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The first use of events started with the release of the datadisk Conflicts in Civilization. The macro(event)language was gradually added to Civilization II by the developers in later releases. These are basically savegames with the initial setup (maps, units, city placements, civs in place etc.). Civilization II started out with scenario (. Units at sea can move back onto any land province, even if it doesn’t have a port.This page is provided for historical reference purposes.Ĭivilization II® from Microprose® initially did not start with a macro(event)language. Port: allows units to move into the sea. Watch tower: allows you to see army numbers in neighboring provinces. Fort: gives a province a defense bonus. Kick: end an alliance with a civilization. Use the War order to let allies know who your targets are. If accepted, that civilization will aid you in your military efforts. Alliance: submit an alliance offer to a civilization. This can be canceled through a War order one round in advance. If accepted, the civilizations cannot attack each other for five rounds. Pact: submit a pact offer to a civilization. If accepted, your civilizations will no longer be at war.
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Peace: submit a peace offer to a civilization.
#Age of civilization 2 maps full#
Annex: brings a vassal state back under your full control. Vassal: creates a vassal state with another civilization. Disband: remove units from the selected province. Build: construct a building in the selected province (see Building Types). Recruiting from a province reduces its population.
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This costs money and is limited by the population of the province. Recruit: recruit units from the selected province. You can move between provinces you control or attack another civilization’s province. Move: move units from one province to another. Money is subracted from your treasury for military upkeep, which is based off your amount of military units (units at sea have a higher upkeep than units on land).
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Money is added to your treasury through income tax, which is based off your civilization’s total population and economy. Use the diplomacy button to view each province’s owner and engage in diplomacy (see Orders- Diplomacy View). Use the Economy and Population buttons to view each province’s Economy and Population values. If scale is other than standard on minimap you can see '!' in top right. To go back to the standard scale, double tap the map. Provinces with color belong to other civilizations. Capitals have all buildings already constructed. Capitals have a defensive bonus: +15% and an offensive bonus: +15%. If you capture another civilization’s capital, you obtain all of its provinces. If you lose your capital for 3 turns, your civilization will no longer exist. The capital is the most important province in a civilization.