Test of Time Advance Slot Properties

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An authoritative guide to the unique characteristics of the 'advances slots' that intertwine to make the Civ2 Test of Time technology tree.

Version 1.3.

by William Keenan


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.

Set out below are the advances for the Test of Time™ Extended game with some additional notes regarding Test of Time variant games.


Version Changes

Version 1.0 Test of Time has many subtle differences in the hard coded effects of technology advances then Fantastic Worlds. For this reason I have separated the two guides to minimize confusion between the Civilization II versions.

Version 1.1 corrects errors in Philosophy, Invention, and Electronics relating to how they affect city and people styles.

Version 1.2 clarifies the properties of Democracy, Explosives, Fundamentalism, Nuclear Fission, Magnetism, Radio, Refrigeration.

Version 1.3 identifies the special unit obsolescence rule associated with Gunpowder and lists the affects of that Flight, Invention, Navigation, and Railroad have on the gold and science payoffs that caravan deliveries produce.


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.

  • No designation implies any Test of Time Scenario.
  • Fantasy applies only to scenarios based on Test of Time Fantasy game.
  • Non-Fan applies only to Test of Time not based on the Fantasy game. In other words scenarios based on the Original Game, Extended Game, or the Sci-fi game.

References to other parts of the RULES.TXT file (improvements, trade items, units) and support files (CITIES.BMP, people) 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.


Technologies Table

Slot Code Advance Trigger Effects of Discovery
0 AFl Advanced Flight
1 Alp Alphabet Doubles the literacy demographics. This is cumulative with the effects of Writing, University, and Literacy.
2 Amp Amphibious Warfare
3 Ast Astronomy
4 Ato Atomic Theory
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
7 Bri Bridge Building Allows settlers units to construct roads (and railroads) in river squares.
8 Bro Bronze Working
9 Cer Ceremonial Burial Ceremonial Burial allows temples to make one additional person content. See also Mysticism.
10 Che Chemistry
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
13 CA Combined Arms
14 Cmb Combustion
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
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
20 Cur Currency
21 Dem Democracy Allows the government type of the same name.

Courthouses make one content citizen happy if the nation is operating under Democracy. However, the Democracy advance is not required for this effect to take place.

22 Eco Economics
23 E1 Electricity
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 cities.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
26 Env Environmentalism Decreases population based pollution.
27 Esp Espionage
28 Exp Explosives Contrary to popular belief, Explosives does NOT inherently allow transformation orders or display the "New Order: Transform" message.

The ability to transform is inherent to unit in the Engineer slot of the RULES.TXT file. When this unit first becomes available the message will be displayed.

29 Feu Feudalism
30 Fli Flight Reduces by one third the amount of gold and science produced by caravan delivery. This affect is cumulative with all other modifiers.
31 Fun Fundamentalism Allows the government type of the same name.

The Fundamentalism advance does NOT inherently allow Fanatics to be build. Only nations operating under the Fundamentalism government can build the Fanatics unit once the advance making the Fanatics available has been discovered.

Upon changing government type from Fundamentalism to any other type all cities producing Fanatics will switch to producing the unit in the Riflemen slot whether or not the nation has the prerequisite advance to build this unit.

32 FP Fusion Power Eliminates the threat of Nuclear Power Plant meltdown.

Adds 25% to spaceship mass/thrust paradigm.

33 Gen Genetic Engineering
34 Gue Guerrilla Warfare 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 Makes obsolete all defensive role units with a defence strength less than that of the unit in the musketeer slot of the RULES.TXT.

Sells all Barracks when discovered.

Increases Barracks maintenance cost by one (cumulative with Mobile Warfare).

Changes the types of Barbarians produced by Goody Huts.

Changes the types of land-based random Barbarians units produced.

36 Hor Horseback Riding
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.

Upon discovery the Industrialization advance oil appears as a supplied trade commodity in most cities.

