; ; CIVILIZATION GAME DATA -- WELTKRIEG ; Copyright (c) 1995 by MicroProse Software ; Changes 2002 by STS ; ; 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 2 ; 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) 1 ; 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 15 ; 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 8 ; Fundamentalism pays support for all units past this 1 ; Communism is equivalent of this palace distance. 20 ; 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 Warfare, 4,-2, nil, nil, 0, 0 ; AFl Industrialization, 5, 1, nil, nil, 3, 1 ; Alp Naval War, 4,-2, AFl, nil, 1, 0 ; Amp Air War I, 4, 1, AFl, nil, 3, 0 ; Ast Ground War I, 4,-1, AFl, nil, 2, 0 ; Ato War ships, 6,-1, Amp, nil, 1, 0 ; Aut Trade ships, 4, 1, Amp, nil, 2, 1 ; Ban Anti ship tactics, 4, 0, Aut, Ban, 1, 0 ; Bri Fighter Tactics 1, 6,-1, Ast, nil, 3, 0 ; Bro Tac Bombers, 5, 0, Bro, Iro, 3, 0 ; Cer Air Defense, 5,-1, Cer, nil, 3, 0 ; Che Ground troops, 4,-1, Ato, nil, 0, 0 ; Chi Armoured Cars, 4,-1, Chi, nil, 0, 0 ; CoL Tank Design I, 5,-1, CoL, Lab, 2, 0 ; CA Air War II, 5,-1, Che, nil, 3, 0 ; Cmb Communism, 5, 0, nil, nil, 2, 2 ; Cmn Ground War II, 5,-1, CA, nil, 0, 0 ; Cmp Fighter Tactics II, 5,-1, Cmb, Inv, 3, 0 ; Csc xxxxxxxxxxxx, 4, 0, no, no, 3, 0 ; Cst Air War III, 5,-1, Csc, Ldr, 3, 0 ; Cor XXXXXXXXXXXX, 4, 1, no, no, 0, 0 ; Cur Democracy, 5, 1, Ban, Inv, 2, 2 ; Dem Tank Design II, 5,-1, Cmp, Feu, 2, 0 ; Eco Tank Design III, 5,-1, Eco, Hor, 2, 0 ; E1 Metall Works, 4, 1, Alp, nil, 1, 1 ; E2 Engineerinmg, 4, 0, Alp, nil, 3, 1 ; Eng Weapon Design I, 4, 1, Alp, nil, 0, 0 ; Env Motor Design, 4, 1, Alp, nil, 2, 1 ; Esp Fuel Development, 4, 1, Alp, nil, 3, 1 ; Exp Armour I, 4,-1, E2, Env, 2, 0 ; Feu Weapon Design II, 4,-1, Env, nil, 0, 0 ; Fli Fundamentalism, 4,-1, nil, nil, 2, 2 ; Fun Synthetic Fuel, 4, 1, Exp, nil, 3, 1 ; FP Kerosin, 4, 1, FP, nil, 0, 1 ; Gen xxxxxxxxxxxxxxxx, 4, 1, no, no, 0, 0 ; Gue xxxxxxxxxxxxxxxx, 8,-2, no, no, 2, 0 ; Gun Bullet Design, 4,-1, Fli, Lit, 2, 0 ; Hor xxxxxxxxxxxxxxxx, 4, 0, no, no, 3, 0 ; Ind Turbocharging, 4,-1, Esp, Exp, 0, 1 ; Inv Bombers I, 5,-1, Ast, nil, 3, 0 ; Iro Artillery, 4,-1, Chi, nil, 2, 0 ; Lab xxxxxxxxxxx, 5, 0, no, no, 2, 0 ; Las Bombers II, 4,-1, Cmb, Inv, 3, 0 ; Ldr Armour II, 4,-1, Feu, Fli, 2, 0 ; Lit xxxxxxxxxxx, 4,-2, no, no, 2, 4 ; Too Airborne, 4,-1, Ast, Ato, 3, 0 ; Mag Jet Engine, 