; ; 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 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 0 ; Settlers eat (govt <= Monarchy) 2 ; Settlers eat (govt >= Communism) 9 ; City size for first unhappiness at Chieftain level 24 ; 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) 5 ; Base time for engineers to transform terrain (x2) 5 ; Monarchy pays support for all units past this 5 ; Communism pays support for all units past this 6 ; Fundamentalism pays support for all units past this 1 ; Communism is equivalent of this palace distance. 10 ; Fundamentalism loses this % of science 50 ; Percent shield penalty for production type change 5 ; 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 Field Radio, 5, 0, E1, Inv, 2, 4 ; AFl Elementary Literacy,3, 1, nil, nil, 1, 3 ; Alp Naval Bases, 8,-2, Cst, MP, 2, 0 ; Amp Social Darwinism, 4, 0, Ato, Phi, 2, 2 ; Ast Colonialism, 3,-1, nil, nil, 1, 1 ; Ato Automobiles, 6, 0, Cmb, Cor, 2, 0 ; Aut Regional Trade, 5, 1, RR, Map, 2, 1 ; Ban Bridge Building, 4, 0, Eng, Mas, 2, 4 ; Bri Nationalism, 4,-1, Ast, Phy, 2, 2 ; Bro Popular Religion, 3, 0, nil, nil, 1, 2 ; Cer Chemistry, 3, 0, Uni, Med, 2, 4 ; Che Ship Armor Plate, 8,-2, Met, Mag, 2, 0 ; Chi Legalism, 6, 1, Wri, MT, 2, 2 ; CoL Air-Landed Troops, 2,-2, Gen, Rad, 2, 0 ; CA Combustion, 5, 0, Ref, Exp, 2, 4 ; Cmb Communism, 1, 0, FT, nil, 2, 2 ; Cmn Efficiency, 4, 2, FP, Feu, 2, 4 ; Cmp Conscription, 7,-1, nil, nil, 2, 0 ; Csc Fortification Design,7,-2, Mas, Exp, 2, 0 ; Cst State Subsidies, 4, 0, Eco, MP, 2, 1 ; Cor Banking, 6, 1, Ban, CoL, 2, 1 ; Cur Democracy, 1, 2, FT, nil, 2, 2 ; Dem Economics, 5, 1, Cur, Tra, 2, 1 ; Eco Electricity, 6, 0, Inv, Ind, 2, 4 ; E1 Public Utilities, 4, 1, Cmp, FP, 2, 4 ; E2 Engineering, 4, 0, nil, nil, 2, 4 ; Eng Socialism, 1, 0, Ind, Phi, 2, 2 ; Env Submarine Warfare, 1,-1, Pla, Whe, 2, 0 ; Esp Explosives, 5, 0, Che, Rfg, 2, 4 ; Exp Bureaucracy, 4, 1, Lit, Rep, 2, 1 ; Feu Flight, 5,-1, Cmb, Iro, 2, 4 ; Fli NONE, 1,-2, no, no, 2, 2 ; Fun Popular Culture, 4, 1, Aut, AFl, 2, 2 ; FP Combined Arms, 5, 0, PT, Rad, 2, 0 ; Gen Guerrilla Warfare, 5,-1, Env, Rep, 2, 0 ; Gue Infantry Tactics, 3,-2, Tac, Cmp, 2, 0 ; Gun Monoplanes, 1,-2, Fli, Mob, 2, 0 ; Hor Industrialization, 6, 0, RR, Cur, 2, 1 ; Ind Invention, 4, 0, Eng, Wri, 2, 4 ; Inv Aeronautics, 2, 0, Cor, AFl, 2, 4 ; Iro Arms Research , 3, 0, Plu, Pla, 2, 3 ; Lab Medium Tanks, 2,-2, Met, Gen, 2, 0 ; Las General Staffs, 5,-1, U1, Csc, 