; ; CIVILIZATION GAME DATA ; March 2000 by Martin Carreras ; ; 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 6 ; Road movement multiplier 2 ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation) 2 ; # of food each citizen eats per turn 5 ; # of rows in food box (rows * city_size+1 = box) 10 ; # of rows in shield box 0 ; Settlers eat (govt <= Monarchy) 0 ; Settlers eat (govt >= Communism) 20 ; City size for first unhappiness at Chieftain level 16 ; Riot factor based on # cities (higher factor lessens the effect) 12 ; Aqueduct needed to exceed this size 17 ; Sewer System needed to exceed this size 50 ; Tech paradigm (higher # slows research) 2 ; Base time for engineers to transform terrain (x2) 10 ; Monarchy pays support for all units past this 15 ; Communism pays support for all units past this 15 ; Fundamentalism pays support for all units past this 20 ; Communism is equivalent of this palace distance. 75 ; Fundamentalism loses this % of science 99 ; Percent shield penalty for production type change 20 ; 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 = Political ; 2 = Aeronautic ; 3 = Naval ; ; Category = Knowledge category ; 0 = Military ; 1 = Economic ; 2 = Social ; 3 = Academic ; 4 = Applied ; @CIVILIZE Agricultural Rev., 3, 1, Alp, nil, 0, 1 ; AFl Master of All, 5, 1, nil, nil, 0, 0 ; Alp Amphibious Warfare, 7,-1, Ind, nil, 0, 0 ; Amp Britain Tech, 4, 1, no, nil, 0, 0 ; Ast Osstreich Tech, 0,-1, no, nil, 0, 2 ; Ato Automobile, 0,-1, Sth, Cmb, 0, 2 ; Aut English Pilotry, 4, 1, Ast, CoL, 0, 0 ; Ban Bridge Building, 4, 0, nil, nil, 0, 4 ; Bri Bronze Working, 6,-1, no, no, 0, 0 ; Bro Temple Work, 5, 0, nil, nil, 0, 0 ; Cer Chemical Warfare, 5,-1, SFl, Roc, 0, 0 ; Che Remington Rifling, 5,-2, nil, SE, 0, 0 ; Chi Advanced Flight, 4, 1, Fli, Rad, 0, 0 ; CoL Cossack Lore, 9,-3, Rec, Stl, 0, 0 ; CA Combustion, 5,-1, RR, Exp, 0, 4 ; Cmb Communism, 5, 0, Dem, MP, 0, 0 ; Cmn Chemistry, 4, 1, Alp, nil, 0, 3 ; Cmp Extra, 7,-1, no, nil, 0, 0 ; Csc Construction, 4, 0, Alp, nil, 0, 4 ; Cst The Corporation, 4, 0, Ind, Cmb, 0, 1 ; Cor Aeronautics, 4, 1, Aut, Cmb, 0, 0 ; Cur Democracy, 5, 1, Mon, nil, 0, 0 ; Dem Dowding System, 4, 1, Ban, nil, 0, 0 ; Eco Electricity, 4, 0, Fli, nil, 0, 3 ; E1 Electronics, 4, 1, E1, Roc, 0, 4 ; E2 Xtra, 4, 0, no, nil, 0, 0 ; Eng Xtra, 3, 1, no, nil, 0, 0 ; Env Espionage, 2,-1, SFl, nil, 0, 0 ; Esp Explosives, 5, 0, Cmp, Sth, 0, 4 ; Exp Intensive Training, 4,-1, FP, SFl, 0, 0 ; Feu Flight, 4,-1, Lab, Cur, 0, 0 ; Fli Fundamentalism, 