; ; 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 5 ; 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 1 ; Settlers eat (govt <= Monarchy) 2 ; Settlers eat (govt >= Communism) 7 ; City size for first unhappiness at Chieftain level 14 ; 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) 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 4 ; Fundamentalism pays support for all units past this 1 ; Communism is equivalent of this palace distance. 0 ; 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 Significant Casualties, 5, -1, nil, nil, 0, 0 ; AFl 0 Prolonged War, 5,-1, AFl, nil, 1, 2 ; Alp Disease Control, 2,1, Alp, nil, 1, 2 ; Amp International Trade, 5, 0, Tra, nil, 1, 3 ; Ast Auto Industry Conversion, 3,0, Exp, nil, 2, 2 ; Ato British Cities, 0, 0, no, no, 1, 4 ; Aut 5 Munitions Specialization, 3, 0, Exp, Ato, 2, 2 ; Ban Combat Engineering, 3, -1, nil, nil, 0, 2 ; Bri Censored Media, 3,-1, Alp, nil, 1, 2 ; Bro Spirits, 0, 0, nil, nil, 1, 2 ; Cer Public Approval, 4, 2, Bro, nil, 1, 2 ; Che 10 Public Supression, 6,-2, Bro, nil, 1, 2 ; Chi Police-state Actions, 5,-1, Chi, nil, 1, 2 ; CoL Civic Fundraising, 3,1, Che, nil, 1, 3 ; CA Wartime Economy, 2, -1, Alp, nil, 1, 3 ; Cmb Communism, 0, 0, no, no, 2, 4 ; Cmn 15 Weapons Development, 6, -2, Alp, nil, 3, 0 ; Cmp Advanced Electronics, 6,-1, Cmp, Mat, 0, 2 ; Csc Fortification Design, 6,-1, nil, nil, 0, 2 ; Cst Industrialization, 4, 0, nil, nil, 2, 2 ; Cor Electrification, 4, 0, Cor, nil, 2, 2 ; Cur 20 Democracy, 0, 0, no, no, 3, 4 ; Dem Dam Construction, 4, 1, Cor, Cur, 0, 2 ; Eco Commercial Zoning, 6, 0, Cor, nil, 1, 3 ; E1 British Empire, 0, 0, no, no, 1, 4 ; E2 Modern Navy, 4, -1, nil, nil, 3, 2 ; Eng 25 Merchant Fleet Expansion, 3, 0, Eng, NP, 3, 2 ; Env Warfleet Reconstruction, 3,-1, Eng, NP, 3, 2 ; Esp Maximized Production, 5, 0, Alp, nil, 2, 2 ; Exp Capital Ship Replacement, 4,-1, NP, Esp, 3, 2 ; Feu Fleet Air Arm, 4,-1, NP, Esp, 3, 2 ; Fli 30 Fascism, 0,0, no, no, 0, 4 ; Fun Not Yet, 0, 0, no, no, 2, 2 ; FP Air Supremecy, 5, -1, nil, nil, 1, 0 ; Gen Bolshevism, 0,0, no, no, 2, 4 ; Gue Advanced Infantry Tactics, 7,-2, Sea, nil, 0, 0 ; Gun 35 Additional Airfields, 3,-1, Gen, Rad, 1, 0 ; Hor Soviet Cities, 0, 0, no, no, 2, 4 ; Ind Tactical Airstrikes, 4, -2, no, no, 1, 0 ; Inv Armoured Cockpit, 3, -2, Inv, Gue, 1, 0 ; Iro Tankbuster, 5, -2, Iro, Gue, 1, 0 ; Lab 40 Bomber Fleet, 3,-1, nil, nil, 1, 0 ; Las Improved Bombsight, 3,-1, Las, nil, 1, 0 ; Ldr Increased Payload, 3,-1, Las, nil, 1, 0 ; Lit Strategic Bombing, 6,-1, Ldr, Lit, 1, 0 ; Too Advanced Aeronautics, 6,-3, Cmp, SFl, 2, 0 ; Mag 45 Combined Operations, 6, -1, Roc, nil, 0, 0 ; Map Advanced Rocketry, 3, -1, Mag, Cmp, 3, 0 ; Mas Jet Engine, 5, -2, Mag, Mas, 3, 0 ; MP Terror Bombings, 4,-3, Ldr, nil, 1, 0 ; Mat Flak Weaponry, 