CIVILIZATION II


'''Sid Meier's Civilization II''', a.k.a. '''Civ II''', is a turn-based strategy game designed by Brian Reynolds, Douglas Caspian-Kaufman and Jeff Briggs. Although it is a sequel to Sid Meier's ''Civilization'', neither Sid Meier nor Bruce Shelley were involved in its development. ''Civilization II'' was first released in 1996 for the PC and later ported to the Sony PlayStation.
In 2002 Atari re-released the game for newer operating systems, such as Windows Me and Windows XP.
The ''Multiplayer Gold Edition'' was included in the ''Civilization Chronicles'' box set released in 2006.

Contents
Gameplay
Expansions
Reception
Legacy
Civilizations
Technologies
Units
City Improvements
Wonders of the World
Game modification
Multimedia
References
See also
External links

Gameplay



''Civilization II'' is similar to the first ''Civilization'', with some changes to the units and civilizations and additional wonders, units, tile "specials" and technologies included. The graphics (greatly improved with clickable links and movable windows) have been changed from top-down view to isometric representation. The Artificial Intelligence, or AI, was improved upon as well, including the elimination of the situation where Wonders of the World were built somewhat randomly in the original ''Civilization'', by now making the computer player go through the same production requirements as the human player.
Rivers no longer occupy the whole of each tile along its length. The river is just part of each topography square it flows through, adding productive value, defensive bonuses and movement ability. Rivers now act much like roads- moving one square along a river will cost only 1/3 of a movement point.
The game features entirely new concepts, such as firepower and hitpoints (meaning phalanxes cannot so easily beat battleships), and changes some units' abilities and strengths. For instance, engineers and settlers can be automated to improve surrounding areas, but no longer ignore enemy zones of control. Legions cost more and have greater attack and defense values; some new units are added such as stealth bomber and stealth fighter.
One memorable element in the game is the ability to consult the "High Council" for advice (as long as the player still has the CD in the drive). The council consists of film clips of actors portraying advisors in the areas of the military (a brawny man, often drunk, angry or both; he becomes a stereotypical American general when you reach Modern Age), economics (a smooth-talking merchant, later a snooty and suave businessman), diplomacy (in the Modern Age, a saucy Femme Fatale with a vaguely Eastern European accent), technological progress (a nerdy scientist), and the people's happiness (an Elvis Presley caricature, wearing sunglasses even in the Ancient period). They often argue with and insult one another, as each advisor's department demands a different set of priorities. The counselors' costumes change with each new era. In many ways, the 'High Council' constitutes a bit of comic relief. Amusingly, when the player is experiencing anarchy, the characters begin talking at the same time, interrupting each other, and finally beginning to fight, with all counselor windows shutting down and turning into the "A" symbol of Anarchism.
There are two paths to victory in this game: to conquer every other civilization, or to build a spaceship and reach Alpha Centauri. The latter can be much more difficult because there are a limited number of turns in the game, ending in the year 2020. If the spaceship does not reach Alpha Centauri by then, the game will simply end. The player can continue playing after all civilizations have been conquered, the spaceship has reached its destination, or the year 2020, but there will no longer be any scoring. The sooner a player conquers every other civilization, or the space ship arrives, the better as far as scoring is concerned. However, there are many things that can be done to gain points, so it occasionally is better to hold off victory to gain more points by, say researching extra technologies.
There is a scoring system which will measure how well one did. Each happy citizen contributes two points, each content citizen contributes one point, and each unhappy citizen contributes zero points. This means that the higher the population of your civilization, the higher you can expect your score to be. Corrupt players may increase the luxury rate to the maximum (depending upon their government type) right before the very end of the game in order to inflate their scores. Each wonder of the world will also add 20 points to the end score. Each square with pollution deducts ten points. The final score will also give a civilization percentage, based on the difficulty level the game was played at (chosen at the very beginning of the game). The higher this percentage is, the better. Finally, a title will be given to the player. Particularly good ones include "Lion-Hearted," "the Great" with the greatest obtainable title being "The Magnificent."

Expansions


There were three expansion packs that slowly added more features to the game. The first, ''Conflicts in Civilization'', included 20 new scenarios: 12 created by the makers of the game, and 8 by fans. It also added an enhanced macro language for scenario scripting. It was followed by ''Fantastic Worlds'' which added 19 new scenarios as well as a variety of editors for the game. The final expansion was the ''Multiplayer Gold Edition'', a re-release of the original game, which bundled all prior expansion packs and added options for networked and hotseat play.
'' was released in 1999. It was a stand-alone game with new features, such as redrawn, animated units, support for multiple maps in one game, and some new campaign modes.
The World War II scenario running under Windows XP.

