Which games did which things the best?

Those are fair points. I guess a lot of my SMAC love is nostalgia and an awesome storyline.
 
Sure, we did some fine hacks with the HexEditor as Cheat gold etc., Edit tile, Give back beaten unit, Change midgame the civilization you are playing, Play as the barbarians ...

State of the art back then (like for all other games). Comparably simple effects & complicated modding.
I'm uncertain when that Lua scripting started. As far as I remember, the following RULES.TXT contained all the accessible content for civ2 vanilla & expansions Conflicts in Civilization / Fantastic Worlds (besides some static .gif pictures for units, terrain etc.).

Later there was a remake called Civilization II: Test of Time, released in 1999. Methinks that version got much later tacked on the Lua thingy in fanatical Test Of Time Patch Projects - but I'm guess here a lot: at that time I modded civ4 already ...

Nevertheless RULES.TXT (607 lines, 25.8kB) was a quantum leap above hexEditing! Have a look, quite convenient to change statistics of units, rework the tech tree, implement terra forming ....
Spoiler rules.txt :
;
; CIVILIZATION GAME DATA
; Copyright (c) 1995 by MicroProse Software
;
; This file can be altered at your own risk to change
; the rules of the game. Keep in mind that altering the
; contents of this file may cause your game to malfunction,
; particularly if you use values outside the specified
; ranges.
;
;
; Cosmic Principles
;
; The following numbers control various key rules
; of the game. GREAT discretion is advised if you
; opt to change these. Values too far out of the
; expected range can cause the game to behave strangely.
;
@Cosmic
3 ; Road movement multiplier
2 ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2 ; # of food each citizen eats per turn
10 ; # of rows in food box (rows * city_size+1 = box)
10 ; # of rows in shield box
1 ; Settlers eat (govt <= Monarchy)
2 ; Settlers eat (govt >= Communism)
7 ; City size for first unhappiness at Chieftain level
14 ; Riot factor based on # cities (higher factor lessens the effect)
8 ; Aqueduct needed to exceed this size
12 ; Sewer System needed to exceed this size
10 ; Tech paradigm (higher # slows research)
20 ; Base time for engineers to transform terrain (x2)
3 ; Monarchy pays support for all units past this
3 ; Communism pays support for all units past this
10 ; Fundamentalism pays support for all units past this
0 ; Communism is equivalent of this palace distance.
50 ; Fundamentalism loses this % of science
50 ; Percent shield penalty for production type change
10 ; Max paradrop range
75 ; Mass/Thrust paradigm (increasing slows spaceship time)
5 ; Max effective science rate in fundamentalism (x10, so 5 = 50%)
;
; Civilization Advances
;
; Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
; Ai Value = Basic value at which computer players
; view this advance (used in determining
; which discovery to pursue, which to
; acquire during exchanges, and value of
; gift during diplomacy).
; Modifier = Modifier to value based on the "civilized"
; aspect of a leader's personality. Positive
; values increase value for civilized leaders,
; decrease it for militaristic. Negative
; values vice versa.
; preq1, preq2 = Prerequisites
;
; Epoch = historical period
; 0 = Ancient
; 1 = Renaissance
; 2 = Industrial Revolution
; 3 = Modern
;
; Category = Knowledge category
; 0 = Military
; 1 = Economic
; 2 = Social
; 3 = Academic
; 4 = Applied
;
@Civilize
Advanced Flight, 4,-2, Rad, Too, 3, 4 ; AFl
