Cheat menu (Civ2)

The Civilization II cheat menu is a list of tools for manipulating game elements, labelled "Cheat" in the main header. As the name implies, it includes functions that can be used for , but is especially useful for s.
By default, cheat menu options are inactive and must be manually enabled by "Toggle Cheat Mode" (+). In addition to the tools in the menu, cheat mode enables hotkeys for unlisted functions useful for testing and debugging. Activating cheat mode flags the in the current session and any subsequent game saves.
==Options==
===Create Unit===
:Shortcut: +
Opens a menu to instantly spawn a on the currently-highlighted . By default, lists units the active can currently produce; "Obs." and "Adv." toggle displaying obsolete and unresearched units, respectively. "Veteran" toggles spawning units with cy. "Foreign" changes which civilization will own the spawned unit. These last two settings persist in subsequent invocations.
===Reveal Map===
:Shortcut: +
Switches the line of sight to the specified civilization, with full access to its . "Entire " reveals the whole world, including all units and their current logic (shown as numbers on the unit shield); note that unless "" is disabled, ALL computer unit movement will be tracked during rival civs' turns. "No Special View" returns line of sight to the active player's.
===Set Human Player===
:Shortcut: +
Puts the player in control of the selected civ. The original human civ skips its remaining , and other civs conduct their turns in sequence until reaching the new human player.
"No Human Player" activates a spectator mode in which all civs are automated and movement is not tracked; the player's only input is to advance to the next turn after all orders are processed. While the player nominally occupies the last active civ selected, switching out of No Human Player allows toggling between any extant civ without advancing the turn.
===Set Game Year===
:Shortcut: +
Sets the turn counter to the desired integer. A standard game begins on Turn 1; "0" is a valid entry, but displays the same calendar date as Turn 1.
Negative integers will work, producing an internal turn count of , but the calendar year will count backwards until reaching Turn 0, resetting the turn counter.
===Kill Civilization===
:Shortcut: +
Deletes all cities and units of the selected civilization. Can instantly (re)spawn replacement tribe unless is enabled. When applied on the human civ, the player defaults to observer mode.
===Technology Advance===
:Shortcut: +
Immediately completes the selected civ's .
===Edit Technologies===
:Shortcut: ++
Opens a menu listing all "public" advances for the specified civilization, allowing individual techs to be added to/removed from the civ's completed research. Possessed techs are denoted by an asterisk (), while techs that are not yet directly researchable are denoted by a hyphen (). "Give/Take All" instantly adds or removes all advances.
The first civ assigned receives its research bonus, but no popup message is issued. Note that 's bonus to thrust persists even if the advance is removed.
 will notify the player of foreign research gained through this option. Disabling active embassies is recommended when using "Give/Take All" to avoid a deluge of popups.
===Force Government===
:Shortcut: +
Immediately changes the designated civ to the specified .
===Change Terrain At Cursor===
:Shortcut: +
Opens a menu to modify the s on the currently-highlighted tile. When prompted on terrain that is by irrigation (e.g. ), the user is asked which terrain to use. The shortcut ++ can be used to apply the last defined configuration to other tiles; this will convert "forested" terrain to its "cleared" result.
The underlying can be changed through the "Terrain" submenu. tiles ignore improvements and can only be changed to land.
Tiles containing cities cannot be modified by this function.
===Destroy All Units At Cursor===
:Shortcut: ++
Deletes all units on the currently-highlighted tile. This ignores the refund from units disbanded in cities.
===Change Money===
:Shortcut: +
Changes the specified civilization's treasury. The base game accepts inputs between 0 and ; third-party patches that remove engine limits such as permit values up to , although the Test of Time dialog is limited to five digits (for a maximum input of ).
===Edit Unit===
:Shortcut: ++
Opens a menu to modify a 's status on the currently-highlighted tile:
* Toggle Veteran Status: Adds/removes cy.
* Clear Movement Allowance: Resets available movement points, subject to unit's health.
* Set Hit Points: Sets the damage to the unit's hitpoints. The dialog header states a range between 0 and the unit's total defined health, but any value up to 255 is accepted.
* Set Home City: Assigns the unit's home city from a list of the controlling civ's cities. "None" applies no home city ().
* Fortify/Unfortify: Immediately adds/clears status.
* Change Caravan Commodity: Only applicable to ; switches the unit's .
===Edit City===
:Shortcut: ++
Opens a menu to modify attributes of a on the currently-highlighted tile:
* Change Size: Sets the city's count. Accepts both positive and negative integers, ranging from – .
* Delete All Wonders: Removes all s present in the city and unflags their completion status, allowing them to be rebuilt.
* Clear Disorder & We Love King: Instantly terminates any in the city, restoring normal production modifiers.
* Copy Another City's Improvements: Sets the s to match selected city from any civilization, excluding Wonders and the . This includes improvements that require access, even if the city is landlocked.
* Set Shield Progress: Sets the invested on the current item to the given integer. Negative inputs are valid, and add to the production cost.
* Toggle City Objective 1 pt./Major Objective 3 pts.: Marks the city as a contributor to with the respective value. Major Objectives were introduced in Conflicts in Civilization. Only one flag can be used at a time.
===Edit King===
:Shortcut: ++
Opens a menu to modify attributes of a selected :
* Edit Treaties: Modify current and status with a specified civ. Multiple relations can be selected, but "War" overrides all previous treaties. "Vendetta" and "Embassy" are unilateral, applied by the subject civ against the target civ without reciprocation.