3, -1, Mat, Gen, 3, 1 ; Med 50 Fertilizers, 7,0, nil, nil, 0, 2 ; Met Coastline Protection, 4,-1, Cst, nil, 3, 2 ; Min Reich Collapse, 7,-2, no, no, 0, 3 ; Mob Monarchy, 0, 0, no, no, 1, 3 ; Mon Support of Clergy, 3, 1, nil, nil, 1, 2 ; MT 55 Armoured Warfare, 4, -1, nil, nil, 0, 1 ; Mys Universal Carrier, 0,0, no, no, 0, 1 ; Nav Not Yet, 0,0, no, no, 0, 2 ; NF Mine Sweeping, 7,-1, Eng, nil, 3, 2 ; NP Pearl Harbour, 7, 0, no, no, 3, 3 ; Phi 60 Armour Piercing Shell, 4,-1, Mys, nil, 3, 0 ; Phy 75mm Gun, 3,-1, Mys, Phy, 3, 0 ; Pla Reliable Chasis, 3,-1, Mys, nil, 0, 1 ; Plu Medium Class AFV , 4,-1, Pla, Plu, 1, 1 ; PT Sloped Armour, 3,-1, PT, nil, 1, 1 ; Pot 65 Additional Airbases, 4,-1, Gen, nil, 1, 0 ; Rad Railroads, 0, 0, no, no, 0, 2 ; RR Advanced Ballistics, 3,-1, Pot, nil, 3, 0 ; Rec Durable Suspension, 4,-1, Rec, nil, 1, 1 ; Ref Farming Industry, 7, 0, Met, nil, 0, 2 ; Rfg 70 Third Republic, 0, 0, no, no, 2, 3 ; Rep Heavy Class AFV, 8,-2, Ref, nil, 2, 1 ; Rob Genral Conscription, 1,-2, nil, nil, 0, 0 ; Roc Officer Corps, 4,-1, Roc, nil, 0, 0 ; San Weapons Training, 4,-1, San, nil, 0, 0 ; Sea 75 IIIrd Reich, 0, 0, no, no, 0, 4 ; SFl Amphibious Assaults, 4,-2, Map, nil, 3, 2 ; Sth Airborne Assaults, 4,-2, Map, nil, 0, 0 ; SE Artillery Support, 4,-1, nil, nil, 3, 0 ; Stl Massed Artillery, 8,-2, Stl, Rec, 3, 0 ; Sup 80 Lend Lease Convoys, 7,1, Phi, E2, 3, 4 ; Tac Italian Fascism, 0, 0, no, no, 2, 3 ; The US Military Involvement, 6,-1, Tac, E2, 3, 4 ; ToG Euro Market Outlook, 7, 2, nil, nil, 2, 3 ; Tra Submarine Advances, 6,-1, SFl, NP, 3, 2 ; Uni 85 Unrestricted Sub Warfare, 8,-2, Uni, SFl, 3, 2 ; War No Light Tanks, 0,0, no, no, 1, 2 ; Whe Ploesti Destroyed, 0, 0, no, no, 1, 2 ; Wri Not Yet, 0, 0, no, no, 1, 2 ; FT British Collapse, 0, 0, no, no, 1, 2 ; U1 90 Not Minors, 0, 0, no, no, 1, 2 ; U2 World War II, 0, 0, no, no, 2, 3 ; U3 French Military Collapse, 0, 0, no, no, 0, 4 ; X1 Axis Powers, 0, 0, no, no, 0, 4 ; X2 Not Soviets, 0, 0, no, no, 2, 3 ; X3 95 Not Italians, 0, 0, no, no, 2, 3 ; X4 Not French, 0, 0, no, no, 2, 3 ; X5 Not Germans, 0, 0, no, no, 2, 3 ; X6 Not British, 0, 0, no, no, 2, 3 ; X7 99 ; ; 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, Headquarters, 8, 0, nil, Training Facility, 10, 1, nil, Warehouse District, 6, 1, nil, Pub and Tavern, 3, 1, Cer, Bank, 8, 1, nil, School, 6, 1, nil, Magistrate, 6, 1, nil, Anti-tank Defenses, 8, 0, Cst, Farming, 6, 1, Met, Light Industries, 12, 2, E1, Cathedral, 10, 2, MT, University, 16, 2, nil, Not Used, 18, 3, no, Propaganda Outlet, 10, 3, Bro, Steel Mill, 20, 4, Cor, Ammunition Plant, 32, 4, Ban, Not Used, 20, 4, no, Not Used, 8, 2, no, Power Grid, 18, 3, Cur, Hydro-electric Dam, 24, 3, Eco, Not Used, 25, 2, no, World Bank, 16, 3, Ast, Sewer System, 12, 1, Amp, Mechanized Farming, 8, 