; ; 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 4 ; Road movement multiplier 1 ; 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) 10 ; City size for first unhappiness at Chieftain level 15 ; Riot factor based on # cities (higher factor lessens the effect) 10 ; Aqueduct needed to exceed this size 15 ; Sewer System needed to exceed this size 10 ; Tech paradigm (higher # slows research) 5 ; Base time for engineers to transform terrain (x2) 4 ; Monarchy pays support for all units past this 2 ; Communism pays support for all units past this 5 ; Fundamentalism pays support for all units past this 10 ; Communism is equivalent of this palace distance. 75 ; Fundamentalism loses this % of science 75 ; Percent shield penalty for production type change 8 ; Max paradrop range 150 ; Mass/Thrust paradigm (increasing slows spaceship time) 4 ; 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 Alchemy, 4, 3, Rep, nil, 3, 3 ; AFl Bare Back Riding, 5, 0, X1, nil, 2, 4 ; Alp Alphabet, 3, 2, Exp, nil, 1, 3 ; Amp Archery, 8, 0, X4, X5, 1, 0 ; Ast Summoning Lvl 2, 5, 5, Rad, nil, 3, 3 ; Ato Castles, 5, 5, Env, Mob, 3, 4 ; Aut Assassins Guild, 4, 0, E1, Sea, 3, 2 ; Ban Bridge Building, 4, 0, MP, X5, 3, 4 ; Bri Basket Weaving, 6, 4, X1, Cst, 0, 4 ; Bro Carpentry, 5, 5, X5, Rfg, 3, 4 ; Cer Astronomy, 5, 5, Pla, Pot, 0, 3 ; Che Town Pride, 4,-2, Cst, X4, 1, 0 ; Chi Earth Magic, 0, 0, Nav, MP, 3, 3 ; CoL Fire Magic, 0, 0, Nav, AFl, 3, 3 ; CA Bronze Working, 5,-2, PT, SFl, 1, 1 ; Cmb Geriarchy, 5, 0, Mon, Lit, 1, 2 ; Cmn Cannons, 4, 1, Gen, Feu, 3, 0 ; Cmp Cavalry, 7,-4, Too, San, 2, 4 ; Csc The Stockade, 4, 2, Ast, nil, 3, 4 ; Cst Chainmail Armour, 4, 0, MP, Stl, 2, 0 ; Cor Alchemical Study, 4, 1, AFl, RR, 2, 3 ; Cur Magicharism, 5, 5, U3, Nav, 3, 3 ; Dem Code of Conduct, 4, 1, Gun, SE, 2, 2 ; Eco Code of Honor, 4, 0, Eco, nil, 2, 2 ; E1 Code of the Hero, 4, 1, Mat, Fun, 2, 4 ; E2 Collar And Hub, 4, 2, Cmb, U2, 1, 1 ; Eng Construction, 3, 1, Cer, U1, 3, 4 ; Env Crossbows, 2,-6, Sth, U1, 2, 0 ; Esp Elders, 5, 0, nil, nil, 0, 3 ; Exp Engineering, 4,-1, Aut, X3, 3, 4 ; Feu Epic Tales, 4, 5, Mas, Cst, 1, 4 ; Fli Deitism, 3, 5, Exp, Pot, 2, 2 ; Fun Steam Power, 6, 0, Cur, Feu, 2, 3 ; FP Explosives, 3, 0, Iro, U1, 2, 3 ; Gen Flaxen, 4, 2, Bro, nil, 0, 1 ; Gue Code of Laws, 8, 4, Lit, X6, 2, 3 ; Gun Wind Magic, 4, 0, Nav, nil, 3, 3 ; Hor Water Magic, 0, 0, Nav, NP, 3, 3 ; Ind Currency, 6, 4, Tra, Mon, 1, 1 ; Inv Gunpowder, 5, 0, Cur, nil, 2, 3 ; Iro Halberd Training, 6,-6, Mob, San, 3, 0 ; Lab Fisheries, 4, 