; ; 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 3 ; Road movement multiplier 2 ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation) 2 ; # of food each citizen eats per turn 20 ; # 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) 20 ; Aqueduct needed to exceed this size 24 ; Sewer System needed to exceed this size 10 ; Tech paradigm (higher # slows research) 20 ; Base time for engineers to transform terrain (x2) 0 ; Monarchy pays support for all units past this 0 ; Communism pays support for all units past this 10 ; Fundamentalism pays support for all units past this 6 ; Communism is equivalent of this palace distance. 50 ; Fundamentalism loses this % of science 50 ; Percent shield penalty for production type change 10 ; 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 = Renaissance ; 2 = Industrial Revolution ; 3 = Modern ; ; Category = Knowledge category ; 0 = Military ; 1 = Economic ; 2 = Social ; 3 = Academic ; 4 = Applied ; @CIVILIZE Inalcanzable, 4,-2, Alp, nil, 3, 4 ; AFl *Alphabet, 5, 1, no, no, 0, 3 ; Alp Relaciones con EU, 0, 0, AFl, nil, 1, 2 ; Amp Contrabando, 0, 0, Cer, nil, 1, 3 ; Ast Villagran se rebela,7, 0, Gue, nil, 1, 0 ; Ato *Automobile, 6,-1, no, no, 3, 4 ; Aut Nva Galicia se rebela,4, 0, Che, Cur, 1, 0 ; Ban *Bridge Building, 4, 0, no, no, 0, 4 ; Bri Rebelión en San Luis,3,0, Ato, nil, 1, 0 ; Bro Insurgencia, 5, 0, AFl, nil, 0, 0 ; Cer Rebelión en Zacatecas,5,0, Mon, Rfg, 1, 0 ; Che *Chivalry, 4,-2, no, no, 1, 0 ; Chi Rebelión en el Norte,3, 0, Ato, Bro, 1, 0 ; CoL Política Internacional, 4,0, Rfg, nil, 1, 2 ; CA Formación Militar, 1, 0, Cst, Rfg, 0, 2 ; Cmb Congreso Nacional, 1, 0, Rfg, nil, 0, 4 ; Cmn Gobierno Itinerante,0, 0, Cer, nil, 0, 4 ; Cmp Toma de Guadalajara,0,0, AFl, nil, 1, 4 ; Csc Comercio Internacional, 4, 0, CA, Amp, 1, 2 ; Cst Imprenta, 2, 0, Rfg, Csc, 0, 3 ; Cor Toma de Valladolid, 0, 0, AFl, nil, 1, 4 ; Cur Democracia, 0, 0, AFl, nil, 0, 4 ; Dem Acuñacion, 5, 0, Cur, Rfg, 1, 3 ; Eco *Electricity, 4, 0, no, no, 2, 4 ; E1 *Electronics, 4, 1, no, no, 3, 4 ; E2 Autoridad, 0, 0, AFl, nil, 0, 4 ; Eng Llegada de Venegas, 8, 0, Rep, nil, 2, 0 ; Env Represion, 0, 0, Env, nil, 2, 1 ; Esp Captura de Hidalgo, 0, 0, AFl, nil, 1, 1 ; Exp Refuerzos a Queretaro,0,0, Ldr, nil, 2, 0 ; Feu Formación de Milicia,0, 0, RR, Esp, 0, 2 ; Fli *Fundamentalism, 3,-2, no, no, 2, 2 ; Fun Politica de Guerra, 0, 0, Gen, Fli, 0, 2 ; FP Toma de Guanajuato, 0, 0, AFl, nil, 1, 4 ; Gen Revuelta Popular, 0, 0, AFl, nil, 1, 0 ; Gue *Gunpowder, 8,-2, no, no, 1, 0 ; Gun Abarca se prepara, 0,0, Gen, Env, 2, 0 ; Hor *Industrialization, 6, 0, no, no, 2, 1 ; Ind *Invention, 6, 0, no, no, 1, 4 ; Inv Campaña de Calleja, 0, 0, FP, nil, 2, 2 ; Iro unused, 5, 0, no, nil, 1, 3 ; Lab ynused, 0, 0, no, nil, 0, 4 ; Las Ajustes militares, 0,0, Env, nil, 0, 2 ; Ldr *Literacy, 5, 2, no, no, 0, 3 ; Lit Machine Tools, 4,-2, no, Tac, 2, 4 ; Too Magnetism, 4,-1, no, Iro, 1, 3 ; Mag Map Making, 6,-1, no, nil, 0, 1 ; Map Masonry, 4, 1, no, nil, 0, 4 ; Mas Mass Production, 5, 0, no, Cor, 3, 4 ; MP Mathematics, 4,-1, no, Mas, 0, 3 ; Mat *Medicine, 4, 0, no, no, 1, 1 ; Med Metallurgy, 6,-2, no, Uni, 1, 0 ; Met Miniaturization, 4, 1, no, E2, 3, 4 ; Min Mobile Warfare, 8,-1, no, Tac, 3, 0 ; Mob Revuelta Criolla, 0, 0, AFl, nil, 0, 4 ; Mon Religión Católica, 5, 1, AFl, nil, 0, 1 ; MT Política Popular, 7, 0, Gue, Rfg, 0, 0 ; Mys Navigation, 6,-1, no, Ast, 1, 1 ; Nav Nuclear Fission, 6,-2, no, MP, 3, 3 ; NF Nuclear Power, 3, 0, no, E2, 3, 3 ; NP *Philosophy, 6, 1, no, no, 1, 2 ; Phi Physics, 4,-1, no, Lit, 1, 3 ; Phy Plastics, 4, 1, no, SFl, 3, 4 ; Pla Plumbing, 4, 0, no, no, 1, 4 ; Plu (Cst & Pot) Polytheism, 4, 0, no, Hor, 0, 2 ; PT Pottery, 4, 1, no, nil, 0, 1 ; Pot Abolicionismo, 6, 0, Mys, nil, 0, 0 ; Rad Fortificacion, 5, 0, MT, nil, 0, 2 ; RR Recycling, 2, 1, no, Dem, 3, 2 ; Rec Refining, 4, 0, no, Cor, 2, 4 ; Ref Independentismo, 8, 0, Cer, nil, 0, 0 ; Rfg Virreinato, 0, 0, AFl, nil, 0, 4 ; Rep Robotics, 5,-2, no, Mob, 3, 0 ; Rob Rocketry, 6,-2, no, E2, 3, 0 ; Roc Sanitation, 4, 2, no, Eng, 2, 1 ; San Seafaring, 4, 1, no, Pot, 0, 1 ; Sea Space Flight, 4, 1, no, Roc, 3, 3 ; SFl Stealth, 3,-2, no, Rob, 3, 0 ; Sth Steam Engine, 4,-1, no, Inv, 2, 3 ; SESteel, 4,-1, no, Ind, 2, 4 ; Stl Superconductor, 4, 1, no, Las, 3, 3 ; Sup Tactics, 6,-1, no, Ldr, 2, 0 ; Tac Theology, 3, 2, no, Feu, 1, 2 ; The Theory of Gravity, 4, 0, no, Uni, 1, 3 ; ToG Ideas Francesas, 6, 0, AFl, nil, 0, 3 ; Tra *University, 5, 1, no, no, 1, 3 ; Uni Warrior Code, 4,-1, no, nil, 0, 0 ; War The Wheel, 4,-1, no, nil, 0, 4 ; Whe *Writing, 4, 2, no, no, 0, 3 ; Wri Ideas Americanas, 0, 0, nil, nil, 0, 3 ; ... 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 Extra Advance 1, 3, 0, no, no, 0, 0 ; X1 Extra Advance 2, 3, 0, no, no, 0, 0 ; X2 Extra Advance 3, 3, 0, no, no, 0, 0 ; X3 Extra Advance 4, 3, 0, no, no, 0, 0 ; X4 Extra Advance 5, 3, 0, no, no, 0, 0 ; X5 Extra Advance 6, 3, 0, no, no, 0, 0 ; X6 Extra Advance 7, 3, 0, no, no, 0, 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, Sede de Gobierno, 2, 1, Cmp, Barracks, 4, 1, no, Granary, 6, 1, no, Autoridades Nuevas, 1, 3, Cer, Poblacion Comercial, 2, 1, AFl, Colegio, 2, 2, AFl, Patíbulo, 2, 8, Esp, Fortificaciones, 6, 2, RR, Aqueduct, 8, 