Reception


Civ II was placed on IGN's 2005 Top 100 Game List, coming in at #4.[1] This list also included console games, and Civ II was the highest-ranked PC game.

Legacy


''Civilization II'' is a game with longevity. While most PC games come and go in a matter of months, this game was still going strong after several years and inspired many titles including Activision's '' series and ''Sid Meier's Alpha Centauri''. This longevity, at least in part, is due to an unending stream of mods and scenarios produced by its enormous fan base. The game was followed by Firaxis' ''Civilization III'' and ''Civilization IV''.


Civilizations












'Civilization Team Color chart'

Only one civilization per color, per game
WHITE
Romans
Russians
Celts
GREEN
Babylonians
Zulus
Japanese
BLUE
Germans
French
Vikings
YELLOW
Egyptians
Aztecs
Spanish
TEAL
Americans
Chinese
Persians
ORANGE
Greeks
English
Carthaginians
PURPLE
Indians
Mongols
Sioux
RED
Barbarians



In addition, if one looks at the programming, it reveals that the Arabs and Incans were originally to be in the game, one need only replace another available civilization's information with theirs to play them. It is also possible to edit the text and other data files to easily add a custom civilization. With a higher level of skill and some specialized computer programs, it's even possible to edit the leader portraits for a custom tribe.

Technologies



Advanced Flight

Alphabet

Amphibious Warfare

Astronomy

Atomic Theory

Automobile

Banking

Bridge Building

Bronze Working

Ceremonial Burial

Chemistry

Chivalry

Code of Laws

Combined Arms

Combustion

Communism

Computers

Conscription

Construction

The Corporation

Currency

Democracy

Economics

Electricity

Electronics

Engineering

Environmentalism

Espionage

Explosives

Feudalism

Flight

Fundamentalism

Fusion Power

Genetic Engineering

Guerrilla Warfare

Gunpowder

Horseback Riding

Industrialization

Invention

Iron Working

Labor Union

The Laser

Leadership

Literacy

Machine Tools

Magnetism

Map Making

Masonry

Mass Production

Mathematics

Medicine

Metallurgy

Miniaturization

Mobile Warfare

Monarchy

Monotheism

Mysticism

Navigation

Nuclear Fission

Nuclear Power

Philosophy

Physics

Plastics

Polytheism

Pottery

Radio

Railroad

Recycling

Refining

Refrigeration

The Republic

Robotics

Rocketry

Sanitation

Seafaring

Space Flight

Stealth

Steam Engine

Steel

Superconductor

Tactics

Theology

Theory of Gravity

Trade

University

Warrior Code

The Wheel

Writing
Listed above are the main 88 Technologies used in the game and found in the controlling file (rules.txt). There is also an entry for Plumbing, but it is not tied to anything and adds nothing significant to the gameplay when activated. In addition, there is a listing for 'Future Technology'. It is possible to research all of the advances by the later stages of a highly advanced game, and at that point additional 'Future Technologies' are learned in succession (Future Tech 1, Future Tech 2, Future Tech 3, etc.). Researching these additional 'Future Technologies' can increase the final score at the end of the game.
Lastly, the file includes at the end of the list an extra 10 Technology 'slots' that are not tied to anything (activated). This allows some level of customization (see Game Modification section), because you can insert them at various points and then use them as prerequisites for units or buildings.

Units


There are 51 units in Civilization II. Most of them existed in the original 'Civilization', but there are a few new ones (Paratrooper and Marines, for example), and a few have been renamed. (For example, Militia are now called Warriors, and Cavalry are now called Horsemen.) In addition, some previous units have had their properties changed. The biggest examples of this are how the Chariot's attack was reduced from 4 to 3 and how sea units can no longer
conquer an enemy city.
For more details: ''Civilization II units''