2, 0 ; Ldr Cultural Literacy, 5, 2, Phi, Uni, 2, 3 ; Lit Machine Tools, 6, 0, Stl, Inv, 2, 4 ; Too Steel Warships, 6,-2, Map, Stl, 2, 0 ; Mag Steam-Powered Ships,6, 0, SE, Inv, 2, 4 ; Map Construction, 3, 1, nil, nil, 2, 4 ; Mas Mass Production, 5, 0, Rec, E1, 2, 4 ; MP Heavy Cruisers, 4,-1, Min, E2, 2, 0 ; Mat Medicine, 3, 0, nil, nil, 1, 4 ; Med Advanced Ballistics,7,-2, Cst, Too, 2, 0 ; Met Cruisers, 5,-2, Sup, NP, 2, 0 ; Min Mobile Warfare, 2,-2, War, AFl, 2, 0 ; Mob Monarchy, 3, 0, MT, Alp, 1, 2 ; Mon The Church, 3, 1, nil, nil, 1, 2 ; MT Land Reform, 4, 0, Rep, Gue, 2, 2 ; Mys Pre-Dreadnoughts, 8,-2, Chi, Met, 2, 0 ; Nav Ottoman Empire, 6,-2, no, no, 2, 3 ; NF Sea Power, 7, 0, Mag, Amp, 2, 0 ; NP Philosophy, 3, 1, Wri, Uni, 1, 3 ; Phi Imperialism, 5,-1, Ast, Ato, 2, 1 ; Phy Mil Ind Complex, 3,-1, Rob, Sup, 2, 1 ; Pla Carrier Warfare, 1,-1, Rad, Min, 2, 0 ; Plu Light Tanks, 5,-1, Mob, Gun, 2, 0 ; PT Hapsburg Dynasty, 2, 1, no, no, 2, 0 ; Pot Air Forces, 5,-2, AFl, Hor, 2, 0 ; Rad Railroad, 6, 0, SE, Bri, 2, 1 ; RR Labor Union, 3, 1, Eco, Env, 2, 2 ; Rec Refining, 4, 0, Che, Cor, 2, 4 ; Ref Fertilizers, 7, 1, Che, Mys, 2, 1 ; Rfg The Republic, 2, 1, CoL, Lit, 2, 2 ; Rep Re-Armament, 8,-2, Mat, Min, 2, 1 ; Rob Secret Weapons, 1,-2, no, Lab, 2, 0 ; Roc Sanitation, 4, 2, Med, Eng, 2, 4 ; San Steam Turbines, 7, 0, Chi, E1, 2, 4 ; Sea German Empire, 1, 0, no, no, 2, 2 ; SFl Axis Only, 1,-2, no, no, 2, 0 ; Sth Steam Engine, 4, 0, Eng, Inv, 2, 4 ; SE Steel, 4, 0, E1, Ind, 2, 4 ; Stl Dreadnoughts, 8,-1, Sea, Nav, 2, 0 ; Sup Operations, 5,-1, RR, Ldr, 2, 0 ; Tac Italian Unification,1, 0, no, no, 2, 2 ; The British Commonwealth,1, 0, no, no, 2, 2 ; ToG International Trade,8, 2, Ban, Mag, 2, 1 ; Tra University, 6, 2, Wri, Eng, 1, 3 ; Uni Early Tanks, 5,-2, Aut, Tac, 2, 0 ; War Submarine Torpedos, 1,-2, Sea, Amp, 2, 0 ; Whe Literacy, 4, 2, Alp, Cer, 2, 3 ; Wri Modern Age, 1, 0, Whe, E2, 3, 2 ; FT Militarism, 3,-2, Bro, Phy, 2, 0 ; U1 Third Republic, 1, 0, no, no, 2, 2 ; U2 Russian Empire, 1, 0, no, no, 2, 2 ; U3 Not Russian, 1, 0, no, no, 2, 0 ; X1 Not German, 1, 0, no, no, 2, 0 ; X2 Not British, 1, 0, no, no, 2, 0 ; X3 Not French, 1, 0, no, no, 2, 0 ; X4 Not Austrian, 1, 0, no, no, 2, 0 ; X5 Not Ottoman, 1, 0, no, no, 2, 0 ; X6 Not Italian, 1, 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, Capital, 8, 0, nil, Training Facility, 10, 0, nil, Grain Silos, 6, 0, Mas, Church, 3, 0, Cer, Bank, 8, 0, Cur, School, 6, 0, Alp, Court