2, no, Casa de Moneda, 32, 3, Eco, Cathedral, 12, 3, no, University, 16, 3, no, Mass Transit, 16, 4, no, Teatro, 2, 3, AFl, Factory, 20, 4, no, Manufacturing Plant, 32, 6, no, SDI Defense, 20, 4, no, Recycling Center, 20, 2, no, Power Plant, 16, 4, no, Hydro Plant, 24, 4, E2, Nuclear Plant, 16, 2, no, Tesoreria, 16, 4, AFl, Sewer System, 12, 2, no, Supermarket, 8, 3, no, Centro de Comercio, 2, 2, AFl, Research Lab, 16, 3, no, SAM Missile Battery, 10, 2, no, Coastal Fortress, 8, 1, no, Solar Plant, 32, 4, no, Harbor, 6, 1, no, Offshore Platform, 16, 3, no, Airport, 16, 3, no, Police Station, 6, 2, no, Port Facility, 8, 3, no, SS Structural, 8, 0, no, SS Component, 16, 0, no, SS Module, 32, 0, no, Impuestos, 60, 0, Eng, Pyramids, 20, 0, no, El Despertador Americano, 20, 0, Cor, *Mines of Guanajuato, 20, 0, no, El Grito de Independencia, 20, 0, AFl, Great Library, 30, 0, no, La Emancipacion de los Esclavos, 20, 0, Rad, Great Wall, 30, 0, no, Sun Tzu's War Academy, 30, 0, no, Las minas de Guanajuato, 30, 0, AFl, *nope, 20, 0, no, La Capital de Nueva España, 40, 0, AFl, La Perla de Occidente, 30, 0, nil, La Puerta del Bajío, 40, 0, AFl, Shakespeare's Theatre, 30, 0, no, Leonardo's Workshop, 40, 0, no, J. S. Bach's Cathedral, 40, 0, no, El Colegio de San Nicolas, 40, 0, AFl, Adam Smith's Trading Co., 40, 0, no, Darwin's Voyage, 40, 0, no, Statue of Liberty, 40, 0, no, *Grito de Dolores, 20, 0, no, La Virgen de Guadalupe, 60, 0, AFl, Hoover Dam, 60, 0, no, El San Francisco Milgaroso, 60, 0, AFl, United Nations, 60, 0, no, La Virgen de Zapopan, 60, 0, AFl, SETI Program, 60, 0, no, La Virgen de Los Lagos, 60, 0, nil, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; Pyramids nil, ; El Despertador Americano nil, ; Mines of Guanajuato Mag, ; Lighthouse E1, ; Great Library nil, ; Slave Emancipation Met, ; Great Wall Mob, ; Sun Tzu's War Academy nil, ; King Richard's Crusade nil, ; Pearl of the West nil, ; Capital of the New Spain nil, ; Copernicus' Observatory nil, ; Gateway to the Lowlands nil, ; Shakespeare's Theatre nil, ; Leonardo's Workshop nil, ; J. S. Bach's Cathedral nil, ; Colegio de San Nicolas nil, ; Adam Smith's Trading Co. nil, ; Darwin's Voyage nil, ; Statue of Liberty nil, ; Grito de Dolores nil, ; Virgen de Guadalupe nil, ; Hoover Dam nil, ; San Francisco Milgaroso nil, ; United Nations nil, ; Virgen de Zapopan nil, ; SETI Program nil, ; Cure for Cancer ; ; 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 Milicia Local, nil, 0, 1., 0, 0a, 3d, 1h, 1f, 20, 0, 1, Fli, 000010000000000 *Engineers, nil, 0, 2., 0, 0a, 2d, 2h, 1f, 4, 0, 5, no, 000000000000000 Bat Guadalajara, nil, 