Alphabet, 5, 1, nil, nil, 0, 3 ; Alp
Amphibious Warfare, 3,-2, Nav, Tac, 3, 0 ; Amp
Astronomy, 4, 1, Mys, Mat, 1, 3 ; Ast
Atomic Theory, 4,-1, ToG, Phy, 2, 3 ; Ato
Automobile, 6,-1, Cmb, Stl, 3, 4 ; Aut
Banking, 4, 1, Tra, Rep, 1, 1 ; Ban
Bridge Building, 4, 0, Iro, Cst, 0, 4 ; Bri
Bronze Working, 6,-1, nil, nil, 0, 4 ; Bro
Ceremonial Burial, 5, 0, nil, nil, 0, 2 ; Cer
Chemistry, 5,-1, Uni, Med, 1, 3 ; Che
Chivalry, 4,-2, Feu, Hor, 1, 0 ; Chi
Code of Laws, 4, 1, Alp, nil, 0, 2 ; CoL
Combined Arms, 5,-1, Mob, AFl, 3, 0 ; CA
Combustion, 5,-1, Ref, Exp, 2, 4 ; Cmb
Communism, 5, 0, Phi, Ind, 2, 2 ; Cmn
Computers, 4, 1, Min, MP, 3, 4 ; Cmp
Conscription, 7,-1, Dem, Met, 2, 0 ; Csc
Construction, 4, 0, Mas, Cur, 0, 4 ; Cst
The Corporation, 4, 0, Ind, Eco, 2, 1 ; Cor
Currency, 4, 1, Bro, nil, 0, 1 ; Cur
Democracy, 5, 1, Ban, Inv, 2, 2 ; Dem
Economics, 4, 1, Uni, Ban, 2, 1 ; Eco
Electricity, 4, 0, Met, Mag, 2, 4 ; E1
Electronics, 4, 1, E1, Cor, 3, 4 ; E2
Engineering, 4, 0, Whe, Cst, 0, 4 ; Eng
Environmentalism, 3, 1, Rec, SFl, 3, 2 ; Env
Espionage, 2,-1, Cmn, Dem, 3, 0 ; Esp
Explosives, 5, 0, Gun, Che, 2, 4 ; Exp
Feudalism, 4,-1, War, Mon, 0, 0 ; Feu
Flight, 4,-1, Cmb, ToG, 2, 4 ; Fli
Fundamentalism, 3,-2, MT, Csc, 2, 2 ; Fun
Fusion Power, 3, 0, NP, Sup, 3, 3 ; FP
Genetic Engineering,3, 2, Med, Cor, 3, 3 ; Gen
Guerrilla Warfare, 4, 1, Cmn, Tac, 3, 0 ; Gue
Gunpowder, 8,-2, Inv, Iro, 1, 0 ; Gun
Horseback Riding, 4,-1, nil, nil, 0, 0 ; Hor
Industrialization, 6, 0, RR, Ban, 2, 1 ; Ind
Invention, 6, 0, Eng, Lit, 1, 4 ; Inv
Iron Working, 5,-1, Bro, War, 0, 4 ; Iro
Labor Union, 4,-1, MP, Gue, 3, 2 ; Lab
The Laser, 4, 0, NP, MP, 3, 3 ; Las
Leadership, 5,-1, Chi, Gun, 1, 0 ; Ldr
Literacy, 5, 2, Wri, CoL, 0, 3 ; Lit
Machine Tools, 4,-2, Stl, Tac, 2, 4 ; Too
Magnetism, 4,-1, Phy, Iro, 1, 3 ; Mag
Map Making, 6,-1, Alp, nil, 0, 1 ; Map
Masonry, 4, 1, nil, nil, 0, 4 ; Mas
Mass Production, 5, 0, Aut, Cor, 3, 4 ; MP
Mathematics, 4,-1, Alp, Mas, 0, 3 ; Mat
Medicine, 4, 0, Phi, Tra, 1, 1 ; Med
Metallurgy, 6,-2, Gun, Uni, 1, 0 ; Met
Miniaturization, 4, 1, Too, E2, 3, 4 ; Min
Mobile Warfare, 8,-1, Aut, Tac, 3, 0 ; Mob
Monarchy, 5, 1, Cer, CoL, 0, 2 ; Mon
Monotheism, 5, 1, Phi, PT, 1, 2 ; MT
Mysticism, 4, 0, Cer, nil, 0, 2 ; Mys
Navigation, 6,-1, Sea, Ast, 1, 1 ; Nav
Nuclear Fission, 6,-2, Ato, MP, 3, 3 ; NF
Nuclear Power, 3, 0, NF, E2, 3, 3 ; NP
Philosophy, 6, 1, Mys, Lit, 1, 2 ; Phi
Physics, 4,-1, Nav, Lit, 1, 3 ; Phy
Plastics, 4, 1, Ref, SFl, 3, 4 ; Pla
Plumbing, 4, 0, no, no, 1, 4 ; Plu (Cst & Pot)
Polytheism, 4, 0, Cer, Hor, 0, 2 ; PT
Pottery, 4, 1, nil, nil, 0, 1 ; Pot
Radio, 5,-1, Fli, E1, 3, 4 ; Rad
Railroad, 6, 0, SE, Bri, 2, 1 ; RR
Recycling, 2, 1, MP, Dem, 3, 2 ; Rec
Refining, 4, 0, Che, Cor, 2, 4 ; Ref
Refrigeration, 3, 1, E1, San, 3, 1 ; Rfg
The Republic, 5, 1, CoL, Lit, 0, 2 ; Rep
Robotics, 5,-2, Cmp, Mob, 3, 0 ; Rob
Rocketry, 6,-2, AFl, E2, 3, 0 ; Roc
Sanitation, 4, 2, Med, Eng, 2, 1 ; San
Seafaring, 4, 1, Map, Pot, 0, 1 ; Sea
Space Flight, 4, 1, Cmp, Roc, 3, 3 ; SFl
Stealth, 3,-2, Sup, Rob, 3, 0 ; Sth
Steam Engine, 4,-1, Phy, Inv, 2, 3 ; SE
Steel, 4,-1, E1, Ind, 2, 4 ; Stl
Superconductor, 4, 1, Pla, Las, 3, 3 ; Sup
Tactics, 6,-1, Csc, Ldr, 2, 0 ; Tac
Theology, 3, 2, MT, Feu, 1, 2 ; The
Theory of Gravity, 4, 0, Ast, Uni, 1, 3 ; ToG
Trade, 4, 2, Cur, CoL, 0, 1 ; Tra
University, 5, 1, Mat, Phi, 1, 3 ; Uni
Warrior Code, 4,-1, nil, nil, 0, 0 ; War
The Wheel, 4,-1, Hor, nil, 0, 4 ; Whe
Writing, 4, 2, Alp, nil, 0, 3 ; Wri
Future Technology, 1, 0, FP, Rec, 3, 3 ; ...