House, 6, 1, CoL, Trench System, 8, 0, Cst, Town Water Supply, 6, 2, Mas, Light Industries, 12, 2, Ban, Cathedral, 10, 2, MT, University, 16, 2, Uni, Railway Yards, 18, 3, RR, Stadium, 10, 2, Ban, Factory, 10, 2, Ind, Industrial Complex, 32, 3, Pla, none, 20, 4, no, Labor Union, 8, 1, Rec, Steel Mill, 18, 2, Stl, Hydroelectric Dam, 24, 2, E2, Munitions Plant, 25, 2, Exp, Stock Exchange, 16, 2, Eco, Sewer System, 12, 2, San, Farming, 8, 0, Rfg, Oil Refinery, 40, 3, E2, Research Lab, 32, 2, Lab, Anti-Aircraft Defenses, 10, 1, Rad, Coastal Defenses, 20, 0, Met, none, 32, 4, no, Harbor, 10, 1, Map, World Port, 20, 2, Tra, Airfield, 16, 2, Rad, Secret Police Force, 6, 1, Gue, Port Facility, 15, 2, Amp, none, 8, 0, no, none, 16, 0, no, none, 32, 0, no, War Bonds, 60, 0, Bro, The Ukraine, 20, 0, nil, The Commonwealth, 20, 0, Dem, Suez Canal, 20, 0, Mas, High Seas Fleet, 20, 0, Mag, none, 30, 0, no, Orthodox Church, 30, 0, nil, The Maginot Line, 100, 0, Gun, Prussian Militarism, 30, 0, nil, Skoda Industrial Works, 30, 0, Ind, Diplomatic Corps, 30, 0, Feu, Islam, 40, 0, nil, Ecole Polytechnique, 30, 0, Uni, Grand Fleet, 40, 0, Mag, The Kremlin, 30, 0, nil, The Red Army, 30, 0, Cmn, Third Republic, 40, 0, Rep, German Chemical Industry, 40, 0, Che, British Empire, 40, 0, Ato, Arms Race, 100, 0, U1, none, 40, 0, no, Hapsburg Dynasty, 30, 0, no, Women's Suffrage, 60, 0, Ind, none, 60, 0, no, French Empire, 60, 0, nil, League of Nations, 40, 0, FP, Unrestricted Submarine Warfare, 8, 0, Esp, Italian Unifrication, 60, 0, no, German Empire, 60, 0, nil, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; The Ukraine nil, ; The Commonwealth nil, ; Suez Canal nil, ; High Seas Fleet no, ; none FT, ; Orthodox Church Gen, ; The Maginot Line nil, ; Prussian Militarism nil, ; Skoda Industrial Works nil, ; Diplomatic Corps FT, ; Islam nil, ; Ecole Polytechnique nil, ; Grand Fleet nil, ; The Kremlin nil, ; The Red Army nil, ; Third Republic nil, ; German Chemical Industry nil, ; British Empire nil, ; Arms Race no, ; none nil, ; Hapsburg Dynasty nil, ; Women's Suffrage no, ; none nil, ; French Empire nil, ; League of Nations nil, ; Unrestricted Submarine Warfare nil, ; Italian Unifrication nil, ; German Empire ; ; 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 Conscripts, nil, 0, 0.,0, 1a,5d, 2h,1f, 4,0, 1, no, 000000000000000 Engineers, nil, 0, 2.,0, 0a,2d, 2h,1f, 6,0, 5, Eng, 000001000000000 Conscripts, X2, 0, 1.,0, 5a,4d, 2h,2f, 4,0, 