2, Rfg, Civillian Donations, 40, 4, CA, Research Lab, 32, 2, Cmp, Radar Towers, 10, 1, Csc, Shore Battery, 20, 1, Min, Not Used, 32, 4, no, Fishing Fleet, 10, 1, Env, World Port, 20, 2, Ast, Airfield, 16, 2, Hor, Secret Police Force, 6, 1, CoL, Naval Base, 15, 2, Esp, Not Used, 8, 0, no, Not Used, 16, 0, no, Not Used, 32, 0, no, War Bonds, 60, 0, Alp, Ukrainian Soil, 20, 0, nil, Winston Churchill, 20, 0, nil, Suez Canal, 20, 0, nil, Kriegsmarine, 20, 0, nil, Berlin-Rome Pact 1937, 30, 0, nil, Red Oktober Factory, 30, 0, nil, Maginot Line, 100, 0, nil, The Wermacht, 30, 0, nil, Anschluss 1938, 30, 0, nil, Nurenberg Rallies 1938, 30, 0, nil, Attatürk's Legacy, 40, 0, nil, Arc de Triomphe, 30, 0, nil, The Royal Navy, 40, 0, nil, The Kremlin, 30, 0, nil, Polish Free State, 30, 0, nil, The Third Republic, 40, 0, nil, Peenemünde Complex, 40, 0, nil, The British Empire, 40, 0, nil, Agressive Warfare, 200, 0, nil, Iosef Stalin, 40, 0, nil, Neutrality of Spain, 30, 0, nil, RAF Protection, 60, 0, nil, The Ploesti Oil Fields, 60, 0, nil, The Vatican, 60, 0, nil, Negotiated Surrender, 40, 0, Mob, The Admiralty, 8, 0, nil, Lend Lease Aid, 60, 0, ToG, Adolf Hitler, 60, 0, nil, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; Ukrainian Soil nil, ; Winston Churchill nil, ; Suez Canal Mob, ; Kriegsmarine The, ; Berlin-Rome Pact 1937 nil, ; Red Oktober Factory X1, ; Maginot Line Mob, ; The Wermacht Mob, ; Anschluss 1938 SFl, ; Nurenberg Rallies 1938 nil, ; Attatürk's Legacy nil, ; Arc de Triomphe War, ; The Royal Navy nil, ; The Kremlin nil, ; Polish Free State X1, ; The Third Republic Mob, ; Peenemünde Complex War, ; The British Empire Mob, ; Agressive Warfare Cmn, ; Iosef Stalin nil, ; Neutrality of Spain nil, ; RAF Protection Mob, ; The Ploesti Oil Fields The, ; The Vatican nil, ; Negotiated Surrender Cmn, ; The Admiralty U1, ; Lend Lease Aid Mob, ; Adolf Hitler ; ; 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 Engineers, nil, 0, 2.,0, 0a,2d, 2h,1f, 6,0, 5, Met, 100000000000000 Infantry, U2, 0, 1.,0, 4a,4d, 2h,1f, 4,0, 1, nil, 100000000000000 Landser, X6, 0, 1.,0, 4a,4d, 2h,1f, 4,0, 1, Roc, 100000001000000 Infanterie, X5, 0, 1.,0, 4a,4d, 2h,1f, 4,0, 1, Roc, 100000001000000 Infantry, X7, 0, 1.,0, 4a,4d, 2h,1f, 4,0, 1, Roc, 100000001000000 Red Army, X3, 0, 1.,0, 4a,4d, 2h,1f, 4,0, 1, Roc, 100000001000000 Infantry, X4, 0, 1.,0, 4a,4d, 2h,1f, 4,0, 1, Roc, 100000001000000 Strongpoint, nil, 3, 0.,0, 0a,13d, 6h,4f, 30,0, 1, no, 010010000000000 SS Sturmtruppen,X6, 0, 1.,0, 6a,5d, 2h,1f, 7,0, 0, Fun, 100100001000000 Partisans, U3, 0, 1.,0, 0a,4d, 2h,1f, 8,0, 1, nil, 110000000000000 Renault R-35, X5, 0, 3.,0, 6a,5d, 2h,2f, 7,0, 0, Mys, 100000000000000 M-11/39, X4, 0, 3.,0, 6a,5d, 2h,2f, 7,0, 0, Mys, 100000000000000 Elite Infanterie,X5, 0, 1.,0, 5a,5d, 2h,1f, 5,0, 0, Gun, 