The Cradle of Civilization

The Gate of Ishtar: About the Cradle of Civilization
Babylon: Scenarios & Mods
The Hanging Gardens: Graphics and Downloads
Dur-Kurigalzu: Design Guides
The Winged Bull: Utilities
The West Gate: Links to other Civilizations
Dur-Kurigalzu
The Ziggurat of Dur-Kurigalzu
An Oracle for Civilization Scenario Designers
Dur-Kurigalzu




Test of Time Advance Slot Properties Version 1.3 by William Keenan
Updated: September 8, 2001
A large number of slots in the Civ2 technology tree have unique, hard coded characteristics. This document attempts to identify each of these special properties in the Test of Time games so that scenario designers can make use of them in their scenarios.

Fantastic Worlds Advance Slot Properties Version 1.4 by William Keenan
Updated: September 8, 2001
The Civ2 Technology tree itself can be modified, however a large number of slots have unique characteristics. This document attempts to identify each of these special properties so that scenario designers can make use of them in thief scenarios.

Getting @CIVILIZE2 and @LEADERS2 to Work For You by Kevin "DarthVeda" Chulski
Updated: August 8, 2000
A very useful guide about overcoming the game's limitations using @civilize2 and @leaders2 in ToT scenario design.

Using Civilize2 and Leaders2 by Cam Hills and William Keenan
Updated: May 18, 2000
Test of Time offers scenario designers a new and more flexible way to construct technology trees though the use of two new sections in the RULES.TXT file, @Civilize2 and @Leaders2.

Map Transport Relationships Version 1.0 by William Keenan
Updated: Oct. 1, 1999
Enabling units to move between maps in Test of Time scenarios requires the use of map transport relationships. Understanding and using map transport relationships in the subject of this paper.

Secondary Maps Version 1.0 by William Keenan
Updated: Oct. 1, 2002
The cryptic @SECONDARY_MAPS section of the RULES.TXT explained. Well, sort of.


Flags #1: An Introduction to Flags Version 1.0 by William Keenan and Cam Hills
Updated: Jan. 30, 2000

This paper is an introduction to the use of 'flags' for constructing more complex events in your scenario designs and is the first in a series of three design guides.

The Civilization II: Test of Time scenario macro language includes a powerful new set of event triggers called flags.


Flags #2: Using Masks Version 1.0 by Cam Hills and William Keenan
Updated: May 07, 2000

This paper is an advanced guide to tutor designers who would like to create complex events structures in their test of time scenarios. This is the second installment in a series of three design guides on the use of flags in the scenario macro language.

Learn how to create 'masks' for Test of Time events. Understand the different numerical codes that may be used for these masks.


Mastering the MoveUnit Command by Captain Nemo
Updated: Dec. 26, 1999
Civ2's scenario macro language allows scenario designers to control the movement of AI units though the use of the MoveUnit command. MoveUnit has several limitations and pitfalls that make it seem 'buggy' or not work at all. In this tip Captain Nemo explains how to effectively use the command and work around its limitations.

The Art of Unit Making Version 1.0 by Alex Mor
Updated: May 17, 2000
This is a short essay with some advice on how to create good unit images, not only for Civilization, but for other games as well. In all, I have created about 300 units for Civilization and 200 for Warlords games and have enough experience to talk about this topic.

Tribe Colours Version 1.0 by Cam Hills
Updated: Mar 13, 2000
Adjusting tribe colours is a task that is relatively straightforward to fix. For scenario authors the amendment of tribe colours can add a visual twist to your game — adding a point of difference from the default colours. Even for those people who simply want to change the tribe colours for the default game, the solution is fairly simple.

The Barbarian Paper Version 1.2 by William Keenan
Updated: Nov. 20, 2002
Everything you ever wanted to know about barbarians. Where do they come from, when do they change, why are some NONE and others not, and can I use them in my scenario?

Trade Delivery Payoffs Version 1.0 by William Keenan
Updated: September 9, 2001
This paper concerns itself with the algorithm the civ2 engine uses to calculate the amount of gold and science received when a caravan establishes a trade route.


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