TOP RACE SECTION (Civilizations)
4 char "RACE"
4 long number of civilizations
For each civilization:
4 long length of civilization data
4 long number of city names
For each cityname:
24 string city name
4 long number of leaders
For each great leader:
32 string great leader name
32 string leader name
24 string leader title
32 string civilopedia entry
40 string adjective
40 string civilization name
40 string noun
For each era:
260 string forward filename
For each era:
260 string reverse filename
4 long culture group
4 long leader gender
4 long civilization gender
4 long aggression level (-2 to 2)
4 long unique civilization counter
4 long shunned government
4 long favorite government
4 long default color
4 long unique color
4 long free tech #1 index
4 long free tech #2 index
4 long free tech #3 index
4 long free tech #4 index
4 long bonuses (binary):
00000000
militaristic .......1
commercial ......1.
expansionist .....1..
scientific ....1...
religious ...1....
industrious ..1.....
4 long governor settings (binary):
00000000
manage citizens .......1
emphasize food ......1.
emphasize shields .....1..
emphasize trade ....1...
manage production ...1....
no wonders ..1.....
no small wonders .1......
4 long build never (binary):
00000000
off. land units .......1
def. land units ......1.
artillery land units .....1..
settlers ....1...
workers ...1....
naval units ..1.....
air units .1......
growth 1.......
production .......1
happiness ......1.
science .....1..
wealth ....1...
trade ...1....
explore ..1.....
culture .1......
4 long build often (binary, same as above)
4 long plurality
4 long king unit (PRTO ref)
4 long flavors (binary)
4 long ???
4 long diplomacy text index
4 long number of scientific leaders
For each scientific leader:
32 string scientific leader name
TOP TECH SECTION (Civilization Advances)
4 char "TECH"
4 long number of advances
For each advance:
4 long length of advance data (104)
32 string advance name
32 string civilopedia entry
4 long cost
4 long era
4 long advance icon
4 long x
4 long y
4 long prerequisite #1
4 long prerequisite #2
4 long prerequisite #3
4 long prerequisite #4
4 long flags (binary):
00000000
enables diplomats .......1
enables irrigation without fresh water ......1.
enables bridges .....1..
disables diseases from flood plains ....1...
enables conscription of units ...1....
enables mobilization levels ..1.....
enables recycling .1......
enables precision bombing 1.......
enables mutual protection pacts .......1
enables right of passage treaties ......1.
enables military alliances .....1..
enables trade embargoes ....1...
doubles effect of (wealth) improvement ...1....
enables trade over sea tiles ..1.....
enables trade over ocean tiles .1......
enables map trading 1.......
enables communication trading .......1
not required for era advancement ......1.
doubles work rate (of workers) .....1..
4 long flavors (binary)
TOP TFRM SECTION (Worker Jobs)
4 char "TFRM"
4 long number of worker jobs
For each job:
4 long length of job data (112)
32 string worker job name
32 string civilopedia entry
4 long turns to complete 7
4 long required
4 long required resource #1
4 long required resource #2
32 string order
TOP TERR SECTION (Terrain)
4 char "TERR"
4 long number of terrains
For each terrain:
4 long length of terrain data (113)
4 long number of possible resources
* byte[] possible resources (binary)
1 for the corresponding indexes of the resources
32 string terrain name
32 string civilopedia entry
4 long irrigation (food) bonus
4 long mining (shields) bonus
4 long road (commerce) bonus
4 long defense bonus
4 long movement cost
4 long food
4 long shields
4 long commerce
4 long worker job
4 long pollution effect
1 byte allow cities
1 byte allow colonies
1 byte impassable
1 byte impassable by wheeled
1 byte allow airfields
1 byte allow forts
1 byte allow outposts
1 byte allow radar towers
4 long ???
1 byte landmark enabled
4 long landmark food
4 long landmark shields
4 long landmark commerce
4 long landmark irrigation (food) bonus
4 long landmark mining (shields) bonus
4 long landmark road (commerce) bonus
4 long landmark movement cost
4 long landmark defense bonus
32 string landmark name
32 string landmark civilopedia entry
4 long ???