4, 0, Cor, Gen, 3, 0 ; Map xxxxxxxxxxx, 4, 1, no, no, 0, 4 ; Mas xxxxxxxxxxx, 5, 0, no, no, 3, 4 ; MP xxxxxxxxxxx, 4,-1, no, no, 0, 3 ; Mat xxxxxxxxxxx, 4, 0, no, no, 1, 1 ; Med xxxxxxxxxxx, 6,-2, no, no, 1, 0 ; Met xxxxxxxxxxx, 4, 1, no, no, 3, 4 ; Min xxxxxxxxxxx, 4,-1, no, no, 3, 0 ; Mob Monarchy, 5, 1, nil, nil, 2, 2 ; Mon xxxxxxxxxxx, 5, 1, no, no, 1, 2 ; MT xxxxxxxxxxx, 4, 0, no, no, 0, 2 ; Mys xxxxxxxxxxx, 6,-1, no, no, 1, 1 ; Nav xxxxxxxxxxx, 6,-2, no, no, 3, 3 ; NF xxxxxxxxxxx, 3, 0, no, no, 3, 3 ; NP xxxxxxxxxxx, 6, 1, no, no, 1, 2 ; Phi xxxxxxxxxxx, 4,-1, no, no, 1, 3 ; Phy xxxxxxxxxxx, 4, 1, no, no, 3, 4 ; Pla xxxxxxxxxxx, 4,-1, no, no, 3, 0 ; Plu xxxxxxxxxxx, 4, 0, no, no, 0, 2 ; PT Building, 4, 1, nil, nil, 0, 4 ; Pot Radar, 5,-1, nil, nil, 0, 4 ; Rad Railroad, 6, 0, nil, nil, 2, 4 ; RR xxxxxxxxxxx, 2, 1, no, no, 3, 2 ; Rec xxxxxxxxxxx, 4, 0, no, no, 2, 4 ; Ref xxxxxxxxxxx, 4,-1, no, no, 3, 1 ; Rfg Republic, 5, 1, nil, nil, 2, 2 ; Rep xxxxxxxxxxx, 5,-2, no, no, 3, 0 ; Rob xxxxxxxxxxx, 6,-2, no, no, 3, 0 ; Roc Watersupply, 4, 2, nil, nil, 2, 3 ; San xxxxxxxxxxx, 4, 1, no, no, 0, 1 ; Sea xxxxxxxxxxx, 4, 1, no, no, 3, 0 ; SFl xxxxxxxxxxx, 3,-2, no, no, 3, 0 ; Sth xxxxxxxxxxx, 4,-1, no, no, 2, 3 ; SE xxxxxxxxxxx, 4,-1, no, no, 2, 4 ; Stl xxxxxxxxxxx, 4, 1, no, no, 3, 3 ; Sup xxxxxxxxxxx, 6,-1, no, no, 2, 0 ; Tac xxxxxxxxxxx, 3, 2, no, no, 3, 2 ; The xxxxxxxxxxx, 4, 0, no, no, 1, 3 ; ToG Trade, 4, 2, nil, nil, 3, 1 ; Tra No EU SU, 1, 0, no, no, 0, 2 ; Uni No Carrier, 4, 0, no, no, 0, 0 ; War No Heavyship, 1, 0, no, no, 0, 2 ; Whe No US, 1, 0, no, no, 0, 2 ; Wri Zukunftstechn., 1, 0, Map, E1, 3, 3 ; FT Impossible Tech, 3, 0, no, no, 0, 0 ; U1 No DR, 1, 0, no, no, 0, 2 ; U2 No F, 1, 0, no, no, 0, 2 ; U3 No GB US, 1, 0, no, no, 0, 2 ; X1 No SU, 1, 0, no, no, 0, 2 ; X2 No EU, 1, 0, no, no, 0, 2 ; X3 No I, 1, 0, no, no, 0, 2 ; X4 No GB, 1, 0, no, no, 0, 2 ; X5 No GB US F, 1, 0, no, no, 0, 2 ; X6 No DR I, 1, 0, no, no, 0, 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, Headquarter, 10, 0, nil, Barracks, 10, 2, AFl, Fuel Depot, 5, 1, Alp, Church, 6, 1, nil, Marketplace, 10, 2, Tra, Library, 10, 2, nil, Military Police, 6, 1, Dem, Anti tank, 10, 2, Ato, Wassersupply, 10, 2, Alp, Bank, 10, 2, nil, Fieldhospital, 10, 2, nil, University, 20, 3, nil, Mass Transit, 16, 0, no, Theater, 20, 4, nil, Steel Mill, 30, 3, Alp, Ammunition Plant, 30, 