AEGIS Cruiser

Alpine Troops

Archers

Armor

Artillery

Battleship

Bomber

Cannon

Caravan

Caravel

Carrier

Catapult

Cavalry

Chariot

Cruise Missile

Cruiser

Crusaders

Destroyer

Diplomat

Dragoons

Elephant

Engineers

Explorer

Fanatics

Fighter

Freight

Frigate

Galleon

Helicopter

Horsemen

Howitzer

Ironclad

Knights

Legion

Marines

Mechanized Infantry

Musketeers

Nuclear Missile

Paratroopers

Partisans

Phalanx

Pikemen

Riflemen

Settlers

Spy

Stealth Bomber

Stealth Fighter

Submarine

Transport

Trireme

Warriors
These units, along with their respective characteristics (prerequisite techs, ADM values, etc) are listed in the controlling file 'rules.txt', and can be altered to enhance gameplay (see Game Modification section). The 'rules.txt' file also contains support for 3 additional units (11 with the expansion), with 3 icons already included.
The Barbarians have a special version of the diplomat that acts as a 'leader' to various spawned units; 'capturing' (defeating) it will net the player a certain amount of gold, that amount depending on the difficulty level. A popup box will report this is a 'ransom payment'.

City Improvements


There are 34 City Improvements (buildings) that can be constructed to improve some aspect of that city's production, happiness, growth, defense, economical or scientific output. Many of them add cumulative benefits with their earlier versions (such as a Bank requiring but also working in addition to the Marketplace, and the same for the University building upon the benefits of a Library). Some improvements can be affected by an advancement or Wonder of the World (i.e., the effects of a Temple are doubled with the Oracle), whereas others are automatically granted (i.e., a Granary exists in every city of the player that controls the Pyramids).
A special case exists for the Barracks improvement. With the development of Gunpowder, all existing Barracks become obsolete and have to be rebuilt (and cost 2-gold per turn instead of the original 1-gold per turn). Then, with the development of Mobile Warfare, Barracks become obsolete again and have to be rebuilt once more (with the cost of 3-gold per turn).

Airport

Aqueduct

Bank

Barracks

Cathedral

City Walls

Coastal Fortress

Colosseum

Courthouse

Factory

Granary

Harbor

Hydro Plant

Library

Manufacturing Plant

Market Place

Mass Transit

Nuclear Plant

Offshore Platform

Palace

Police Station

Port Facility

Power Plant

Recycling Center

Research Lab

SAM Missile Battery

SDI Defense

Sewer System

Solar Plant

Stock Exchange

Superhighways

Supermarket

Temple

University
In additional to the 34 traditional buildings (above), there are 4 other non-Wonders that can be constructed in a city. First, after the discovery of Corporation, a player can 'build' the Capitalization improvement which greatly enhances economic output (for a time). Secondly, there are 3 types of spaceship improvements: SS Component (prerequisite: plastics), SS Module (superconductor), and SS Structural (spaceflight). These are built to complete the spaceship, which is constructed in the civilization's capital city. There is a minimum number of each type required to launch; and there is a maximum number of each that can be used in the overall construction of the spaceship. Note: using the maximum configuration greatly improves the score obtained with a successful landing.

Wonders of the World


''Ancient''

Pyramids

Hanging Gardens

Oracle

Great Wall

Lighthouse

Great Library

Colossus
''Renaissance''

Sun Tzu's War Academy

Copernicus' Observatory

Michalangelo's Chapel

Shakespeare's Theater

King Richard's Crusade

Marco Polo's Embassy

Magellan's Expedition
''Industrial Revolution''

Isaac Newton's College

Leonardo's Workshop

Darwin's Voyage

Eiffel Tower

J.S. Bach's Cathedral

Statue of Liberty

Adam Smith's Trading Company
''Modern''

