FW Advance Slot Properties
From SLeague
(by William Keenan)
An authoritative guide to the unique characteristics of the 'advances slots' that intertwine to make the Civ2 technology tree.
(this is Version 1.2 of the article, first published in May 2000 on the original S-League site. The section on version changes has been omitted as it had links to other documents)
[edit] The Advances Slots
Creating an engaging scenario or mod-pack for Civ2 will in all likelihood involve modifying the advances or technology tree as set out in scenario's rules.txt file. The tree itself can be modified, however a large number of 'slots' (row position in the table) have unique characteristics and care must be taken to ensure that tribes begin with and if appropriate discover technologies appropriate to their circumstance.
[edit] How to Use this Chart
Slot is the order in which the technologies are listed in the rules.txt. The events.txt file sometimes refers to technologies by slot number.
Code is the abbreviation used to refer to the technology slot in the rules.txt file.
Trigger Effects of Discovery are all hard coded in the software and unchangeable by scenario designers. Effects that are event driven, like winning the game by discovering Transcendence, have been purposely excluded from this chart.
References to other parts of the rules.txt file (improvements, trade items, units) and support files (cities.gif, people.gif) always refer to the appropriate slot in the given section not necessarily the named item. For example if your renamed temples to cathedrals and cathedrals to museums then the discovery of Theology would make museums more effective rather than cathedrals.
| Slot | Code | Advance | Trigger Effects of Discovery |
|---|---|---|---|
| 0 | AFl | Advanced Flight | none |
| 1 | Alp | Alphabet | Doubles the literacy demographics. This is cummulative with the effects of Writing, University, and Literacy. |
| 2 | Amp | Amphibious Warfare | none |
| 3 | Ast | Astronomy | none |
| 4 | Ato | Atomic Theory | none |
| 5 | Aut | Automobile | Increases population based pollution. Automobile works with Electronics to change city pictures to the modern style (6th row in the cities.bmp file). Automobile works with Electronics to change the look of people to the modern style (4th row in the people.bmp file). |
| 6 | Ban | Banking | none |
| 7 | Bri | Bridge Building | Allows settlers units to construct roads (and railroads) in river squares. |
| 8 | Bro | Bronze Working | none |
| 9 | Cer | Ceremonial Burial | Ceremonial Burial allows temples to make one additional person content. See also Mysticism |
| 10 | Che | Chemistry | none |
| 11 | Chi | Chivalry | Changes the types of Barbarians produced by Goody Huts. Changes the types of sea-based random Barbarians units produced. |
| 12 | CoL | Code of Laws | none |
| 13 | CA | Combined Arms | none |
| 14 | Cmb | Combustion | none |
| 15 | Cmn | Communism | Allows the government type of the same name. The discovery of Communism reduces the effect of Cathedrals by one. Cities produce more partisans. |
| 16 | Cmp | Computers | none |
| 17 | Csc | Conscription | Changes the types of Barbarians produced by Goody Huts. |
| 18 | Cst | Construction | Construction allows settler units to build Fortresses. |
| 19 | Cor | Corporation | none |
| 20 | Cur | Currency | none |
| 21 | Dem | Democracy | Allows the government type of the same name. Allows Courthouses to make one content citizen happy under Democracy. |
| 22 | Eco | Economics | none |
| 23 | E1 | Electricity | none |
| 24 | E2 | Electronics | After the discovery of Electronics an additional citizen in each city is made content by coliseums. Electronics works with Automobile to change city pictures to the modern style (6th row in the people.bmp file). Electronics works with Automobile to change the look of people to the modern style (4th row in the people.bmp file). |
| 25 | Eng | Engineering | none |
| 26 | Env | Environmentalism | Decreases population based pollution. |
| 27 | Esp | Espionage | none |
| 28 | Exp | Explosives | Allows terrain transformation orders. |
| 29 | Feu | Feudalism | none |
| 30 | Fli | Flight | none |
| 31 | Fun | Fundamentalism | Allows the government type of the same name. Allows the production of Fanatics. |
| 32 | FP | Fusion Power | Eliminates the threat of Nuclear Power Plant meltdown. Adds 25% to spaceship mass/thrust paradigm. |
| 33 | Gen | Genetic Engineering | none |
| 34 | Gue | Guerrilla Warfare | Allows the production of Partisan units. Captured cities produce partisan defenders. Changes the types of Barbarians units produced by Goody Huts. Changes the types of land-based random Barbarians units produced. |
| 35 | Gun | Gunpowder | Sells all Barracks when discovered. Increases Barracks maintenance cost by 1. Changes the types of Barbarians produced by Goody Huts. Changes the types of land-based random Barbarians units produced. |
| 36 | Hor | Horseback Riding | none |