6, AFl, Radarstation, 20, 0, no, Recycling Center, 20, 0, no, Electricity plant, 25, 6, nil, Hydro-electric Dam, 40, 6, Alp, Nuclear Plant, 20, 0, no, Stock exchange, 16, 4, nil, Water/Sewer System, 12, 2, nil, Farming, 40, 5, nil, Motorway, 10, 1, nil, Forschungslabor, 20, 3, no, Airdefense, 10, 3, Che, Coastal Battery, 20, 6, Amp, Synthetic Fuel Plant, 50, 8, FP, Harbour, 10, 1, Amp, Fishing fleet, 20, 3, Amp, Airbase, 30, 6, Ast, POW Camp, 6, 2, nil, Naval Base, 30, 6, Amp, SS Structural, 8, 0, no, SS Component, 16, 0, no, SS Module, 32, 0, no, Capitalization, 30, 0, nil, Pyramids, 20, 0, nil, Tower of London, 20, 0, nil, Reichsparteitag, 20, 0, nil, Akropolis, 20, 0, nil, Brandenburger Tor, 30, 0, nil, NSDAP, 30, 0, nil, Kremlin, 30, 0, nil, Westpoint, 30, 0, nil, Lenin Mausoleum, 30, 0, nil, Der Anschluss, 20, 0, nil, Michelangelo, 40, 0, nil, Bernsteinzimmer, 30, 0, nil, Flottenabkommen, 40, 0, nil, Shakespeare Theater, 30, 0, nil, Achse Berlin-Rom, 40, 0, nil, Petersdom, 40, 0, nil, Schloss Sanssouci, 40, 0, nil, Wallstreet, 30, 0, nil, L'Arc de Triomphe, 40, 0, nil, Statue of Liberty, 40, 0, nil, Tour Eiffel, 30, 0, nil, Cathedrale of Canterbury, 60, 0, nil, Stalin Line, 60, 0, nil, Manhattan Project, 60, 0, no, Völkerbund, 60, 0, Dem, Peenemünde Komplex, 60, 0, nil, SETI Program, 60, 0, no, Lend Lease Plan 1941, 40, 0, nil, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; Pyramiden nil, ; Tower of London nil, ; Reichsparteitag AFl, ; Akropolis AFl, ; Brandenburger Tor nil, ; NSDAP AFl, ; Kreml nil, ; Westpoint nil, ; Lenin Mausoleum nil, ; Der Anschluss nil, ; Michelangelo nil, ; Bernsteinzimmer nil, ; Flottenabkommen nil, ; Shakespeare Theater nil, ; Achse Berlin-Rom nil, ; Petersdom nil, ; Schloss Sanssouci nil, ; Wallstreet AFl, ; L'Arc de Triomphe nil, ; Freiheitsstatue nil, ; Tour Eiffel nil, ; Kathedrale v. Canterbury nil, ; Stalin Linie nil, ; Manhattan Project no, ; Völkerbund nil, ; Peenemünde Komplex nil, ; SETI Program nil, ; Lend Lease Plan 1941 ; ; 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 PZL P.24, X3, 1, 6.,2, 8a,3d, 2h,2f, 20,0, 3, Cer, 000000000010001 IZ-Panzerwagen,X3, 0, 1.,0, 7a,4d, 3h,2f, 20,0, 0, CoL, 000001000000000 Infantry, X1, 0, 1.,0, 3a,5d, 1h,1f, 5,0, 1, Chi, 000000000000000 Wehrmacht, U2, 0, 1.,0, 3a,5d, 1h,1f, 5,0, 1, Chi, 000000000000000 F.Infantry, U3, 0, 1.,0, 3a,5d, 1h,1f, 5,0, 1, Chi, 