{start file} bytes type value ------------------------------------------------------- TOP "BIC file indicator" 4 char "BIC " TOP VER# SECTION (BIC Header) 4 char "VER#" 4 long number of headers (1) For each header: 4 long length of header (720) 4 long 0 4 long 0 4 long BIC major version number (2) 4 long BIC minor version number (10) 640 string description 1 64 string title TOP BLDG SECTION (Improvements and Wonders) 2 4 char "BLDG" 4 long number of building types For each building type: 4 long length of building data (252) 64 string description 3 32 string improvement or wonder name 32 string civilopedia entry 4 long doubles happiness of 4 4 long gain in every city 4 long gain in every city on continent 4 long required improvement/wonder 4 long cost 4 long culture 4 long bombardment defense 4 long naval bombardment defense 4 long defense bonus 4 long naval defense bonus 4 long maintenance cost 4 long happy faces (all cities) 4 long happy faces 4 long unhappy faces (all cities) 4 long unhappy faces 4 long number of required buildings 4 long air power 4 long naval power 4 long pollution 4 long production 4 long required government 4 long spaceship part 4 long required advance 4 long rendered obsolete by 4 long required resource #1 4 long required resource #2 4 long improvements (binary) 5: 00000000 center of empire .......1 veteran ground units ......1. +50% research output .....1.. +50% luxury output ....1... +50% tax output ...1.... removes pop. pollution ..1..... reduces bldg. pollution .1...... resistant to bribery 1....... reduces corruption .......1 doubles city growth rate ......1. increases luxury trade .....1.. allows city size level 2 ....1... allows city size level 3 ...1.... replaces other buildings ..1..... must be near water .1...... must be near a river 1....... can explode or meltdown .......1 veteran sea units ......1. veteran air units .....1.. capitalization ....1... allows water trade ...1.... allows air trade ..1..... reduces war weariness .1...... increases shields in water 1....... increases food in water .......1 4 long other characteristics (binary): 00000000 coastal installation .......1 military installation ......1. wonder .....1.. small wonder ....1... continental mood effects ...1.... research installation ..1..... trade installation .1...... exploration installation 1....... place of worship .......1 construction installation ......1. 4 long small wonders (binary): 00000000 increases chance of leader appearance .......1 build armies without leader ......1. build larger armies .....1.. treasury earns 5% ....1... build spaceship parts ...1.... reduces corruption ..1..... decreases success of missile attacks .1...... allows spy missions 1....... allows healing in enemy territory .......1 required goods must be in city radius ......1. requires victorious army .....1.. 4 long wonders (binary): 00000000 safe sea travel .......1 gain any advances owned by 2 civs ......1. double combat strength vs. barbarians .....1.. +1 ship movement ....1... doubles research output ...1.... +1 trade in each trade-producing tile ..1..... halves unit upgrade cost .1...... pays maintenance for trade insts. 1....... allows all civs to build nuclears .......1 city growth causes +2 citizens ......1. +2 free advances .....1.. reduces war weariness in all cities ....1... doubles city defenses ...1.... allows diplomatic victory ..1..... 4 long number of armies required TOP CTZN SECTION (Citizens) 4 char "CTZN" 4 long number of citizen types For each citizen type: 4 long length of citizen data (116) 4 long default citizen 32 string citizens (singular) name 32 string civilopedia entry 32 string plural name 4 long prerequisite 4 long luxuries 4 long research 4 long taxes TOP CULT SECTION (Culture) 4 char "CULT" 4 long ??? (33) 4 long ??? (5) 4 long number of culture opinions For each culture opinion: 4 long length of culture data (88) 64 string culture opinion name 4 long chance of successful propaganda 4 long culture ratio percentage (3:1 = 300, 3:4 = 75) 4 long culture ratio denominator (e.g. the 1 in 3:1) 4 long culture ratio numerator (e.g. the 3 in 3:1) 4 long initial resistance chance 4 long continued resistance chance TOP DIFF SECTION (Difficulty Levels) 4 char "DIFF" 4 long number of difficulty levels For each difficulty level: 4 long length of difficulty data (108) 64 string difficulty level name 4 long number of citizens born content 4 long max. government transition time 4 long number of defensive land units AI starts with 4 long number of offensive land units AI starts with 4 long extra start unit #1 4 long extra start unit #2 4 long additional free support 4 long bonus for each city 4 long attack bonus against barbarians 4 long cost factor 4 long percentage of optimal cities TOP ERAS SECTION (Eras) 4 char "ERAS" 4 long number of eras For each era: 4 long length of era data (260) 64 string era name 32 string civilopedia entry 32 string researcher #1 32 string researcher #2 32 string researcher #3 32 string researcher #4 32 string researcher #5 4 long number of used researcher names TOP ESPN SECTION (Diplomats and Spies) 4 char "ESPN" 4 long number of espionage missions For each mission: 4 long length of mission data (232) 128 string description 64 string diplomat/spy mission name 32 string civilopedia entry 4 long mission performed by (binary): 00000000 diplomat .......1 spy ......1. 