| 37 | Ind | Industrialization | Changes city picture to industrial (5th row in cities.bmp) in any non-fantasy game. Changes the look of people to industrial (3th row in people.bmp). Changes the types of land-based random Barbarians units produced. Increases population based pollution. Oil appears as a trade item. |
| 38 | Inv | Invention | Free advances can no longer be gained from goody huts. Invention works with Philosophy to change the citizen look to the renaissance style (2nd row in the people.bmp file). |
| 39 | Iro | Iron Working | Changes the types of Barbarians produced by Goody Huts. Changes the types of sea-based random Barbarians units produced. |
| 40 | Lab | Labor Union | none |
| 41 | Las | Laser | none |
| 42 | Ldr | Leadership | Changes the types of Barbarians produced by Goody Huts. |
| 43 | Lit | Literacy | Doubles literacy demographics. This is cummulative with the effects of Alphabet, Writing, and University. |
| 44 | Too | Machine Tools | none |
| 45 | Mag | Magnetism | Changes the vessel type of sea-based random Barbarians. Increases annual income demographics. |
| 46 | Map | Map Making | Allows civilizations to exchange maps. |
| 47 | Mas | Masonry | none |
| 48 | MP | Mass Production | Increases population based pollution. |
| 49 | Mat | Mathematics | none |
| 50 | Med | Medicine | Decreases your people's disease percentage by half. |
| 51 | Met | Metallurgy | Changes the types of Barbarians produced by Goody Huts. |
| 52 | Min | Miniaturization | none |
| 53 | Mob | Mobile Warfare | Sells all barracks and increases barracks maintenance cost bynone 1. Changes the types of land-based random Barbarians units produced. Ends piracy. Barbarians no longer appear by sea. |
| 54 | Mon | Monarchy | Allows the government type of the same name. |
| 55 | MT | Monotheism | Monotheism allows Cathedrals to make three people content. Note that Cathedrals do not function without the discovery of Monotheism or Theology and Mysticism. Changes the types of Barbarians produced by Goody Huts. |
| 56 | Mys | Mysticism | Mysticism allows temples to make one additional person content. See also Ceremonial Burial |
| 57 | Nav | Navigation | Navigation reduces the chances of triremes floundering. Changes the vessel type of sea-based random Barbarians. |
| 58 | NF | Nuclear Fission | Uranium to appears as a trade item. |
| 59 | NP | Nuclear Power | Nuclear Power increases the movement allowance of ships bynone 1. |
| 60 | Phi | Philosophy | The civilization that first discovers Philosophy gains a free advance. Invention works with Philosophy to change the look of people to the renaissance style (2nd row in the people.bmp file). |
| 61 | Phy | Physics | none |
| 62 | Pla | Plastics | Increases population based pollution. |
| 63 | Plu | Ultrastring Theory | none |
| 64 | PT | Polytheism | Changes the types of Barbarians produced by Goody Huts. |
| 65 | Pot | Pottery | none |
| 66 | Rad | Radio | Radio allows settlers and engineers to construct air bases. |
| 67 | RR | Railroad | Railroad allows settlers and engineers to build railroads. All city squares are automatically upgraded to railroad. |
| 68 | Rec | Recycling | none |
| 69 | Ref | Refining | none |
| 70 | Rfg | Refrigeration | Refrigeration allows settlers and engineers to double-irrigate lands. All city squares are automatically upgraded to farmland (double-irrigation). |
| 71 | Rep | Republic | Allows the government type of the same name. |
| 72 | Rob | Robotics | none |
| 73 | Roc | Rocketry | none |
| 74 | San | Sanitation | Decreases population based pollution. |
| 75 | Sea | Seafaring | Seafaring reduces the chances of triremes floundering. |
| 76 | SFl | Space Flight | none |
| 77 | Sth | Stealth | none |
| 78 | SE | Steam Engine | none |
| 79 | Stl | Steel | none |
| 80 | Sup | Superconductor | none |
| 81 | Tac | Tactics | Changes the types of sea-based random Barbarians units produced. |
| 82 | The | Theology | Theology improves the effectiveness of Cathedrals by one. |
| 83 | ToG | Theory of Gravity | none |
| 84 | Tra | Trade | Enables the display of demanded trade goods of foreign cities. |
| 85 | Uni | University | Doubles literacy demographics. This is cummulative with the effects of Alphabet, Writing, and Literacy. |
| 86 | War | Warrior Code | none |
| 87 | Whe | Wheel | none |
| 88 | Wri | Writing | Doubles the literacy demographics. This is cummulative with the effects of Alphabet, University, and Literacy. |
| 89 | ... | Future Technology | Reoccurring technology. Increases game score. |
| 90 | U1 | User Def Tech A | none |
| 91 | U2 | User Def Tech B | none |
| 92 | U3 | User Def Tech C | none |
| 93 | X1 | Extra Advance 1 | none |
| 94 | X2 | Extra Advance 2 | none |
| 95 | X3 | Extra Advance 3 | none |
| 96 | X4 | Extra Advance 4 | none |
| 97 | X5 | Extra Advance 5 | none |
| 98 | X6 | Extra Advance 6 | none |
| 99 | X7 | Extra Advance 7 | none |
[edit] Credits
Harlan Thompson and Leon Marrick upon who's ground breaking research this tip is founded. Cam Hills who assisted in the (original) page design.
