; ; CIVILIZATION GAME DATA ; Copyright (c) 1995 by MicroProse Software ; ; 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 4 ; 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 18 ; Riot factor based on # cities (higher factor lessens the effect) 6 ; Aqueduct needed to exceed this size 16 ; 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 3 ; 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. 50 ; Fundamentalism loses this % of science 50 ; Percent shield penalty for production type change 10 ; Max paradrop range 75 ; Mass/Thrust paradigm (increasing slows spaceship time) 5 ; 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 Catholicism, 0, 0, no, no, 2, 4 ; AFl Russia, 0, 0, nil, nil, 0, 3 ; Alp Proletariat, 0, 0, no, no, 2, 0 ; Amp Antirussia, 4, 1, no, no, 1, 3 ; Ast Atomic Theory, 4,-1, no, no, 2, 3 ; Ato Progress, 6,-1, no, no, 2, 4 ; Aut Banking, 4, 1, no, no, 1, 1 ; Ban Bridge Building, 4, 0, nil, nil, 2, 4 ; Bri Armored Car, 6,-1, no, no, 0, 4 ; Bro Fanatism, 5, 0, no, no, 0, 2 ; Cer Mobilization, 5,-1, no, no, 2, 0 ; Che Plane, 4,-2, no, no, 1, 0 ; Chi Plain, 4, 1, no, no, 2, 0 ; CoL Armored Car, 5,-1, no, no, 2, 0 ; CA Diversion !, 5,-1, no, no, 2, 4 ; Cmb Conscription, 5, 0, no, no, 2, 2 ; Cmn Armored Cars, 4, 1, no, no, 2, 0 ; Cmp Cannon, 7,-1, no, no, 2, 0 ; Csc Construction, 4, 0, no, no, 0, 4 ; Cst Cannons, 4, 0, no, no, 2, 0 ; Cor 1 000 $, 4, 1, no, no, 2, 1 ; Cur Democracy, 5, 1, no, no, 2, 2 ; Dem 500 $, 4, 1, no, no, 2, 1 ; Eco Tambov, 4, 0, no, no, 2, 0 ; E1 Marxizm-Lenininzm, 4, 1, no, no, 3, 4 ; E2 Sevastopol, 4, 0, no, no, 2, 1 ; Eng 200 furs of grain, 3, 1, no, no, 2, 1 ; Env Espionage, 2,-1, no, no, 2, 0 ; Esp Antobolsheviks Pact,5, 0, no, no, 2, 4 ; Exp 1000 sacks of wheat,4,-1, no, no, 2, 1 ; Feu Plain, 4,-1, no, no, 2, 0 ; Fli Military Communism, 3,-2, no, no, 2, 1 ; Fun Harvest of 1921, 3, 0, no, no, 2, 0 ; FP Kiev, 3, 2, no, no, 2, 1 ; Gen Guerrilla Warfare, 4, 1, no, no, 0, 0 ; Gue Sabotage, 8,-2, no, no, 2, 0 ; Gun Tanks, 4,-1, no, no, 0, 0 ; Hor Industrialization, 6, 0, no, no, 2, 1 ; Ind 500 $, 6, 0, no, no, 2, 1 ; Inv Donbas Coal Filelds,5,-1, no, no, 2, 1 ; Iro Tula, 4,-1, no, no, 2, 0 ; Lab Smolensk, 4, 0, no, no, 2, 0 ; Las Leadership, 5,-1, no, no, 1, 0 ; Ldr Literacy, 5, 2, no, no, 0, 3 ; Lit Machine Tools, 4,-2, no, no, 2, 4 ; Too Cossaks, 4,-1, no, no, 2, 3 ; Mag Map Making, 6,-1, no, no, 0, 1 ; Map Masonry, 4, 1, no, no, 0, 4 ; Mas Mass Production, 5, 0, no, no, 3, 4 ; MP Mathematics, 4,-1, no, no, 0, 3 ; Mat Medicine, 4, 0, no, no, 1, 1 ; Med Metallurgy, 6,-2, no, no, 1, 0 ; Met Peasants, 4, 1, no, no, 2, 4 ; Min Mobile Warfare, 8,-1, no, no, 3, 0 ; Mob Monarchy, 5, 1, no, no, 0, 2 ; Mon Monotheism, 5, 1, no, no, 1, 2 ; MT Mysticism, 4, 0, no, no, 0, 2 ; Mys Navigation, 