3, Whe, X5, 0, 1 ; Las Heavy Infantry, 5,-4, Met, Cor, 3, 0 ; Ldr Heirarchy, 5, 5, Mys, Cst, 1, 2 ; Lit Stirrups, 5, 5, Roc, Alp, 2, 4 ; Too Battle Magic, 8,-8, CA, ToG, 3, 3 ; Mag Map Making, 6, 5, Che, X6, 2, 3 ; Map Farming, 0, 0, X5, Exp, 1, 1 ; Mas Iron Working, 5, 0, Gun, X2, 2, 3 ; MP Knights Code, 4,-3, Csc, X7, 2, 4 ; Mat Leather, 4, 3, nil, Mas, 2, 4 ; Med Light Infantry, 6,-2, Stl, Uni, 1, 0 ; Met Longsword, 4, 0, Uni, U1, 3, 0 ; Min Feudalism, 8, 2, E1, Rfg, 2, 2 ; Mob Monarchy, 5, 1, Mys, Cst, 2, 2 ; Mon Literacy, 5, 3, X6, Cst, 3, 3 ; MT Ceremonial Burial, 4, 3, Pot, Cmb, 0, 2 ; Mys Ars Magica, 6, 4, Rep, Fli, 3, 3 ; Nav Magnetism, 6, 4, NP, MP, 2, 3 ; NF Navigation, 3, 3, Map, The, 2, 3 ; NP Papyrus, 5, 5, Mas, Bro, 1, 3 ; Phi Masonry, 4, 2, X5, nil, 3, 4 ; Phy Mathematics, 4, 4, Exp, Inv, 1, 3 ; Pla Hired Mercanaries, 4, 0, Cor, Fli, 2, 0 ; Plu Metal Working, 4, 0, X1, nil, 1, 4 ; PT Mysticism, 5, 2, Mas, nil, 1, 2 ; Pot Summoning, 0, 0, ToG, War, 3, 3 ; Rad Merchants, 6, 4, NF, Sup, 3, 1 ; RR Naval Superiority, 2, 0, Ref, RR, 2, 1 ; Rec Naval Warfare, 4, 0, NF, Cmp, 2, 1 ; Ref Horticulture, 6, 0, Mas, MP, 1, 1 ; Rfg Druidism, 5, 1, Rfg, nil, 1, 2 ; Rep Necromancy, 5,-2, Ato, Wri, 3, 3 ; Rob Phalanx Manevers, 6,-2, X4, Cmb, 2, 0 ; Roc Pikemen Training, 4, 0, MP, Roc, 1, 0 ; San Poisons, 4, 1, AFl, Wri, 1, 4 ; Sea Pottery, 4, 1, X1, Bro, 1, 4 ; SFl Ranged Weaponry, 3,-2, Pla, Ast, 2, 0 ; Sth Religeon, 4, 5, Lit, Che, 2, 2 ; SE Ringmail Armour, 4,-3, Inv, Med, 3, 0 ; Stl Rope, 4, 2, Fli, Gue, 1, 4 ; Sup The Sail, 6, 2, Las, Gue, 2, 1 ; Tac Sea Faring, 3, 2, Che, Tac, 2, 1 ; The Controlling Magic, 0, 0, CoL, Hor, 3, 3 ; ToG Trade, 5, 5, Bro, Eng, 1, 1 ; Tra Armed Warfare, 5, 0, Gun, Roc, 1, 0 ; Uni Effecting Magic, 0, 0, CA, Ind, 3, 3 ; War The Flint Spear, 4,-1, nil, nil, 1, 0 ; Whe Espionage, 4, 2, MT, Uni, 3, 2 ; Wri Magic Level, 1, 0, Nav, nil, 3, 3 ; FT Steel, 6, 2, Cor, Cur, 2, 3 ; U1 The Wheel, 3, 0, Whe, nil, 0, 0 ; U2 Ancient Tomes, 6, 6, MT, Rep, 3, 3 ; U3 The Tool Age, 5, 0, Whe, Exp, 0, 4 ; X1 Smithing, 6, 2, Stl, Phy, 2, 3 ; X2 War Machine Lore, 3, 0, Cer, Sth, 2, 0 ; X3 Warrior Training, 5, 0, Med, Whe, 0, 0 ; X4 Wood Working, 3, 0, PT, X1, 0, 4 ; X5 Writing, 5, 2, Amp, Phi, 1, 3 ; X6 Code of Chivalry, 6, 0, Mob, Min, 2, 2 ; 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, Capitol, 10, 0, Phy, Mercanary Guild, 5, 1, Plu, Granary, 5, 1, SFl, Shrine, 2, 1, Pot, Market Square, 5, 1, Inv, Taverns Licence, 5, 1, X5, Courthouse, 5, 1, Gun, City Walls, 8, 1, Cst, Watch