the Aztecs split into Aztecs and Zulus but I'm not 100% sure it was caused by the evil reds :p
 
Rjak, that can happen when anyone takes over an AI's capital, the AI is big enough and doesn't have enough money to move his capital...

However, this is still limited to the 7 civs. If there are 7 civs in play already, such a split can't occur (because all 7 spots are taken).
 
A funny event happened to me in an otherwise regular game recently. I was just about to smack a barbarian archer next to my city when the message pops up, “Do you want to declare war on the barbarians?”. Hmmm -- no, maybe not, might as well stay spotless. Saved the game at that spot, reopened in cheat mode to look around & the barbs were listed as tribe 0, had two cities -- maybe I should have looks closer to see what else they had…
 
Originally posted by Mercator
Rjak, that can happen when anyone takes over an AI's capital, the AI is big enough and doesn't have enough money to move his capital...

However, this is still limited to the 7 civs. If there are 7 civs in play already, such a split can't occur (because all 7 spots are taken).

I've seen an AI civ getting split while there were 7 civs already once or twice. So it can happen.
But there still are only 7 civs then because the rebel factor becomes a civ that is already on the map, and is therefore subsequently 'added' to that civ.
 
You can play as barbarians with hex editing
 
Originally posted by Old n Slow
A funny event happened to me in an otherwise regular game recently. I was just about to smack a barbarian archer next to my city when the message pops up, “Do you want to declare war on the barbarians?”. Hmmm -- no, maybe not, might as well stay spotless. Saved the game at that spot, reopened in cheat mode to look around & the barbs were listed as tribe 0, had two cities -- maybe I should have looks closer to see what else they had…

In the previous civII demogame, I sent a spy into a barb city and created an embassy with them!!! :crazyeye: It even said they were researching Bronze Working!!! Of course, you couldn't make contact or check intelligence via F3.
 
When the Barbs capture a city they get a "shadow civ" that acts kind of strange. I've seen "Barbarians discover Alphabet" well into the middle ages. I've even seen it twice in one game: they had a city, I bought it off, then they got another elsewhere.
 
Wouldn't it be possible, if you edit a lot of files, to get more than 7 Civs in 1 game? It would be cool if there was a patch for that!
 
Well, if anyone does find out how to do so... tell me... sometimes 7 civs just isn't enough. I don't know why.

You can already change tons of things in the text files alone, I would think that this wouldn't be too hard to do.
 
This is VERY hard to change.

A little computer sciennce to explain: Various properties of each civilization, inside the savegames as well as the civ2 executable are stored in a single byte. A byte contains 8 bits, exactly enough to house the 7civs + barbarians.

Increasing the number of civs beyond 7 (8) would mean the data type has to be changed from a byte to a word or dword (data types of 2 or 4 bytes respectively). This is nearly impossible to do without any significant amount of reverse engineering, rather than simply changing a value or two in the executable.

In contrast, the no-limits patch solves the money limit of 30,000 right? Well this number was stored in a dword. A data type which can hold values from about -2 billion to about 2 billion. So changing this limit was indeed just a matter of changing the value 30,000 to 2 billion.

And even if it could be solved easily by changing just a few values in the civ2 executable, this would have a significant impact on the savegame structure. It might even break civ2 completely (because the way it keeps the data in memory is incompatible with the number of civs).

In other words, come back when the civ2 source code is released (i.e. when hell freezes over).
 
An alternate approach would be to set Restarts ON, so wiped out civs restart somewhere else. They get a settler and an average number of techs. You dont have more civs in the game at one time, but you dont "run out" of civs either. Until you have covered the world with cities of your own...
 
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