6,-1, no, no, 1, 1 ; Nav Nuclear Fission, 6,-2, no, no, 3, 3 ; NF Nuclear Power, 3, 0, no, no, 3, 3 ; NP Philosophy, 6, 1, no, no, 1, 2 ; Phi Physics, 4,-1, no, no, 1, 3 ; Phy Plastics, 4, 1, no, no, 3, 4 ; Pla Plumbing, 4, 0, no, no, 1, 4 ; Plu Polytheism, 4, 0, no, no, 0, 2 ; PT Pottery, 4, 1, no, no, 0, 1 ; Pot Radio, 5,-1, no, no, 3, 4 ; Rad Railroad, 6, 0, no, no, 2, 1 ; RR Recycling, 2, 1, no, no, 3, 2 ; Rec Refining, 4, 0, no, no, 2, 4 ; Ref Rostov, 3, 1, no, no, 2, 0 ; Rfg The Republic, 5, 1, no, no, 0, 2 ; Rep Robotics, 5,-2, no, no, 3, 0 ; Rob Rocketry, 6,-2, no, no, 3, 0 ; Roc Sanitation, 4, 2, no, no, 2, 1 ; San Seafaring, 4, 1, no, no, 0, 1 ; Sea Space Flight, 4, 1, no, no, 3, 3 ; SFl Stealth, 3,-2, no, no, 3, 0 ; Sth Ekaterinoslavl, 4,-1, no, no, 2, 0 ; SE Steel, 4,-1, no, no, 2, 4 ; Stl White Guard, 4, 1, no, no, 2, 0 ; Sup Tactics, 6,-1, no, no, 2, 0 ; Tac Theology, 3, 2, no, no, 1, 2 ; The Sanation, 4, 0, no, no, 1, 3 ; ToG Human Rights, 4, 2, no, no, 2, 2 ; Tra Religion, 5, 1, no, no, 2, 0 ; Uni Private Property, 4,-1, no, no, 2, 0 ; War The Wheel, 4,-1, no, no, 0, 4 ; Whe Writing, 4, 2, no, no, 0, 3 ; Wri Future Technology, 1, 0, nil, nil, 2, 0 ; FT Progress, 0, 0, no, no, 2, 0 ; U1 Bukhara, 0, 0, no, no, 2, 0 ; U2 Independence, 0, 0, no, no, 2, 0 ; U3 Anticommunism, 0, 0, no, no, 2, 0 ; X1 Nezalejnost, 0, 0, no, no, 2, 0 ; X2 Polish Glory, 0, 0, no, no, 2, 0 ; X3 Baltic Independence,0, 0, no, no, 2, 0 ; X4 Neutralism, 0, 0, no, no, 2, 0 ; X5 International, 0, 0, no, no, 2, 0 ; X6 Monarchism, 0, 0, no, no, 2, 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, Headqueraters, 10, 0, nil, Barracks, 6, 1, no, Granary, 6, 0, nil, Orthodox Church, 4, 0, no, MarketPlace, 8, 1, nil, Library, 8, 1, no, Prison, 8, 1, nil, Fortification, 8, 0, nil, Water Supply, 8, 0, U1, Bank, 12, 1, no, Katholic Church, 12, 3, no, Synagogye, 16, 3, no, Hospital, 16, 4, no, Military Tribunal, 10, 4, no, Factory, 20, 4, no, Nezalejnost, 32, 6, no, Polish Glory, 20, 4, no, Quarantine, 20, 2, no, Combed, 16, 4, no, International, 24, 4, no, Monarchism, 16, 2, no, Private Property, 16, 4, no, Sanations, 12, 2, no, Barracks, 8, 3, no, Money Exchange, 20, 5, no, Orthodox Church, 16, 3, no, MarketPlace, 10, 2, no, Coastal Battery, 8, 1, nil, Prison, 32, 4, no, Harbor, 6, 1, nil, Sanations, 16, 3, no, Bank, 16, 3, no, Recruiting Post, 6, 2, no, Synagogye, 8, 3, no, Hospital, 8, 0, no, Military Tribunal, 16, 0, no, Factory, 32, 0, no, Requisition, 60, 0, nil, Food Warehouse, 20, 0, nil, Kremlin, 20, 0, no, Old Thomas, 20, 0, no, Water Mill, 20, 0, no, Nuclear Plant, 30, 0, no, City Treasury, 30, 0, no, Sewer System, 30, 0, no, Emir of Bukhara, 30, 0, nil, Private Property, 30, 0, no, Recruting Camp, 20, 0, no, White Guard Headquarters, 40, 