House, 6, 1, Phy, Money Lender, 10, 2, SE, Cathedral, 12, 3, SE, Apothacary, 10, 1, AFl, Crematorium, 12, 2, no, Chapter House, 14, 4, E2, Blacksmiths, 12, 4, Cmb, Carpenters Shop, 15, 6, Cer, Spell Screen, 30, 6, Rad, Blacksmiths Apprentices, 15, 6, FP, Forge, 16, 6, U1, Blacksmiths Guild, 25,10, Env, Slave Driven Foundry, 15, 2, X5, Merchants Guild, 18, 5, RR, Granary Improvement, 18, 2, Rfg, Produce Markets, 12, 1, Rfg, Elders Council, 20, 1, Lit, College of Mages, 40, 5, Nav, Local Mage, 20, 4, Dem, Merfolk Alliance, 12, 2, NP, Solar Plant, 32, 4, no, Harbor, 6, 1, Las, Merfolk Trade Port, 20, 1, RR, Conjurors Tower, 50, 5, Rad, Warlocks Guild, 20, 2, Mag, Harbour Masters Guild, 16, 4, Ref, SS Structural, 8, 0, no, SS Component, 16, 0, no, SS Module, 32, 0, no, (Minting), 50, 0, Inv, Goddess of Nature, 20, 0, Mas, Elder of Happiness, 20, 0, Exp, Great Statue to You, 45, 0, Chi, God of the Ocean, 20, 0, Las, God of Tavern Gossip, 45, 0, Rfg, Goddess of Worship, 25, 0, Pot, Lord of Stone, 20, 0, Phy, God of War, 100, 0, Cor, Lord of the Slaves, 105, 0, Plu, Goddess of Diplomacy, 60, 0, MT, Cathedral Capital, 85, 0, SE, The Book of Knowledge, 55, 0, X6, God of Wind, 90, 0, NP, Beggers Guild, 100, 0, Rfg, Krom- Lord of Steel, 95, 0, MP, The Crystal of Healing, 105, 0, Rep, God of Magic, 110, 0, Nav, El'Coryn- Trade Centre, 70, 0, Inv, Blistorms Last Tome, 110, 0, U3, Lords High Council, 105, 0, Rep, Ranald the Joker, 70, 0, Cmn, Warlock Guild Cathedral, 120, 0, ToG, Journeymans Guild House, 135, 0, Feu, Assasins College, 110, 0, Ban, Ranald the Diplomat, 100, 0, Wri, The Great Portal, 120, 0, War, Alchemists Apothacary, 115, 0, Dem, Entertainers College, 45, 0, Fli, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; Goddess of Nature Fli, ; Elder of Happiness SE, ; Great Statue to You NP, ; God of the Ocean Mat, ; God of Tavern Gossip SE, ; Goddess of Worship Nav, ; Lord of Stone E2, ; God of War Feu, ; Lord of the Slaves no, ; Goddess of Diplomacy nil, ; Cathedral Capital nil, ; The Book of Knowledge nil, ; God of Wind nil, ; Beggers Guild FP, ; Krom- Lord of Steel nil, ; The Crystal of Healing nil, ; God of Magic nil, ; El'Coryn- Trade Centre Dem, ; Blistorms Last Tome nil, ; Lords High Council nil, ; Ranald the Joker nil, ; Warlock Guild Cathedral nil, ; Journeymans Guild House nil, ; Assasins College nil, ; Ranald the Diplomat nil, ; The Great Portal nil, ; Alchemists Apothacary nil, ; Entertainers College ; ; 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 Cavemen, Phy, 0, 