4 long terrain flags
4 long disease strength
TOP WSIZ SECTION (World Sizes)
4 char "WSIZ"
4 long number of world sizes
For each terrain:
4 long length of world size data (80)
4 long optimal number of cities (corruption)
4 long tech rate
24 string ??? (empty)
32 string world size name
4 long height
4 long distance between civs
4 long number of civs
4 long width
TOP FLAV SECTION (Flavors)
4 char "FLAV"
4 long number of flavorgroups (1)
For each flavorgroup:
4 long number of flavors
For each flavor:
4 long ???
256 string flavor name
4 long number of flavors
For each flavor:
4 long relation
TOP WCHR SECTION
4 char "WCHR"
4 long "number of world characteristics" (1)
For each world characteristic:
4 long length of WCHR section (52)
4 long selected climate (0-Arid, 1-Normal, 2-Wet, 3-Random)
4 long actual climate
4 long selected barbarian activity (-1 None, 0-Sedentary, 1-Roaming,
4 long actual barbarian activity 2-Restless, 3-Raging, 4-Random )
4 long selected landform (0-Archipelago, 1-Continents, 2-Pangaea, 3-Random)
4 long actual landform
4 long selected ocean coverage (0-80%, 1-70%, 2-60%, 3-Random)
4 long actual ocean coverage
4 long selected temperature (0-Cool, 1-Temperate, 2-Warm, 3-Random)
4 long actual temperature
4 long selected age (0-3 bill yrs, 1-4 bill yrs, 2-5 bill yrs, 3-Random)
4 long actual age
4 long world size (WSIZ ref (affects corruption and tech rate))
TOP WMAP SECTION
4 char "WMAP"
4 long "number of world maps" (1)
4 long length of WMAP section (256)
4 long number of resources
For each resource:
4 long resource occurence
4 long number of continents
4 long height
4 long distance between civs
4 long number of civs
4 long ???
4 long ??? (0)
4 long width
4 long ??? (-1)
... (124 bytes unknown)
4 long map seed
4 long flags (binary):
00000000
x-wrapping .......1
y-wrapping ......1.
polar ice caps .....1..
TOP TILE SECTION
4 char "TILE"
4 long number of tiles (= width/2 * height)
For each tile:
4 long length of tile data
1 byte river connection info (binary)
00000000
river in north .......1
river in west ......1.
river in east .....1..
river in south ....1...
1 byte border
4 long resource
1 byte image
1 byte file: 0 = xtgc.pcx, 1 = xgpc.pcx, 2 = xdgc.pcx,
3 = xdpc.pcx, 4 = xdgp.pcx, 5 = xggc.pcx,
6 = wcso.pcx, 7 = wsss.pcx, 8 = wooo.pcx
2 short ??? (0)
1 byte overlays (binary):
00000000
road .......1
railroad ......1.
mine .....1..
irrigation ....1...
fortress ...1....
goody huts ..1.....
pollution .1......
barbarian camp 1.......
1 nibble base terrain (PTW, 0 in C3C)
1 nibble real terrain (PTW, 0 in C3C)
1 byte bonuses (binary):
00000000
bonus grassland .......1
player start ....1...
snow-capped mts ...1....
pine forest ..1.....
1 byte river crossing data (binarry):
00000000
crossing N .......1
crossing NE ......1.
crossing E .....1..
crossing SE ....1...
crossing S ...1....
crossing SW ..1.....
crossing W .1......
crossing NW 1.......
2 short barbarian tribe (-1 = none, 75 = random)
2 short colony (CLNY ref)
2 short city (CITY ref)
2 short continent (CONT ref)
1 byte ???
2 short victory point location (0 = VPL, -1 = non VPL)
4 long ruin
4 long C3C overlays (binary)
1 byte ???
1 nibble C3C base terrain
1 nibble C3C real terrain
2 short ???
2 short fog of war
4 long C3C bonuses (binary)
2 short ???
