Civ2 Test-of-Time

"Unit-Mania" Modpack Overview



Last modified: >> Wednesday, 15 September 1999




The Civ 2 test of Time Unit-Mania Mod-Pack was developed so that I could fit in a large number of
modern land, sea & air units into the empty slots made available as a result of the Test-of-Time
enhancements to the Civ 2 game.

I wanted to go MAD with unit options to try to make
unit choices difficult as time went on (without compromising the AI too much)
and to explore the diversity of real-world units that became available after the
invention of Gunpowder.

I also wanted to 'smooth' the capabilities of new units so that smaller jumps in
ability occurred from one advance to another.

And so the new progression of defensive land units goes :
Warriors - Phalanx - Pikemen & Archers - Musketeers - Infantrymen - Riflemen
- Advanced Riflemen and Machine-Gun group and Bicycle Troops - Modern Infantry and Mechanised Infantry

As well as :
Musket Militia - Reservists

And Slow offensive land units :
Legion - Longbowmen - Catapult - Bombard - Cannon - Artillery - Modern Artillery - Howitzer

And Fast offensive land units :
Horsemen - Chariot - Elephant - Knights & Crusaders - Dragoons - Cavalry & Tank
- Armor - Advanced Battle Tank & Self Propelled Howitzer

And Sea Transport units :
Trireme - Caravel - Galleon/Frigate - Clipper Ship - Transport & Hovercraft

And Air units :
Zeppelin - Biplane - Fighter & Fighter-Bomber - Heavy Bomber - Jet Fighter & Jet Bomber - Stealth Bomber

Marines, Paratroopers and so forth have largely been left asis.
But Alpine Troops have been replaced by Commandos.

As well I wanted to try out the "Domain 3" Land/Sea capabilities and so the
"Navy SEALS" and "Naval Artillery" Units were born. (I have long been frustrated
by enemy warships bombing my ports and not being able to shoot back at them.)

(A slight problem or bug, the AI tends to put the Naval Artillery on a barge
and send it across the ocean 1 square at a time, making it an easy target for
any passing warships, this probably gives the human player/s a distinct advantage.)

I have added as well an intermediate Naval Superiority Unit
- Dreadnought (Early Battleship)

I have added in a few other unique or oddball units for example :
- Suicide Squad
- Mortar Unit
- Stinger Unit
- Scouts
- Poison Gas
- Civil Defense Unit
- Advanced Freight

See Describe.txt or Civilopedia for Details.

Even then I didn't have room for a few I would have liked to include such as :
- Gatling Gun
- Air Freight (Alas, I haven't been able to get that one working)
- Mech. Cavalry
- Pioneers
- Terraformer
- SAM Launcher
- Raft
- Patrol Boat
and so on.

I changed the Legion Role from Defense to Attack so that it would upgrade to Longbowmen
if the Player has Leonardo's Workshop. (The old upgrade to Musketeers seemed to reduce
the attack rating of the Unit from 4 to 3, not always desireable.)

Note also that the Partisans Unit cannot now be built by the human player
(The Commandos, which replace the Alpine troops, are stronger and have
the same abilities as the Partisans and are of the same cost)
but Partisans will still be created automatically if a city is taken
(and will be upgraded to Commandos on the next scientific advance if
the player has the Leonardo's Workshop wonder and it has not yet expired.)
(I also tested this under CIV2-FW)

I have also tried to experiment with the new "Invisible Until attack"
and "Non-bribable" features of the new Test-of-Time game.

See the CIVILOPEDIA for further details as to specifications for all the
new and modified Units and the rationale behind the creation of some of them.

See also DIFFERNCE.LST for a file comparison of the differences between this
Modpack and the original CIV2-ToT Rules.

Some new advances have been added and some modified,
but the details of those can await your game-play.

More details as to what new Units require what new Advances can be found
by using the Civilopedia or by looking in the DESCRIBE.TXT file included,
or by looking in the Rules.Txt itself.

Other than that I have tried to leave the other Civilisation rules alone
and retain the traditional objectives as I am not sure that any other mods
I could make would add much value to what is already a fine mixture.
(I was very tempted to change the expiration for Leo's Workshop
from "Automobile" to "Mobile Warfare" but ultimately felt that
this made it too powerful a wonder.)

I *did* modify the GAME.TXT file to make some of the diplomacy a little
more humorous, but if this annoys you or is not your style, (my sense of
humour may not please everyone, and some of the jokes were rather lame
3 a.m. attempts to inject humour where it may not be necessary)
merely replace with the original GAME.TXT

Gameplay will probably be as for normal CIV2 until
Gunpowder is developed when masses of ever-improving military Units
become available with new Technologies discovered, muddying the
strategies as to what is the best thing to build at any one time
(and hopefully confusing the player with all the myriad possibilities).

Use as a Modpack.

See the Accompanying "Read-Me" File for more details.

See also the Unit-Mania REALMOVE Rules.txt which has a few extra changes
from the original for many of the original Units and is perhaps best fitted for play on a large world.



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