CITY IMPROVEMENTS, WONDERS and UNITS for only Certain Civilizations

I have received a number of inquiries into changing Civ II to accomplish a number of things.  One of the 
premier requests deals with a fairly advanced capability in the Mod Pack area regarding ::

Making Certain Units and Improvements Available to only Certain Civilizations
-----------------------------------------------------------------
Civ II has built in functionality to allow for this.  Most of this is built into the stock game, but some of the 
finer points require the Scenario CD version of the game included on the Scenario CD.  There are two 
ways to make it happen:

1. Allowing research amongst the various civilizations in a scenario.
-------------------------------------------------------------------------
Basically, modifications to RULES.TXT make this possible and it begins with the Technical Advances, 
and their various prerequisites, and the "technology tree" that results from them.  It also involves the use 
of scenarios.  Basically, you must decide the premise for your scenario, create it and the civilizations 
involved, and then give the civilzations involved certain basic technologies.  Then in RULES.TXT, 
through use of the "no" option on technical advance prerequisites, you insure that the possible technical 
advances for each race are "blocked" off from each other.  Once you have created these "individual" tech 
trees for your civilizations (and they can apply to single civilizations or several, depending on what 
advances are given in the scenario), then you move onto the City Improvements and Units areas of 
RULES.TXT.

In the City Improvements, Wonders and Units areas, just insure that the prerequisites for particular 
advances fall within the technology tree of the civilization you want to receive them.  The same can be 
done with government types.  Make sure you do not make the unit, improvement, government, etc. 
dependant on the advance with the "no's" in them.  They should depend on tech advances that are down 
stream from the one's you block off with "no's".  In other words, if you chose to make FP (Fusion Power in 
the stock game) a Tech Advance with a two "no's" as prerequisites, this will cause it not to be available in 
the game, even in cheat mode.  But, you can make other technologies be based on FP, and when you give 
these techologies to a civilization, it will mean they alone can research the resulting tree of what is based 
on FP.  You will of course have to deal with the units.gif, icons.gif, etc for new or modified units and 
improvements or wonders that you want to appear differently in the game.

2. Not allowing Technology Research for the various civilizations in a scenario
-------------------------------------------------------------------------
In this instance, things are a little easier.  You set your technology advance parameter in the scenario 
parameters area to some unbelievably high number to effectively dissallow the possibility of any new tech 
advances.  Then you giv ethe various civilizations the techs you want them to have.  Then you insure that 
in RULES.TXT that the units you want each civ to have are based on the advances you have given them.  
That's it.

Potential Problems and Pitfalls
--------------------------------
Now, the only problem is civilizations being able to require technology outside of "their" tree through 
negotiations and conquering.  With respect to negotiations and trading between civilizations.  The 
EVENTS.TXT file available through the new Scenario CD gives you an event called NEGOTIATION 
where you can prevent one or all civilizatons from entering into negotiations.  This can be used to insure 
that certain civilizations can not negotiate (and thus trade) with one another.  Without the Scenario CD, 
you can keep yourself, the human player, from trading, but the computer players may still do so.  To offset 
this, you can use the AI and CIVILIZED modifiers of the technical advance in RULES.TXT to make the 
advance less desirable to computers, but then it applies to all of them. This also is true for aquiring certain 
technologies via conquering.  I have not figured out any way to avoid the potential resulting from 
conquering to date.

At any rate, this methodology works and can be used to accomplish the desired results.  As with all 
modifications, there are peculurarities of the civ2.exe which will have to be dealt with as they arise and 
are discovered.  Most of these are simply undocumented limitations or aspects of the game. 

Hope this helps.  Good Luck!