100000001000000 Bren Gun Infantry,X7, 0, 1.,0, 5a,5d, 2h,1f, 5,0, 0, Gun, 100000001000000 Commandos, X7, 0, 1.,0, 6a,5d, 2h,1f, 7,0, 0, Sth, 100001001000100 PzKw IV, X6, 0, 3.,0, 6a,5d, 2h,2f, 9,0, 0, PT, 100000000000000 Matilda Mk.II,X7, 0, 3.,0, 6a,5d, 2h,2f, 9,0, 0, PT, 100000000000000 PzKw VI, X6, 0, 2.,0, 10a,7d, 3h,2f, 14,0, 0, Rob, 100000000000000 T-34, X3, 0, 3.,0, 6a,5d, 2h,2f, 9,0, 0, PT, 100000000000000 Defensive Line,nil, 0, 0.,0, 0a,20d, 6h,4f, 30,0, 1, no, 010010000000000 Sdkfz 251, X6, 0, 3.,0, 6a,6d, 2h,1f, 7,0, 1, Mys, 100000000000001 Bren Gun Carrier,X7, 0, 3.,0, 6a,6d, 2h,1f, 7,0, 1, Nav, 100000000000001 Char B-1 bis, X5, 0, 2.,0, 8a,6d, 3h,2f, 11,0, 0, PT, 100000000000000 Light Tank, Whe, 0, 3.,1, 6a,5d, 2h,2f, 8,0, 1, nil, 100000000000000 Field Artillery,nil, 0, 1.,0, 8a,1d, 2h,1f, 6,0, 0, Stl, 100000000000000 AT Gun, nil, 0, 1.,0, 8a,1d, 2h,2f, 8,0, 0, Pla, 100000000000000 Heavy Artillery,nil, 0, 1.,0, 12a,1d, 2h,2f, 10,0, 0, Sup, 100000001000000 MS 406, X5, 1, 8.,2, 5a,2d, 2h,2f, 8,0, 3, Gen, 110000000010001 Il-2 Sturmovik,X3, 1, 7.,1, 7a,2d, 3h,2f, 9,0, 0, Lab, 110000000000001 La-5, X3, 1, 8.,2, 5a,2d, 2h,2f, 8,0, 0, Gen, 110000000010001 Supermarine Spitfire,X7, 1, 8.,2, 5a,2d, 2h,2f, 8,0, 0, Gen, 110000000010001 Medium Bomber,nil, 1, 9.,2, 12a,1d, 2h,2f, 11,0, 0, Las, 100000000000001 Paratroops, X2, 0, 1.,0, 6a,5d, 2h,1f, 9,0, 0, SE, 100000101000000 Long Range Bomber,E2, 1, 18.,2, 15a,1d, 2h,3f, 15,0, 0, Too, 100000000000001 Landing Crafts,nil, 2, 4.,0, 0a,2d, 2h,1f, 7,4, 4, Eng, 100000000000000 Large Freighter,nil, 2, 4.,0, 0a,2d, 3h,1f, 10,8, 4, Env, 100000000000000 Bf-109, X6, 1, 8.,2, 5a,2d, 2h,2f, 8,0, 3, Gen, 110000000010001 Destroyers, nil, 2, 6.,0, 8a,8d, 3h,2f, 15,0, 2, Eng, 100000000000001 Heavy Cruiser,nil, 2, 5.,0, 10a,10d, 4h,2f, 20,0, 2, Eng, 100000000000001 Battleship, nil, 2, 4.,0, 14a,14d, 4h,2f, 25,0, 2, Feu, 100000000000001 Pocket Battleship,Mob, 2, 4.,0, 13a,13d, 4h,2f, 25,0, 2, Feu, 110000000000001 Aircraft Carrier,nil, 2, 5.,0, 0a,9d, 4h,2f, 28,0, 2, Fli, 110000010000001 Polish Armored Car,no, 0, 2.,0, 6a,6d, 2h,1f, 1,4, 0, no, 100000000000001 Polish Infantry,no, 0, 1.,0, 4a,4d, 2h,1f, 1,8, 1, no, 100000000000001 American Infantry,U1, 0, 1.,1, 7a,5d, 2h,1f, 8,0, 1, ToG, 100000001000110 V-2 Barrage, Mob, 1, 12.,1, 10a,0d, 1h,4f, 17,0, 0, Mas, 101000000000001 Macchi C-200, X4, 1, 8.,2, 5a,2d, 2h,2f, 8,0, 3, Gen, 110000000010001 Lancaster Bomber,X7, 1, 20.,2, 15a,1d, 2h,3f, 15,0, 0, Too, 100000000000001 Freight, nil, 0, 3.,0, 0a,1d, 1h,1f, 5,0, 7, Tra, 100000000000010 Jugoslavian Infantry,no, 0, 1.,0, 4a,4d, 2h,1f, 1,0, 1, no, 100000000000000 Finnish Infantry,no, 0, 1.,0, 5a,4d, 2h,1f, 4,0, 0, no, 100000001000010 AA Artillery, nil, 0, 1.,0, 5a,2d, 2h,2f, 7,0, 1, Med, 110000000010001 Red Guards, X3, 0, 1.,0, 5a,5d, 