CUSTOM TECH TREE DESIGN for Civ2 - by Kobayashi
Date Posted: November 20, 2001
Introduction
It is quite common to see a
scenario without any research these days, which is quite a shame as
the tech-tree to me is one of the more important dimensions of the
Civ2 game engine. Sometimes a half-hearted effort is made to have a
few items available for research at 10% of the normal rate but this
too seems to give the feeling of incompleteness. One reason this is
hapenning is that redoing the tech tree is probably the most
user-unfriendly aspect of scenario making. I have been asked how I
have managed to make completely new trees for my multi-player
scenarios and the answer has always been - proper planning and
the right sequence.
Why waste timing bothering
with Research?
1. Research adds to the identity
of your scenario. It helps to reinforce the atmosphere that you are
trying to portray.
2. Research increases the depth
of your scenario. There is one more dial to fiddle with. Do you
emphasize research or taxes? Will you sacrifice population growth to
have more scientists?
3. Research increases the
strategy element. You can choose between more units now or
better units later.
4. Research increases
variability. No only can you vary your own strategy, the actions of
the AI may differ each time you play depending on what they research.
Using tech discovery as a trigger for events instead of setting them
to turn X does wonders for replayability.
5. Research reduces monotony.
With new units introduced gradually and old units becoming obsolete,
the game will continually evolve. Also, the player will not be
flooded with a few dozen unfamiliar choices of what to build at the onset.
6. The Civ2 engine is just not well suited to a straight forward slug-a-thon type game.
7. To show you can do it. It is
the hallmark of a great scenario and shows overall mastery of the
Civ2 scenario creation process.
Some might argue that in many
cases it is not appropriate to have research. That might well be true
in a few cases, for example the Oddesy scenario, but for the majority
I would argue against this. Afterall, I managed to do a full tree in
my World War II scenario even though it lasts for only five years
(when in difficulty, you can always name your advances after new
units or improvements).
Wouldn't you like something like this for your scenario?
First Things First
The first thing to do is to
decide the units which you will be using. The graphics are not
required at this stage, just the names and perhaps the owners of
those units which cannot be built by all tribes. There are other
issue involved like the sound slots, you should refer to my earlier
articles like "Getting the units right from the beginning".
The next thing to do is to
determine the city improvements that will be appearing. At this stage
you don't need to name them yet but you can drop those which will not
be needed. For instance, mass transit won't be needed if your
scenario has pollution turned off. Finally, do the same for the
wonders, dropping those which are inappropriate (like lighthouse in
an all land scenario). When this is done, list down the order you
want the units, improvements and wonders to appear (mixed together,
not seperately). I will call this the item list. Some common sense is
in order here, you put the weakest units first and library must come
before university etc.
Through a process of using search
and replace in MS-Word and a lookup table in MS-Excel I have managed
to extract a list of standard city improvements and wonders. Suffice
to say, you may simply copy the list at the bottom of this page to a
spreadsheet of your own.
Conecting the Dots
Now its time to create a series
of techs next to your list of items. Depending on the scenario, you
might want to name the items now and choose tech names which match or
if you are portraying a well defined universe, you can name the techs
first and choose the items accordingly. When you are done, you should
have the basic framework of you scenario tree. The next step is to
map each of the techs to an existing Civ2 tech slot.
This is the most difficult part
as many advances have effects hard coded into them. Thus a
familiarity with these effects is needed. There are many things you
have to look out for, I will list the more important ones here.
Pop Up Message Advances
The discovery of certain advances leads to a pop up message.
Construction
- Fortress Message (allows fortresses to be built)
Explosives
- Transform Message (allows terrain transformation)
Railroad
- Railroad Message (allows building railroad)
Combined Arms
- Paratrooper Message (none)
Refrigeration
- Farmland Message (allows double irrigation with supermarket improvment)
Radio
- Airport Message (Allows airlift and airfields)
Philosophy
- Golden Age Message (free advance to first civ to discover)
The paratrooper message has no accompanying effect and can be used anywhere. If you do not have settlers you may change the Railroad, Explosives and Construction messages to suit your purposes. Sometimes you may already have some of the effects in place at the start so the messages are not relevant.
Government Advances
The discovery of certain advances
leads to a new form of government. These are Monarchy,
Fundamentalism(which also allows fanatics to be built), Democracy,
The Republic and Communism (which also allows guerrillas to be
generated automatically).
Gun Powder
Gun Powder is the trigger advance
which disallows the construction of units with the same role as the
unit in the musketeer slot and with inferior attack/defence factors
than the musketeer unit. I strongly suggest you either do not use the
gun powder tech or do not use the musketeer unit slot. (the Knight
slot has a similar effect but I have not been able to isolate the
trigger advance).
Happiness Related Advances
Several Advances are related to
the effcts of 'happiness' improvements:
Ceremonial Burial
- this must be made the prerequisite of the temple or your temples
will be disfunctional
Mysticism
- increases effect of temples by 1
Monotheism
- this must be made the prerequisite of the cathedral or your
cathedrals will be disfunctional. Same applies to the Michelangelo wonder.
Theology -
increases effectivenss of cathedrals by 1
Electronics
- increases the effect of collosseums by 1.
Communism
- decreases the effect of colloseums by 1.
Democracy
- Courthouse makes one citizen content
Barbarian Advances
The barbarian thing is a very
complicated affair and very difficult to control properly. According
to Willaim Keenan, one of the foremost experts on Civ2 scenarios, to
limit barbarians to the Archer, Fanatic, Partisan, Rifleman, Horseman
and Chariot slots you need to
Give Conscription, Guerrilla
Warfare and Mobile Warfare to at least one tribe at the start
Eliminate Iron-working and
Gunpowder from your tree.