3,-2, Dem, nil, 0, 0 ; Fun Français Tech, 0, 0, no, nil, 0, 2 ; FP Improved Diesel Eng,3, 2, MP, Rob, 0, 0 ; Gen Xtra, 4, 1, no, nil, 0, 0 ; Gue Gunpowder, 8,-2, no, nil, 0, 0 ; Gun Heavy Plating, 4,-1, Ind, Stl, 0, 0 ; Hor Industrialization, 8, 3, SE, nil, 0, 1 ; Ind Italiano Tech, 0, 0, no, nil, 0, 2 ; Inv Heavy vehivle armor,5,-1, Sth, MP, 0, 0 ; Iro LightweightAircraft,4,-1, Cur, Hor, 0, 0 ; Lab Not British, 4, 0, no, no, 0, 0 ; Las Not German, 5,-1, no, no, 0, 0 ; Ldr Not Russian, 5, 2, no, no, 0, 0 ; Lit Not French, 4,-2, no, no, 0, 0 ; Too Not Italian, 4,-1, no, no, 0, 0 ; Mag Not Belgian, 6,-1, no, no, 0, 0 ; Map Not Austrian, 4, 1, no, no, 0, 0 ; Mas Mass Production, 5, 0, Lab, Mat, 0, 4 ; MP Magazine Rifling, 4,-1, Ref, Whe, 0, 0 ; Mat Xtra, 4, 0, no, nil, 0, 0 ; Med Metallurgy, 6,-2, no, nil, 0, 4 ; Met Xtra, 4, 1, no, nil, 0, 0 ; Min Mobile Warfare, 8,-1, Aut, E1, 0, 0 ; Mob Monarchy, 5, 1, nil, nil, 0, 0 ; Mon Cathedral Work, 5, 1, nil, nil, 0, 0 ; MT Temple Working, 4, 0, nil, nil, 0, 0 ; Mys Navigation, 6,-1, no, nil, 0, 0 ; Nav Neutro Tech, 0,-1, no, nil, 0, 2 ; NF Xtra, 3, 0, no, nil, 0, 0 ; NP Xtra, 6, 1, no, nil, 0, 0 ; Phi Xtra, 4,-1, no, nil, 0, 0 ; Phy Xtra, 4, 1, no, nil, 0, 0 ; Pla Xtra, 4, 0, no, nil, 0, 0 ; Plu Deustche Tech, 0, 0, no, nil, 0, 2 ; PT Panzer Technology, 4, 1, Iro, PT, 0, 0 ; Pot Radio, 5,-1, Fli, nil, 0, 4 ; Rad Railroad, 5, 0, SE, Ind, 0, 4 ; RR Ruska Tech, 0, 0, no, nil, 0, 2 ; Rec Repeating Weaponry, 6,-2, SE, Whe, 0, 0 ; Ref Reusal, 5, 2, Ind, nil, 0, 1 ; Rfg Refrigeration, 5, 1, E2, nil, 0, 4 ; Rep Adv. Rocketry, 5,-2, E2, Che, 0, 0 ; Rob Rocketry, 6,-2, MP, Lab, 0, 0 ; Roc Xtra, 4, 2, no, nil, 0, 0 ; San Xtra, 4, 1, no, nil, 0, 0 ; Sea Special Training, 4, 1, Mat, Mob, 0, 0 ; SFl Steel, 3,-2, Whe, Hor, 0, 4 ; Sth Steam Engine, 4, 2, AFl, AFl, 0, 4 ; SE Ship Plating, 8,-2, Amp, Rfg, 0, 0 ; Stl Xtra, 4, 1, no, nil, 0, 0 ; Sup Xtra, 6,-1, no, nil, 0, 0 ; Tac Xtra, 3, 2, no, nil, 0, 0 ; The Xtra, 4, 0, no, nil, 0, 0 ; ToG Trade, 4, 2, no, nil, 0, 1 ; Tra Xtra, 5, 1, no, nil, 0, 0 ; Uni Xtra, 4,-1, no, nil, 0, 0 ; War Winchester Rifle, 6,-3, Ind, nil, 0, 0 ; Whe Xtra, 4, 2, no, nil, 0, 0 ; Wri Future Technology, 1, 0, Che, nil, 0, 0 ; FT User Def Tech A, 3, 0, no, no, 0, 0 ; U1 User Def Tech B, 3, 0, no, no, 0, 0 ; U2 User Def Tech C, 3, 0, no, no, 0, 0 ; U3 British Conscripts, 3, 0, Mat, Ast, 2, 0 ; X1 Russian Conscripts, 3, 0, Mat, Rec, 0, 0 ; X2 German Conscripts, 3, 0, Mat, PT, 0, 0 ; X3 Italian Conscripts, 3, 0, Mat, Inv, 0, 0 ; X4 Austrian Conscripts,3, 0, Mat, Ato, 0, 0 ; X5 French Conscripts, 3, 0, Mat, FP, 0, 0 ; X6 Belgian Conscripts, 3, 0, Mat, NF, 0, 0 ; X7 ; Above 3 tech lots allow you to define your own civilization ; advances if desired. Supply the name, the AI value, and ; the prerequisites. ; ; Then use the "U1", "U2", or "U3" ; 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, Palace, 10, 0, Alp, Barracks, 4, 0, Alp, Granary, 6, 0, Alp, Chapel, 4, 0, Alp, MarketPlace, 8, 0, Alp, Library, 8, 0, Alp, Courthouse, 8, 0, Alp, City Walls, 8, 0, Alp, Aqueduct, 8, 1, Alp, Bank, 12, 2, Alp, Cathedral, 12, 1, Alp, University, 16, 1, Alp, Railway Terminal, 10, 1, RR, Opera House, 10, 2, Alp, L Industry, 10, 0, AFl, H Industry, 20, 2, Ind, SDI Defense, 20, 3, no, Resmelter, 15, 1, Rfg, M Industry, 16, 1, SE, Hydro Plant, 24, 2, no, Nuclear Plant, 16, 1, no, Stock Exchange, 16, 2, Alp, Sewer System, 12, 2, Alp, Canning Factory, 8, 2, Rep, Paved Road Network, 20, 3, Aut, Research Lab, 16, 2, Che, Dowding Air Defense System,30, 6, Eco, Coastal Fortress, 8, 0, Alp, Solar Plant, 32, 4, no, Harbor, 6, 0, Alp, Oil Rig, 16, 3, MP, Airstrip, 16, 3, Rad, Police Station, 6, 2, Cmn, Port Facility, 8, 1, Amp, SS Structural, 8, 0, no, SS Component, 16, 0, no, SS Module, 32, 0, no, (Capitalization), 60, 0, Cor, Cross Breeding, 20, 0, Alp, The Palace of Versailles, 20, 0, Alp, Amsterdam's Trade, 20, 0, Alp, British Navy School, 20, 0, Alp, The Papal Library, 30, 0, Alp, Imperial Jingoism, 30, 0, Ind, Fortified Pyrenees, 30, 0, no, Prussian War Academy, 30, 0, Alp, Rhineland's Industry, 30, 0, Alp, Bismarck's Diplomacy, 20, 0, Alp, Sistine Chapel, 40, 0, Alp, Copernicus Observatory, 30, 0, Alp, British Naval Academy, 40, 0, Alp, Shakespeare's Theatre, 30, 0, Alp, Krupp Industries, 40, 0, Alp, Cologne Cathedral, 40, 0, Alp, Isaac Newton's College, 40, 0, Alp, British Empire, 40, 0, Alp, Stephenson's Engine, 40, 0, RR, Communist Manifesto, 40, 0, Cmn, Bismarck's Excuses, 30, 0, Alp, Women's Suffrage, 60, 0, Cmn, UK's Industries, 60, 0, Alp, Secret Rocketry Project, 60, 0, Roc, Marco Polo's Embassy, 60, 0, Alp, Apollo Program, 60, 0, no, Public Education Program, 60, 0, Cor, The Cossack's Morale, 60, 0, Alp, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; Cross Breeding nil, ; The Palace of Versailles nil, ; Amsterdam's Trade nil, ; British Navy School Alp, ; The Papal Library nil, ; Imperial Jingoism nil, ; Fortified Pyrenees nil, ; Prussian War Academy nil, ; Rhineland's Industry nil, ; Bismarck's