0, nil, Putilov Plant, 30, 0, no, Solar Plant, 40, 0, no, Odessa Theathre, 30, 0, nil, Offshore Platform, 40, 0, no, Cathedral, 40, 0, no, Recruiting Camp, 40, 0, no, Imperial Gold Reserves, 40, 0, no, Recruiting Camp, 40, 0, no, Recruiting Camp, 40, 0, no, SS Module, 30, 0, no, Requisition, 60, 0, no, Russo-Balt Plant, 60, 0, no, Kremlin, 60, 0, no, Old Thomas, 60, 0, no, Lighthouse, 60, 0, no, Recruiting Camp, 60, 0, no, International, 60, 0, no, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; Food Warehouse RR, ; Kremlin Fli, ; Old Thomas no, ; Water Mill no, ; Nuclear Plant The, ; City Treasury no, ; Sewer System nil, ; Emir of Bukhara no, ; Private Property no, ; Recruting Camp nil, ; White Guard Headquarters nil, ; Putilov Plant nil, ; Solar Plant nil, ; Odessa Theathre Aut, ; Offshore Platform nil, ; Cathedral no, ; Recruiting Camp no, ; Imperial Gold Reserves no, ; Recruiting Camp no, ; Recruiting Camp nil, ; SS Module nil, ; Requisition nil, ; Russo-Balt Plant no, ; Kremlin no, ; Old Thomas nil, ; Lighthouse nil, ; Recruiting Camp nil, ; International ; ; 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 Peasant, no, 0, 0.,0, 4a,2d, 0h,2f, 4,0, 1, no, 000000000000000 Worker, nil, 0, 1.,0, 0a,1d, 1h,1f, 4,0, 5, X7, 000000000000000 Refugee, nil, 0, 2.,0, 0a,1d, 1h,1f, 4,0, 7, Aut, 000000000000010 Red Forces, no, 0, 0.,0, 4a,2d, 2h,2f, 4,0, 0, no, 000000000000000 Bolshevik, no, 0, 1.,0, 6a,3d, 3h,3f, 6,0, 0, no, 000000000000000 Legionary, nil, 0, 1.,0, 5a,3d, 2h,3f, 4,0, 0, X3, 100000000000001 Recruit, nil, 0, 1.,0, 4a,3d, 2h,2f, 3,0, 1, X3, 000000000000000 Red Conscript,X6, 0, 1.,0, 4a,2d, 2h,2f, 3,0, 1, E2, 000000000000000 Civilian, no, 0, 1.,0, 0a,1d, 1h,1f, 2,0, 7, no, 000000000000000 Deserter, no, 0, 0.,0, 0a,1d, 1h,1f, 4,0, 1, no, 000000000000000 Partisan, nil, 0, 1.,0, 4a,3d, 2h,3f, 6,0, 1, E1, 000001000000010 Militia, nil, 0, 1.,0, 4a,2d, 2h,2f, 3,0, 1, X4, 000000000000000 M-gunner, no, 0, 1.,0, 8a,3d, 3h,3f, 12,0, 0, no, 010010001000000 Anarchist, no, 0, 1.,0, 5a,3d, 2h,3f, 12,0, 0, no, 000000000000000 Maxim, no, 0, 1.,0, 8a,3d, 3h,3f, 12,0, 1, no, 010010001000000 Cavalry, no, 0, 3.,0, 5a,2d, 2h,2f, 8,0, 0, no, 000000000000000 Kossak, nil, 0, 3.,0, 6a,2d, 3h,3f, 7,0, 0, Rfg, 000010000000000 Armored Train,no, 0, 3.,2, 10a,5d, 5h,4f, 28,0, 0, no, 000000000000001 Red Soldier, X6, 0, 1.,0, 4a,2d, 2h,2f, 3,0, 0, E2, 000000000000000 Red Cavalry, X6, 0, 3.,0, 5a,2d, 2h,3f, 6,0, 0, E2, 000000000000000 Dragoon, no, 0, 3.,0, 5a,2d, 3h,3f, 6,0, 0, no, 000010000000000 Red Cavalry, nil, 0, 2.,0, 6a,3d, 3h,3f, 6,0, 0, X6, 000011000000000 Tank, no, 0, 2.,0, 10a,4d, 4h,4f, 24,0, 0, no, 000000000000000 General, no, 0, 1.,0, 6a,3d, 3h,3f, 6,0, 1, no, 000010000000001 White M-gunner,no, 0, 1.,0, 7a,3d, 4h,3f, 12,0, 0, Rfg, 010010001000000 