4 long base cost TOP EXPR SECTION (Combat Experience) 4 char "EXPR" 4 long number of experience levels For each experience level: 4 long length of experience level data (26) 32 string experience level name 4 long base hit points TOP GOOD SECTION (Natural Resources) 4 char "GOOD" 4 long number of natural resources For each resource: 4 long length of resource data (88) 24 string natural resource name 32 string civilopedia entry 4 long type 4 long appearance ratio 4 long disappearance probability 4 long icon 4 long prerequisite 4 long food bonus 4 long shields bonus 4 long commerce bonus TOP GOVT SECTION (Governments) 4 char "GOVT" 4 long number of government types For each government type: 4 long length of government data 4 long default type 4 long transition type 4 long requires maintenance 4 long ??? (0 for Rebublic/Democracy, 1 for rest) 4 long standard tile penalty 4 long standard trade bonus 64 string government name 32 string civilopedia entry 32 string male ruler title #1 32 string female ruler title #1 32 string male ruler title #2 32 string female ruler title #2 32 string male ruler title #3 32 string female ruler title #3 32 string male ruler title #4 32 string female ruler title #4 4 long corruption and waste 4 long immune to 4 long diplomats are 4 long spies are 4 long number of governments For each government type: (performance of above goverment type versus each of the others) 4 long can bribe this government type? (0 = no, 1 = yes) 4 long bribery modifier vs. 4 long resistance modifier vs. 4 long hurrying 4 long assimilation chance 4 long draft limit 4 long military police limit 4 long # ruler title pairs used (max is 4) 4 long prerequisite technology index # 4 long science rate cap (10 = 100% of gold can go to science) 4 long worker rate 4 long ??? (-1 for Despotism/Communism, 0 for Anarchy/Monarchy, 1 for Republic/Democracy) 4 long ??? (1 for Republic/Democracy, 0 for the rest) 4 long free units 4 long all units free (-1 = yes, 0 = no) 4 long free units per town 4 long free units per city 4 long free units per metropolis 4 long cost/unit 4 long war weariness TOP RULE SECTION (General Settings) 4 char "RULE" 4 long "number of rules" (1) For each rule: 4 long length of rule data 32 long city size level 1 name 32 long city size level 2 name 32 long city size level 3 name 4 long number of spaceship parts For each spaceship part: 4 long number needed of this part 4 long advanced barbarian 4 long basic barbarian 4 long barbarian sea unit 4 long cities needed to support an army 4 long chance of rioting 4 long turn penalty for each drafted citizen 4 long shield cost per gold 4 long fortress defensive bonus 4 long citizens affected by each happy face 4 long ??? (50) 4 long ??? (2) 4 long forest value in shields 4 long shield value in gold 4 long citizen value in shields 4 long default difficulty level 4 long battle-created unit 4 long build-army unit 4 long building defensive bonus 4 long citizen defensive bonus 4 long default money resource 4 long chance to intercept enemy air missions 4 long chance to intercept enemy stealth missions 4 long starting treasury 4 long ??? (16) 4 long food consumption/citizen 4 long river defensive bonus 4 long turn penalty for each hurry sacrifice 4 long scout 4 long slave 4 long movement rate along roads 4 long start unit 1 4 long start unit 2 4 long minimum population for we love the king 4 long town defense bonus 4 long city defense bonus 4 long metropolis defense bonus 4 long maximum level 1 city size 4 long maximum level 2 city size 4 long ??? (1000) 4 long fortifications defensive bonus 4 long number of culture levels For each culture level 64 string culture level name 4 long border expansion multiplier 4 long border factor 4 long future tech cost 4 long golden age duration 4 long maximum research time 4 long minimum research time TOP PRTO SECTION (Units) 4 char "PRTO" 4 long number of units For each unit: 4 long length of unit data (156) 4 long zone of control 32 long unit name 32 long civilopedia entry 4 long bombard strength 4 long bombard range 4 long capacity 4 long shield cost 4 long defense 4 long icon index 4 long attack 4 long operational range 4 long population cost 4 long rate of fire 4 long movement 4 long required 4 long upgrade to 4 long required resource #1 4 long required resource #2 4 long required resource #3 4 long unit abilities (binary): 00000000 wheeled .......1 foot soldier ......1. blitz .....1.. cruise missile ....1... all terrain as roads ...1.... radar ..1..... amphibious unit .1...... submarine 1....... aircraft carrier .......1 draft ......1. immobile .....1.. sink in sea ....1... sink in ocean ...1.... mounted ..1..... carry foot units only .1...... starts golden age 1....... nuclear weapon .......1 hidden nationality ......1. army .....1.. leader ....1... ICBM ...1.... stealth ..1..... can see submarines .1...... tactical missile 1....... can carry tactical missiles .......1 ranged attack animations ......1. turn to attack .....1.. 