; ; CIVILIZATION GAME DATA ; Copyright (c) 1997 by MicroProse Software ; ; Modified for use in the multiplayer version of the scenario 'Raging Dragon' by Case ; (nick_dowling@hotmail.com) ; ; This file can be altered at your own risk to change ; the rules of the game. Keep in mind that altering the ; contents of this file may cause your game to malfunction, ; particularly if you use values outside the specified ; ranges. ; ; ; Cosmic Principles ; ; The following numbers control various key rules ; of the game. GREAT discretion is advised if you ; opt to change these. Values too far out of the ; expected range can cause the game to behave strangely. ; @COSMIC 3 ; Road movement multiplier 2 ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation) 2 ; # of food each citizen eats per turn 10 ; # of rows in food box (rows * city_size+1 = box) 10 ; # of rows in shield box 1 ; Settlers eat (govt <= Monarchy) 2 ; Settlers eat (govt >= Communism) 7 ; City size for first unhappiness at Chieftain level 14 ; Riot factor based on # cities (higher factor lessens the effect) 8 ; Aqueduct needed to exceed this size 12 ; Sewer System needed to exceed this size 10 ; Tech paradigm (higher # slows research) 20 ; Base time for engineers to transform terrain (x2) 3 ; Monarchy pays support for all units past this 4 ; Communism pays support for all units past this 8 ; Fundamentalism pays support for all units past this 1 ; Communism is equivalent of this palace distance. 0 ; Fundamentalism loses this % of science 50 ; Percent shield penalty for production type change 16 ; Max paradrop range 75 ; Mass/Thrust paradigm (increasing slows spaceship time) 8 ; Max effective science rate in fundamentalism (x10, so 5 = 50%) ; ; Civilization Advances ; ; Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category ; ; Ai Value = Basic value at which computer players ; view this advance (used in determining ; which discovery to pursue, which to ; acquire during exchanges, and value of ; gift during diplomacy). ; Modifier = Modifier to value based on the "civilized" ; aspect of a leader's personality. Positive ; values increase value for civilized leaders, ; decrease it for militaristic. Negative ; values vice versa. ; preq1, preq2 = Prerequisites ; ; Epoch = historical period ; 0 = Ancient ; 1 = Renaissance ; 2 = Industrial Revolution ; 3 = Modern ; ; Category = Knowledge category ; 0 = Military ; 1 = Economic ; 2 = Social ; 3 = Academic ; 4 = Applied ; @CIVILIZE Jet Aircraft, 4,-2, Fli, Roc, 3, 4 ; AFl The Internet, 5, 1, Cmp, Ato, 0, 3 ; Alp Amphibious Warfare, 3,-2, nil, nil, 3, 0 ; Amp Amphibious Assaults,4, 1, Amp, CA, 3, 0 ; Ast Telecomunications, 4,-1, E2, Rad, 2, 3 ; Ato First World, 0,-1, no, no, 3, 4 ; Aut