Diplomacy nil, ; Sistine Chapel nil, ; Copernicus Observatory nil, ; British Naval Academy nil, ; Shakespeare's Theatre nil, ; Krupp Industries nil, ; Cologne Cathedral nil, ; Isaac Newton's College nil, ; British Empire nil, ; Stephenson's Engine nil, ; Communist Manifesto nil, ; Bismarck's Excuses nil, ; Women's Suffrage nil, ; UK's Industries nil, ; Secret Rocketry Project nil, ; Marco Polo's Embassy nil, ; Apollo Program nil, ; Public Education Program nil, ; The Cossack's Morale ; ; 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 Settlers, RR, 0, 1.,0, 0a,1d, 1h,0f, 4,0, 5, nil, 000000000000000 Engineers, nil, 0, 2.,0, 0a,2d, 2h,0f, 5,0, 5, RR, 000000000000000 Militia, Chi, 0, 1.,0, 2a,2d, 2h,2f, 3,0, 1, nil, 000000000000000 F Infantry, Too, 0, 1.,0, 4a,3d, 2h,3f, 4,0, 1, FP, 000000000000000 B Infantry, Las, 0, 1.,0, 4a,3d, 2h,3f, 4,0, 1, Ast, 000000000000000 R Infantry, Lit, 0, 1.,0, 4a,3d, 2h,3f, 2,0, 1, Rec, 000000000000000 P Infantry, Ldr, 0, 1.,0, 4a,4d, 2h,3f, 4,0, 1, PT, 000000000000000 Convoy, nil, 2, 8.,0, 0a,4d, 4h,1f, 8,4, 4, MP, 000000000000001 Border Post, nil, 0, 0.,0, 2a,15d, 5h,1f, 5,0, 0, nil, 000010000000000 N Infantry, Map, 0, 1.,0, 2a,3d, 2h,3f, 4,0, 1, NF, 000000000000000 I Infantry, Mag, 0, 1.,0, 4a,3d, 2h,3f, 4,0, 1, Inv, 000000000000000 A Infantry, Mas, 0, 1.,0, 4a,3d, 2h,3f, 4,0, 1, Ato, 000000000000000 Cossack, Lit, 0, 3.,0, 7a,4d, 3h,6f, 7,0, 0, CA, 000000000000000 Stormtroopers,nil, 0, 2.,0, 7a,4d, 4h,6f, 6,0, 0, SFl, 100000000000010 Paratroopers, nil, 0, 1.,0, 4a,5d, 2h,4f, 8,0, 0, SFl, 000000100000010 F Cavalry, Too, 0, 2.,0, 6a,2d, 2h,4f, 5,0, 0, FP, 000000000000000 B Cavalry, Las, 0, 2.,0, 6a,2d, 2h,4f, 5,0, 0, Ast, 000000000000000 R Cavalry, Lit, 0, 2.,0, 6a,2d, 2h,4f, 5,0, 0, Rec, 000000000000000 P Cavalry, Ldr, 0, 2.,0, 6a,3d, 2h,4f, 5,0, 0, PT, 000000000000000 A Cavalry, Mas, 0, 2.,0, 6a,2d, 2h,4f, 5,0, 0, Ato, 000000000000000 I Cavalry, Mag, 0, 2.,0, 6a,2d, 2h,4f, 5,0, 0, Inv, 000000000000000 N Cavalry, Map, 0, 2.,0, 5a,2d, 2h,4f, 5,0, 0, NF, 000000000000000 Marines, nil, 0, 1.,0, 8a,4d, 3h,6f, 6,0, 0, SFl, 000000001000100 Howitzer, nil, 0, 2.,0, 12a,3d, 3h,9f, 8,0, 0, MP, 000000001000000 Artillery, Ref, 0, 1.,0, 9a,1d, 2h,7f, 6,0, 0, Met, 000000000000000 Metralleuse, MP, 0, 1.,0, 10a,2d, 2h,8f, 7,0, 0, Ref, 000000000000000 Partisans, nil, 0, 2.,0, 5a,3d, 2h,3f, 4,0, 1, Bro, 000001000001011 Tank, Iro, 0, 2.,0, 9a,5d, 4h,6f, 7,0, 0, Mob, 000000000000000 Heavy Tank, nil, 0, 3.,0, 10a,6d, 5h,7f, 8,0, 0, Iro, 000000000000000 