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2021-04-15 13:31:59 -05:00
<EFBFBD> USENET.GAMES (2:5000/15) <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> USENET.GAMES <20>
Msg : 270 of 500 Rcv
From : Ordania-DM@cup.portal.com 2:5000/10 11 Oct 92 18:48:44
To : All 14 Oct 92 23:34:24
Subj : (1) CIVILIZATION - Want to...?
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.REPLYADDR Ordania-DM@cup.portal.com
.REPLYTO 2:5000/10 UUCP
X-RealName: Charles K Hughes
CIVILIZATION - What a great game! :)
Want to go back in time?
Want to play a different civilization?
Want to make the game easier or harder without starting over?
Want to give civilizations more appropriate names?
(We all know that the Barbarians are A**holes, why not
let the game know it too? :)
Want to really speed up scientific research?
Want to give yourself (or another civilization) lots of cash?
Want to reduce the number of civs in your current game?
Or increase it?
Want to play with a couple of friends?
Want to change the computer players' tax/science/luxuries ratio's?
Or your own?
Want to know some of the ways the computer cheats?
Don't want any of this? Or wish the Civilization thread would
no longer bother you? (Stop reading this now. :)
[ filler for those who don't want these secrets and more ]
[ filler for those who don't want these secrets and more ]
[ filler for those who don't want these secrets and more ]
[ filler for those who don't want these secrets and more ]
[ filler for those who don't want these secrets and more ]
[ filler for those who don't want these secrets and more ]
[ filler for those who don't want these secrets and more ]
Here's how to do it:
First off, a few helpful hints:
1) use a HEX editor (BEAV, available on the net is a good
choice)
2) always remember that ALL numbers in the game are
represented by 2 byte LSB,MSb format numbers
in the .SVE files. (At least, this seems to be
the case. :)
3) most numbers have an upper limit, either game imposed
or compiler imposed. For instance, you can't have
more than 32000 in cash - that's game imposed.
Even if you could have more than 32000, you couldn't
have more than 32767 because 1 bit of the 16 bits
used for each number is used to indicate that the
number is negative - this is compiler imposed.
3) make backups of your .SVE files before changing them.
4) never give a computer a break - if a computer player
annoys you, go into the save file and do some of
the things that I say below NOT to do. The computer
won't realize what has happened right away, and
you'll hurt that civilization, and you'll feel
lots better.
5) spread this around, maybe someone will add information
to it.
Ok, here's the format for each question:
(question)
(byte start address in HEX to change in .SVE file, length
in decimal)
(valid range in decimal if known)
(explanatory text)
And here are the questions again:
Want to go back in time?
8,2
before 4000BC has worked, after 2200AD may also work
Changing the current year allows you to play the game
forever and achieve phenemonal scores.
Want to play a different civilization?
2,2
the range is 1-7. choosing 0 would make you the barbarians.
Now you can change to whatever civ is winning at the moment
or simply see what each one of them can see. This
does screw up the little map on your main screen,
but you can live with it. :) NOTE: This number is
very important for other questions. For any
question that applies to multiple civilizations
(more cash, more lightbulbs for science, etc)
you need to multiple this number by the number of
bytes used for each civ's set of values, and add
it to the byte start address.
Want to make the game easier or harder without starting over?
A,2
the range is 0-4.
This is the difficulty rating. A 0 is for Chieftain and
a 4 is for Emperor. I haven't tested anything
above 4, I shudder to think what the game might
do, considering how badly it cheats on 4.
Want to give civilizations more appropriate names?
This one is special, because it really encompasses three
similar areas.
10, 14 - This is for the Leaders' names
80, 12 - This is for the PLURAL spelling of the civ name
(We all know that the Barbarians are A**holes,
why not let the game know it too? :)
E0, 11 - This is for the singular spelling of the civ name
Any character you like, plus the following special ones:
---
* Origin: Eric's private gate. Get lost! (2:5000/10.0)
<EFBFBD> USENET.GAMES (2:5000/15) <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> USENET.GAMES <20>
Msg : 271 of 500 Rcv
From : Ordania-DM@cup.portal.com 2:5000/10 11 Oct 92 18:48:44
To : All 14 Oct 92 23:34:24
Subj : (2) CIVILIZATION - Want to...?