Banking System, 4, 1, Cur, Lit, 1, 1 ; Ban Bridge Building, 4, 0, Cst, nil, 0, 4 ; Bri Radar, 6,-1, Rad, E2, 0, 4 ; Bro Ceremonial Burial, 5, 0, nil, nil, 0, 2 ; Cer Fly By Wire, 5,-1, AFl, Cmp, 1, 3 ; Che Special Operations, 4,-2, Fli, CA, 1, 0 ; Chi Legal System, 4, 1, no, Lit, 0, 2 ; CoL Combined Arms, 5,-1, Mob, Rad, 3, 0 ; CA Combustion, 5,-1, Ref, Eng, 2, 4 ; Cmb Communism, 5, 0, no, no, 2, 2 ; Cmn Computers, 4, 1, E2, Min, 3, 4 ; Cmp Conscription, 7,-1, no, nil, 2, 0 ; Csc Construction, 4, 0, nil, nil, 0, 4 ; Cst Capitalism, 4, 0, Ban, Tra, 2, 1 ; Cor Currency, 4, 1, nil, nil, 0, 1 ; Cur Democracy, 5, 1, no, no, 2, 2 ; Dem Laser Targeting, 4, 1, Las, Cmp, 2, 1 ; Eco Electricity, 4, 0, Inv, Uni, 2, 4 ; E1 Electronics, 4, 1, E1, Eng, 3, 4 ; E2 Engineering, 4, 0, Cst, Phy, 0, 4 ; Eng Environmentalism, 3, 1, no, SE, 3, 2 ; Env Espionage, 2,-1, Rad, nil, 3, 0 ; Esp Explosives, 5, 0, Eng, nil, 2, 4 ; Exp Naval Air Defence, 4,-1, Met, Cmp, 3, 0 ; Feu Flight, 4,-1, ToG, Cmb, 2, 4 ; Fli Nationalism, 3,-2, no, no, 2, 2 ; Fun Fusion Power, 3, 0, Sup, Uni, 3, 3 ; FP Genetic Engineering,3, 2, nil, nil, 3, 3 ; Gen Guerrilla Warfare, 4, 1, Tac, no, 3, 0 ; Gue Gunpowder, 8,-2, nil, nil, 1, 0 ; Gun Hellicopters, 4,-1, Fli, ToG, 0, 0 ; Hor Second World, 0, 0, no, no, 2, 1 ; Ind Invention, 6, 0, nil, nil, 1, 4 ; Inv Modern Roads, 5,-1, Cmb, Eng, 0, 4 ; Iro Labor Union, 4,-1, Wri, Ldr, 3, 2 ; Lab The Laser, 4, 0, E1, E2, 3, 3 ; Las Industrialisation, 5,-1, nil, nil, 1, 0 ; Ldr Education System, 5, 2, Wri, nil, 0, 3 ; Lit Machine Tools, 4,-2, Ldr, Eng, 2, 4 ; Too Satelite Navigation,4,-1, SFl, E2, 1, 3 ; Mag Map Making, 6,-1, nil, nil, 0, 1 ; Map IFV's, 4, 1, Mob, Met, 0, 4 ; Mas Mass Production, 5, 0, no, Cor, 3, 4 ; MP Body Armour, 4,-1, Whe, Min, 0, 3 ; Mat Medicine, 4, 0, nil, nil, 1, 1 ; Med Guided Missiles, 6,-2, Roc, E2, 3, 0 ; Met Miniaturization, 4, 1, Eng, Ldr, 3, 4 ; Min Mobile Warfare, 8,-1, Tac, Cmb, 3, 0 ; Mob Monarchy, 5, 1, no, no, 0, 2 ; Mon Monotheism, 5, 1, Cer, Phi, 1, 2 ; MT Mysticism, 4, 0, nil, nil, 0, 2 ; Mys Navigation, 6,-1, nil, nil, 1, 1 ; Nav Nuclear Fission, 6,-2, Uni, Ldr, 3, 3 ; NF Nuclear Power, 3, 0, NF, E2, 3, 3 ; NP Philosophy, 6, 1, nil, nil, 1, 2 ; Phi Physics, 4,-1, Uni, Cst, 1, 3 ; Phy Plastics, 4, 1, Ref, no, 3, 4 ; Pla Mirage 2000, 4, 0, no, no, 3, 0 ; Plu Polytheism, 4, 0, nil, nil, 0, 2 ; PT Pottery, 4, 1, nil, nil, 0, 1 ; Pot Radio, 5,-1, Phy, Ldr, 3, 4 ; Rad Railroad, 6, 0, Ldr, Bri, 2, 1 ; RR Advanced Infantry, 2, 1, Mat, Cmp, 3, 2 ; Rec Refining, 4, 0, Uni, Ldr, 2, 4 ; Ref Refrigeration, 3, 1, Ldr, RR, 3, 1 ; Rfg The Republic, 5, 1, no, no, 0, 2 ; Rep Robotics, 5,-2, Cmp, no, 3, 0 ; Rob Rocketry, 6,-2, ToG, Cmb, 3, 0 ; Roc Sanitation, 4, 2, nil, nil, 2, 1 ; San Modern Ships, 4, 1, Cmb, Nav, 0, 1 ; Sea Space Flight, 4, 1, Roc, AFl, 3, 3 ; SFl Stealth, 3,-2, Che, Bro, 3, 0 ; Sth Television, 4,-1, Rad, E2, 2, 3 ; SE Delcaration of War, 0, 0, no, no, 3, 0 ; Stl Superconductor, 4, 1, Whe, Rob, 3, 3 ; Sup Professional Military,6,-1, nil, nil, 2, 0 ; Tac Theology, 3, 2, MT, Uni, 1, 2 ; The Theory of Gravity, 4, 0, Phy, Uni, 1, 3 ; ToG Trade, 4, 2, Cur, Nav, 0, 1 ; Tra University, 5, 1, Lit, Cur, 1, 3 ; Uni UAV's, 4,-1, Che, Rob, 0, 0 ; War Advanced Materials, 4,-1, Uni, Pla, 0, 4 ; Whe Writing, 4, 2, nil, nil, 0, 3 ; Wri Future Technology, 1, 0, Whe, War, 3, 3 ; FT China Obs, 0, 0, no, no, 0, 0 ; U1 Russia Obs, 0, 0, no, no, 0, 0 ; U2 West Obs, 0, 0, no, no, 0, 0 ; U3 APEC Obs, 0, 0, no, no, 3, 0 ; X1 Pakistani Obs, 0, 0, no, no, 0, 0 ; X2 Indian Obs, 0, 0, no, no, 0, 0 ; X3 Arab Obs, 0, 0, no, no, 0, 0 ; X4 Not Russian Arms, 0, 0, no, no, 0, 0 ; X5 Not Chinese Arms, 0, 0, no, no, 0, 0 ; X6 Not Western Arms, 0, 0, no, no, 0, 0 ; X7 ; ; Above 11 tech slots (U1 to X8) allow you to define your own ; civilization advances if desired. Supply the name, the AI ; value, and the prerequisites. ; ; Then use the "U1", "U2", etc. ; identifier to incorporate it into the tech chain as a ; prerequisite for other techs, units, city improvements. ; ; ; City Improvements ; ; cost(x10), upkeep, preq ; @IMPROVE Nothing, 1, 0, nil, Parliament, 10, 0, no, Barracks, 4, 1, nil, Grain Silos, 6, 1, RR, TV Station, 6, 0, SE, MarketPlace, 8, 1, Cur, School System, 8, 1, Lit, Courthouse, 8, 1, no, Urban Enviroment, 0, 0, nil, Aqueduct, 8, 2, Cst, Bank, 12, 2, Ban, Hospital, 12, 3, Med, University, 16, 3, Uni, Mass Transit, 16, 4, no, Stadium, 10, 4, Cst, Factory, 20, 4, Ldr, Manufacturing Plant, 32, 6, Rob, SDI Defense, 20, 4, no, Recycling Center, 1, 1, no, Power Plant, 16, 4, Ref, Hydro Plant, 24, 4, E2, Nuclear Plant, 16, 2, NP, Stock Exchange, 16, 4, Cor, Sewer System, 12, 2, San, Intensive Agriculture, 8, 1, Rfg, Superhighways, 20, 5, Iro, Internet Links, 16, 3, Alp, SAM Missile Battery, 10, 2, Roc, Coastal Battery, 8, 1, Bro, Solar Plant, 32, 4, no, Harbor, 6, 1, Sea, Seaport, 16, 3, Min, Airport, 16, 3, Rad, Police Station, 6, 2, no, Port Facility, 8, 3, Sea, SS Structural, 8, 0, SFl, SS Component, 16, 0, Pla, SS Module, 32, 0, Sup, (Capitalization), 60, 0, Cor, Ukranian Wheatfields, 20, 0, Rfg, Old City, 20, 0, MT, Special Trade Zone, 20, 0, Cor, Pacific Fleet Base, 20, 0, Sea, Treaty of Alma-Alta, 30, 0, Lit, NATO Alliance, 30, 0, nil, Peoples Liberation Army, 30, 0, Tac, The Motherland Statue, 30, 0, nil, Booming Economy, 30, 0, Ldr, Arab League, 20, 0, MT, Ka'abla, 40, 0, MT, Port Facilities, 30, 0, Sea, United States Navy, 40, 0, Sea, Taj Majal, 30, 0, Med, Islamic