1.,0, 0a,1d, 1h,1f, 2,0, 5, nil, 000000000000000 Druids, nil, 0, 2.,0, 0a,4d, 4h,3f, 8,0, 5, Rep, 000001000000011 Spearmen, Med, 0, 1.,0, 2a,1d, 1h,1f, 1,0, 0, Whe, 000000000000000 Warrior, Uni, 0, 1.,0, 2a,2d, 2h,1f, 1,0, 1, X4, 000000000000000 Explorers, Sup, 0, 1.,0, 0a,2d, 2h,2f, 3,0, 1, Fli, 000001000000001 Phalanx, San, 0, 1.,0, 2a,4d, 2h,2f, 2,0, 1, Roc, 000010000000000 Peasents, X2, 0, 1.,0, 0a,2d, 2h,1f, 4,0, 5, Phy, 000000000000000 Legion, Ldr, 0, 1.,0, 4a,3d, 2h,2f, 2,0, 0, Uni, 000000000000010 Shaman/Priest,nil, 0, 1.,0, 3a,3d, 3h,3f, 4,0, 1, Fun, 000100000000000 Adventurer, nil, 0, 3.,0, 3a,3d, 3h,3f, 6,0, 1, Sup, 001001000000011 Pikemen, Lab, 0, 1.,0, 2a,6d, 2h,2f, 2,0, 1, San, 000010000000000 Light Infantry,nil, 0, 1.,0, 5a,4d, 3h,2f, 3,0, 0, Met, 000010000000000 Halberdiers, nil, 0, 1.,0, 2a,8d, 2h,2f, 2,0, 1, Lab, 000000000000000 Heavy Infantry,nil, 0, 1.,0, 6a,4d, 4h,3f, 4,0, 0, Ldr, 000000000000000 Long Swordsman,Mat, 0, 1.,0, 5a,5d, 3h,3f, 3,0, 0, Min, 000000000000000 Horsemen, Too, 0, 2.,0, 2a,2d, 2h,2f, 2,0, 0, Alp, 000000000000000 Light Horsemen,Csc, 0, 2.,0, 3a,3d, 2h,2f, 3,0, 0, Too, 000000000000001 Longbowmen, nil, 0, 2.,0, 6a,2d, 1h,4f, 3,0, 0, Sth, 000000001010001 Kings Champion,Mat, 0, 2.,0, 6a,3d, 3h,2f, 3,0, 0, X7, 000000000000000 Knights, nil, 0, 2.,0, 6a,4d, 4h,3f, 4,0, 0, Mat, 000000000000000 Cavalry, nil, 0, 2.,0, 5a,3d, 3h,2f, 3,0, 0, Csc, 000000000000000 Crusaders, Ban, 0, 2.,0, 7a,5d, 4h,3f, 5,0, 0, E2, 010010000000000 Catapult, X3, 0, 1.,0, 9a,2d, 2h,5f, 6,0, 0, Sth, 000000001000000 Ballisti, nil, 0, 1.,0, 7a,1d, 1h,5f, 4,0, 0, Ast, 000000000000000 Trebuchet, nil, 0, 1.,0, 11a,2d, 2h,6f, 8,0, 0, X3, 000000001000000 Eagle, nil, 1, 6.,1, 0a,2d, 2h,2f, 1,0, 6, Hor, 100000000000001 Space, no, 2, 0.,0, 21a,21d,12h,21f, 21,0, 1, no, 010010000000000 Mercanaries, nil, 0, 1.,1, 6a,6d, 2h,3f, 2,0, 0, Plu, 001000000000010 Giant Spider, Mat, 0, 8.,2, 8a,8d, 8h,8f, 18,0, 0, Rad, 010000000000001 Warlock, Ban, 1, 8.,0, 9a,9d, 4h,6f, 12,0, 3, Mag, 000000000010001 Griffon, Mat, 1, 10.,4, 8a,8d, 4h,4f, 18,0, 3, Ato, 010000000010001 Fire Elemental,Mat, 1, 9.,0, 6a,6d, 8h,8f, 18,0, 3, CA, 000000000010001 Pirates, no, 2, 3.,0, 3a,2d, 2h,3f, 4,1, 0, no, 000000000000000 The Sail Boat,NP, 2, 5.,0, 1a,2d, 3h,1f, 2,1, 4, Tac, 000000000100000 The Galley, NF, 2, 5.,0, 3a,2d, 3h,1f, 3,1, 2, The, 000000000100000 Caraval, Ref, 2, 6.,0, 3a,2d, 3h,2f, 4,1, 2, NP, 000000000000000 Galleon, RR, 2, 5.,0, 2a,2d, 5h,1f, 5,3, 4, NF, 100000000000001 Frigate, nil, 2, 6.,0, 4a,4d, 4h,3f, 6,1, 2, Ref, 