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.REPLYADDR Ordania-DM@cup.portal.com
.REPLYTO 2:5000/10 UUCP
X-RealName: Charles K Hughes
# = Stick figure
$ = coin
^ = check mark
{ = wheat stalk
} = trade arrows
\ = diamond
| = shield
~ = light bulb
_ = sun
If the new name is shorter than the allowed space, the next
byte at the end of the name should be a 0 (this
prevents junk remaining from the previous name
Want to really speed up scientific research?
148, 2
0-lots :)
This figure must NEVER exceed the amount required for the
next advance. If it does, you'll never get the next
advance. The amount required for the next advance
is based on the difficulty level (0-4), and how
many advances you already have (invented, stolen,
or found makes no difference :). The number of
lightbulbs needed for each new advance is:
(difficulty level+3)*2*(# of advances you already
have). NOTE: In the beginning advances are slightly
harder at the low difficulty levels (weird, huh?)
AND after 0 AD the number doubles (i.e. add a *2
to the equation above).
Want to give yourself (or another civilization) lots of cash?
138, 2
-32000 (or so) to +32000
Don't make this number a negative - you'll lose EVERYTHING.
This number won't go above 32000, so spend money
if you start to get close to it.
Want to reduce the number of civs in your current game?
Or increase it?
93BC, 2
0-6
The range is only 0-6 because the Barbarians always exist,
and there can only be 7 civilizations. If you drop
this number down to 0, the computer will probably
ignore all the civilizations except yours and the
barbarians.
Want to play with a couple of friends?
By playing with the number of civs, and changing the
player civilization number, you should be able
to play a multi-player game. NOTE: Due to the
required save, edit, and reload steps such a game
will take a LONG time to play.
Want to change the computer players' tax/science/luxuries ratio's?
Or your own?
0738, 2 - This is the tax rate
8BB4, 2 - This is the science rate
0-10 combined total
The ratios are determined in the following order: tax,
science, luxury. Taxes are checked first, and
the value is subtracted from 10. Then science
is subtracted from the new value. The resulting
value is placed in Luxuries. NOTE: Taxes are
generated first, so if you set taxes at or above 10,
science and luxuries gain NOTHING no matter what
the numbers show. This can be verified by hitting
the F5 key.
Want to know some of the ways the computer cheats?
Triremes never sink when away from land.
Caravans, as they are produced, instantly become trade
routes with the city of another computer player.
The computer player can spend a little money to partially
build an item. (It may also only pay non-military
construction costs, but I haven't verified this.)
At Chieftain and Warlord levels the computer players are
penalized compared to the player.
At Prince level the computer players are equal to the
player.
At King and Emperor levels the computer has a decided
advantage (28% faster advances, 20% cheaper to
build items, 20% fewer food storage rows [makes
faster populations] at Emperor level)
When a player uses a diplomat to sabotage a city, if
production is destroyed, the computer can change it
to another unit immediately.
The computer player can change production AFTER an advance
is discovered, before the city produces for that
turn, buy the remaining shields for the new unit
and PRODUCE IT ON THAT TURN. (The answer to this
is to give yourself lots of cash.)
Don't want any of this? Or wish the Civilization thread would
---
* Origin: Eric's private gate. Get lost! (2:5000/10.0)
<EFBFBD> USENET.GAMES (2:5000/15) <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> USENET.GAMES <20>
Msg : 272 of 500 Rcv
From : Ordania-DM@cup.portal.com 2:5000/10 11 Oct 92 18:48:44
To : All 14 Oct 92 23:34:26
Subj : (3) CIVILIZATION - Want to...?
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.REPLYADDR Ordania-DM@cup.portal.com
.REPLYTO 2:5000/10 UUCP
X-RealName: Charles K Hughes
no longer bother you? (Stop reading this now. :)
Well, I did tell you to stop reading this quite some time
ago. :)
Brought to you by Charlemagne, Emperor of the World (several times over :)
also known as: Charles_K_Hughes@cup.portal.com
---
* Origin: Eric's private gate. Get lost! (2:5000/10.0)