State, 40, 0, nil, The Kremlin, 40, 0, nil, Indian IT Industry, 40, 0, Cmp, Control of Siberia, 40, 0, nil, The Forbidden City, 40, 0, nil, Hermitage Museum, 40, 0, RR, Saudi Oil Fields, 30, 0, Ref, STAVKA, 60, 0, Tac, Three Gorges Dams, 60, 0, Eng, Chinese Nuclear Arsenal, 60, 0, Roc, Japanese Capital Funds, 60, 0, Cor, Cosmodrome, 60, 0, SFl, Chinese Space Program, 60, 0, SFl, The European Union, 60, 0, Cor, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; Ukranian Wheatfields nil, ; Old City nil, ; Special Trade Zone nil, ; Pacific Fleet Base E1, ; Treaty of Alma-Alta nil, ; NATO Alliance Met, ; Peoples Liberation Army nil, ; The Motherland Statue nil, ; Booming Economy nil, ; Arab League nil, ; Ka'abla nil, ; Port Facilities nil, ; United States Navy nil, ; Taj Majal Cor, ; Islamic State nil, ; The Kremlin nil, ; Indian IT Industry nil, ; Control of Siberia nil, ; The Forbidden City MP, ; Hermitage Museum nil, ; Saudi Oil Fields nil, ; STAVKA nil, ; Three Gorges Dams Met, ; Chinese Nuclear Arsenal Sea, ; Japanese Capital Funds nil, ; Cosmodrome nil, ; Chinese Space Program nil, ; The European Union ; ; Unit Types ; ; until, domain, move,rng, att,def hit,firepwr cost,hold, role, preq, flags ; ; until = Civ advance which renders unit obsolete ; Move = Movement rate (spaces per turn) ; Range = # of turns fuel carried (0 for non-air units) ; ; domain = Movement domain of unit : 0 = Ground ; 1 = Air ; 2 = Sea ; ; att = Attack factor (chance to score hit attacking) ; def = Defense factor (chance to score hit defending) ; hit = Hit points (damage x10 which can be taken before elimination) ; firepwr = # damage points caused per hit scored on enemy. ; ; cost = Cost (# of shield rows, usually of 10 shields each) ; hold = # of holds on ship (for carrying units) ; ; role = AI role (Generally affects the way in ; which computer players use the unit, but ; roles >= 5 will actually affect abilities ; of the unit) ; 0 = Attack ; 1 = Defend ; 2 = Naval Superiority ; 3 = Air Superiority ; 4 = Sea Transport ; 5 = Settle ; 6 = Diplomacy ; 7 = Trade ; ; preq = Prerequisite advance ; ; "Flags" control special advantages & restrictions. Not ; all of these flags "make sense" for all types of units ; (paradropping ships, for instance). Nonsensical variations ; may produce bizarre effects (or worse). You were warned. ; ; 000000000000001 = Two space visibility ; 000000000000010 = Ignore zones of control ; 000000000000100 = Can make amphibious assaults ; 000000000001000 = Submarine advantages/disadvantages ; 000000000010000 = Can attack air units (fighter) ; 000000000100000 = Ship must stay near land (trireme) ; 000000001000000 = Negates city walls (howitzer) ; 000000010000000 = Can carry air units (carrier) ; 000000100000000 = Can make paradrops ; 000001000000000 = Alpine (treats all squares as road) ; 000010000000000 = x2 on defense versus horse (pikemen) ; 000100000000000 = Free support for fundamentalism (fanatics) ; 001000000000000 = Destroyed after attacking (missiles) ; 010000000000000 = x2 on defense versus air (AEGIS) ; 100000000000000 = Unit can spot submarines ; ; @UNITS Sappers, nil, 0, 1.,0, 8a,6d, 2h,3f, 10,0, 0, Tac, 000001001000000 Engineers, nil, 0, 2.,0, 0a,2d, 2h,1f, 4,0, 5, Exp, 000000000000000 NATO Infantry,U3, 0, 2.,0, 4a,5d, 2h,1f, 6,0, 1, Csc, 000000001000000 CIS Infantry, U2, 0, 2.,0, 4a,5d, 2h,1f, 2,0, 1, Csc, 000000001000000 Chinese Infantry,U1, 0, 2.,0, 4a,5d, 3h,1f, 2,0, 1, Csc, 000000001000000 Indian Infantry,X3, 0, 2.,0, 4a,4d, 2h,1f, 4,0, 1, Csc, 000000001000000 Pakistani Inf.,X2, 0, 2.,0, 4a,5d, 2h,1f, 3,0, 1, Csc, 000000001000000 T-62, Eco, 0, 3.,0, 8a,4d, 2h,1f, 4,0, 0, Mob, 000000000000000 Conscripts, nil, 0, 1.,0, 4a,5d, 3h,1f, 1,0, 1, Fun, 000100001000010 Partisans, nil, 0, 1.,0, 4a,4d, 3h,1f, 5,0, 1, Gue, 000001000000010 Arab Infantry,X4, 0, 2.,0, 5a,5d, 2h,1f, 5,0, 1, Csc, 000000001000000 APEC Infantry,X1, 0, 2.,0, 5a,5d, 2h,1f, 6,0, 1, Csc, 000000001000000 Marines, nil, 0, 1.,0, 8a,5d, 2h,2f, 6,0, 0, Amp, 000000000000100 Paratroopers, nil, 0, 1.,0, 6a,4d, 2h,1f, 6,0, 1, CA, 000011101000000 M1 Abrams, X7, 0, 4.,0, 14a,8d, 3h,2f, 12,0, 0, Eco, 000000000000000 M2 Bradley, X7, 0, 3.,0, 8a,6d, 3h,2f, 10,0, 0, Mas, 000000001000000 M113, Mas, 0, 3.,0, 6a,4d, 2h,1f, 6,0, 0, Mob, 000000001000000 T-80, X5, 0, 3.,0, 12a,6d, 2h,2f, 8,0, 0, Mob, 000000000000000 T-90, X5, 0, 3.,0, 14a,7d, 2h,2f, 10,0, 0, Eco, 000000000000000 Labourers, U1, 0, 2.,0, 0a,1d, 1h,1f, 4,0, 5, nil, 000000000000000 BMP 2, X5, 0, 3.,0, 8a,6d, 2h,2f, 8,0, 0, Mas, 000000001000000 Patriot SAM, U3, 0, 1.,0, 0a,4d, 2h,1f, 10,0, 1, Met, 010000000000000 MiG-29 Fulcrum,X5, 1, 15.,2, 10a,2d, 2h,2f, 8,0, 3, Che, 010000000010001 SU-27 Flanker,Aut, 1, 18.,2, 12a,3d, 2h,2f, 12,0, 3, Che, 010000000010001 SU-24 Fencer, U2, 1, 24.,2, 12a,2d, 2h,3f, 10,0, 3, Eco, 000000001000000 SU-25 Frogfoot,U2, 1, 10.,2, 10a,2d, 2h,2f, 8,0, 0, Met, 000000000000000 Type-85, X6, 0, 3.,0, 12a,5d, 2h,2f, 8,0, 0, Eco, 000000000000000 Type 90, X6, 0, 3.,0, 7a,4d, 2h,2f, 6,0, 0, Mas, 000000001000000 YW 531, X6, 0, 3.,0, 6a,4d, 2h,2f, 4,0, 0, Mob, 000000001000000 Red Guard, U1, 0, 2.,0, 6a,6d, 3h,1f, 4,0, 0, Tac, 000101001000000 J-7 Fishbed, X6, 1, 8.,2, 7a,1d, 2h,2f, 3,0, 3, AFl, 010000000010000 J-12 Founder, U1, 1, 18.,2, 14a,3d, 2h,2f, 10,0, 0, Sth, 010000000010001 Q-5 Fantan, X6, 1, 10.,2, 9a,3d, 2h,2f, 6,2, 0, AFl, 000000000000000 JH-7, U1, 1, 18.,2, 10a,2d, 2h,2f, 8,0, 0, Eco, 000000001000000 H-6 Badger, U1, 1, 30.,2, 