An empire-building turn-based strategy game. The player starts building his empire at the Old Stone Age in 4000 BC, leading his tribe to explore the surroundings, found new cities, counter hostile barbarians, pillage or take over enemy's villages, and compete with other cultures.

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In this first dev diary we look at experimenting with Civ2's terrain limits & using some sneaky tricks to begin creating a Red Alert 2 style city map with Liberty island, bridges and buildings for the Civilization 2 - Red Alert 2 Siege of New York Scenario!

While working with Metropolis on the Civilization 2 - Heroes of Might and Magic 2 Mod I started thinking about how cool it would be to play a C&C2 style dark and moody scenario along with a city siege Red Alert 2 style Civ2 scenario with towering capturable buildings as I'm a huge Command & Conquer and Red Alert fan (so much that I run a retro C&C tribute website). The Red Alert 2 city idea seemed too hard at the time so I figured I'd continue working on the HoMM2 scenario and start work on a fun Command & Conquer 2 Africa Campaign Scenario as training first. Well now after months working on those projects I feel I have the confidence and experience to try and attempt this rather crazy idea of mine to change Civ2's well known world battle map style into a beautiful sprawling urban metropolis of endless tall buildings and streets for your tanks and bombers to fight over, all somehow within the limitations of the old Civ2 MGE engine of course! It's 20 years too late but I'm doing it anyway haha!

Disclaimer: Hopefully the final product will be waaaaay better than all these test shots but I gotta start somewhere haha.

So what is Red Alert 2 Siege of New York? Probably something too ambitious for my own good but I'm going to give it a bloody good try anyway. The aim is to try and make a similar map to the first Allied mission of Red Alert 2 in the Civ2 engine and have both sides battling across the map trying to breakthrough garrisoned sky scrapers with tanks, ships and bombers etc (using imported RA2 unit graphics similar to what I did with the C&C scenario).

Visually there's no way in hell I can make it look anywhere near as good as the original but the aim to is try and get is as close as I can using lots of different Civ2 editing tricks.
Eg here's a shot of the original game in all it's beauty:

(Click to expand)


One cool Civ2 trick is that using 3x3 super cell areas made out of River, Forrest, Hills & Mountain formations I can create 4 big sky scrapers, and I'll also have leftover cells for 2 square diagonal buildings and of course I'll have lots of cells free for smaller 1 cell buildings.
Eg here's a shot of my first test super building, the surrounding cells inside the 3x3 will be MUCH more packed with buildings in the final version. You can also see I've made some test 1 cell burning buildings. I've also mapped out the shoreline border lines to later insert the cool seaside cement brick wall docks of the original map.



Now the real fun trick with these buildings is to downsize and convert not just the damaged version but also the healthy garrisoned version too! This will then allow me to break up certain areas of the super buildings into Civ2 unit images. These units will act as the garrisons and once they are killed it will reveal the damaged burning building underneath. This creates a similar fun effect to the original Red alert game where clearing out a building garrisons would leave a damaged burning building behind. Later Ill show how I use a similar trick (units over damaged terrain) to simulate the soviets destroying the statue of liberty!

Example of me converting healthy/damaged/garrisoned versions of a small building:


And a garrisoned/damaged super building for another 3x3 I'm working on right now:


Another tough thing I've managed to successfully implement is something that many Civ2 modders have experienced the 'joys' of and that's Land Bridges! I thought to myself.. how the hell do I create a bridge just like Red Alert 2's bridges that land units can cross but does NOT have the Civ2 shoreline textures. Then I remembered there is 1 texture in the game that overrides shoreline textures, river mouths! Metro used the 4 different river mouth textures to implement extra decoration in our HoMM2 scenario and I realised I could do the same and put bridge side textures on them. Of course to get river mouths I need a river going across the bridge which created another problem, as rivers override all land terrain types. However then I remembered roads and railroads override rivers so I just needed to replace Civ2's roads with red alert 2's big fat highways and the sneaky subterfuge was complete haha.

On the left is the finished land bridge that tanks can cross. On the right the deception is revealed showing default Civ2 graphics:

(Click to expand)


Metro also gave me a great idea of using terrain improvement graphics for base buildings around the cities. Irrigation could be Soviet Tesla reactors, Farmland could be Allied Power Plants, mines could be Ore Processing plants. Similar to my C&C Tiberian scenario above I plan to use Construction site graphics for city graphics so it will look very cool and Red alert 2 looking to have little power plants and ore plants around the construction sites just like in a real C&C base haha.

