King
Local Time: 19:28
Local Date: October 31, 2010
Join Date: Oct 1999
Location: Colorado
Posts: 1,555
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Comparing Civ2 scenarios to the possibilities in Civ3 (for SP scenarios)
I have not been around much and therefore, not kept up with the various developments in Civ3. As some of you know, I have been keying on the promise and capabilities of Civ3 scenarios for 18 months now (it’s the only part of Civ3 that interests me). Now with the news about the expansion pack and the soon-to-be-released scenario editor, I am still unclear as to how Civ3 scenarios will work, esp. in comparison to the many of the great Civ2 scenarios.
I have been under the perception that due to the “simple yet deep” model of Civ2, the Civ2 scenarios can be tailored to any time period or event, as well as modeling its uniqueness with accurate maps, custom units, custom tech tree, unique graphics and play-driven events. Thus, designers like Capt Nemo can develop really accurate WW2 scenarios (Second Front, Red Front) or someone like Paul Cullivan (Kull) do the same for the Ancient Age scenarios. To give an example or two of what I mean, here are some of the files from Kull’s Seeds of Greatness scenario (the only one I have on hand and my favorite one anyway):
Here’s part of the rules file that show his completely customized tech tree (in part):
Pictographs, 4, 2, nil, nil, 0, 3 ; AFl Advanced Flight
Star Observations, 3, 1, Alp, nil, 1, 3 ; Amp Amphibious Warfare
Aristocracy, 4, 1, Cmn, Ldr, 3, 2 ; Ato Atomic Theory
Egyptian Culture, 1, 0, no, no, 0, 2 ; Aut *** Automobile
Food Surplus, 4, 1, E1, nil, 2, 1 ; Ban Banking
Bridge Building, 4, 0, Rec, Mat, 3, 4 ; Bri
Bronze Age, 7, 0, Mon, Cmp, 2, 4 ; Bro Bronze Working
Copper Age, 5, 0, Pot, Alp, 1, 4 ; CA Combined Arms
Internal Revolt, 1, 0, no, no, 0, 0 ; Cmb Combustion
Empire, 8, 0, Med, ToG, 2, 2 ; Cmn Communism
Use of Tin, 4, 1, CA, Esp, 1, 4 ; Cmp Computers
Chariot Tactics, 6,-1, Met, Cmn, 2, 0 ; Csc Conscription
Fortifications, 5, 0, Mas, Feu, 1, 4 ; Cst Construction
Monetary Taxation, 4, 0, Cur, Cmn, 3, 1 ; Cor The Corporation
Domestication, 4, 1, Pot, nil, 0, 1 ; Eco Economics
The Plow, 4, 2, Eco, nil, 1, 1 ; E1 Electricity
Class Structure, 3, 1, nil, nil, 0, 2 ; E2 Electronics
Civic Planning, 3, 1, Med, Bro, 2, 4 ; Env Environmentalism
Sickle Sword, 4,-1, Las, CA, 1, 0 ; Esp Espionage
Explosives, 1, 0, no, no, 0, 0 ; Exp N/A
Ranged Fire Tactics,4,-1, Esp, nil, 1, 0 ; Feu Feudalism
Bronze Weapons, 4,-1, Bro, Feu, 2, 0 ; Fli Flight
Theocracy, 1, 0, no, no, 0, 0 ; Fun N/A *** Fundamentalism
Fishing, 3, 0, Eco, nil, 1, 1 ; FP Fusion Power
Improved Harness, 3,-1, Whe, Hor, 1, 0 ; Gen Genetic Engineering