38 Inv Invention Reduces by 50% the amount of gold and science produced by caravan delivery. This modifier is NOT cumulative with Navigation or the Turn 200 effect, but is cumulative with the reductions of Railroad and Flight.

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).

Non-Fan: Invention changes city pictures to the Renaissance style (7th row in cities.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
41 Las Laser
42 Ldr Leadership Changes the types of Barbarians produced by Goody Huts.
43 Lit Literacy Doubles literacy demographics. This is cumulative with the effects of Alphabet, Writing, and University.
44 Too Machine Tools
45 Mag Magnetism Changes the vessel type of sea-based random Barbarians.
46 Map Map Making Allows civilizations to exchange maps.
47 Mas Masonry
48 MP Mass Production Increases population based pollution.
49 Mat Mathematics
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
53 Mob Mobile Warfare Sells all barracks and increases barracks maintenance cost by one.

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 Reduces by 50% the amount of gold and science produced by caravan delivery. This modifier is NOT cumulative with Invention or the Turn 200 effect, but is cumulative with the reductions of Railroad and Flight.

Navigation reduces the chances of triremes floundering.

Changes the vessel type of sea-based random Barbarians.

58 NF Nuclear Fission Upon discovery the Nuclear Fission advance uranium appears as a demanded trade commodity in most cities. Uranium begins appearing as a supplied trade commodity in new founded cities.
59 NP Nuclear Power Nuclear Power increases the movement allowance of ships by one.
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
62 Pla Plastics Increases population based pollution.
63 Plu Ultrastring Theory
64 PT Polytheism Changes the types of Barbarians produced by Goody Huts.
65 Pot Pottery
66 Rad Radio Radio allows settlers and engineers to construct air bases.

Makes the Airlift command appear in the Orders menu. You can conduct airlifts without the Radio advance.

The message about Airlifts and Airstrips will be displayed whenever Airports become available and NOT when Radio is invented.

67 RR Railroad Reduces by one third the amount of gold and science produced by caravan delivery. This affect is cumulative with all other modifiers.

Railroad allows settlers and engineers to build railroads.

All city squares are automatically upgraded to railroad.

68 Rec Recycling
69 Ref Refining
70 Rfg Refrigeration Allows settlers and engineers to double-irrigate lands.

All city squares are automatically upgraded to farmland (double-irrigation) when Refrigeration is discovered.

The benefits of double-irrigation, 50% food production bonus, will only be realized once the city has built the Supermarket improvement. Interestingly, the Refrigeration advance is not needed for this to take effect.

71 Rep Republic Allows the government type of the same name.
72 Rob Robotics
73 Roc Rocketry
74 San Sanitation Decreases population based pollution.
75 Sea Seafaring Seafaring reduces the chances of triremes floundering.
76 SFl Space Flight
77 Sth Stealth
78 SE Steam Engine
79 Stl Steel
80 Sup Superconductor
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
84 Tra Trade Enables the display of demanded trade goods of foreign cities.
85 Uni University Doubles literacy demographics. This is cumulative with the effects of Alphabet, Writing, and Literacy.
86 War Warrior Code
87 Whe Wheel
88 Wri Writing Doubles the literacy demographics. This is cumulative with the effects of Alphabet, University, and Literacy.
89 ... Future Technology Reoccurring technology.

Increases game score by five points.

90 U1 User Def Tech A
91 U2 User Def Tech B Fantasy: Changes city picture to Modern (6th row in cities.bmp).
92 U3 User Def Tech C
93 X1 Extra Advance 1 Fantasy: Changes city picture to Industrial (5th row in cities.bmp).
94 X2 Extra Advance 2 Fantasy: Changes city picture to Alternate Modern (7th row in cities.bmp).
95 X3 Extra Advance 3
96 X4 Extra Advance 4
97 X5 Extra Advance 5
98 X6 Extra Advance 6
99 X7 Extra Advance 7


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