User Def Tech A, 3, 0, no, no, 0, 0 ; U1
User Def Tech B, 3, 0, no, no, 0, 0 ; U2
User Def Tech C, 3, 0, no, no, 0, 0 ; U3
;
; Above 3 tech lots allow you to define your own civilization
; advances if desired. Supply the name, the AI value, and
; the prerequisites.
;
; Then use the "U1", "U2", or "U3"
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;
;
; City Improvements
;
; cost(x10), upkeep, preq
;
@IMPROVE
Nothing, 1, 0, nil,
Palace, 10, 0, Mas,
Barracks, 4, 1, nil,
Granary, 6, 1, Pot,
Temple, 4, 1, Cer,
MarketPlace, 8, 1, Cur,
Library, 8, 1, Wri,
Courthouse, 8, 1, CoL,
City Walls, 8, 0, Mas,
Aqueduct, 8, 2, Cst,
Bank, 12, 3, Ban,
Cathedral, 12, 3, MT,
University, 16, 3, Uni,
Mass Transit, 16, 4, MP,
Colosseum, 10, 4, Cst,
Factory, 20, 4, Ind,
Manufacturing Plant, 32, 6, Rob,
SDI Defense, 20, 4, Las,
Recycling Center, 20, 2, Rec,
Power Plant, 16, 4, Ref,
Hydro Plant, 24, 4, E2,
Nuclear Plant, 16, 2, NP,
Stock Exchange, 16, 4, Eco,
Sewer System, 12, 2, San,
Supermarket, 8, 3, Rfg,
Superhighways, 20, 5, Aut,
Research Lab, 16, 3, Cmp,
SAM Missile Battery, 10, 2, Roc,
Coastal Fortress, 8, 1, Met,
Solar Plant, 32, 4, Env,
Harbor, 6, 1, Sea,
Offshore Platform, 16, 3, Min,
Airport, 16, 3, Rad,
Police Station, 6, 2, Cmn,
Port Facility, 8, 3, Amp,
SS Structural, 8, 0, SFl,
SS Component, 16, 0, Pla,
SS Module, 32, 0, Sup,
(Capitalization), 60, 0, Cor,
Pyramids, 20, 0, Mas,
Hanging Gardens, 20, 0, Pot,
Colossus, 20, 0, Bro,
Lighthouse, 20, 0, Map,
Great Library, 30, 0, Lit,
Oracle, 30, 0, Mys,
Great Wall, 30, 0, Mas,
Sun Tzu's War Academy, 30, 0, Feu,
King Richard's Crusade, 30, 0, Eng,
Marco Polo's Embassy, 20, 0, Tra,
Michelangelo's Chapel, 40, 0, MT,
Copernicus' Observatory, 30, 0, Ast,
Magellan's Expedition, 40, 0, Nav,
Shakespeare's Theatre, 30, 0, Med,
Leonardo's Workshop, 40, 0, Inv,
J. S. Bach's Cathedral, 40, 0, The,
Isaac Newton's College, 40, 0, ToG,
Adam Smith's Trading Co., 40, 0, Eco,
Darwin's Voyage, 40, 0, RR,
Statue of Liberty, 40, 0, Dem,
Eiffel Tower, 30, 0, SE,
Women's Suffrage, 60, 0, Ind,
Hoover Dam, 60, 0, E2,
Manhattan Project, 60, 0, NF,
United Nations, 60, 0, Cmn,
Apollo Program, 60, 0, SFl,
SETI Program, 60, 0, Cmp,
Cure for Cancer, 60, 0, Gen,
;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil, ; Pyramids
RR, ; Hanging Gardens
Fli, ; Colossus
Mag, ; Lighthouse
E1, ; Great Library
The, ; Oracle
Met, ; Great Wall
Mob, ; Sun Tzu's War Academy
Ind, ; King Richard's Crusade
Cmn, ; Marco Polo's Embassy
nil, ; Magellan
nil, ; Michelangelo
nil, ; Copernicus
nil, ; Shakespeare
Aut, ; Da Vinci's Workshop
nil, ; Bach
nil, ; Newton
nil, ; Smith's Trading Co.
nil, ; Darwin
nil, ; Statue of Liberty
nil, ; Eiffel Tower
nil, ; Hoover Dam
nil, ; Womens' Suffrage
nil, ; Manhattan Project
nil, ; United Nations
nil, ; Apollo
nil, ; SETI
nil, ; Cure for Cancer
;
; Unit Types
;
; until, domain, move,rng, att,def hit,firepwr cost,hold, role, preq, flags
;
; until = Civ advance which renders unit obsolete
; Move = Movement rate (spaces per turn)
; Range = # of turns fuel carried (0 for non-air units)
;
; domain = Movement domain of unit
: 0 = Ground
; 1 = Air
; 2 = Sea
;
; att = Attack factor (chance to score hit attacking)
; def = Defense factor (chance to score hit defending)
; hit = Hit points (damage x10 which can be taken before elimination)
; firepwr = # damage points caused per hit scored on enemy.
;
; cost = Cost (# of shield rows, usually of 10 shields each)
; hold = # of holds on ship (for carrying units)
;
; role = AI role (Generally affects the way in