Armored Car, no, 0, 1.,0, 8a,5d, 4h,3f, 18,0, 0, Bro, 010010001000000 Officer's Wife,no, 0, 1.,0, 0a,1d, 1h,1f, 2,0, 7, no, 000000000000000 Reserves, no, 1, 5.,2, 6a,2d, 2h,2f, 18,0, 3, no, 000000000010001 Ataman Antonov,no, 0, 1.,0, 6a,3d, 3h,3f, 12,0, 0, no, 000011000000001 Plane, no, 0, 1.,0, 4a,2d, 2h,2f, 3,0, 0, no, 000000000000000 Ataman Dutov, no, 0, 1.,2, 6a,4d, 4h,4f, 100,0, 1, no, 000010000000001 Cannon Boat, nil, 2, 3.,2, 6a,2d, 3h,3f, 8,2, 0, U1, 000000000001000 Transport, no, 2, 4.,0, 0a,3d, 3h,3f, 100,10, 4, no, 000000000001000 Barkas, nil, 2, 3.,0, 0a,1d, 1h,1f, 6,3, 4, U1, 000000000100000 Armed Worker, no, 0, 0.,0, 2a,2d, 2h,2f, 6,4, 1, no, 000000000000000 British Fleet,no, 2, 0.,0, 5a,127d, 3h,3f, 100,10, 2, no, 000000000000000 Caucasian, no, 0, 0.,0, 0a,1d, 2h,2f, 6,0, 1, no, 000000000000000 Officer, nil, 0, 1.,0, 5a,3d, 3h,3f, 6,0, 0, Sup, 000000000000000 Baltic Forces,nil, 0, 1.,0, 4a,2d, 2h,2f, 4,0, 0, X4, 000000000000000 Conscript, nil, 0, 1.,0, 3a,2d, 2h,2f, 3,0, 1, X7, 000000000000000 Volunteer, nil, 0, 1.,0, 4a,3d, 2h,2f, 5,0, 0, Gen, 000010000000000 Red Infantry, nil, 0, 1.,0, 5a,3d, 3h,3f, 4,0, 1, X6, 000000000000000 Ammunition, no, 0, 0.,0, 0a,1d, 1h,1f, 16,0, 1, no, 000000000000000 Komissar, no, 0, 0.,0, 0a,1d, 1h,1f, 12,8, 1, no, 000010000000001 Baron Vrangel,no, 0, 1.,0, 6a,4d, 4h,4f, 18,0, 1, no, 000010000000001 Red Army, nil, 0, 1.,0, 5a,3d, 3h,4f, 6,0, 0, X6, 110010000010001 Agitator, no, 0, 2.,0, 8a,1d, 2h,2f, 3,0, 0, no, 001001000000011 Pop, nil, 0, 2.,0, 0a,1d, 1h,1f, 6,0, 6, X7, 000000000000010 Armed Peasant,nil, 0, 1.,0, 4a,2d, 2h,2f, 3,0, 1, E1, 000000000000000 Cannon, no, 0, 0.,0, 0a,4d, 4h,4f, 50,0, 0, no, 000000000000000 Basmach, no, 0, 3.,0, 5a,2d, 2h,2f, 3,0, 0, no, 000010000000010 Batrak, no, 0, 1.,0, 0a,1d, 1h,1f, 1,0, 0, no, 000000000000000 Foot Basmach, no, 0, 1.,0, 4a,2d, 2h,2f, 2,1, 0, no, 000000000000010 Emir's Guard, no, 0, 1.,0, 5a,3d, 3h,3f, 4,0, 1, no, 000000000000000 Landscape, no, 1, 0.,0, 1a,1d, 2h,2f, 8,0, 1, no, 000000000000000 KRONSHTADT, no, 2, 0.,0, 0a,127d,12h,4f, 25,10, 2, no, 000000000000000 Lenin, no, 0, 0.,0, 0a,1d, 1h,1f, 4,0, 0, no, 000000000000000 Storm Trooper,nil, 0, 1.,0, 5a,3d, 3h,3f, 6,4, 0, Las, 000000000000000 German Army, no, 0, 0.,0, 5a,127d,12h,127f, 4,0, 0, no, 000000000000000 Rumanian Army,no, 1, 0.,0, 4a,127d,12h,127f, 4,0, 1, no, 000000000000000 Border Pillow,no, 1, 0.,0, 0a,127d,12h,127f, 127,0, 3, no, 000000000000000 Cannon, no, 0, 0.,0, 0a,4d, 4h,4f, 50,0, 1, no, 000000000000000 ; ; 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 Karakumy, 1,2, 0,1,0, no, 1, 5, 5, no, 1, 5, 3, Pln, ; Drt Field, 1,2, 0,2,0, yes, 0, 5, 1, no, 0,15, 0, no, ; Pln Landscape, 1,2, 0,1,0, no, 1, 5, 2, no, 0,10, 0, no, ; Grs Forest, 2,3, 0,2,0, Pln, 0, 5, 0, no, 