100000000000001 Crusade Calleo,Ban, 2, 6.,0, 5a,5d, 6h,6f, 8,8, 4, Mat, 110000000000001 Sovereign, nil, 2, 6.,0, 6a,6d, 4h,5f, 8,1, 2, Rec, 100000000000001 Merfolk Assasi,Mat, 2, 6.,0, 6a,1d, 1h,6f, 6,0, 2, Ind, 111000000101001 Merfolk Druid,Ban, 2, 4.,0, 0a,3d, 4h,2f, 3,0, 5, Ato, 010000000101001 Brigante, Nav, 2, 6.,0, 5a,5d, 4h,3f, 8,2, 2, Rec, 110000010010001 Merchantman, nil, 2, 5.,0, 3a,4d, 6h,2f, 8,6, 4, RR, 100000000000001 Assasin, Mat, 0, 3.,1, 15a,4d, 4h,15f, 10,0, 0, Ban, 111000100000010 Avatar, no, 1, 7.,7, 7a,7d, 7h,7f, 77,0, 0, no, 111100000010011 Diplomat, nil, 0, 2.,0, 0a,1d, 1h,1f, 2,0, 6, X6, 000000000000010 Spy, nil, 0, 3.,0, 0a,2d, 2h,1f, 5,0, 6, Wri, 000000000000011 Trade Cart, RR, 0, 2.,0, 0a,1d, 3h,1f, 3,0, 7, Tra, 000000000000010 Merchants, nil, 0, 3.,0, 0a,3d, 4h,1f, 5,0, 7, RR, 000000000000011 Blacksmith, nil, 0, 1.,0, 3a,3d, 3h,2f, 6,0, 5, X2, 000000000000000 Stone Golem, Mat, 0, 1.,0, 9a,9d, 9h,9f, 18,0, 1, CoL, 010010000000011 Leviathan, no, 2, 0.,0, 10a,10d, 8h,10f, 18,0, 2, no, 010000000001000 Vampire, no, 1, 4.,1, 12a,7d, 7h,8f, 18,0, 0, no, 000000000010001 Archers, Sth, 0, 1.,0, 4a,1d, 1h,2f, 2,0, 0, Ast, 000000000000001 Cannon, no, 0, 1.,0, 18a,3d, 3h,18f, 10,0, 0, no, 000000000000001 Crossbowman, no, 0, 1.,0, 6a,3d, 2h,5f, 4,0, 0, Esp, 000000000000001 Chariot, Csc, 0, 2.,0, 4a,1d, 2h,2f, 2,0, 0, Eng, 000000000000000 Magician, Ban, 0, 1.,0, 5a,2d, 2h,8f, 6,0, 0, Nav, 010000000010100 Skeleton, Mat, 0, 1.,0, 4a,4d, 1h,4f, 1,0, 0, Rob, 110001100010101 Dinosaur, nil, 0, 0.,0, 6a,6d, 9h,6f, 20,0, 1, no, 000000000000000 Castle Defence,no, 0, 0.,0, 0a,10d,10h,4f, 14,0, 1, Aut, 110110000000001 ; ; 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, 2,2, 0,0,0, no, 1,25, 5, yes, 2,10, 1, Pln, ; Drt Plains, 1,2, 1,0,0, yes, 1, 6, 1, Tun, 1,15, 0, Grs, ; Pln Grassland, 1,2, 2,0,0, yes, 2, 5, 1, Tun, 0,15, 0, Hil, ; Grs Forest, 2,4, 1,1,1, Pln, 0, 5, 1, yes, 2, 8, 0, Jun, ; For Hills, 2,5, 0,1,0, yes, 1, 6, 0, yes, 2,10, 1, Pln, ; Hil Mountains, 4,6, 0,0,0, no, 1,10, 0, yes, 4,15, 6, Hil, ; Mou Marshlands, 2,1, 0,0,0, yes, 1, 6, 1, Oce, 0, 0, 0, Pln, ; Tun Glacier, 2,1, 0,0,0, Drt, 0,15, 1, Oce, 1,15, 0, Tun, ; Gla Swamp, 3,3, 1,0,0, Jun, 0,15, 1, yes, 2,10, 1, For, ; Swa Jungle, 2,3, 1,0,0, For, 0,20, 1, yes, 3,20, 1, Grs, ; Jun Ocean, 1,2, 1,0,1, Tun, 1,20, 0, yes, 0,10, 0, no, ; Oce Oasis, 1,2, 3,1,0, Buffalo, 0,2, 3,2,0, Grassland, 1,2, 2,1,0, Bears, 1,4, 2,2,2, Magic Flux, 0,0, 0,0,8, Gold, 4,6, 0,2,5, Game, 1,1, 3,1,1, Ivory, 1,1, 2,1,1, Ancient Ruins,4,4, 