000000000000000 Bren Carrier, X1, 0, 1.,0, 8a,4d, 3h,3f, 12,0, 0, CoL, 000001000000101 Red Army, X2, 0, 1.,0, 3a,4d, 1h,1f, 3,0, 1, Chi, 000000000000000 Bersigiri, X4, 0, 1.,0, 3a,5d, 1h,1f, 5,0, 1, Chi, 000000000000000 Infanterie, X3, 0, 1.,0, 3a,3d, 1h,1f, 5,0, 1, Chi, 000000000000000 Swordfish MkI,X5, 1, 5.,2, 30a,3d, 2h,3f, 8,0, 2, Bri, 100000000001001 Hawker Typhoon,X5, 1, 8.,2, 10a,5d, 3h,3f, 20,0, 3, Csc, 000000000010001 20mm Flak, nil, 0, 1.,0, 1a,5d, 2h,1f, 12,0, 1, Che, 010000000010000 SdKfz 251, U2, 0, 1.,0, 8a,4d, 3h,3f, 12,0, 0, CoL, 000001000000001 Fallschirmjäger,nil, 0, 1.,0, 6a,3d, 2h,1f, 15,0, 0, Mag, 000000101000101 Stug IIIC, U2, 0, 1.,0, 9a,5d, 3h,2f, 15,0, 0, CA, 000001001000001 Bristol Blenheim,X5, 1, 8.,2, 10a,4d, 2h,2f, 10,0, 3, Iro, 100000000000001 Autoblinda 41,X4, 0, 1.,0, 7a,4d, 3h,2f, 12,0, 0, CoL, 000001000000001 JS-II, X2, 0, 1.,0, 12a,9d, 2h,3f, 15,0, 0, E1, 000001001000000 Petlyakov Pe-2,X2, 1, 8.,2, 10a,4d, 3h,2f, 10,0, 3, Iro, 100000000000001 Heinkel He 111P,U2, 1, 8.,2, 11a,6d, 3h,2f, 10,0, 3, Iro, 100000000000001 SU 76, X2, 0, 1.,0, 15a,3d, 2h,3f, 15,0, 0, Eco, 000001000000000 Marchetti SM79,X4, 1, 8.,2, 11a,5d, 3h,2f, 10,0, 3, Iro, 100000000000001 Souma S-35, U3, 0, 1.,0, 9a,5d, 3h,2f, 25,0, 0, Eco, 000001000000000 B26C Marauder,Wri, 1, 8.,2, 11a,6d, 3h,2f, 10,0, 3, Iro, 100000000000001 155mm Geschütz,X2, 0, 1.,0, 11a,4d, 3h,2f, 10,0, 0, Lab, 000001001000000 M7 Priest, X1, 0, 1.,0, 11a,3d, 3h,2f, 10,0, 0, Lab, 000001001000000 SiG 33I Bison,U2, 0, 1.,0, 11a,3d, 3h,2f, 10,0, 0, Lab, 000001001000000 Yakovlev Yak-9,X2, 1, 5.,2, 7a,3d, 2h,2f, 10,0, 3, Bro, 000000000010000 Me 109E, U2, 1, 6.,2, 9a,4d, 2h,3f, 10,0, 3, Bro, 000000000010001 Hurricane MkI,X5, 1, 6.,2, 9a,4d, 2h,3f, 10,0, 3, Bro, 000000000010001 Maacchi MC 205,X4, 1, 6.,2, 9a,4d, 2h,3f, 10,0, 3, Bro, 000000000010001 Dewoitine D.520,U3, 1, 6.,2, 9a,4d, 2h,2f, 20,0, 3, Bro, 000000000010001 Matilda MkII, X1, 0, 1.,0, 8a,5d, 3h,2f, 15,0, 0, CA, 000001000000001 M3 Grant, X1, 0, 1.,0, 10a,6d, 3h,3f, 15,0, 0, Eco, 000001000000000 M4A3 Firefly, X1, 0, 1.,0, 12a,9d, 2h,3f, 15,0, 0, E1, 000001000000000 Renault R35, U3, 0, 1.,0, 7a,4d, 3h,2f, 20,0, 0, CA, 000001000000000 P38 Lightning,Wri, 1, 6.,2, 9a,4d, 2h,3f, 10,0, 3, Bro, 000000000010001 Fw 190A1, U2, 1, 8.,2, 10a,5d, 3h,3f, 20,0, 3, Csc, 000000000010001 Zerstörer, nil, 2, 5.,0, 6a,4d, 3h,1f, 50,0, 2, Aut, 