Tesla reactor animation 2 Power plant animation 1


Also this gives me an extra idea to try later.. if you look at the original Red alert 2 image at the start of this post you can see a cool blue hew light affect over the entire allied base, on other maps there's a red light over Soviet bases. That's not really something I can replicate in Civ2 (without sacrificing more terrain cells that I'd rather use on city buildings) however if I put these power plants on concrete slabs (similar to my existing white concrete slab graphics) and give these concrete slabs beneath the buildings either a slightly blue or red tinge/glow this would then create a bit of a red or blue glow illusion around the city bases! Simulating coloured lighting in a Civ2 level would be another big wow factor feature I can't resist trying haha. I'll have to do some experiments in a future dev diary!

In the meantime I've also made an early Liberty island with a multi cell destructible Statue of Liberty. In the finished scenario I'll stick in an event that triggers if the soviets destroy it where it plays a WAV file of Premier Romanov giving his morale crushing "See your liberty, how she lies broken before you..." speech haha.

On the left is the intact Statue of Liberty (built from 2 extra tall units cells). On the right is the destroyed burning Statue of Liberty terrain decoration (hidden underneath units).

(Click to expand)


Dev Diary 02 - Finishing all terrain & units for the Civilization 2 - Command & Conquer Scenario

Dev Diary 02 - Finishing all terrain & units for the Civilization 2 - Command & Conquer Scenario

Civilization 2 - Command & Conquer African Campaign Scenario (Enhanced) 2 comments

In this second dev diary we ask for some fan input and finish off importing all the new C&C unit graphics for the Civilization 2 - Command & Conquer African...

Dev Diary 01 - Changing the Terrain & GUI for the Test of Time Graphics for Civilization 2 MGE mod

Dev Diary 01 - Changing the Terrain & GUI for the Test of Time Graphics for Civilization 2 MGE mod

Test of Time Graphics for Civilization 2 MGE mod (Enhanced)

In this first dev diary I look at improving an existing mod to make Civ2 MGE's terrain and GUI look more like Civ2 Test of Time's for the Civilization...

Dev Diary 06 - Heroes, Units & City Buildings In The Civ2 Heroes Of Might & Magic 2 Mod

Dev Diary 06 - Heroes, Units & City Buildings In The Civ2 Heroes Of Might & Magic 2 Mod

Civilization 2 - Heroes of Might and Magic 2 Mod

In this new sixth dev diary Blake answers fan demands to show units while also showing off all city buildings and some small touch-ups to the city sky...

Dev Diary 01 - New terrain & units for the Civilization 2 - Command & Conquer Scenario

Dev Diary 01 - New terrain & units for the Civilization 2 - Command & Conquer Scenario

Civilization 2 - Command & Conquer African Campaign Scenario (Enhanced) 4 comments

In this first dev diary we look at changing Civ2's terrain and cities to look like C&C as well as importing some cool new units for the Civilization 2...

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BATTLE FOR ADOIJ - BY NATHAN DAWSON An old Star Wars Civilization II scenario that inspired mine!

Civilization II: Test of Time v1.1 German Patch

Civilization II: Test of Time v1.1 German Patch

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This is the latest official patch for the German release of Microprose's Civilization II: Test of Time.

Civilization II: Test of Time v1.1 English Patch

Civilization II: Test of Time v1.1 English Patch

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This is the latest official patch for the English release of Microprose's Civilization II: Test of Time.

Civilization II: MP Gold Edition Mac v1.1 Patch

Civilization II: MP Gold Edition Mac v1.1 Patch

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This is the latest official patch for the Mac release of Microprose's Civilization II: Multiplayer Gold Edition.

Civilization II: MP Gold Edition v1.3 German Patch

Civilization II: MP Gold Edition v1.3 German Patch

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This is the latest official patch for Microprose's Civilization II: Multiplayer Gold Edition.

Civilization II: MP Gold Edition v1.3 UK Patch

Civilization II: MP Gold Edition v1.3 UK Patch

Patch

This is the latest official patch for Microprose's Civilization II: Multiplayer Gold Edition.

Comments
PizzaMafia
PizzaMafia

have this to and test of time :) but i have played :D

Reply Good karma Bad karma+2 votes
roadking
roadking

I have this game, but i've never played it

Reply Good karma Bad karma+2 votes
feillyne StaffSubscriber
feillyne

LOL, perhaps you'd better give it at least one short try. ;-)

Reply Good karma+3 votes
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