2h,1f, 5,1, 0, Gun, 100000001000000 Fallschirmjägers,X6, 0, 1.,0, 6a,5d, 2h,1f, 10,0, 0, SE, 100000101000000 Semovente, X4, 0, 3.,0, 7a,5d, 2h,2f, 9,0, 0, PT, 100000000000000 Ju-87 Stuka, X6, 1, 6.,1, 7a,1d, 2h,2f, 9,0, 0, Inv, 100000000000001 U-Boat, X6, 2, 4.,1, 11a,6d, 2h,2f, 17,0, 2, Eng, 100000000000001 PzKw II, X6, 0, 3.,0, 6a,5d, 2h,1f, 7,0, 3, Mys, 100000000000001 Comet, X7, 0, 2.,0, 10a,7d, 3h,2f, 14,0, 0, Rob, 100000000000000 Me 262, Mob, 1, 4.,2, 7a,4d, 2h,2f, 16,0, 0, MP, 110000000010001 IS-2, X5, 0, 2.,0, 10a,7d, 3h,2f, 14,0, 1, Rob, 100000000000000 Mp-40 Truppen,X6, 0, 1.,0, 5a,5d, 2h,1f, 5,0, 0, Gun, 100000001000000 ; ; 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 Riverbed, 3,0, 2,0,0, yes, 1, 5, 2, no, 1,15, 3, no, ; 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, 1,2,0, Pln, 0, 5, 5, no, 0, 5, 0, Grs, ; For Hills, 2,4, 1,0,0, yes, 1,10, 0, yes, 3,10, 1, no, ; Hil Mountains, 3,6, 0,1,0, no, 1,10, 0, yes, 1,10, 6, no, ; Mou Wooded Hills,2,3, 1,2,1, no, 1,10, 1, no, 0, 0, 0, Hil, ; Tun Taiga, 2,3, 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 Chapel, 1,2, 1,0,3, Arable Land,1,2, 3,1,0, Grassland, 1,2, 2,1,0, Timber, 2,3, 1,3,1, Coal, 2,4, 0,3,1, Gold, 3,6, 0,1,6, Paper Mill, 2,3, 1,3,2, Furs, 2,3, 1,1,3, Reeds, 2,3, 1,2,1 Oil Field, 1,2, 0,6,6, Lighthouse, 1,2, 1,3,1, Small Farm, 1,2, 3,1,1, Arable Land,1,2, 3,1,0, Grassland, 1,2, 2,1,0, Timber, 2,3, 1,3,1, Orchards, 2,4, 2,1,2, Iron, 3,6, 0,4,0, Kz Camp, 2,3, 0,4,2, Furs, 2,3, 1,1,3, Reeds, 2,3, 1,2,1, Oil Field, 1,2, 0,6,6 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, Il Duce, Il Duce Frederick, Maria Theresa, 0, 3, 3, Germans, German, -1, 0, 1, 4, Chancellor, Chancellor, 6, President, President Ramesses, Cleopatra, 1, 4, 0, Egyptians, Egyptian, 0, 0, 1, 1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh Abe Lincoln, E. Roosevelt, 0, 5, 1, Americans, American, -1, 0, 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, 0, Indians, Indian, -1, -1, 1, 2, King, King, 4, Dictator, Dictator Lenin, Catherine the Great, 1, 1, 0, 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, -1, 0, 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 Winston Churchill,Elizabeth I, 1, 6, 0, English, English, 1, 1, -1, 2, King, King, 4, King, Queen, 6, Prime Minister, Prime Minister 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, 1, Kaiser, Kaiser, 2, Kaiser, Kaiser, 4, Fuhrer, Fuhrer 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 Vodka, Machinery, Aluminium, Medical Supplies, Rifles, Coal, Lager, Explosives, Wine, Ammunition, Nitrates, Chemicals, Aircraft Parts, Gold, Machine Guns, Bauxite, @ORDERS Entrench, F Entrenched, F Sleep, S Prepare Defenses, F Build Road, R Build Irrigation, I Develop Industry, 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