100000000000001 KV-II, X2, 0, 1.,0, 9a,5d, 2h,2f, 15,2, 0, CA, 000000000000000 Schlachtschiff,Whe, 2, 4.,0, 12a,10d, 4h,4f, 70,0, 2, Aut, 000000000000000 U-Boot, Whe, 2, 4.,0, 30a,4d, 3h,2f, 30,0, 2, Aut, 100000000001001 Flugzeugträger,War, 2, 4.,0, 0a,5d, 3h,2f, 70,0, 2, Aut, 000000010000001 Frachter, nil, 2, 5.,0, 0a,2d, 2h,1f, 15,8, 4, Ban, 000000000000000 Lavochkin La-5,X2, 1, 6.,2, 6a,3d, 2h,2f, 15,0, 3, Csc, 000000000010000 LeO 451, U3, 1, 8.,2, 10a,4d, 3h,2f, 20,0, 3, Iro, 100000000000000 Fiat M13/40, X4, 0, 1.,0, 8a,4d, 3h,2f, 15,0, 0, Eco, 000001000000001 Ilyushin Il-2,X2, 1, 8.,2, 16a,6d, 3h,3f, 15,0, 3, Ldr, 000000000000001 P51D Mustang, Wri, 1, 10.,2, 10a,5d, 3h,3f, 20,0, 3, Csc, 000000000010001 LKW, nil, 0, 1.,0, 0a,1d, 1h,1f, 8,0, 7, Tra, 000001000000010 BA-10, X2, 0, 1.,0, 6a,4d, 2h,2f, 12,0, 0, CoL, 000001000000000 T34/76, X2, 0, 1.,0, 10a,8d, 2h,3f, 15,0, 0, Eco, 000001000000000 Junker Ju188S,U2, 1, 10.,2, 16a,6d, 3h,3f, 20,0, 3, Ldr, 000000000000001 Me 262A, U2, 1, 5.,2, 15a,8d, 4h,4f, 50,0, 3, Map, 000000000010001 Fw 200 Condor,U2, 1, 18.,2, 11a,6d, 3h,2f, 35,0, 3, Bri, 100000000001001 PzKw III, U2, 0, 1.,0, 9a,5d, 2h,2f, 15,2, 0, CA, 000001000000000 PzKw IVG, U2, 0, 2.,0, 11a,8d, 3h,3f, 20,0, 0, Eco, 000000000000000 PzKw V Panther,U2, 0, 2.,0, 12a,9d, 3h,3f, 30,0, 0, E1, 000000000000000 B17 Fortress, Wri, 1, 18.,2, 25a,5d, 3h,4f, 20,0, 3, Ldr, 000000000000001 Avro Lancaster,X5, 1, 18.,2, 25a,5d, 3h,4f, 20,0, 3, Ldr, 000000000000001 Gloster Meteor,X5, 1, 5.,2, 15a,8d, 4h,4f, 50,0, 3, Map, 000000000010001 Ju87B Stuka, U2, 1, 6.,2, 12a,5d, 3h,2f, 10,0, 3, Cer, 100000000000001 ; ; 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 ; ; ; M D F S T I P T A M P T A X D ; o e o h r r l u I i l u I f s ; v f o l a r u r n u r r g ; e + d d d g s n % e s n % m n ; @TERRAIN Wueste, 1,2, 0,1,0, yes, 1, 5, 5, yes, 1, 5, 3, Pln, ; Drt Praerie, 1,2, 1,1,1, yes, 1, 5, 1, For, 0,15, 0, Grs, ; Pln Wiesen, 1,2, 2,1,1, yes, 1, 5, 2, For, 0,10, 0, Hil, ; Grs Laubwald, 2,3, 1,2,1, Pln, 0, 5, 5, no, 0, 5, 0, Grs, ; For Huegel, 2,4, 1,0,1, yes, 1,10, 0, yes, 3,10, 1, Pln, ; Hil Berge, 3,4, 0,1,1, no, 1,10, 0, yes, 1,10, 6, Hil, ; Mou Tundra, 1,2, 1,0,1, yes, 1,10, 1, no, 0, 0, 0, Drt, ; Tun Birkenwald, 2,3, 0,0,1, no, 0, 0, 0, yes, 1,15, 3, Tun, ; Gla Schilf, 2,2, 1,0,1, Grs, 0,15, 6, For, 0,15, 0, Pln, ; Swa Forst, 2,3, 1,0,1, Grs, 0,15, 6, For, 