Eighteen Foot Pike, 5,-2, Min, nil, 3, 0 ; Gun Gunpowder (Sell Barracks)
Assyrian Culture, 1, 0, no, no, 0, 2 ; Ind *** Industrialization
Persian Culture, 1, 0, no, no, 0, 2 ; Inv *** Invention
Iron Age, 7, 0, Mys, Sth, 3, 4 ; Iro Iron Working
Legion Tactics, 6,-1, X6, nil, 3, 0 ; Lab Labor Union
Leather Armor, 4,-1, War, nil, 1, 0 ; Las The Laser
Pantheon, 5, 1, Phi, Mys, 3, 2 ; MT Monotheism
Naue Type II Sword, 8, 0, Csc, nil, 2, 0 ; NF Nuclear Fission
Centurions, 6,-1, Ref, nil, 3, 0 ; X5
Greek Fire, 5, 0, Che, Mob, 3, 3 ; X7
…and here are some of the customized units from the same file:
Bronze Infantry II,Too, 0, 1.,0, 5a,2d, 2h,2f, 4,0, 0, NF, 000010000000100 ; Pikemen
Bronze Infantry I,Too, 0, 1.,0, 4a,2d, 1h,1f, 3,0, 0, Fli, 000000000000000 ; Musketeers
Scythian Horde,nil, 0, 3.,0, 10a,4d, 3h,3f, 40,0, 0, RR, 000000000000000 ; Fanatics
Slave Revolt, nil, 0, 1.,0, 2a,2d, 2h,1f, 3,0, 1, RR, 000001000000010 ; Partisans
Iron Infantry II, Gun, 0, 1.,0, 6a,3d, 2h,2f, 5,0, 0, Min, 000010000000000 ; Alpine Troops
Iron Infantry I, Ref, 0, 1.,0, 5a,3d, 2h,2f, 4,0, 1, Too, 000010000000000 ; Riflemen
Armored Cavalry,nil, 0, 3.,0, 9a,4d, 2h,3f, 12,0, 0, Mob, 100000000000000 ; Marines
Cyrus II, nil, 0, 4.,0, 12a,5d, 2h,3f, 50,0, 0, RR, 100000000000001 ; Paratroopers
Alexander, nil, 0, 5.,0, 14a,5d, 2h,4f, 50,0, 0, RR, 100000000000001 ; Mech. Inf.
Horsemen, Roc, 0, 4.,0, 2a,1d, 1h,1f, 3,0, 0, Hor, 100000000000000
Early Chariot,Gen, 0, 3.,0, 3a,1d, 1h,1f, 2,0, 0, Whe, 000000000000000 ; Chariot
Light Cavalry,nil, 0, 5.,0, 4a,1d, 2h,1f, 3,0, 0, Roc, 100000000000000 ; Elephant
Chariot II, Gun, 0, 4.,0, 5a,2d, 1h,1f, 5,0, 0, ToG, 100000000000000 ; Crusaders
Chariot I, Met, 0, 3.,0, 4a,1d, 1h,1f, 4,0, 0, Gen, 100000000000000 ; Knights
Sea Peoples, nil, 0, 1.,0, 6a,2d, 2h,2f, 20,0, 0, RR, 100100000000100 ; Dragoons
Desert Raiders,nil,0, 3.,0, 8a,2d, 2h,2f, 20,0, 0, RR, 000000000000000 ; Cavalry
Siege Tower, nil, 0, 1.,0, 9a,1d, 1h,2f, 10,0, 0, U3, 000000001000000 ; Armor
Ladder Tower, U3, 0, 1.,0, 4a,1d, 1h,1f, 2,0, 0, Whe, 000000001000000 ; Catapult
Battering Ram,nil, 0, 1.,0, 7a,1d, 1h,1f, 5,0, 0, U2, 000000001000000 ; Cannon
Catapult, nil, 0, 2.,0, 6a,1d, 1h,1f, 6,0, 0, Mat, 000000001000000 ; Artillery
Armored Tower,nil, 0, 1.,0, 14a,2d, 2h,2f, 16,0, 0, Eng, 000010001000000 ; Howitzer
Phalanx I, Ref, 0, 2.,0, 7a,3d, 2h,2f, 6,0, 0, Gun, 000000000000000 ; Fighter
Phalanx II, Ref, 0, 2.,0, 9a,3d, 2h,2f, 8,0, 0, Ldr, 000000000000000 ; Bomber
Legion I, nil, 0, 2.,0, 8a,4d, 2h,2f, 8,0, 1, Ref, 000000000000000 ; Helicopter
Legion II, nil, 0, 2.,0, 10a,4d, 2h,2f, 10,0, 0, X5, 000000000000000 ; Stlth Ftr.
Minos, nil, 2, 4.,0, 8a,3d, 2h,2f, 50,0, 2, RR, 100000000001011 ; Stlth Bmbr.