; which computer players use the unit, but
; roles >= 5 will actually affect abilities
; of the unit)
; 0 = Attack
; 1 = Defend
; 2 = Naval Superiority
; 3 = Air Superiority
; 4 = Sea Transport
; 5 = Settle
; 6 = Diplomacy
; 7 = Trade
;
; preq = Prerequisite advance
;
; "Flags" control special advantages & restrictions. Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance). Nonsensical variations
; may produce bizarre effects (or worse). You were warned.
;
; 000000000000001 = Two space visibility
; 000000000000010 = Ignore zones of control
; 000000000000100 = Can make amphibious assaults
; 000000000001000 = Submarine advantages/disadvantages
; 000000000010000 = Can attack air units (fighter)
; 000000000100000 = Ship must stay near land (trireme)
; 000000001000000 = Negates city walls (howitzer)
; 000000010000000 = Can carry air units (carrier)
; 000000100000000 = Can make paradrops
; 000001000000000 = Alpine (treats all squares as road)
; 000010000000000 = x2 on defense versus horse (pikemen)
; 000100000000000 = Free support for fundamentalism (fanatics)
; 001000000000000 = Destroyed after attacking (missiles)
; 010000000000000 = x2 on defense versus air (AEGIS)
; 100000000000000 = Unit can spot submarines
;
;
@UNITS
Settlers, Exp, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, nil, 000000000000000
Engineers, nil, 0, 2.,0, 0a,2d, 2h,1f, 4,0, 5, Exp, 000000000000000
Warriors, Feu, 0, 1.,0, 1a,1d, 1h,1f, 1,0, 1, nil, 000000000000000
Phalanx, Feu, 0, 1.,0, 1a,2d, 1h,1f, 2,0, 1, Bro, 000000000000000
Archers, Gun, 0, 1.,0, 3a,2d, 1h,1f, 3,0, 1, War, 000000000000000
Legion, Gun, 0, 1.,0, 4a,2d, 1h,1f, 4,0, 1, Iro, 000000000000000
Pikemen, Gun, 0, 1.,0, 1a,2d, 1h,1f, 2,0, 1, Feu, 000010000000000
Musketeers, Csc, 0, 1.,0, 3a,3d, 2h,1f, 3,0, 1, Gun, 000000000000000
Fanatics, nil, 0, 1.,0, 4a,4d, 2h,1f, 2,0, 1, Fun, 000100000000000
Partisans, nil, 0, 1.,0, 4a,4d, 2h,1f, 5,0, 1, Gue, 000001000000010
Alpine Troops,nil, 0, 1.,0, 5a,5d, 2h,1f, 5,0, 1, Tac, 000001000000000
Riflemen, nil, 0, 1.,0, 5a,4d, 2h,1f, 4,0, 1, Csc, 000000000000000
Marines, nil, 0, 1.,0, 8a,5d, 2h,1f, 6,0, 0, Amp, 000000000000100
Paratroopers, nil, 0, 1.,0, 6a,4d, 2h,1f, 6,0, 1, CA, 000000100000000
Mech. Inf., nil, 0, 3.,0, 6a,6d, 3h,1f, 5,0, 1, Lab, 000000000000000
Horsemen, Chi, 0, 2.,0, 2a,1d, 1h,1f, 2,0, 0, Hor, 000000000000000
Chariot, PT, 0, 2.,0, 3a,1d, 1h,1f, 3,0, 0, Whe, 000000000000000
Elephant, MT, 0, 2.,0, 4a,1d, 1h,1f, 4,0, 0, PT, 000000000000000
Crusaders, Ldr, 0, 2.,0, 5a,1d, 1h,1f, 4,0, 0, MT, 000000000000000
Knights, Ldr, 0, 2.,0, 4a,2d, 1h,1f, 4,0, 0, Chi, 000000000000000
Dragoons, Tac, 0, 2.,0, 5a,2d, 2h,1f, 5,0, 0, Ldr, 000000000000000
Cavalry, Mob, 0, 2.,0, 8a,3d, 2h,1f, 6,0, 0, Tac, 000000000000000
Armor, nil, 0, 3.,0, 10a,5d, 3h,1f, 8,0, 0, Mob, 000000000000000
Catapult, Met, 0, 1.,0, 6a,1d, 1h,1f, 4,0, 0, Mat, 000000000000000
Cannon, Too, 0, 1.,0, 8a,1d, 2h,1f, 4,0, 0, Met, 000000000000000
Artillery, Rob, 0, 1.,0, 10a,1d, 2h,2f, 5,0, 0, Too, 000000000000000
Howitzer, nil, 0, 2.,0, 12a,2d, 3h,2f, 7,0, 0, Rob, 000000001000000
Fighter, Sth, 1, 10.,1, 4a,3d, 2h,2f, 6,0, 3, Fli, 000000000010001
Bomber, Sth, 1, 8.,2, 12a,1d, 2h,2f, 12,0, 0, AFl, 000000000000001
Helicopter, nil, 1, 6.,0, 10a,3d, 2h,2f, 10,0, 0, CA, 100000000000001
Stlth Ftr., nil, 1, 14.,1, 8a,4d, 2h,2f, 8,0, 3, Sth, 000000000010001
Stlth Bmbr., nil, 1, 12.,2, 14a,5d, 2h,2f, 16,0, 0, Sth, 000000000000001
Trireme, Nav, 2, 3.,0, 1a,1d, 1h,1f, 4,2, 4, Map, 000000000100000
Caravel, Mag, 2, 3.,0, 2a,1d, 1h,1f, 4,3, 4, Nav, 000000000000000