1, SFl, 000000000000000 Conscripts, X4, 0, 1.,0, 5a,4d, 2h,2f, 4,0, 1, U2, 000000000000000 Conscripts, X3, 0, 1.,0, 5a,4d, 2h,2f, 4,0, 1, ToG, 000000000000000 Conscripts, X1, 0, 1.,0, 5a,4d, 2h,2f, 4,0, 1, U3, 000000000000000 Conscripts, X7, 0, 1.,0, 5a,4d, 2h,2f, 4,0, 1, The, 000000000000000 Cavalry, Met, 0, 3.,0, 8a,3d, 2h,2f, 6,0, 0, nil, 000000000000001 BT-7, X1, 0, 3.,0, 7a,4d, 2h,2f, 10,0, 0, PT, 000000000000000 Partisans, nil, 0, 2.,0, 6a,3d, 2h,2f, 5,0, 1, Gue, 010001000000010 Infantry, X7, 0, 2.,0, 6a,5d, 2h,2f, 6,0, 1, Gun, 000000000000000 Infantry, X3, 0, 2.,0, 6a,5d, 2h,2f, 6,0, 1, Gun, 000000000000000 Infantry, X4, 0, 2.,0, 6a,5d, 2h,2f, 6,0, 1, Gun, 000000000000000 Conscripts, X6, 0, 1.,0, 5a,4d, 2h,2f, 4,0, 1, NF, 000000000000000 Conscripts, X5, 0, 1.,0, 5a,4d, 2h,2f, 4,0, 1, Pot, 000000000000000 Infantry, X5, 0, 2.,0, 6a,5d, 2h,2f, 6,0, 1, Gun, 000000000000000 Poisonous Gas,nil, 0, 1.,0, 5a,0d, 1h,9f, 3,0, 0, War, 001000001000010 Infantry, X2, 0, 2.,0, 6a,5d, 2h,2f, 6,0, 1, Gun, 000000000000000 Early Tanks, Las, 0, 2.,0, 8a,3d, 3h,2f, 12,0, 0, War, 000000000000000 Pzkw III, Sth, 0, 2.,0, 10a,5d, 3h,2f, 13,0, 0, Las, 000000000000001 Pzkw IB, Sth, 0, 3.,0, 7a,4d, 2h,2f, 10,0, 0, PT, 000000000000001 Renault R-35, X4, 0, 3.,0, 7a,4d, 2h,2f, 10,0, 1, PT, 000000000000001 Char B1 Bis, X4, 0, 2.,0, 10a,5d, 4h,2f, 15,0, 0, Las, 000000000000001 Matilda MkII, X3, 0, 2.,1, 10a,5d, 3h,2f, 15,0, 0, Las, 000000000000001 Field Artillery,nil, 0, 2.,0, 9a,1d, 1h,4f, 8,0, 0, Too, 000000000000000 Amoured Car, nil, 0, 3.,0, 6a,5d, 2h,2f, 8,0, 0, Met, 000000000000011 Heavy Artillery,nil, 0, 1.,0, 10a,1d, 1h,7f, 12,0, 0, Met, 000000001000000 Biplane, Hor, 1, 5.,2, 7a,4d, 2h,2f, 8,0, 3, Fli, 100000000010001 Early Bomber, Hor, 1, 5.,2, 9a,1d, 2h,2f, 12,0, 0, Fli, 100000001000001 Ms406, X4, 1, 10.,1, 8a,5d, 2h,2f, 10,0, 3, Hor, 100000001000001 Macchi 200, X7, 1, 10.,1, 8a,5d, 2h,2f, 10,0, 3, Hor, 110000000010001 Me109E, Sth, 1, 10.,1, 8a,5d, 2h,2f, 10,0, 3, Hor, 100000001000001 Spitfire MkIa,X3, 1, 10.,1, 8a,6d, 2h,2f, 12,0, 3, Hor, 100000000001001 Infantry, X6, 0, 2.,0, 6a,5d, 2h,2f, 6,0, 1, Gun, 000000000000000 I-16, X1, 1, 10.,1, 7a,5d, 2h,2f, 10,4, 3, Hor, 000000000000000 Bomber, nil, 1, 12.,2, 12a,2d, 2h,3f, 15,8, 0, Rad, 100000000000000 Destroyer, nil, 2, 10.,0, 8a,6d, 3h,2f, 12,0, 2, Chi, 000000000001001 Battleship, nil, 2, 8.,0, 12a,10d, 4h,3f, 20,0, 2, Mag, 000000000000001 Cruiser, nil, 2, 9.,0, 10a,8d, 3h,3f, 16,0, 2, Mag, 