Early Galley, Plu, 2, 3.,0, 2a,1d, 1h,1f, 10,2, 2, RR, 100000000100010 ; Trireme
Troop Galley, nil, 2, 5.,0, 0a,2d, 2h,1f, 5,3, 4, Plu, 100000000100010 ; Caravel
Early Sail, SE, 2, 3.,0, 0a,1d, 1h,1f, 2,1, 4, Stl, 100000000000010 ; Galleon
Quinquireme, nil, 2, 6.,0, 7a,4d, 3h,3f, 8,2, 2, X1, 100000000000010 ; Frigate
Quadrireme, X1, 2, 6.,0, 6a,3d, 2h,2f, 7,1, 2, Mag, 100000000000010 ; Ironclad
Trikonter, Tac, 2, 3.,0, 4a,1d, 1h,1f, 3,0, 2, Sup, 100000000101010 ; Destroyer
Pentekonter, Phy, 2, 4.,0, 4a,2d, 1h,1f, 4,0, 2, Tac, 100000000101010 ; Cruiser
Bireme I, NP, 2, 4.,0, 5a,2d, 1h,2f, 4,0, 2, Phy, 100000000101010 ; AEGIS Cruiser
Trireme, NP, 2, 4.,0, 6a,3d, 2h,2f, 6,0, 2, Plu, 100000000101010 ; Battleship
Bireme II, nil, 2, 6.,0, 5a,3d, 2h,2f, 5,0, 2, NP, 100000000001011 ; Submarine
Dromon, nil, 2, 5.,0, 8a,2d, 1h,3f, 8,0, 2, Rob, 100000000000010 ; Carrier
Merchant Ship,nil, 2, 4.,0, 0a,1d, 1h,1f, 3,1, 4, SE, 100000000000010 ; Transport
Earthquake, nil, 1, 31.,1, 10a,0d, 1h,1f, 20,0, 0, RR, 001000001000001 ; Cruise Msl.
Storm, nil, 1, 31.,1, 10a,0d, 1h,1f, 40,0, 0, RR, 001000000000001 ; Nuclear Msl.
Royal Envoy, nil, 0, 2.,0, 0a,0d, 1h,1f, 5,0, 6, Cmn, 100000000000010 ; Diplomat
Palace Guard, nil, 0, 0.,0, 1a,4d, 2h,2f, 5,0, 1, RR, 000000000000000 ; Spy
Greek Fire, nil, 0, 0.,0, 1a,4d, 3h,1f, 8,0, 1, X7, 000000000000000 ; Caravan
Finally, here are some of the events from the Egyptian events file:
(this one creates a new unit at a specific location)
@IF
UNITKILLED
unit=Warriors
attacker=Egyptians
defender=Barbarians
@THEN
TEXT
Another town is added to the Egyptian Empire! The defeated
survivors are enslaved and sent to till the fields of Memphis.
Pharoah takes 50 gold as his share of the booty!
ENDTEXT
changemoney
receiver=TRIGGERATTACKER
amount=50
CREATEUNIT
unit=Farmers
owner=Egyptians
veteran=yes
homecity=none
locations
54,88
56,88
endlocations
@ENDIF
(this one changes the terrain of a tile or two)
@IF
TURN
turn=200
@THEN
TEXT
^The great volcano Thera explodes near Crete!
ENDTEXT
CHANGETERRAIN
terraintype=9
maprect
30,40,30,40,30,40,30,40
PLAYWAVEFILE
volcano.wav
@ENDIF
@IF
TURN
turn=200
@THEN
CHANGETERRAIN
terraintype=10
maprect
29,41,29,41,29,41,29,41
@ENDIF
(other common events include giving a specific advance or random events that can be good or bad).
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So what I am trying to understand is what to expect with Civ3 scenarios. Here are my questions:
I assumed that the increased modes of winning will allow for a wider range of scenarios, is this correct? In other words, most of the historical scenarios in Civ2 called for capturing (or defending) X number of cities. There will still be this in Civ3 plus objectives like "Be the dominant culture by year X"?
Are there limitations in the way the bic files are setup and deployed in the game that could limit the flexibility in creating the diverse scenarios we’ve seen in Civ2? Did I read that changing the turn length might be a problem? Why???
Civ2 did not have a scripting language and did not need one, imo. But even with the simplistic Microprose scenarios, the events.txt file was included which, along with the Objectives, became the fundamental tool for Civ2 scenarios. Civ3 will have something like this, won’t it? I mean, how can one throw up a message box based on an event in Civ3?
Finally, with many of the “hard-coded” elements of Civ3 (as compared to Civ2), will this restrict the way a historical (or fantasy) scenario can be designed and played? In other words, Civ3 scenarios should have everything Civ2 had plus more (quote from Firaxis).
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