Civilization II In-Depth Guide (walkthrough)


Civilization II In-Depth Guide

Copyright 2004 Aqueous Cross
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Civilization II In-Depth Guide
By Aqueous Cross

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Date Created: 10/11/03
Last Update: 19/01/04
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This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited and is
also a violation of copyright.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

Version 1.00 (11/11/03) : Completed the guide with all basic information
Version 1.01 (16/11/03) : Changed email and a few other minor things
Version 1.02 (05/12/03) : Changed email adresses
Version 2.17 (19/01/04) : Changed the basic formatting of the guide and some
other minor details

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TABLE OF CONTENTS
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1) Introduction
2) Diplomats & Spies in General
3) Spy/Diplomat Interaction
4) Misc. Strategy
5) Credits

====================
1) Introduction
====================

Sid Meier's Civilization II improves on a beloved classic. Civilization,
its predecessor, cast you as the ruler of an infant civilization,
struggling to survive and prosper in the earliest moments of history.
Eventually, growth and exploration brough you into competition with
ruthless, competent, but sometimes predictable computer opponents.
Civilization II adds depth to the diplomacy and smarts to the AI, as
well as tweaking features that millions of Civ players had come to know
too well. The result is the same compelling quality and fresh challenges
for the expert player - and a wide-open world to explore for the novice.

Both you and your opponents begin with a small band of settlers surrounded
by the hazards and delights of unexplored territory. Each decision you
make can have important ramifications later. Should you build a city on a
coast or inland? Should you concentrate on military production or
agrcultural improvement? Innovative displays make it easy to understand
the shifting situation and implement action. If you prove an able ruler,
your civilization grows larger and even more interesting to manage. The
inevitable contact with naighbouring civilizations opens new doors of
opportunity: treaties, embassies, sabotage, trade, and war.

====================
2) Diplomats & Spies
====================

You basically use spy's/diplomats for interaction with your rivals/allies.
Basically, Spies are upgraded Diplomats that have more functions and are
usually more effective than the poor Diplomat. If a Spy is a Veteran unit,
then it means that they are 50% more efficient at doing their job.
Below is a table which shows what happens to who when you tell them to
do what.

Table 1.1 - Diplomat and Spy Missions Analysis

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