0, 1., 0, 4a, 3d, 1h, 1f, 5, 0, 1, AFl, 000000000000000 Bat Guanajuato, nil, 0, 1., 0, 4a, 3d, 1h, 1f, 5, 0, 1, AFl, 000000000000000 Prov Valladolid, nil, 0, 1., 0, 5a, 4d, 2h, 1f, 5, 0, 0, AFl, 000000000000000 Prov Mexico, nil, 0, 1., 0, 5a, 4d, 2h, 1f, 5, 0, 1, AFl, 000000000000000 Prov Puebla, nil, 0, 1., 0, 5a, 4d, 2h, 1f, 5, 0, 1, AFl, 000000000000000 *Musketeers, Csc, 0, 1., 0, 3a, 3d, 2h, 1f, 3, 0, 1, Gun, 000000000000000 *Pueblo Alzado, nil, 0, 1., 0, 3a, 2d, 2h, 1f, 16, 0, 0, no, 000000000000000 Pueblo Alzado , Exp, 0, 1., 0, 3a, 2d, 2h, 1f, 12, 0, 0, Gue, 000000000000000 La Reina, nil, 0, 172., 0, 7a, 3d, 2h, 1f, 5, 0, 0, AFl, 000000000000000 El Príncipe, nil, 0, 172., 0, 7a, 3d, 2h, 1f, 5, 0, 0, AFl, 000000000000000 Pueblo Alzado I, nil, 0, 1., 0, 3a, 2d, 2h, 1f, 16, 0, 0, Exp, 000000000000000 *Paratroopers, nil, 0, 1., 0, 6a, 4d, 2h, 1f, 6, 0, 1, no, 000000000000000 *Mech. Inf., nil, 0, 3., 0, 6a, 6d, 3h, 1f, 5, 0, 1, no, 000000000000000 Lan Sierra Gorda, nil, 0, 2., 0, 6a, 1d, 1h, 1f, 20, 0, 0, AFl, 000000000000000 Lan Colotlan, nil, 0, 2., 0, 6a, 1d, 1h, 1f, 20, 0, 0, AFl, 000000000000000 Allende, nil, 0, 172., 0, 9a, 5d, 2h, 1f, 5, 0, 0, AFl, 000000000000000 San Carlos, nil, 0, 172., 0, 6a, 3d, 2h, 1f, 5, 0, 0, AFl, 000000000000000 *Knights, Ldr, 0, 2., 0, 4a, 2d, 1h, 1f, 4, 0, 0, no, 000000000000000 Calleja, nil, 0, 2., 0, 10a, 6d, 2h, 1f, 40, 0, 0, AFl, 000000000000000 Gen. Calleja, nil, 0, 2., 0, 10a, 6d, 2h, 1f, 40, 0, 0, AFl, 000000000000000 *Allende, nil, 0, 172., 0, 9a, 5d, 2h, 1f, 5, 0, 0, no, 000000000000000 Granaderos, nil, 0, 1., 0, 8a, 4d, 2h, 1f, 40, 0, 0, AFl, 000000000000000 Cañon Rebelde, nil, 0, 1., 0, 9a, 1d, 1h, 2f, 5, 0, 0, AFl, 000000001000000 Artillería, nil, 0, 1., 0, 10a, 1d, 1h, 2f, 5, 0, 0, AFl, 000000001000000 Artillería Vet, nil, 0, 1., 0, 12a, 1d, 1h, 2f, 5, 0, 0, AFl, 000000001000000 Prov Toluca, nil, 0, 1., 0, 5a, 4d, 2h, 1f, 5, 0, 1, AFl, 000000000000000 Prov Celaya, nil, 0, 1., 0, 5a, 4d, 2h, 1f, 5, 0, 1, AFl, 000000000000000 Prov 3 Villas , nil, 0, 1., 0, 5a, 4d, 2h, 1f, 10, 0, 1, AFl, 000000000000000 La Corona, nil, 0, 1., 0, 7a, 4d, 2h, 1f, 30, 0, 0, AFl, 000000000000000 Colorados, nil, 0, 1., 0, 6a, 4d, 2h, 1f, 30, 0, 0, AFl, 000000000000000 Morados, nil, 0, 1., 0, 6a, 4d, 2h, 1f, 30, 0, 0, AFl, 000000000000000 Verdes, nil, 0, 1., 0, 6a, 4d, 2h, 1f, 30, 0, 0, AFl, 000000000000000 Regiminento Ind, nil, 0, 1., 0, 4a, 3d, 2h, 1f, 10, 0, 0, Cmb, 000000000000000 Rgto de Leales, nil, 0, 1., 0, 4a, 3d, 1h, 1f, 30, 0, 0, FP, 000000000000000 Rgto de Patriotas, nil, 0, 1., 0, 5a, 2d, 1h, 1f, 40, 0, 0, FP, 000000000000000 Alhóndiga, nil, 0, 0., 