Zeppelin, CoL, 1, 8.,2, 7a,2d, 4h,5f, 9,0, 0, Cur, 000000000000001 Fighter, Fli, 1, 10.,1, 4a,4d, 3h,4f, 10,0, 3, Lab, 100000000010001 Bomber, CoL, 1, 12.,2, 8a,4d, 5h,5f, 10,0, 0, Fli, 100000000000001 Spit Mk XIV, Las, 1, 17.,1, 8a,6d, 5h,5f, 15,0, 3, Ban, 100000000010001 Gunboat, Stl, 2, 10.,0, 4a,2d, 4h,5f, 7,0, 2, Nav, 000000000100000 Cruiser, Stl, 2, 8.,0, 6a,4d, 6h,6f, 9,0, 2, Nav, 000000000000000 Sea Transport,Hor, 2, 9.,0, 0a,2d, 3h,2f, 5,5, 4, Nav, 000000000000000 Panzer Tank, Ldr, 0, 4.,0, 10a,7d, 6h,7f, 8,0, 0, Pot, 000000000000001 Battleship, Sth, 2, 8.,0, 6a,5d, 8h,6f, 10,0, 2, Stl, 000000000000000 Dreadnought, nil, 2, 12.,0, 8a,7d, 4h,6f, 10,0, 2, Hor, 100000000000000 Cruiser, nil, 2, 10.,0, 10a,7d, 5h,7f, 12,0, 2, Sth, 110000000000001 Submarine, Gen, 2, 7.,0, 9a,5d, 3h,6f, 8,1, 2, Cmb, 000000000001000 Battleship, nil, 2, 8.,0, 14a,10d, 7h,9f, 14,0, 2, Aut, 000000000000001 Carrier, nil, 2, 12.,0, 1a,14d, 8h,7f, 14,0, 4, CoL, 000000010010001 Adv Submarine,nil, 2, 9.,0, 12a,6d, 4h,8f, 10,2, 2, Gen, 100000000001001 Ocean Liner, nil, 2, 12.,0, 0a,1d, 4h,2f, 5,8, 4, Hor, 000000000000001 Fighter, nil, 1, 15.,1, 7a,5d, 4h,5f, 12,0, 3, Fli, 100000000010001 Bomber, nil, 1, 20.,2, 12a,6d, 6h,6f, 14,0, 0, CoL, 100000000000001 Secret Agent, nil, 0, 3.,0, 0a,2d, 3h,0f, 10,0, 6, Esp, 100000000001011 Merchant, Cor, 0, 3.,0, 0a,2d, 3h,0f, 5,0, 7, Tra, 000000000000010 Freight, nil, 0, 4.,0, 0a,3d, 4h,0f, 5,0, 7, Cor, 000000000000010 V1, nil, 1, 15.,1, 20a,0d, 1h,5f, 6,0, 0, Roc, 101000000000011 V2, nil, 1, 20.,1, 25a,0d, 1h,9f, 7,0, 0, Rob, 101000000000011 Spanish Inf, nil, 0, 1.,0, 4a,3d, 2h,3f, 4,0, 1, Bro, 000000000000000 Légionnaire, Too, 0, 1.,0, 6a,6d, 4h,5f, 8,0, 0, Feu, 100000000000111 B Magazine, Las, 0, 1.,0, 4a,5d, 5h,5f, 6,0, 1, X1, 000010000000000 G Magazine, Ldr, 0, 1.,0, 5a,5d, 5h,5f, 6,0, 1, X3, 000010000000000 I Magazine, Mag, 0, 1.,0, 5a,4d, 5h,5f, 6,0, 1, X4, 000010000000000 F Magazine, Too, 0, 1.,0, 5a,4d, 5h,5f, 6,0, 1, X6, 000010000000000 N Magazine, Map, 0, 1.,0, 4a,4d, 4h,4f, 6,0, 1, X7, 000000000000000 A Magazine, Mas, 0, 1.,0, 4a,4d, 5h,5f, 6,0, 1, X5, 000010000000000 R Magazine, Lit, 0, 1.,0, 5a,4d, 5h,5f, 3,0, 1, X2, 000010000000000 Flak 8.8, nil, 0, 1.,0, 2a,5d, 5h,3f, 10,0, 1, CoL, 010000000010001 ; ; Note: the above 3 unit types (extra land, ship, air) 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 3 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 three units may be added by providing ; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV. 