Civilization Microprose Cost Of Research

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Sid Meier's Civilization is a turn-based strategy 4X video game created by Sid Meier and Bruce Shelley for MicroProse in 1991. The game's objective is to 'Build an empire to stand the test of time': it begins in 4000 BC and the players attempt to expand and develop their empires through the ages from the ancient era until modern and near-future. Research Projects. An overview of all research projects available in the Military Research Tree in Rise of Kingdoms including resource requirements, prerequisite research projects and buildings, time, hero xp, power, boost, and unlocked troops, traps and special skills. 1-2: About the unofficial Civilization 2 Strategy FAQ Welcome to v2.2 of the Unofficial Civilization 2 Strategy FAQ. Version 2.2 is an update from v2.0 but excludes material in v2.1 because I had a hard disk crash. See top of this faq for a plea for help.

This guide explains governments and what is each best for.

Research

Civilization Microprose Cost Of Research

Other Age of Civilizations II Guides:

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Introduction

Governments in AOC II are a mechanic that affect your income, research costs, minimum required spending on goods and investments, and sometimes also affecting your flag and name. You can change governments by clicking on Diplomacy in the top left, then choosing your country and scrolling in the Decisions tab until you find “Change government.” There, you can choose from seven government types. There is also an eight government type, Rebels, but this is only available to rebelling factions and the stats can be viewed by selecting Governments map mode, and if there are any ongoing rebellions, you can hover above the list of Rebels countries.

Governments

So, here is a list of them:

  • Acceptable taxation: 24%
  • Goods: 10%
  • Investments: 14%
  • Income taxation: +4%
  • Income production: -2%
  • Administration cost: +4%
  • Research cost: +2%
  • Cost of moving: 0.8 movement points
  • Cost of recruiting: 1.8 movement points
  • Military upkeep: +4%
  • Defense bonus: +6%

A somewhat mediocre government type that is fairly bland and balanced.

Monarchy

  • Acceptable taxation: 25%
  • Goods: 15%
  • Investments: 10%
  • Income taxation: +1%
  • Income production: +1%
  • Administration cost: +2%
  • Cost of moving: 0.8 movement points
  • Cost of recruiting: 1.8 movement points
  • Defense bonus: +4%

Doesn’t really require much money compared to other governments, probably the best peacetime solution.

Communism

  • Acceptable taxation: 28%
  • Goods: 16%
  • Investments: 10%
  • Income taxation: -2%
  • Administration cost: +8%
  • Research cost: +4%
  • Cost of moving: 0.8 movement points
  • Cost of recruiting: 1.6 movement points
  • Military upkeep: -3%
  • Defense bonus: +3%

Practically a direct downgrade from Fascism.

Fascism

  • Acceptable taxation: 28%
  • Goods: 14%
  • Investments: 12%
  • Income taxation: +1%
  • Income production: +4%
  • Cost of moving: 0.8 movement points
  • Cost of recruiting: 1.8 movement points
  • Military upkeep: -2%
  • Defense bonus: +5%

This government’s largest downside is the increased need to spend on goods and investments. However, it makes for this by giving quite good military bonuses, making it one of, if not the, best governments to expand your empire.

Republic

  • Acceptable taxation: 25%
  • Goods: 15%
  • Investments: 10%
  • Income taxation: -2%
  • Administration cost: -2%
  • Research cost: -2%
  • Cost of moving: 0.8 movement points
  • Cost of recruiting: 1.8 movement points
  • Defense bonus: +4%

Kind of like Monarchy, just the research costs are down and taxes make less money.

Horde

Civilization Microprose Cost Of Research
  • Acceptable taxation: 22%
  • Goods: 14%
  • Investments: 8%
  • Income taxation: +8%
  • Income production: -4%
  • Administration cost: +4%
  • Research cost: +35%
  • Cost of moving: 0.6 movement points
  • Cost of recruiting: 2.0 movement points
  • Military upkeep: +4%
  • Defense bonus: +0%

Huge increases on research spending needed, the lowest acceptable taxations, more money and movement points spent on administration and the military. The 8% tax bonus might be ok, but there are better alternatives for making money and the huge research costs are just not worth it (though spending tech points on Research can make this less of a problem).

City State

  • Acceptable taxation: 26%
  • Goods: 10%
  • Investments: 12%
  • Income taxation: +2%
  • Income production: +2%
  • Administration cost: +20%
  • Research cost: +2%
  • Cost of moving: 1.0 movement points
  • Cost of recruiting: 1.8 movement points
  • Military upkeep: -6%
  • Defense bonus: +12%

A government best suited for defending your empire since the increased movement costs, the great defense bonus, and less money spent on sustaining the military. Otherwise though, the administration costs can be a downside for many.

Rebels

  • Acceptable taxation: ?%
  • Goods: ?%
  • Investments: ?%
  • Income taxation: ?%
  • Income production: ?%
  • Administration cost: ?%
  • Research cost: +700%
  • Cost of moving: ? movement points
  • Cost of recruiting: ? movement points
  • Military upkeep: ?%
  • Defense bonus: ?%

Only the Rebels can use this type of government, and as such is only used by the AI. I will try to get the complete stats ASAP, but as you can see the research costs are 8x as high, meaning the rebels can’t really do any progress.