United Nations

Manhattan Project

SETI Program

Apollo Program

Women's Suffrage

Cure for Cancer

Hoover Dam
;Wonders of the World and gameplay
All Wonders of the World each have their own prerequisite technology in order to be able to construct them (e.g., Map Making for the Lighthouse, Bronze Working for the Colossus, and Pottery for the Hanging Gardens). Certain technologies also cause the expiration of a particular Wonder's benefits (e.g., Magnetism, Flight and Railroad for the three Wonders mentioned above, respectively). However, not all Wonders have technologies that make them expire!
Wonders of the World can be categorized into those that affect happiness, cities and buildings, units and movement, technology, diplomacy and finally economics. Wonders also can be city-specific or civilization-specific. City-specific Wonders only affect the city in which it was built (such as the Colossus which grants an extra trade arrow in utilized squares of that city's radius). Civilization-specific Wonders affect the entire empire that controls it (such as the Hanging Gardens which grants +1 happiness in all cities of the same civilization).
When the civilization-specific Wonder also does not expire, its effects can dramatically affect gameplay. For example, building (or capturing) Michaelangelo's Chapel effectively puts a Cathedral in every city of the controlling civilization, greatly promoting happiness. Of course, this makes the cities that contain those Wonders all the more crucial to defend, since losing the city to conquest causes the benefits of that Wonder to be lost (and switch over to the capturing player). Accordingly, certain Wonders have a 'must' status in certain types of games or perhaps for certain types of players. For example, the Pyramids (+50% retention of food surplus after city growth), Michaelangelo's Chapel (Cathedral in every city) and Leonardo's Workshop (automatic unit upgrades - at least until the development of the Automobile) are critical for expanding empires and/or gameplay at the more difficult levels. Additionally, warmongering empires will also seek to build the Great Wall and Sun Tzu's War Academy.
Alternatively, you can cause havoc on a rival civilization by causing their Wonder of the World to expire, such as when any player learns Metallurgy causing the Great Wall to expire (and the free city-walls in each of the controlling player's cities suddenly disappear!).

Game modification


While expansions are sold separately, the PC version is programmed so that computer-savvy players can modify the game themselves. Amongst the files installed on the user's computer when the game is installed is a file called "rules.txt" which controls the game. The text file itself practically encourages the user to modify the game, giving instructions on how to change the various parameters of each main category, including: units, technologies, wonders, terrain and leaders. There is even a 'cosmic' section that controls more global settings pertaining to items such as governments, happiness levels, city sizes, and technology learning.
Each section lists the parameters you can change. For example, you can alter a specific unit's name, movement allowance, hit points, production cost, cargo hold (if applicable), technology that allows it, technology that makes it obsolete, and any one of a series of special abilities (reserved to handle the capabilities of specific units such as submarines). While the 'units' section has by far the most parameters, changing values in other sections can be equally intriguing. For example, you can change when a Wonder of the World expires, the prerequisites for a technology on the tech-tree, or alter the food output of a special tile (like wheat, for example).
Another text file that can enhance gameplay variation is the file "city.txt" which holds the list of city names that are used as defaults for each successive city built.
Advanced computer users can also modify the game by changing the visual files (such as units.gif or terrain.gif). While there is a risk of damaging the gameplay, it is possible to change the appearance of units, terrain, people, etc.
NOTE: It is advised that before modifying any of these files, the user copy these files to a safe location in case any file is changed in a way that affects the game irreparably.
A better solution may be to use the Scenario Editor and create a specific game with the various alterations you prefer. In addition, the newly created files (such as rules.txt and units.gif, mentioned above) can be copied to other locations (primarily the directory where the original games files are located), thus altering the conditions of gameply for random games too.
Lastly, the included Map-Editor allows for custom world building prior to playing a random game. In addition to setting the land mass and ocean shapes, you can set the 'resource seed' for how the special tiles are generated (the default value of '1' indicates random).

Multimedia


Civilization II's music is in the Red Book CD-audio format, the same as that found on normal music CDs. It is not in MIDI or another computer-specific format. The songs are quite varied; some are from the 19th century classical era, such as the Blue Danube Waltz, while others have a tribal, tropical sound to them. The music can be played back through any CD-ROM drive. Over 200 MB of space on the Civilization II CD is taken up by the music, 280 MB is occupied by the videos, whereas the actual program data takes up less than 30 MB.
Players wishing to sample the music without a computer can do so by simply placing the game CD (provided it is the original 1996 edition) into an ordinary domestic CD-player.
;Wonders of the World Music
Whenever a player builds a Wonder of the World, a short video with music is played. The music is taken from other sources. Such sources include:

Toccata and Fugue in D minor by Johann Sebastian Bach - Johann Sebastian Bach's Cathedral

El Capitan March by John Philip Sousa - Statue of Liberty

References


See also



Civilization Fanatics Center

Apolyton Civilization Site

Civilization (series)

External links



Moby Game's entry on ''Civilization II''

Civilized Online Gaming Community

CivFanatics Civilization Forums

Custom Civ2 Scenarios

Game Demo

Civilization 2 Review

Civilization Anonymous: site claiming to provide support to Civilization addicts; actually an example of stealth marketing

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