Please refer to Keenan's Barbarian Paper for a detailed explanation.
Miscellaneous Advance Effects
Some other effect are:
Fusion
- nuclear plants are meltdown free, ships move 25% more.
Guerrilla
Warfare - increases the number of guerrillas generated by Communism
Gun Powder
and Mobile Warfare - sells barracks.
Map Making
- tribes can exchange maps
Nuclear Fission
- allows nukes to be built (with Manhattan Wonder), Uranium appears
as trade item
Nuclear Power
- ships have movement increased by 1
Trade
- allows trading.
Automobile
and Electronics together - change the city style to modern
There are many other minor
effects of advances, too many to list them here. Some effect which
city icons are used, pollution, demographics for calculating
civilisation rankings etc. Many people have written detailed accounts
of these effects, refer to their articles for detailed information.
With this information in mind,
you should either pre-assign these special advances to a certain part
of the tree or mark the as 'not to be used'. It will be very tedious
to change the tree after you begin testing and find an undesirable
effect. Beleive me.
Final Checks
One important thing to make sure
is that each advance leads to at least one new unit, improvement or
wonder. Nothing is more irritating than researching something only to
find out it is useless (even if it leads to another advance). Another
thing to ensure is that the prerequsite of each advance is one or two
advances which lie above in the list. When you have the full version
of your tech tree spreadsheet up, like the example I have iven below,
you can check for these things.

This is part
of the tree spreadsheet I used in making my Zweiter WeltKrieg scenario.
Implementing your Tree
Up till now, you have actually
not physically changed anything in your scenario folder. But if you
have dealt with all the different aspects mentioned earlier, you many
begin with the customization. When you implement your custom tree you
must do the prerequisites in one go. That is because the game will
crash if there isn't a continuous line traceable from nil to future
tech. (Alternatively, you may temporarily make the prerequisite of
Future Tech to nil). You can do this by editing the rules.txt
manually or use the in-built Advances editor. Start with the earliest
techs and work your way down.
If you have more than one
playable race, you may have planned tribe specific branches in your
tree. The way to do this is to start with an unavailable advance with
prerequisites of No No. The unavailable advance should lead to an
innate advance which is then given via the cheat menu to the tribe it
is meant for. My typical design has a main tree available to all and
(three) other separate branches of advances which have one
prerequisite from the main tree and a second prerequisite from the
tribe specific branch.
Once there is a No No advance,
you must remember never to use the in-built Advances editor as it
will change all advances linked to the unavailable advance to No No
advances. Another thing to watch out for is the Civ2 memory bug. Do
not use any other in-built editor after using the Advances editor in
the same session. You need to save (not as a scenario, just a normal
save game) and reload.
After the tree is set up in its
entirety, rename the units, improvements and wonders accordingly and
you're well on your way to the completion of your scenario.
LIST OF IMPROVEMENTS AND WONDERS
Palace
Barracks
Granary
Temple
MarketPlace
Library
Courthouse
City Walls
Aqueduct
Bank
Cathedral
University
Mass Transit
Colosseum
Factory
Manufacturing Plant
SDI Defense
Recycling Center
Power Plant
Hydro Plant
Nuclear Plant
Stock Exchange
Sewer System
Supermarket
Superhighways
Research Lab
SAM Missile Battery
Coastal Fortress
Solar Plant
Harbor
Offshore Platform
Airport
Police Station
Port Facility
SS Structural
SS Component
SS Module
(Capitalization)
Pyramids
Hanging Gardens
Colossus
Lighthouse
Great Library
Oracle
Great Wall
Sun Tzu's War Academy
King Richard's Crusade
Marco Polo's Embassy
Michelangelo's Chapel
Copernicus' Observatory
Magellan's Expedition
Shakespeare's Theatre
Leonardo's Workshop
J. S. Bach's Cathedral
Isaac Newton's College
Adam Smith's Trading Co.
Darwin's Voyage
Statue of Liberty
Eiffel Tower
Women's Suffrage
Hoover Dam
Manhattan Project
United Nations
Apollo Program
SETI Program
Cure for Cancer
LIST OF ADVANCES
AdvancedFlight
Alphabet
AmphibiousWarfare
Astronomy
AtomicTheory
Automobile
Banking
BridgeBuilding
BronzeWorking
CombinedArms
CeremonialBurial
Chemistry
Chivalry
Combustion
Communism
Computers
CodeofLaws
TheCorporation
Conscription
Construction
Currency
Democracy
Electricity
Electronics
Economics
Engineering
Environmentalism
Espionage
Explosives
Feudalism
Flight
FusionPower
Fundamentalism
FutureTechnology
GeneticEngineering
GuerrillaWarfare
Gunpowder
HorsebackRiding
Industrialization
Invention
IronWorking
LaborUnion
TheLaser
Leadership
Literacy
Magnetism
MapMaking
Masonry
Mathematics
Medicine
Metallurgy
Miniaturization
MobileWarfare
Monarchy
MassProduction
Monotheism
Mysticism
Navigation
NuclearFission
NuclearPower
Philosophy
Physics
Plastics
Plumbing
Pottery
Polytheism
Radio
Recycling
Refining
TheRepublic
Refrigeration
Robotics
Rocketry
Railroad
Sanitation
SteamEngine
Seafaring
SpaceFlight
Stealth
Steel
Superconductor
Tactics
Theology
TheoryofGravity
MachineTools
Trade
UserDefTechA
UserDefTechB
UserDefTechC
University
WarriorCode
TheWheel
Writing
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