000000000000001 Submarine, nil, 2, 8.,0, 12a,2d, 3h,2f, 15,0, 2, Esp, 100000000001001 Dreadnought, nil, 2, 8.,0, 14a,12d, 5h,4f, 24,0, 2, Rob, 010000000000001 Carrier, nil, 2, 8.,0, 1a,10d, 3h,2f, 14,0, 0, Plu, 010000010000001 Renault R-35, X6, 0, 3.,0, 7a,4d, 2h,2f, 10,4, 0, PT, 000000000000001 Ocean Liner, nil, 2, 9.,0, 0a,4d, 2h,2f, 10,4, 4, Sea, 000000000000000 Infantry, X1, 0, 2.,1, 6a,5d, 2h,2f, 6,0, 1, Gun, 000000000000001 Marines, nil, 0, 2.,0, 7a,5d, 2h,2f, 11,0, 0, NP, 000000000000111 Machine Gun, nil, 0, 1.,0, 0a,8d, 2h,4f, 8,0, 1, Met, 000010000000000 Shock Troops, X2, 0, 2.,0, 7a,5d, 3h,2f, 12,0, 0, Gun, 000001001000010 Freight, nil, 0, 2.,0, 0a,1d, 1h,1f, 5,0, 7, Tra, 000000000000011 Border Post, nil, 0, 0.,0, 1a,99d,12h,99f, 120,0, 1, no, 010010000000000 Bersaglieri, X7, 0, 2.,0, 7a,5d, 2h,3f, 12,0, 0, Ato, 000011001000001 AA Artillery, nil, 0, 1.,0, 5a,7d, 2h,2f, 7,0, 1, Rad, 010000000000001 Yanitshar, X6, 0, 3.,0, 9a,5d, 2h,2f, 12,1, 0, Phy, 000001000000001 Vickers, X3, 0, 3.,0, 7a,4d, 2h,2f, 10,0, 0, PT, 000000000000001 M11/39, X7, 0, 3.,2, 7a,4d, 2h,2f, 10,0, 0, PT, 000000000000000 Foreign Legion,X4, 0, 2.,2, 7a,5d, 3h,2f, 12,0, 0, Ato, 000010001000001 KV-1, X1, 0, 2.,1, 10a,5d, 4h,3f, 17,0, 0, Las, 000000000000001 Semovente 75/1,X7, 0, 2.,0, 9a,5d, 3h,2f, 12,0, 0, Las, 000000001000001 Mountian Troops,X5, 0, 3.,1, 8a,6d, 3h,2f, 12,0, 0, Pot, 000011001000001 Imperial Guard,X1, 0, 2.,0, 7a,6d, 3h,2f, 15,0, 0, Phy, 000000001000001 Sultan's Horse,nil, 0, 0.,1, 0a,4d, 3h,1f, 8,0, 1, no, 100000000000001 Anzac's, X3, 0, 2.,0, 7a,7d, 3h,2f, 12,0, 0, Ato, 000011001000001 ; ; 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, 3,2, 0,0,0, no, 1, 5, 5, no, 1, 5, 3, no, ; Drt Plains, 1,2, 1,2,0, yes, 1, 2, 1, For, 0,15, 0, Grs, ; Pln Grassland, 1,2, 2,1,0, yes, 1, 2, 2, For, 0,10, 0, Hil, ; Grs Forest, 2,4, 2,2,0, Pln, 0, 2, 5, no, 0, 5, 0, Grs, ; For Hills, 2,6, 1,0,0, yes, 1,10, 0, yes, 5, 3, 1, no, ; Hil Mountains, 3,8, 0,1,0, no, 1,10, 0, yes, 1,10, 6, no, ; Mou Wooded Hills,2,5, 2,2,1, no, 1,10, 1, yes, 2, 0, 0, Hil, ; Tun Taiga, 2,5, 1,1,1, no, 0, 0, 0, no, 1,15, 3, no, ; Gla Swamp, 2,3, 1,0,0, Grs, 0,15, 6, no, 0,15, 0, no, ; Swa Oil Field, 2,2, 1,2,1, no, 0,15, 6, no, 0, 5, 2, no, ; Jun Ocean, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, ; Oce Oasis, 1,2, 3,1,1, Arable Land,1,2, 3,1,0, Grassland, 1,2, 2,1,0, Timber, 2,3, 1,3,1, Coal, 2,4, 1,4,1, Gold, 3,6, 0,1,8, Timber, 2,3, 1,3,2, Furs, 2,3, 