4 long AI-strategy (binary): 00000000 offense .......1 defense ......1. artillery .....1.. explore ....1... army ...1.... cruise missile ..1..... air bombard .1...... air defense 1....... naval power .......1 air transport ......1. naval transport .....1.. naval carrier ....1... terraform ...1.... settle ..1..... leader .1...... tactical nuke 1....... ICBM .......1 naval missile transport ......1. 4 long available to (binary) 4 long standard orders/special actions 00000000 skip turn .......1 wait ......1. fortify .....1.. disband ....1... go to ...1.... load ..1..... unload .1...... airlift 1....... pillage .......1 bombard ......1. airdrop .....1.. build army ....1... finish improvement ...1.... upgrade ..1..... build colony .1...... build city 1....... build road .......1 build railroad ......1. build fort .....1.. build mine ....1... irrigate ...1.... clear forest ..1..... clear jungle .1...... plant forest 1....... clear pollution .......1 automate ......1. join city .....1.. 4 long air missions (binary): 00000000 bombing .......1 recon ......1. interception .....1.. re-base ....1... precision bombing ...1.... 4 long class 0=land, 1=sea, 2=air 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 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.. 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 6 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 (111) 4 long number of possible resources 3 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 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 WCHR SECTION 4 char "WCHR" 4 long "number of world characteristics" (1) 4 long length of WCHR section (52) ... 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) ... 4 long map seed 4 long ??? (binary): 00000000 round world .......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 (22) 2 short river info 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 byte terrain 7 2 short bonuses (binary): 00000000 bonus grassland .......1 player start ....1... snow-capped mts ...1.... pine forest ..1..... 2 short ??? (-1 = nothing, 75 = barbarian camp) 4 long ??? (-1) 2 short continent 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 type (0 = water, 1 = land) 4 long number of tiles of continent {end file}
2. Most sections translate pretty straight-forwardly to a tab in Civ3Edit. The name in brackets is the name of the editor tab.
The sections in this file appear alphabetically ordered by their 4 character identifier.
A superfluous section, i.e. one that uses the Civ3 defaults, can be left out entirely. So for a simple map, all sections up to the WCHR section can be left out.
3. I've tried to keep the value descriptions as close as possible to those used in Civ3Edit. For explanations of the values I refer to the excellent Civ3Edit help system.
4. References to other items (e.g. items in a drop-down box or radio button list in Civ3Edit) are often done by the zero-based index number of the position of that item in its section. -1 Usually means it doesn't refer to anything (e.g. the "None" option in a Civ3Edit drop-down box). Further on, only details for data differing from this standard will be explained.
5. For data mentioned in binary, only the used bits are mentioned. When multiple bytes are being described, the data is shown grouped per byte. In that case, only the used bytes are shown, the remaining bytes are filled with zeros. In any case, for things that appear in checkboxes in Civ3Edit, 1 means it's checked, 0 means it isn't.
6. The "turns to complete" is modified by the movement cost of the terrain. The value given in this section applies to terrain with a movement cost of 2 (e.g. Forest). Terrain with a movement cost of 1 is worked in half the time, terrain with a movement cost of 3 needs 50% more turns to work.
7. A byte, split into the first 4 and the second 4 bits.
The first 4 bytes are the "real" terraintype (0 is Desert, 1 is Plains etc. BUT: Bonus Grassland, Snow-Capped Mountains and Pine Forest are NOT separate terrains, they're merely a variation on Grassland, Mountains and Forest, respectively).
The second 4 bytes are the "base filler" terrain. This is especially used for Forest, which can be placed on top of different "base filler" terrains.
Credits
Gramphos
MagForceSeven
Mercator
Nero Would
Tventano