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, For, 0,15, 0, Grs, ; Pln Grassland, 1,2, 2,1,0, yes, 1, 5, 2, For, 0,10, 0, Hil, ; Grs Forest, 2,3, 1,3,0, Pln, 0, 5, 5, Swa, 0, 5, 0, Grs, ; For Hills, 2,4, 1,0,0, yes, 1,10, 0, yes, 3,10, 1, Oce, ; Hil Mountains, 3,6, 0,1,0, no, 1,10, 0, yes, 1,10, 6, Hil, ; Mou Tundra, 1,2, 1,0,0, yes, 1,10, 1, no, 0, 0, 0, Drt, ; Tun Glacier, 2,2, 0,0,0, no, 0, 0, 0, yes, 1,15, 3, Tun, ; Gla Woodland, 2,2, 1,2,1, Pln, 0,15, 6, For, 0,15, 0, Grs, ; Swa Swamp, 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, 3,1,0, Partridge, 1,2, 1,3,0, Grassland, 1,2, 2,1,0, Pheasant, 2,3, 3,2,0, Coal, 2,4, 1,2,0, Gold, 3,6, 0,1,6, Game, 1,2, 3,1,0, Ivory, 2,2, 1,1,4, Apples, 2,3, 3,1,2, Gems, 2,3, 1,0,4, Fish, 1,2, 3,0,2, Oil, 1,2, 0,4,0, Sheep, 1,2, 3,1,1, Grassland, 1,2, 2,1,0, Game, 2,3, 2,1,2, Wine, 2,4, 1,0,4, Iron, 3,6, 0,4,0, Furs, 1,2, 2,0,3, Oil, 2,2, 0,4,0, Pigs, 2,3, 3,2,2, Fruit, 2,3, 4,0,1, Whales, 1,2, 2,2,3, @GOVERNMENTS Anarchy, Mr., Ms. Despotism, Emperor, Empress Monarchy, Premier, Premier Communism, Comrade, Comrade Fascism, Citizen, Citizen Constitutional, King, Queen 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 Lenin, Lenin, 0, 1, 0, Russians, Russian, 1, -1, -1, Lenin, Lenin, 0, 2, 2, Austrians, Austrian, 1, -1, -1, Lenin, Lenin, 0, 3, 2, Prussians, Prussian, 1, 1, -1, Lenin, Lenin, 0, 4, 0, Belgians, Belgian, 1, -1, -1, Lenin, Lenin, 0, 5, 2, French, French, -1, -1, 1, Lenin, Lenin, 0, 6, 0, English, English, 1, -1, -1, Lenin, Lenin, 0, 7, 1, Italians, Italian, 1, -1, 1, Lenin, Lenin, 0, 1, 0, Russians, Russian, 1, -1, -1, Lenin, Lenin, 0, 2, 2, Austrians, Austrian, 1, -1, -1, Lenin, Lenin, 0, 3, 2, Prussians, Prussian, 1, 1, -1, Lenin, Lenin, 0, 4, 0, Belgians, Belgian, 1, -1, -1, Lenin, Lenin, 0, 5, 2, French, French, -1, -1, 1, Lenin, Lenin, 0, 6, 0, English, English, 1, -1, -1, Lenin, Lenin, 0, 7, 1, Italians, Italian, 1, -1, 1, Lenin, Lenin, 0, 1, 0, Russians, Russian, 1, -1, -1, Lenin, Lenin, 0, 2, 2, Austrians, Austrian, 1, -1, -1, Lenin, Lenin, 0, 3, 2, Prussians, Prussian, 1, 1, -1, Lenin, Lenin, 0, 4, 0, Belgians, Belgian, 1, -1, -1, Lenin, Lenin, 0, 5, 2, French, French, -1, -1, 1, Lenin, Lenin, 0, 6, 0, English, English, 1, -1, -1, Lenin, Lenin, 0, 7, 1, Italians, Italian, 1, -1, 1, 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 Hides, Wool, Beads, Cloth, Salt, Coal, Copper, Dye, Wine, Silk, Silver, Spice, Gems, Gold, Oil, Uranium, @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