14a,1d, 1h,2f, 12,0, 0, AFl, 000000000000001 Romeo Class, U1, 2, 2.,0, 6a,2d, 1h,2f, 2,0, 2, Ldr, 000000000001000 Freighter, nil, 2, 8.,0, 0a,2d, 2h,1f, 4,10, 4, Sea, 000000000000000 Destroyer, nil, 2, 12.,0, 4a,4d, 3h,1f, 8,0, 2, E1, 100000000000001 LPD, nil, 2, 10.,0, 0a,6d, 4h,2f, 16,4, 4, Ast, 100000000000001 Missile Cruiser,nil, 2, 12.,0, 8a,8d, 3h,2f, 18,0, 2, Feu, 110000000000001 Diesel Sub, nil, 2, 6.,0, 8a,3d, 2h,2f, 10,0, 2, Cmb, 100000000001000 Nuclear Sub, nil, 2, 10.,0, 10a,6d, 3h,2f, 16,0, 2, NP, 100000000001001 Tu-22 Backfire,U2, 1, 30.,4, 16a,4d, 2h,3f, 20,0, 0, Che, 000000000000001 Carrier, nil, 2, 12.,0, 6a,10d, 4h,2f, 35,0, 2, Feu, 100000010000001 J-8 Finback, U1, 1, 14.,2, 8a,2d, 2h,2f, 8,0, 0, AFl, 010000000010001 SU-32 FN, U2, 1, 35.,2, 14a,4d, 2h,3f, 18,0, 0, Che, 010000001000001 Heavy Artillery,nil, 0, 1.,0, 18a,1d, 1h,3f, 8,0, 0, Tac, 000000001000000 BMP-3, X5, 0, 3.,0, 10a,7d, 3h,2f, 8,0, 0, Mas, 000010001000000 AEGIS Cruiser,X7, 2, 13.,0, 10a,8d, 3h,3f, 20,0, 2, Feu, 110000000000001 Freight, nil, 0, 2.,0, 0a,1d, 1h,1f, 5,0, 7, Cor, 000000000000010 F-15 Eagle, X7, 1, 18.,2, 12a,3d, 2h,3f, 10,0, 3, Che, 010000000010001 F-16 Falcon, X7, 1, 12.,2, 8a,3d, 2h,2f, 8,0, 3, Che, 010000000010000 IDS Tornado, X7, 1, 25.,2, 14a,4d, 2h,3f, 12,1, 0, AFl, 000000001000000 B-2 Spirit, U3, 1, 40.,4, 20a,5d, 3h,3f, 25,0, 0, Sth, 010000001000001 Eurofighter, U3, 1, 20.,2, 12a,5d, 2h,2f, 12,0, 3, Sth, 010000000010001 Mirage 2000, nil, 1, 12.,2, 8a,3d, 2h,2f, 8,0, 3, Plu, 010000000010000 Arjun, X3, 0, 3.,0, 12a,6d, 2h,2f, 10,0, 0, Eco, 000000000000000 UAAV, nil, 1, 18.,1, 8a,2d, 1h,3f, 4,0, 0, War, 010000000010000 Type 88, X1, 0, 3.,0, 12a,5d, 2h,2f, 12,0, 0, Eco, 000000000000000 Missile Boat, nil, 2, 6.,0, 6a,1d, 1h,2f, 4,0, 0, Met, 001000000101000 Advanced Inf.,nil, 0, 2.,0, 8a,6d, 3h,1f, 6,4, 0, Rec, 010001001000100 Battlecruiser,nil, 2, 14.,0, 14a,10d, 3h,3f, 30,0, 2, Whe, 010000000010001 ; ; Note: the above 11 unit types (extra land, ship, air, and test units) are ; available for user defined unit types. If these units are given prerequisites ; other than "no" they will appear in the game when the specified ; technology is reached. Use if you want to create your own unit types ; without sacrificing any of the predefined units. Be sure to define ; the "role" field accurately, so that the computer will understand how ; to make use of the new units in its own civilizations. ; ; There is no requirement that the extra units be used to ; create exactly one of each type; you could create three ; ground units. But the icons provided are for one of each. ; The 11 extra unit types have default icons provided by the game. ; To actually change the icons is a somewhat more difficult ; task. The