Galleon, Ind, 2, 4.,0, 0a,2d, 2h,1f, 4,4, 4, Mag, 000000000000000
Frigate, E1, 2, 4.,0, 4a,2d, 2h,1f, 5,2, 2, Mag, 000000000000000
Ironclad, E1, 2, 4.,0, 4a,4d, 3h,1f, 6,0, 2, SE, 000000000000000
Destroyer, nil, 2, 6.,0, 4a,4d, 3h,1f, 6,0, 2, E1, 100000000000001
Cruiser, Roc, 2, 5.,0, 6a,6d, 3h,2f, 8,0, 2, Stl, 100000000000001
AEGIS Cruiser,nil, 2, 5.,0, 8a,8d, 3h,2f, 10,0, 2, Roc, 110000000000001
Battleship, nil, 2, 4.,0, 12a,12d, 4h,2f, 16,0, 2, Aut, 000000000000001
Submarine, nil, 2, 3.,0, 10a,2d, 3h,2f, 6,0, 2, Cmb, 000000000001001
Carrier, nil, 2, 5.,0, 1a,9d, 4h,2f, 16,0, 2, AFl, 000000010000001
Transport, nil, 2, 5.,0, 0a,3d, 3h,1f, 5,8, 4, Ind, 000000000000000
Cruise Msl., nil, 1, 12.,1, 18a,0d, 1h,3f, 6,0, 0, Roc, 001000000000000
Nuclear Msl., nil, 1, 16.,1, 99a,0d, 1h,1f, 16,0, 0, Roc, 001000000000000
Diplomat, Esp, 0, 2.,0, 0a,0d, 1h,1f, 3,0, 6, Wri, 000000000000010
Spy, nil, 0, 3.,0, 0a,0d, 1h,1f, 3,0, 6, Esp, 000000000000011
Caravan, Cor, 0, 1.,0, 0a,1d, 1h,1f, 5,0, 7, Tra, 000000000000010
Freight, nil, 0, 2.,0, 0a,1d, 1h,1f, 5,0, 7, Cor, 000000000000010
Explorer, Gue, 0, 1.,0, 0a,1d, 1h,1f, 3,0, 0, Sea, 000001000000010
Extra Land, nil, 0, 1.,0, 1a,1d, 1h,1f, 5,0, 0, no, 000000000000000
Extra Ship, nil, 2, 4.,0, 4a,2d, 2h,1f, 5,1, 2, no, 000000000000000
Extra Air, nil, 1, 8.,4, 8a,8d, 2h,2f, 10,0, 0, no, 000000000000000
;
; Note: the above 3 unit types (extra land, ship, air) are available
; for user defined unit types. If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached. Use if you want to create your own unit types
; without sacrificing any of the predefined units. Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units. But the icons provided are for one of each.
; The 3 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task. The icons are stored in "UNITS.GIF".
;
; Sound effects for these three units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV. These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft, nil, 2, 8.,0, 0a,1d, 2h,2f, 7,1, 4, MP, 000000000000000
;
;
; Terrain
;
; Movecost, defense, food, shields, trade,
; . . . Irrigate, bonus, #turns, ai-irrigate,
; . . . Mine, bonus, #turns, ai-mine
; . . . Transform
;
; defense = multiply by 50% to get % of normal combat factor defended at.
; (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
; Irrigate/Mine = yes, no, or type of terrain changed to
; Transform = Terrain type engineers can transform to
;
; bonus = # extra production from that change
;
; turns = # turns for settler to make change
;
; ai = Minimum govt level necessary for
; computer player to want to perform irrigate/mine
; 0 Never
; 1 Despotism
; 2 Monarchy
; 3 Communism
; 4 Fundamentalism
; 5 Republic
; 6 Democracy
;
@TERRAIN
Desert, 1,2, 0,1,0, yes, 1, 5, 5, yes, 1, 5, 3, Pln, ; Drt
Plains, 1,2, 1,1,0, yes, 1, 5, 1, For, 0,15, 0, Grs, ; Pln
Grassland, 1,2, 2,1,0, yes, 1, 5, 2, For, 0,10, 0, Hil, ; Grs
Forest, 2,3, 1,2,0, Pln, 0, 5, 5, no, 0, 5, 0, Grs, ; For
Hills, 2,4, 1,0,0, yes, 1,10, 0, yes, 3,10, 1, Pln, ; Hil
Mountains, 3,6, 0,1,0, no, 1,10, 0, yes, 1,10, 6, Hil, ; Mou
Tundra, 1,2, 1,0,0, yes, 1,10, 1, no, 0, 0, 0, Drt, ; Tun
Glacier, 2,2, 0,0,0, no, 0, 0, 0, yes, 1,15, 3, Tun, ; Gla
Swamp, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, ; Swa
Jungle, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, ; Jun
Ocean, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, ; Oce
Oasis, 1,2, 3,1,0,
Buffalo, 1,2, 1,3,0,
Grassland, 1,2, 2,1,0,
Pheasant, 2,3, 3,2,0,
Coal, 2,4, 1,2,0,