0, 0a, 9d, 2h, 1f, 5, 0, 1, AFl, 000010000000000 Tamarindos, nil, 0, 1., 0, 4a,46d, 1h, 1f, 30, 0, 0, AFl, 000000000000000 Alabarderos, nil, 0, 1., 0, 4a, 5d, 1h, 1f, 40, 0, 1, AFl, 000000000000000 Fieles Potosi, nil, 0, 1., 0, 6a, 2d, 1h, 1f, 40, 0, 1, AFl, 000000000000000 *Submarine, nil, 0, 3., 0, 10a, 2d, 3h, 2f, 6, 0, 2, no, 000000000001001 *Carrier, nil, 0, 5., 0, 1a, 9d, 4h, 2f, 16, 0, 2, no, 000000010000001 *Transport, nil, 0, 5., 0, 0a, 3d, 3h, 1f, 5, 0, 4, no, 000000000000000 El Pípila, nil, 0, 1., 0, 12a, 1d, 2h, 2f, 5, 0, 0, AFl, 001000001000000 *Nuclear Msl., nil, 0, 16., 0, 99a, 0d, 1h, 1f, 16, 0, 0, no, 001000000000000 Ortiz, nil, 0, 3., 0, 0a, 0d, 1h, 1f, 5, 0, 6, AFl, 000000000000010 Hidalgo, nil, 0, 172., 0, 0a, 0d, 1h, 1f, 5, 0, 6, AFl, 000000000000011 Arriero, nil, 0, 2., 0, 0a, 1d, 1h, 1f, 4, 0, 7, Ast, 000000000000010 *Freight, nil, 0, 2., 0, 0a, 1d, 1h, 1f, 5, 0, 7, no, 000000000000010 *Explorer, nil, 0, 1., 0, 0a, 1d, 1h, 1f, 3, 0, 0, no, 000001000000010 Lanceros, nil, 0, 2., 0, 5a, 1d, 1h, 1f, 20, 0, 0, FP, 000000000000000 Chinacos, Exp, 0, 2., 0, 4a, 1d, 1h, 1f, 10, 0, 0, Mon, 000000000000000 Chinacos I, nil, 0, 2., 0, 4a, 1d, 1h, 1f, 15, 0, 0, Exp, 000000000000000 Drag Queretaro, nil, 0, 172., 0, 6a, 3d, 2h, 1f, 5, 0, 0, AFl, 000000000000000 Drag San Luis, nil, 0, 172., 0, 6a, 3d, 2h, 1f, 5, 0, 0, AFl, 000000000000000 Dragones Puebla, nil, 0, 172., 0, 6a, 3d, 2h, 1f, 10, 0, 0, AFl, 000000000000000 Drag Patzcuaro, nil, 0, 172., 0, 6a, 3d, 2h, 1f, 5, 0, 0, AFl, 000000000000000 Aguascalientes, nil, 0, 172., 0, 6a, 3d, 2h, 1f, 5, 0, 0, AFl, 000000000000000 Dragones Mex, nil, 0, 172., 0, 8a, 3d, 2h, 1f, 30, 0, 0, AFl, 000000000000000 Dragones Esp, nil, 0, 172., 0, 7a, 3d, 2h, 1f, 40, 0, 0, AFl, 000000000000000 Dragones Ind, nil, 0, 172., 0, 5a, 2d, 2h, 1f, 12, 0, 0, Cmb, 000000000000000 ; ; 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 Semi-Arido, 1,1, 0,0,0, yes, 0, 5, 5, yes, 0, 5, 3, Pln, ; Drt Pastizal, 1,2, 1,0,0, yes, 0, 5, 1, For, 0,15, 0, Grs, ; Pln Cultivos, 1,2, 3,1,1, yes, 0, 5, 2, For, 0,10, 0, Hil, ; Grs Bosque, 2,3, 0,2,1, Pln, 0, 5, 5, no, 0, 5, 0, Grs, ; For Montañas, 2,4, 1,1,0, yes, 0,10, 0, yes, 0,10, 1, Pln, ; Hil Cerros, 2,4, 0,2,0, no, 0,10, 0, yes, 0,10, 6, Hil, ; Mou Mina de Plata, 2,2, 1,2,10, yes, 0,10, 1, no, 0, 0, 0, Drt, ; Tun Urban, 2,2, 0,0,0, no, 0, 0, 0, yes, 0,15, 3, Tun, ; Gla Chaparral, 1,2, 0,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, ; Swa Jungla, 2,3, 0,1,0, Grs, 0,15, 6, For, 0,15, 0, Pln, ; Jun Lago, 1,1, 2,0,0, no, 0, 0, 0, no, 0, 0, 0, no, ; Oce Nopalera, 2,2, 3,1,2, Ganado, 1,2, 4,1,2, Huerto, 2,3, 