1,1,3, Peat, 2,3, 1,4,0, Oil Field, 1,2, 0,14,12, Fish, 1,2, 3,0,2, Oasis, 1,2, 3,1,1, Arable Land,1,2, 5,1,0, Grassland, 1,2, 2,1,0, Timber, 2,3, 1,4,2, Orchards, 2,4, 2,3,3, Iron, 3,6, 0,8,0, Minerals, 2,3, 0,4,3, Furs, 2,3, 1,1,3, none, 1,2, 0,0,0, none, 2,3, 4,0,1, Fish, 1,2, 3,0,2, @GOVERNMENTS Anarchy, Doctor, Madam Despotism, King, Queen Monarchy, King, Queen Communism, Comrade, Comrade Fascism, Chancellor, Chancellor Republic, Premier, Mde. Premier Democracy, Prime Minister,Prime Minister ; ; 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, 0, 0, 2, King, King, 4, Archbishop, Archbishop, 6, King, King Frederick, Maria Theresa, 0, 3, 0, Germans, German, 1, 1, -1, 1, Kaiser, Kaiser, 2, Kaiser, Kaiser, 4, Fuhrer, Fuhrer Ramesses, Cleopatra, 1, 4, 0, Egyptians, Egyptian, 1, 0, 1, 2, Emperor, Emperess, 3, Kaiser, Kaiser 6, President, Presidnet Abe Lincoln, E. Roosevelt, 0, 5, 0, Americans, American, 1, 0, 1, 2, King, King, 4, Ll Duce, Ll Duce 6, President, Presidnet Alexander, Hippolyta, 1, 6, 1, Greeks, Greek, 0, 1, -1, 2, King, King, 4, King, Queen, 6, Prime Minister, Prime Minister Mohandas Gandhi,Indira Gandhi, 0, 7, 0, Indians, Indian, 1, -1, 1, 1, Sultan, Sultan, 2, Sultan, Sultan, 4, Sultan, Sultan Lenin, Catherine the Great, 1, 1, 3, Russians, Russian, 1, 1, -1, 1, Czar, Czar, 2, Czar, Czar, 4, Czar, Czarina Shaka, Shakala, 0, 2, 0, Zulus, Zulu, 1, 0, 0, Louis XIV, Joan of Arc, 0, 3, 3, French, French, -1, 0, 1, 4, Archbishop, Archbishop, 6, Premier, Premier Montezuma, Nazca, 0, 4, 0, Aztecs, Aztec, 0, -1, 1, 2, Emperor, Emperess, 3, Kaiser, Kaiser Mao Tse Tung, Wu Zhao, 0, 5, 2, Chinese, Chinese, 0, 0, 1, 2, King, King, 4, Ll Duce, Ll Duce 6, President, Presidnet Henry VIII, Elizabeth I, 1, 6, 0, English, English, 1, 1, 0, 2, King, King, 4, King, Queen, 6, King, King 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, 0, Spanish, Spanish, -1, 1, -1, 2, Emperor, Emperess, 3, Kaiser, Kaiser 6, President, Presidnet Xerxes, Scheherezade, 0, 5, 0, Persians, Persian, -1, -1, 1, 1, Sultan, Sultan, 2, Sultan, Sultan, 4, Sultan, Sultan 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 Tools, Machines, Glassware, Grain, Rifles, Coal, Copper, Dye, Wine, Textiles, Nitrates, Chemicals, Arms, Gold, Mfg Goods, Bauxite, @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 Bureaucrat Ambassador Prince King Emperor Megacrat @ATTITUDES Worshipful Enthusiastic Cordial Receptive Neutral Uncooperative Icy Hostile Enraged