Gold, 3,6, 0,1,6,
Game, 1,2, 3,1,0,
Ivory, 2,2, 1,1,4,
Peat, 2,3, 1,4,0,
Gems, 2,3, 1,0,4,
Fish, 1,2, 3,0,2,
Oil, 1,2, 0,4,0,
Wheat, 1,2, 3,1,0,
Grassland, 1,2, 2,1,0,
Silk, 2,3, 1,2,3,
Wine, 2,4, 1,0,4,
Iron, 3,6, 0,4,0,
Furs, 1,2, 2,0,3,
Oil, 2,2, 0,4,0,
Spice, 2,3, 3,0,4,
Fruit, 2,3, 4,0,1,
Whales, 1,2, 2,2,3,
@GOVERNMENTS
Anarchy, Mr., Ms.
Despotism, Emperor, Empress
Monarchy, King, Queen
Communism, Comrade, Comrade
Fundamentalism, High Priest, High Priestess
Republic, Consul, Consul
Democracy, President, President
;
; Leaders
;
; leader, female, color, style, plural, adjective, ...
; ...attack, expand, civilize, ...
; ...govt, male, female...<repeat>
;
; female: 0 = male 1 = female
;
; color: Color set (1 - 7)
; style: City style (0 - 3)
; 0 = Bronze Age
; 1 = Classical
; 2 = Far East
; 3 = Medieval
;
; attack: 1 = aggressive -1 = rational
; expand: 1 = expansionist -1 = perfectionist
; civilize: 1 = civilized -1 = militaristic
;
; govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
; male, female = titles for leader of government
;
@leaders
Caesar, Livia, 0, 1, 1, Romans, Roman, 0, 1, 1, 1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi, Ishtari, 0, 2, 0, Babylonians, Babylonian, -1, -1, 1,
Frederick, Maria Theresa, 0, 3, 3, Germans, German, 1, -1, 1, 4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses, Cleopatra, 1, 4, 0, Egyptians, Egyptian, 0, 0, 1, 1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln, E. Roosevelt, 0, 5, 1, Americans, American, -1, 0, 1, 4, Reverend, Reverend, 5, Speaker, Speaker
Alexander, Hippolyta, 1, 6, 1, Greeks, Greek, 0, 1, -1, 6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi, 0, 7, 2, Indians, Indian, -1, -1, 0, 2, Maharaja, Maharaja,
Lenin, Catherine the Great, 1, 1, 3, Russians, Russian, 1, 0, -1, 2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka, Shakala, 0, 2, 0, Zulus, Zulu, 1, 0, 0,
Louis XIV, Joan of Arc, 0, 3, 3, French, French, 1, 1, 1, 4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma, Nazca, 0, 4, 0, Aztecs, Aztec, 0, -1, 1,
Mao Tse Tung, Wu Zhao, 0, 5, 2, Chinese, Chinese, 0, 0, 1, 3, Chairman, Chairperson
Henry VIII, Elizabeth I, 1, 6, 3, English, English, 0, 1, 0, 4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei, 0, 7, 0, Mongols, Mongol, 1, 1, -1,
Cunobelin, Boadicea, 1, 1, 0, Celts, Celtic, -1, 1, 0, 4, Druid, Druid
Tokugawa, Amaterasu, 0, 2, 2, Japanese, Japanese, 1, -1, -1, 2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute, Gunnhild, 1, 3, 3, Vikings, Viking, 1, 1, 0, 1, Warlord, Warlord
Philip II, Isabella, 1, 4, 3, Spanish, Spanish, -1, 1, -1, 4, Archbishop, Archbishop
Xerxes, Scheherezade, 0, 5, 0, Persians, Persian, 0, -1, 0, 2, Shah, Shah, 4, Ayatollah, Ayatollah
Hannibal, Dido, 0, 6, 1, Carthaginians, Carthaginian, 0, 0, -1,
Sitting Bull, Sacajawea, 0, 7, 0, Sioux, Sioux, 0, 0, 0, 1, Chief, Chief, 2, Great Chief, Great Chief
Saladin, ..., 0, 5, Arabs, Arab, 1, 0, 1, 4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa, ..., 0, 1, Incas, Inca, -1, 1, 1,
;
; Trading Commodities
;
@Caravan
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Uranium,
@ORDERS
Fortify, F
Fortified, F
Sleep, S
Build Fortress, F
Build Road, R
Build Irrigation, I
Build Mine, m
Transform, O
Clean Pollution, p
Build Airbase, E
Go to, G
@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity
@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged
I think civ4 was the first official with revolutionary (Python) scripting & of course the Holy band-aid (C++ core source code) ...