More of this sort of thing:

Civilization Microprose Cost Of Research Paper

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Civilization Microprose Cost Of Research Cost

Manual, Tech Tree & Unit Posters
High quality remakes of the complete Civ2 poster. It consists of four parts: Technology Tree, Terrain Specifications, Unit Specifications, and Special Resources.

Author: Ben Wishner (aka Styx66)

The complete manual of classic Civilization II, in PDF Format. Thanks to Cedric Greene for the file.

Author: Microprose; File Size: 2.64 MB; Format: ZIP

'After learning the hard way how difficult it is to create my own tech tree, I decided to come up with something which would make the job easier. The 'Scenario Tech Tree' shows all available technologies along with the 3-letter code and any game effects of each discovery. The file is in MS Word Format, so it’s easy to move around tech blocks and rename them as necessary. This makes it MUCH easier to visualize your design. Hope it helps you as much as it’s helped me.'

Author: Erin T. Ryan; File Size: 19 KB; Format: ZIP

Scenario Design Tips & Tutorials
Just a some terrain I put together for my Stargate SG1 project. The only important file is terrain2 plus the swamp tile in terrain1. The rest of the files are only to support the demo.

Simply load up demo.sav to see the terrain. There is nothing to play, it is simply a demo.

Author: Kobayashi; File Size: 160 KB; Format: ZIP

A HTML tutorial on how to make high resolution graphics for Civ2. Screenshots included.

Author: Kobayashi; File Size: 200 KB; Format: HTML

'Although still a fairly obscure technique, fractional movement (units that move 1 and 1/3 squares per turn) is known to several scenario designers. The best claim of first invention probably goes to William Keenan, and you may see such units in action in the excellent scenario “Imperium Romanum” by Bernd Brosing. The purpose of this essay is to explain this technique mathematically – and explain some other curious facts along the way.'

Author: Leon Marrick; File Size: 4 KB; Format: RTF

'It is quite common to see a scenario without any research these days, which is quite a shame as the tech-tree to me is one of the more important dimensions of the Civ2 game engine. Sometimes a half-hearted effort is made to have a few items available for research at 10% of the normal rate but this too seems to give the feeling of incompleteness. One reason this is happening is that redoing the tech tree is probably the most user-unfriendly aspect of scenario making. I have been asked how I have managed to make completely new trees for my multi-player scenarios and the answer has always been – proper planning and the right sequence.'

Author: Kobayashi

A few thoughts from Morten Blaaberg on player motivation and realism in Civ2 scenarios. A great read for both scenario Authors and players!

Author: Morten Blaabjerg; File Size: [Online Viewing]

'A lot of people ask me questions about the difference between a Modpack (Modification PACKage) and a Scenario. I think there are some players out there who play both modpacks and scenarios and may not know for sure or even care about the difference. Still, there is a distinction to note, and the boundaries are actually quite clear. '

Author: John Valdez; File Size: 47 KB; Format: RTF

Create interesting effects by careful customization of the terrain image file for mountains, hills and rivers.

Author: Kobayashi; File Size: [Online Viewing]

By experimenting with unit roles and abilities, a scenario designer can conjure up some fascinating gameplay effects.

Author: Kobayashi; File Size: [Online Viewing]

Getting your scenario to function correctly includes accommodating for the special effects of unit slots, their sounds, and other features.

Author: Kobayashi; File Size: [Online Viewing]

Kobayashi Battle Outcome Simulator

'Its an Excel spreadsheet I wrote that simulates combat between two units 100 times and shows you the average result and amount of damage sustained. Input items are A/D Factor, Hit Points and Fire Power. Using it has helped me to avoid physically making the units attack each other repeatedly.' Discussion thread

Author: Kobayashi; File Size: 298 KB; Format: ZIP

'This manual is designed to assist those with both a firm understanding of the map editor and of the Cheat menu used in preparing scenarios to improve and polish their work. Novices are urged to read some of the excellent documents for beginners found on the 'Ultimate Civ2 Page', and practice with a design or two before delving too deeply into this document.'

Author: Leon Marrick; File Size: 43 KB; Format: ZIP

'This FAQ is designed to help you build scenarios for Civilization II. It is completely unofficial and not affiliated with Microprose in any way. Then again, neither is Brian Reynolds, so what the hey.

If you are new to building scenarios for Civ2, or even experienced but achieving unsatisfactory results, these notes may help you in your next effort. The material is organized as follows:

1) choosing a scenario
2) designing the map
3) placing the tribes on the map
4) starting the game
5) editing cities
6) creating units
7) controlling technology
8) influencing diplomacy
9) miscellany'

Author: Patrick Williams; File Size: 26 KB; Format: ZIP

'Copying and pasting the new unit into the green frame of the unit to be replaced is not enough…'

Author: Great Icon Library Site; File Size: [Online Viewing]

Tutorial: How to make your custom unit icons for CIV2.

Author: Antonio Leal; File Size: [Online Viewing]

Scenario Creation TipsA few short tips on scenario creation

Author: Rocky Mountain Civ2 Site; File Size: [Online Viewing]

Miscellaneous
'Well, this doesn’t pretend to be too much serious. Just to tell you some weird things I have discovered playing the game and changing the parameters. I have also added interesting tips from Civ2 gamers all around the Net. First of all, you must have your Civ2 copy ready. Afterwards, you’ll be free to change the numbers and files as I explain here, if you are enough suicide… Hey, always backup your original files before experimenting anything.'

Author: Antonio Leal; File Size: [Online Viewing]