icons are stored in "UNITS.GIF". ; ; Sound effects for these 11 units may be added by providing ; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and : Extra1.wav through extra8.wav for the 8 test units. These should be ; 8-bit, mono, and sampled at 22050hz. ; ; Ideas: ; ; Hovercraft, nil, 2, 8.,0, 0a,1d, 2h,2f, 7,1, 4, MP, 000000000000000 ; ; ; Terrain ; ; Movecost, defense, food, shields, trade, ; . . . Irrigate, bonus, #turns, ai-irrigate, ; . . . Mine, bonus, #turns, ai-mine ; . . . Transform ; ; defense = multiply by 50% to get % of normal combat factor defended at. ; (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3). ; ; Irrigate/Mine = yes, no, or type of terrain changed to ; Transform = Terrain type engineers can transform to ; ; bonus = # extra production from that change ; ; turns = # turns for settler to make change ; ; ai = Minimum govt level necessary for ; computer player to want to perform irrigate/mine ; 0 Never ; 1 Despotism ; 2 Monarchy ; 3 Communism ; 4 Fundamentalism ; 5 Republic ; 6 Democracy ; @TERRAIN Desert, 1,2, 0,1,0, yes, 1, 5, 5, yes, 1, 5, 3, Pln, ; Drt Plains, 1,2, 1,1,0, yes, 1, 5, 1, yes, 2,15, 3, Grs, ; Pln Grassland, 1,2, 2,1,0, yes, 1, 5, 2, For, 2,10, 3, Hil, ; Grs Forest, 2,3, 1,2,0, Pln, 0, 5, 5, no, 0, 5, 0, Grs, ; For Hills, 2,4, 1,1,1, yes, 1,10, 0, yes, 2,10, 1, Pln, ; Hil Mountains, 3,6, 0,1,0, no, 1,10, 0, yes, 1,10, 6, Hil, ; Mou Tagia, 2,3, 1,1,0, no, 1,10, 1, no, 0, 0, 0, Pln, ; Tun Sand Dunes, 2,3, 0,1,0, no, 0, 0, 0, yes, 1,15, 3, Drt, ; Gla Swamp, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, ; Swa Jungle, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, ; Jun Ocean, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, ; Oce Oasis, 1,2, 3,1,1, Cattle, 1,2, 1,3,0, Grassland, 1,2, 2,1,0, Pheasant, 2,3, 3,2,0, Coal Mine, 2,4, 1,2,0, Gold, 3,6, 0,3,6, Village, 1,2, 1,2,2, Oil Field, 2,2, 0,4,5, Swamp Oil, 2,3, 1,3,4, Mine, 2,3, 1,4,2, Fish, 1,2, 3,0,2, Oil Field, 1,2, 0,4,5, Wheat, 1,2, 3,1,0, Grassland, 1,2, 2,1,0, Silk, 2,3, 1,2,3, Copper Mine,2,4, 1,2,4, Iron, 3,6, 0,4,2, Paper Mill, 1,2, 1,2,3, Oasis, 2,2, 3,0,1, Spice, 2,3, 3,0,4, Fruit, 2,3, 4,0,1, Oil Rig, 1,2, 1,4,3, @GOVERNMENTS Anarchy, Mr., Ms. Despotism, Emperor, Empress Monarchy, King, Queen Communism, Comrade, Comrade Nationalism, President, President Republic, Consul, Consul Democracy, President, President ; ; Leaders ; ; leader, female, color, style, plural, adjective, ... ; ...attack, expand, civilize, ... ; ...govt, male, female... ; ; female: 0 = male 1 = female ; ; color: Color set (1 - 7) ; style: City style (0 - 3) ; 0 = Bronze Age ; 1 = Classical ; 2 = Far East ; 3 = Medieval ; ; attack: 1 = aggressive -1 = rational ; expand: 1 = expansionist -1 = perfectionist ; civilize: 1 = civilized -1 = militaristic ; ; govt = government type for name replacement (0 = Anarchy, 6 = Democracy) ; ; male, female = titles for leader of government ; @LEADERS Caesar, Livia, 0, 1, 1, Romans, Roman, 0, 1, 1, 1, Dictator, Dictator, 2, Imperator, Imperatrix Hammurabi, Ishtari, 0, 2, 0, Babylonians, Babylonian, -1, -1, 1, Frederick, Maria Theresa, 0, 3, 0, Germans, German, 1, 0, -1, 4, Archbishop, Archbishop, 6, Chancellor, Chancellor Ramesses, Cleopatra, 1, 4, 3, Egyptians, Egyptian, 0, 0, 1, 1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh Abe Lincoln, E. Roosevelt, 0, 5, 1, Americans, American, -1, 0, 1, 4, Reverend, Reverend, 5, Speaker, Speaker Alexander, Hippolyta, 1, 6, 1, Greeks, Greek, 0, 1, -1, 6, Prime Minister, Prime Minister Mohandas Gandhi,Indira Gandhi, 0, 7, 0, Indians, Indian, -1, -1, 0, 2, Maharaja, Maharaja, Lenin, Catherine the Great, 1, 1, 0, Russians, Russian, 1, 1, -1, 2, Czar, Czarina, 4, President, President Shaka, Shakala, 0, 2, 0, Zulus, Zulu, 1, 0, 0, Louis XIV, Joan of Arc, 0, 3, 3, French, French, 1, 1, 1, 4, Archbishop, Archbishop, 6, Premier, Premier Montezuma, Nazca, 0, 4, 0, Aztecs, Aztec, 1, 1, -1, Mao Tse Tung, Wu Zhao, 0, 5, 2, Chinese, Chinese, 1, 1, -1, 3, Chairman, Chairperson Henry VIII, Elizabeth I, 1, 6, 0, English, English, 0, -1, 0, 4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister Genghis Khan, Bortei, 0, 7, 0, Mongols, Mongol, 1, 1, -1, Cunobelin, Boadicea, 1, 1, 0, Celts, Celtic, -1, 1, 0, 4, Druid, Druid Tokugawa, Amaterasu, 0, 2, 2, Japanese, Japanese, 1, -1, -1, 2, Shogun, Shogun, 6, Prime Minister, Prime Minister Canute, Gunnhild, 1, 3, 3, Vikings, Viking, 1, 1, 0, 1, Warlord, Warlord Philip II, Isabella, 1, 4, 3, Spanish, Spanish, -1, 1, -1, 4, Archbishop, Archbishop Xerxes, Scheherezade, 0, 5, 0, Persians, Persian, 1, 1, 0, 2, Shah, Shah, 4, Ayatollah, Ayatollah Hannibal, Dido, 0, 6, 1, Carthaginians,Carthaginian, 1, 1, 0, Sitting Bull, Sacajawea, 0, 7, 0, Sioux, Sioux, 0, 0, 0, 1, Chief, Chief, 2, Great Chief, Great Chief Saladin, ..., 0, 5, Arabs, Arab, 1, 0, 1, 4, Ayatollah, Ayatollah, 2, Sultan, Sultana Atawallpa, ..., 0, 1, Incas, Inca, -1, 1, 1, ; ; Trading Commodities ; @CARAVAN Clothing, Cotton, Small Arms, Rubber, Coffee, Coal, Electronics, Entertainment, Motor bikes, Automobiles, Chemicals, Software, Engines, Computers, Oil, Aircraft, @ORDERS Fortify, F Fortified, F Sleep, S Build Fortress, F Build Road, R Build Irrigation, I Build Mine, m Transform, O Clean Pollution, p Build Airbase, E Go to, G @DIFFICULTY Captain (easiest) Major Colonel Brigadier General Marshal (toughest) @ATTITUDES Worshipful Enthusiastic Cordial Receptive Neutral Uncooperative Icy Hostile Enraged