Edit: Traditionally in CIV the odd numbers bring new elements and the even numbers find perfection.


Oh man, the Rules.txt nostalgia. It is incredible how much power that gave you in such a simple easy to use way.

I would give a LOT for a port of Civ2 for either iphone or xbox that also let me edit the rules.txt. Or even a browser version.

Civ2 was like chess, a simple clean design that had surprising depth. It had all of the advantages and non of the drawbacks of both 1 UPT and doomstacks.
 
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Civ 2 was definately the best one when it comes to customizability. The graphics and rules were easily editable and the scenario and map editor worked flawless.
 
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RULES.TXT contained all the accessible content for civ2 vanilla & expansions Conflicts in Civilization / Fantastic Worlds (besides some static .gif pictures for units, terrain etc.). [...] Later there was a remake called Civilization II: Test of Time, released in 1999
But why?? With CivII: Test of Time was a major release between civ2 (1996) & civ3 (2001) because of the VERY dynamic development of Hardware abilities, especially graphics, and OperatingSystem necessities.
Civ2 was based on Windows3.11 which in turn was based on DOS6.0 (by some valued as keyboard driver with program loader).
Civ2ToT was based on Windows98, which was simply the greatest invention since sliced bread (according to marketing :D).
UNITS.GIF
civ2 UNITS.GIF
I would give a LOT for a port of Civ2 for either iphone or xbox that also let me edit the rules.txt. Or even a browser version.
Search the web, I have seen several such projects over the years.
Quicksearch: Even here on the forum: Civilization 2 + iPhone
Civ 2 was definately the best one when it comes to customizability. The graphics and rules were easily editable and the scenario and map editor worked flawless.
Depends also on whom you ask - people who develop software for a living anyway see few encumbrances even with civ5/civ6, while civ2/civ3 where certainly Much easier accessible for everyone.

I like the appearance of civ6, but would never actually change anything - and wont return to graphics as above either. Civ2 was great and fantastic, back then.

 
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Not seeing a lot of love for CivIII but IMO it had by far the best multiplayer. I played way too many games on the ladder and the variety of choices was great. You had your basic cton (a mod where you lose one city and your out for those that didn't play), future start games were big, OCC was always a blast (Ottomans ruled) and if you were a really bored you play epics. You also had teamers and duels and few other less popular ways to play. Due to RL and changes to the game I have never been able to get back into multiplayer since unfortunately.
 
Neither was the civic engineering all that great, it is a step up from static governments, but Civ IV civic system with specific bonuses and even unlocking abilities is better.
I strongly disagree, Social Engineering was absolutely great. This is why I loved it:
  • It offered a flexible way of customizing your government
  • It did so while also maintaining immersion, as it was clear what kind of society you were creating through your choices (very different from Civ VI's flavourless bonus cards and slots)
  • Your choices significantly impacted your relationships with other leaders
  • Your choices also impacted your relationship with the planet
  • Your choices impacted your faction's *stats* (of which there were 10 different ones), and this had a major impact on gameplay. Choices had a tradeoff effect, where they would lower some stats while increasing others. For example, choosing "Free Market" would significantly boost your economy, but it would make you less ecologically sound, reduce your ability to police your citizens, and also make it harder to deploy troops outside your own territory. Your final stats would be the sum of your faction's base stats, all your Social Engineering choices, and also some Wonders/"Secret Projects". Oh, and your stats would also lock/unlock certain abilities, so Civ IV's system is not the only one which does that.
I think it was awesome. I also liked Civ IV's Civics, which I've always assumed was based on Social Engineering. It was a bit simpler though, and I still think SMAC did it better.
 
Shout out to CivNet! Being able to play Civilization over the internet in the mid-1990s was mind-blowing, even if we did hog the telephone line for days at a time. :lol:
 
But why?? With CivII: Test of Time was a major release between civ2 (1996) & civ3 (2001) because of the VERY dynamic development of Hardware abilities, especially graphics, and OperatingSystem necessities.
Civ2 was based on Windows3.11 which in turn was based on DOS6.0 (by some valued as keyboard driver with program loader).
Civ2ToT was based on Windows98, which was simply the greatest invention since sliced bread (according to marketing :D).
View attachment 594445 civ2 UNITS.GIF
Search the web, I have seen several such projects over the years.
Quicksearch: Even here on the forum: Civilization 2 + iPhone
Depends also on whom you ask - people who develop software for a living anyway see few encumbrances even with civ5/civ6, while civ2/civ3 where certainly Much easier accessible for everyone.

I like the appearance of civ6, but would never actually change anything - and wont return to graphics as above either. Civ2 was great and fantastic, back then.


Ya I’m not jailbreaking my phone, nor do I own a playstation copy of the game.
 
I think that Colonization - the DOS-based game that was released in ‘94 - was a, sort of, Civilization scenario. And I’d judge it to be the most replayable of all the ones bundled with Civ V (BNW) and Civ VI. Those being the only other two versions I’ve played much.

Colonization also excelled with civilian units, both in their variety, and their training/development.

Otherwise I think I’m generally most happy playing Civ VI for many of the reasons others have stated in this thread. The level of dependency on the map being the single aspect where it most excels.

One very minor point though. IMO the most dramatic single piece of music in the whole franchise was the Brazilian war theme in Civ V. Chega de Saudade, as arranged by Geoff Knorr. It just made me think of Pedro II as a badass Bond villain every time I heard it played!
 
CIV2 did three things that will always stick out for me (and it is where I first became addicted to the game)

1) Leonado's Workshop - best wonder ever in any CIV game. All your units instantly upgraded and victory more or less assured.

2) Buying a city with spies or diplomats. This was REALLY broken! Probably the single biggest broken thing in the franchise ever. Save up money, send in a diplomat and hey presto buy your opponents capital! The really crazy thing is that the AI could always expel your diplomat/spy so you couldn't do it BUT ONCE YOU DISCOVERED THE AI COULDN'T EXPEL THEM IF YOU SENT THEM IN PAIRS..........very very broken. Classic!

3) The poster will all the info on it including the science tree. I spent many happy hours with a beer looking it over and planning my next game - I miss those days.
 