* Set Last Contact: Sets the last turn the subject civ was contacted by the target civ. Only relevant to human players: AI–AI civs default to "-1".
* Set Attitude: Sets the civ's towards the selected civilization, in a range from 0 (Worshipful) to 100 (Enraged).
* Set Reputation: Sets the civ's global . Nominal range is 0 (Spotless) to 7 (Atrocious), but will accept inputs up to 255.
* Clear Patience: Clears the active civ's with all other civs.
* Clear All Last Contact: Sets "Last Contact" with all other civs to the current turn.
* Set Research Goal: Opens the to select the . Retains current research progress.
* Set Research Progress: Sets the invested (beakers) in the current research goal. The total cost is given in the dialog header. Negative inputs are valid, and add to the research cost. Note that a civ requires Science production for research to be completed during the turn update, even if invested beakers meet or exceed the current cost.
* Clear Research Goal: Clears the current research target, prompting selection on the next turn. Retains current research progress.
* Edit Name: Allows modifying the leader name, civilization name, and civilization adjective, up to 23 characters each.
* Copy Another King's Tech: Changes the civilization's completed research to match the target civ. See also "Edit Technologies".
* Toggle Female Flag: Toggles the leader's gender between male (0) and female (1), altering government titles, pronouns in game messages, and portrait in the . Does not change the leader's name.
===Scenario Parameters===
:Shortcut: ++
Opens a menu to modify special rules and settings useful in configuring s:
* Tech Paradigm: Sets the numerator used to determine the base cost of research. A larger numerator amplifies the civilization's ramp-up cost for each researched advance, while a smaller numerator reduces it. The current ratio is given beside the menu option.
* Turn Year Increment: The number of calendar years that pass for each turn. Negative integers change the calendar to a monthly format, advancing time by months.
* Starting Year: The calendar year on the first turn. Positive integers prefix "A.D.", negative integers append "B.C."; 0 uses the default . When using a monthly turn increment, multiply the target year by 12; note that monthly calendars ignore the B.C./A.D. labels.
* Maximum Turns: Total playable turns before the final is tallied, assuming a starting turn of 1. A value of 0 ends the game at 2020 AD, regardless of elapsed turns; however, if the year increment bypasses this date (e.g. 2019 → 2021 or using a monthly calendar), the mandatory retirement year will not trigger.
* Wipe all goody boxes: Removes all s from the map.
* Restore all goody boxes: Replaces all villages on tiles not occupied by units or cities, even those already explored.
* Reveal whole map: Provides all players a complete and permanent view of the world, cities, and tile features. While individual units are not tracked, are highlighted.
* Cover whole map: Reduces all players' line of sight to the immediate tiles containing their units and cities.
* Set Scenario Name: Sets the displayed name in the scenario introduction and several game messages. Accepts up to 24 characters.
* Toggle Total War Flag: Enables/disables total war mode, in which AI players are extremely aggressive, regardless of diplomatic relation or . s and are not subject to .
* Edit Victory Conditions: Opens a submenu with settings for ; total extant and protagonist-controlled objectives are numbered in the dialog header:
** Toggle Use Objective Victory Flag: Enables/disables objective scoring in place of the standard game.
** Toggle Count Wonders as Objectives: Enables/disables completed s from contributing to objective count (worth 1 point each). When enabled, Wonders are removed from the city build list, but those already under construction can be completed. Can be used even without objective scoring.
** Set Objectives Protagonist: Designates the selected civilization as the focus for the . When set to (Barbarians), victory/defeat thresholds are calculated for each player individually.
** Decisive/Marginal Victory/Defeat: Sets the minimum number of objectives required for the protagonist to qualify for the given victory rank. Each rank supersedes the ones below, e.g. "Decisive Victory (1)" takes precedence over "Marginal Victory (2)". Negative inputs are possible, but functionally redundant.
* Edit Special Rules: Opens a submenu to toggle special game behavior:
** Forbid government switching: Prevents players from instigating a revolution from the . Does not prevent the popup prompt when acquiring a government-related advance.
** Forbid tech from conquest: Disables option to steal a rival's advance on capture of their cities.
** Eliminate pollution: Prevents creation of on-map from normal city mechanics. Does not prevent pollution from and , or disable global warming.
** Special WWII-only AI: Custom AI behavior for the scenario: units attack in specific sequences, and diplomacy follows pre-scripted patterns. Allows construction of the even if "Count Wonders as Objectives" is active. 
** Terrain/Unit animation lockout (ToT): Disables options to toggle and unit sprite animations in . Does not disable animations themselves.
** .SPR file override (ToT): Ignores the file for unit sprites, using the base file instead. Applies even if game is not flagged as scenario. Does not override animated sprites, which must be disabled through Graphic Options.
===Save As Scenario===
:Shortcut: ++
Saves the game as a scenario file () with Cheat Mode unflagged.
==Other functions==
Cheat mode also enables key-codes for additional functions not listed in the menu:
* Improve Throne Room (): Prompts the next improvement choice for the .
* Council Cheat (++): Provides a custom-configured . Each advisor's "rating" specifies the subject of their video segment and responses to peers' advice; valid inputs are numbers 1–7 (1–6 for Attitude), with the corresponding subject varying by advisor. Pressing "OK" prompts a choice for variant (0: , 1: , 2: ). "" ignores individual ratings, only prompting an era.
==Footnotes==
 
Category:Cheats