0,2,4, Gems, 2,3, 1,1,2, Seaweed, 1,2, 2,0,1, GlassTrees, 2,1, 2,1,1, Wheat, 0,2, 4,1,2, Grassland, 1,2, 2,1,0, Timber, 3,4, 1,4,2, Wine, 2,5, 3,1,2, Iron, 4,6, 0,5,2, Fungus, 2,1, 2,1,1, Ice Caverns,2,1, 1,3,2, PondWeed, 4,2, 2,0,2, Magic Pool, 2,3, 2,2,5, Marine Life,1,2, 2,1,1, @GOVERNMENTS Anarchy, Mr., Ms. Despotism, Emperor, Empress Monarchy, King, Queen Geriarchy, Elder, Great Mother Deitism, High Priest, High Priestess Druidism, Brother, Sister Magicharism, Arch Mage, Sorceress ; ; 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 Tuck Marr, Tuck Mesh, 0, 1, 3, Krerrabrins, Kreebrax, 1, -1, 0, 1, Dictator, Dictator, 2, Imperator, Imperatrix Craigus, Creagrina, 0, 2, 2, SanJaashi, SanJaash, -1, 1, 1, John, Johnia, 0, 3, 2, Lyonese, Lyonese, -1, -1, 1, 1, Narsh, Narsh, 2, L'Karchana, L'Karchana 3, M'Karla, M'Karla 4, Marchana, Marchana, 5, Karnalg, Karnalg, 6, Orgmapur, Orgmapur, 7, Nagamisg, Nagamish Artusian, Artressa, 0, 4, 1, Kelnarthin, Kelnarthy, 0, 1, 0, 1, Dictator, Dictator, 2, Cheiftain, Cheiftess, 4, Soothsayer, Grandmother, 5, Eldaroth, Eldinar, 6, Lord, Priestess, 7, Sorcerer, Sorceress Raziel, Breziel, 0, 5, 3, Humans, Human, -1, -1, -1, T'Chai Ohgraa, T'Mes Ogmu, 0, 6, 0, Folnahn, Folnanhi, -1, -1, -1, 1, Khan, Khani, 2, Om Kahn, On Khani, 3, Fir Kahn, Fir Kahni, 4, Du Kahn, Du Kahni, 5, Poh Dou, Poh Dim, 6, Tao Fahl, Tao Fahls, 7, Noc Thild, Mec Thild Johanass, Jinnie, 0, 7, 1, Visigoths, Goth, 1, 1, -1, Lenin, Cather, 1, 1, 0, Elves, Elven, -1, -1, 1, Shaka, Shakala, 0, 2, 2, Zulus, Zulu, 0, 0, 0, Louis XIV, Joan of Arc, 0, 3, 2, Gnomes, Gnome, -1, -1, 1, Montezuma, Nazca, 0, 4, 0, Aztecs, Aztec, 0, -1, 1, Mao Tse Tung, Wu Zhao, 0, 5, 1, Halflings, Halfling, 0, 0, 1, Henry VIII, Elizabeth I, 1, 6, 1, Saxons, Saxon, 0, 1, 0, Genghis Khan, Bortei, 0, 7, 3, Mongols, Mongol, 1, 1, -1, Cunobelin, Boadicea, 1, 1, 1, Celts, Celtic, -1, 1, 0, Tokugawa, Amaterasu, 0, 2, 2, Caitshee, Caitshee, 0, 0, 1, Canute, Gunnhild, 1, 3, 0, Vikings, Viking, 1, 1, 0, Philip II, Isabella, 1, 4, 2, Elves, Elven, -1, 0, 1, Xerxes, Scheherezade, 0, 5, 0, Persians, Persian, 0, -1, 0, Hannibal, Dido, 0, 6, 1, Carthagins, Carthagian, 0, 0, -1, Sitting Bull, Sacajawea, 0, 7, 0, Tribesmen, Tribesmen, 0, 0, 0, Saladin, Salmisa, 0, 5, 0, Arabs, Arab, 1, 0, 1, Atawallpa, Incoponate, 0, 1, 0, Incas, Inca, -1, 1, 1, ; ; Trading Commodities ; @CARAVAN Hides, Wool, Beads, Cloth, Salt, Coal, Copper, Dye, Wine, Silk, Silver, Spice, Gems, Gold, Tin, Pewter, @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