But why?? With CivII: Test of Time was a major release between civ2 (1996) & civ3 (2001) because of the VERY dynamic development of Hardware abilities, especially graphics, and OperatingSystem necessities.
Civ2 was based on Windows3.11 which in turn was based on DOS6.0 (by some valued as keyboard driver with program loader).
Civ2ToT was based on Windows98, which was simply the greatest invention since sliced bread (according to marketing :D).
View attachment 594445 civ2 UNITS.GIF
Search the web, I have seen several such projects over the years.
Quicksearch: Even here on the forum: Civilization 2 + iPhone
Depends also on whom you ask - people who develop software for a living anyway see few encumbrances even with civ5/civ6, while civ2/civ3 where certainly Much easier accessible for everyone.

I like the appearance of civ6, but would never actually change anything - and wont return to graphics as above either. Civ2 was great and fantastic, back then.

Never really thought of it, but I guess my first Civ experience was with ToT and not CivII "Vanilla" (if that term existed then). I didn't realize they were that different other than the scenarios.

I'd also at that CivII ToT includes many fantasy options which, according to many here, "have never had any place in a Civ game." :D

*poke
 
CIV2 did three things that will always stick out for me (and it is where I first became addicted to the game)

1) Leonado's Workshop - best wonder ever in any CIV game. All your units instantly upgraded and victory more or less assured.

Civ Rev 2 has this

2) Buying a city with spies or diplomats. This was REALLY broken! Probably the single biggest broken thing in the franchise ever. Save up money, send in a diplomat and hey presto buy your opponents capital! The really crazy thing is that the AI could always expel your diplomat/spy so you couldn't do it BUT ONCE YOU DISCOVERED THE AI COULDN'T EXPEL THEM IF YOU SENT THEM IN PAIRS..........very very broken. Classic!

Civ Rev 2 you could flip cities with a Culture Great Person in a similar way if your culture outweighed the other civs enough

3) The poster will all the info on it including the science tree. I spent many happy hours with a beer looking it over and planning my next game - I miss those days.

Oh man I wonder where mine went.

Never really thought of it, but I guess my first Civ experience was with ToT and not CivII "Vanilla" (if that term existed then). I didn't realize they were that different other than the scenarios.

I'd also at that CivII ToT includes many fantasy options which, according to many here, "have never had any place in a Civ game." :D

*poke

Bwa ha ha I couldn’t remember if those were mods or not
 
I think Civilization V is, by far, the best game in the series, as well as the most innovative. Nobody will ever convince me that IV or VI are better.
Well everyone is entitled to their own opinion, even if it is absolutely crazy :lol:.

Seriously to each their own, l rate Civ V the worst iteration of the series by far but I know there are many people who really really enjoy it.
 
I've owned and played all but Civ 1, but SMAC/X was hands down the best - terraforming, the social engineering (an amazing innovation when it came out - games rarely did detailed politics before that), the videos, the story, the look and feel of the game, being able to design units to counter specific opponents and even specific situations, the space layer, the manual & tech tree (I still have both), the diplomacy, the simple but sensible planetary council (why in 6 am I in the UN voting on banning coffee in 1450AD!?). If the AI were better or were modded, and if it wasn't hardcoded for 7 factions, I'd still play it regularly. The only Civ that comes close to it is 4, really - the one that clearly borrowed heavily from it. The decision was obviously made that BE should be a spiritual successor to SMAC, rather than an unofficial remake/sequel, which was the source of its problems imo.

I like a lot of 6 but my optimism has faded. They have 'opened the map' well, and they've given the different civs a good feel, although they are a little fenced-off in terms of being designed for specific strategies and game features, which means I wouldn't consider playing as most. But the AI is just not competitive, there is no threat as there was in 4 and before, and the games just get boring. It's been a problem since 5, which I hated until long after BNW came out, because the move to hexes and the removal of doom stacks has hamstrung the AI (that wasn't the only problem with 5; people who played it on day one must know what I'm talking about). I am and always have been a really bad warfare player in every one of these games but since 5 it has been easy to conquer the map. I don't really have any faith that this will be ever be improved (going back to doomstacks, even capped ones, would just be an admission that they can't make combat AI), and it doesn't look like it will be moddable. I now usually play Stellaris for my 4X fix which is sad, because I've been playing these since 1997.
 
Well everyone is entitled to their own opinion, even if it is absolutely crazy :lol:.

Seriously to each their own, l rate Civ V the worst iteration of the series by far but I know there are many people who really really enjoy it.

V wasn't outstanding at anything in particular, but after BNW nothing was broken, either. Everything just felt like it worked the way it was supposed to. I miss the cutthroat AI, too.

Also, another upvote for SMAC's personalities and setting.
 
Civ V still has about 30k concurrent players, almost 11 years after its release. It clearly did something right. :)

I personally still prefer it to Civ VI, and it gets even better (significantly so) with Vox Populi.
 
Civ V still has about 30k concurrent players, almost 11 years after its release. It clearly did something right. :)

I personally still prefer it to Civ VI, and it gets even better (significantly so) with Vox Populi.

Some mods got it right. And mods keep it alive.
 
Civ V still has about 30k concurrent players, almost 11 years after its release. It clearly did something right. :)

I personally still prefer it to Civ VI, and it gets even better (significantly so) with Vox Populi.

Firaxis released the dll pretty early so we could have vox populi. Not happening with Civ VI.
 
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