TOP CONT SECTION
4 char "CONT"
4 long number of continents (water and land)
For each continent:
4 long length of continent data (8)
4 long class (0 = water, 1 = land)
4 long number of tiles on continent
TOP SLOC SECTION
4 char "SLOC"
4 long number of starting locations
For each starting location:
4 long length of starting location data (16)
4 long owner type (0=None, 1=Barbarians, 2=Civ, 3=Player)
4 long owner (RACE ID, Player# (0=Player1 and so on) or Barbarian Tribe)
4 long X
4 long Y
TOP CITY SECTION
4 char "CITY"
4 long number of cities
For each city:
4 long length of city data (variable)
1 byte has walls
1 byte has palace
24 string city name
4 long owner type (0=None, 1=Barbarians, 2=Civ, 3=Player)
4 long number of buildings
for each building
4 long builning ID
4 long culture
4 long owner (RACE ID, Player# (0=Player1 and so on) or Barbarian Tribe)
4 long size
4 long X
4 long Y
4 long city level
4 long border level
4 long use auto name
TOP UNIT SECTION
4 char "UNIT"
4 long number of units
For each unit:
4 long length of unit data
32 string name
4 long owner type (0=None, 1=Barbarians, 2=Civ, 3=Player)
4 long experience level
4 long owner (RACE ID, Player# (0=Player1 and so on) or Barbarian Tribe)
4 long PRTO#
4 long AI strategy
4 long X
4 long Y
57 string PTW name (replaces name)
4 long use civilization king
TOP CLNY SECTION
4 char "CLNY"
4 long number of colonies
For each unit:
4 long length of colony data (16)
4 long owner type (0=None, 1=Barbarians, 2=Civ, 3=Player)
4 long owner (RACE ID, Player# (0=Player1 and so on) or Barbarian Tribe)
4 long X
4 long Y
4 long improvement type
TOP GAME SECTION
4 char "GAME"
4 long number of scenario properties (1)
For each scenario property:
4 long length of scenario property
4 long default game rules (1=use, 0=don't use)
4 long default victory consitions (1=use, 0=don't use)
4 long number of playable civs (0=all playable)
for each playable civ
4 long id of playable civ
4 long victory conditions and rules set (binarry):
00000000
domination victory enabled .......1
space race victory enabled ......1.
diplomatic victory enabled .....1..
victory by conquest enabled ....1...
cultural victory enabled ...1....
civ specific abilities enabled ..1.....
culturaly linked start .1......
restart players 1.......
preserve random seed .......1
accelerated production ......1.
elimination enabled .....1..
regicide enabled ....1...
mass regicide enabled ...1....
victory locations enabled ..1.....
capture the flag enabled .1......
allow cultural conversions 1.......
4 long place capture units
4 long auto place kings
4 long auto place victory locations
4 long debug mode
4 long use time limit
4 long base time unit (0-Years, 1-Months, 2-Weeks)
4 long start month (1-January ... 12-December)
4 long start week (1-52)
4 long start year (negative if "BC")
4 long minute time limit
4 long turn time limit
28 long[7] number of turns per timescalepart
28 long[7] nuber of timeunits per turn
5200 string scenario search folders
(4 long map visible, BIX >= 11.19 ONLY, not BIQ (major=12))
for each playable civ
4 long alliance (0-4, 0 = none)
4 long victory point limit
4 long city elimination count
4 long one city cultutre win
4 long all cities cultutre win
4 long domination terrain
4 long domination population
4 long wonder cost
4 long defeating opposing unit cost
4 long advancement cost
4 long city conquest population
4 long victory point scoring
4 long capturing special unit
4 long ???
1 byte ???
256 string alliance name #0 (blank/unallied)
256 string alliance name #1
256 string alliance name #2
256 string alliance name #3
256 string alliance name #4
For each alliance (0 to 4):
4 long war with alliance #0 ("unallied")
4 long war with alliance #1
4 long war with alliance #2
4 long war with alliance #3
4 long war with alliance #4
4 long alliance victory type
260 string plauge name
1 byte permit plauges
4 long plauge earliest strat
4 long plauge variation
4 long plauge duration
4 long plauge strength
4 long plauge grace period
4 long plauge max occurance
4 long ???
260 string ??? ("Unknown")
4 long respawn flag units
1 byte capture any flag
4 long gold for capture
1 byte map visible
1 byte retain culture
4 long ???
4 long eruption period
4 long mp basetime
4 long mp city time
4 long mp unit time
TOP LEAD SECTION
4 char "LEAD"
4 long number of players
For each player:
4 long length of player data
4 long custom civ data (1=use, 0=don't use)
4 long human player (1=yes, 0=no)
32 string leader name
4 long ???
4 long ???
4 long number of different start unit
for each type of start units
4 long number of start units of the type
4 long type of start unit
4 long gender of leader name
4 long number of starting technologies
for each starting technology
4 long technology
4 long difficulty
4 long initial era
4 long start cash
4 long government
4 long civ (-2=random, -3=any)
4 long color
4 long skip first turn
4 long ???
1 byte start embassies
{end file}
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