3,1,3, Madera, 2,3, 1,3,2, Cacería, 2,4, 3,2,1, Venados, 2,4, 2,2,1, La Valenciana,2,2, 1,2,20, Ivory, 2,2, 1,1,4, Goats, 1,2, 3,1,2, Cacería, 2,3, 3,1,2, Peces, 1,1, 4,0,1, Cantera, 2,2, 1,3,1, Caballos, 1,2, 3,3,3, Huerto, 2,3, 3,1,3, Guajolotes, 2,3, 3,2,2, Piedras, 2,6, 1,0,0, Cuevas, 2,6, 0,0,1, Furs, 1,2, 2,0,3, Glacier Oil,2,2, 0,4,0, Magueyes, 1,2, 2,2,3, Fruta, 2,3, 3,1,2, Peces, 1,1, 4,0,1, @GOVERNMENTS Desorden, , Desorden, Caudillo, Empress Gob Provisional,Generalisimo,Queen G Independiente,Generalisimo,Comrade Fundamentalism, High Priest, High Priestess Virreinato, Virrey, Consul Republica, Presidente, 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 Caesar, Livia, 0, 1, 0, Romans, Roman, 1, 1, -1, 1, Dictator, Dictator, 2, Imperator, Imperatrix Hammurabi, Ishtari, 0, 2, 0, Babylonians, Babylonian, -1, -1, 1, Frederick, Maria Theresa, 0, 3, 0, Germans, German, -1, -1, 1, 4, Archbishop, Archbishop, 6, President, Chancellor Ramesses, Cleopatra, 1, 4, 0, Egyptians, Egyptian, 0, 0, 1, 1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh Abe Lincoln, E. Roosevelt, 0, 5, 2, Americans, American, -1, -1, 1, 4, Reverend, Reverend, 5, Speaker, Speaker Alexander, Hippolyta, 1, 6, 0, Greeks, Greek, 0, 1, -1, 6, Prime Minister, Prime Minister Mohandas Gandhi,Indira Gandhi, 0, 7, 0, Indians, Indian, -1, -1, 0, 2, Maharaja, Maharaja, Lenin, Catherine the Great, 1, 1, 3, Russians, Russian, 1, 0, -1, 2, Czar, Czarina, 4, Patriarch, Matriarch Shaka, Shakala, 0, 2, 0, Zulus, Zulu, 1, 0, 0, Louis XIV, Joan of Arc, 0, 3, 0, French, French, 1, 1, 1, 4, Archbishop, Archbishop, 6, Premier, Premier Montezuma, Nazca, 0, 4, 0, Aztecs, Aztec, 0, -1, 1, Mao Tse Tung, Wu Zhao, 0, 5, 1, Chinese, Chinese, 0, 0, 1, 3, Chairman, Chairperson Henry VIII, Elizabeth I, 1, 6, 3, English, English, 0, 1, 0, 4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister Genghis Khan, Bortei, 0, 7, 3, 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, 4, Archbishop, Archbishop Xerxes, Scheherezade, 0, 5, 0, Persians, Persian, 0, -1, 0, 2, Shah, Shah, 4, Ayatollah, Ayatollah 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 Sal, Manta, Fruta, Dulces, Pulque, Herramientas, Caballos, Lana, Cuero, Tintóreas, Medicina, Ropa, Alfarería, Mezcal, Vino, Carbón, @ORDERS Atrincherarse, F Atrincherado, F En descanso, S Build Fortress, F Build Road, R Build Irrigation, I Build Mine, m Transform, O Clean Pollution, p Build Airbase, E Ir A, G @DIFFICULTY Capitan Coronel Mariscal de Campo Teniente General Capitan General Generalisimo @ATTITUDES Worshipful Enthusiastic Cordial Receptive Neutral Hostil Icy Hostile Enraged