0, 5, 0, Grs, ; For Hills, 2,4, 0,2,0, no, 1,10, 0, yes, 3,10, 0, Pln, ; Hil Mountains, 3,6, 0,0,0, no, 1,10, 0, no, 1,10, 0, Hil, ; Mou Fertile Land,1,2, 2,2,1, yes, 3,10, 1, no, 0, 0, 0, Drt, ; Tun Birch Grove,2,2, 0,1,1, yes, 1, 0, 0, no, 1,15, 3, Tun, ; Gla Swamp, 2,3, 0,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, ; Swa Subtropic, 2,3, 0,1,0, Grs, 0,15, 6, For, 0,15, 0, Pln, ; Jun Ocean, 1,2, 0,0,2, no, 0, 0, 0, no, 0, 0, 0, no, ; Oce Poppy, 1,1, 0,0,5, Harvest, 1,2, 2,3,0, Grassland, 1,2, 2,1,0, Glade, 2,3, 4,2,0, Mine, 2,4, 0,4,4, Sheeps, 3,6, 4,0,6, Cows, 1,2, 4,2,2, Birch Grove,2,2, 1,1,4, Poppy, 2,3, 1,4,0, Vineyard, 2,3, 2,1,4, Fish, 1,2, 3,0,2, Poppy, 1,2, 0,4,0, Sunflowers, 1,2, 3,1,1, Grassland, 1,2, 2,1,0, Piglet, 2,3, 4,2,3, Mine, 2,4, 0,4,4, Iron, 3,6, 0,4,0, Cow, 1,2, 5,1,3, Birch Grove,2,2, 0,4,0, Poppy, 2,3, 3,0,4, Fruit, 2,3, 4,0,1, Fish, 1,2, 2,2,3, @GOVERNMENTS Anarchy, Mr., Ms. Despotism, Emir, Emir Mobilization, Commander, Commander Communism, Comrade, Comrade Fundamentalism, Emir, Mulla Republic, Parliament, Parliament Democracy, Parliament, Parliament ; ; 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, 3, Babylonians, Babylonian, -1, -1, 1, Frederick, Maria Theresa, 0, 3, 3, Germans, German, 1, -1, 1, 4, Archbishop, Archbishop, 6, Chancellor, Chancellor Ramesses, Cleopatra, 1, 4, 0, Egyptians, Egyptian, 0, 0, 1, 1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh Abe Lincoln, E. Roosevelt, 0, 5, 0, Americans, American, 0, -1, 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, 2, Indians, Indian, -1, -1, 0, 2, Maharaja, Maharaja, Lenin, Catherine the Great, 1, 1, 1, Russians, Russian, 1, 1, -1, 2, Czar, Czarina, 4, Patriarch, Matriarch Shaka, Shakala, 0, 2, 0, Zulus, Zulu, 1, 0, 0, Louis XIV, Joan of Arc, 0, 3, 1, French, French, 1, 1, -1, 4, Archbishop, Archbishop, 6, Premier, Premier Montezuma, Nazca, 0, 4, 0, Aztecs, Aztec, 0, -1, 1, Mao Tse Tung, Wu Zhao, 0, 5, 2, Chinese, Chinese, 0, 0, 1, 3, Chairman, Chairperson Henry VIII, Elizabeth I, 1, 6, 2, English, English, 0, 1, 0, 4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister Genghis Khan, Bortei, 0, 7, 1, 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, 1, Spanish, Spanish, -1, 1, -1, 4, Archbishop, Archbishop Xerxes, Scheherezade, 0, 5, 0, Persians, Persian, 0, -1, 0, 2, Shah, Shah, 4, Ayatollah, Ayatollah Hannibal, Dido, 0, 6, 1, Carthaginians,Carthaginian, 0, 0, -1, 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 savings, savings, soods, cash, jewel, cash, jewel, money, sugar, saccharin, lard, bread, Vobla, Vodka, , , @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 Chieftain Warlord Prince King Emperor Deity @ATTITUDES Worshipful Enthusiastic Cordial Receptive Neutral Uncooperative Icy Hostile Enraged