0,15, 0, Pln, ; Jun Ozean, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, ; Oce Oase, 1,2, 3,1,1, Dorf, 1,3, 1,3,1, Wiesen, 1,2, 2,1,1, Wisent, 2,3, 3,2,1, Kohle, 2,4, 1,2,1, Gold, 2,4, 0,1,6, Papierfabrik,1,3, 3,1,1, Steppe, 1,2, 1,1,4, Torf, 1,3, 1,4,1, Huette, 1,3, 1,0,4, Thunfisch, 1,2, 3,0,2, Erdoel, 1,2, 0,4,1, Siedlung, 1,3, 3,1,1, Wiesen, 1,2, 2,1,1, Fabrik, 1,3, 1,2,3, Wein, 2,4, 1,0,4, Eisen, 2,4, 0,4,1, Schafzucht, 1,2, 2,0,3, Baeren, 2,2, 0,4,1, Sumpf, 2,3, 3,0,4, Saegewerk, 2,3, 4,0,1, Wale, 1,2, 2,2,3, @GOVERNMENTS Anarchie, Herr, Frau Despotismus, Emperor, Empress Monarchie, König, Königin Diktatur, Führer, Führerin Kommunismus, Genosse, Genossin Republik, Konsul, Konsulin Demokratie, Präsident, Präsidentin ; ; 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 Daniil, Livia, 0, 1, 0, Russians, Muscovite, 1, 1, -1, Hammurabi, Ishtari, 0, 2, 1, Russians, Kievan, 1, 1, -1, Frederick, Maria Theresa, 0, 3, 3, Teutons, Teutonic, 1, 1, -1, 2, Hochmeister, Hochmistress Ramesses, Cleopatra, 1, 4, 0, Lithuanians, Lithuanian, 1, 1, -1, Abe Lincoln, E. Roosevelt, 0, 5, 2, Russians, Novgorodian, 1, 1, -1, Alexander, Hippolyta, 1, 6, 2, Russians, White Russian, 1, 1, -1, Mohandas Gandhi,Indira Gandhi, 0, 7, 1, Tatars, Tatar, 1, 1, -1, Lenin, Catherine the Great, 1, 1, 0, Russians, Russian, 1, 1, -1, 2, Czar, Czarina, 4, Patriarch, Matriarch Shaka, Shakala, 0, 2, 0, Zulus, Zulu, 1, 1, -1, Louis XIV, Joan of Arc, 0, 3, 3, French, French, 1, 1, -1, 4, Archbishop, Archbishop, 6, Premier, Premier Montezuma, Nazca, 0, 4, 0, Aztecs, Aztec, 1, 1, -1, Mao Tse Tung, Wu Zhao, 0, 5, 2, Chinese, Chinese, 1, 1, -1, 3, Chairman, Chairperson Henry VIII, Elizabeth I, 1, 6, 1, English, English, 1, 1, -1, 4, Lord Protector, Lady Protector, 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, -1, 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, -1, 1, Warlord, Warlord Philip II, Isabella, 1, 4, 1, Spanish, Spanish, 1, 1, -1, 4, Archbishop, Archbishop Xerxes, Scheherezade, 0, 5, 0, Persians, Persian, 1, 1, -1, 2, Shah, Shah, 4, Ayatollah, Ayatollah Hannibal, Dido, 0, 6, 1, Carthaginians,Carthaginian, 1, 1, -1, Sitting Bull, Sacajawea, 0, 7, 3, Sioux, Sioux, 1, 1, -1, 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 Livestock, Textiles, Wood, Ale, Steel, Concrete, Ammunition, Rations, Equipment, Tools, Medical Supplies, Chemicals, Spare Parts, Coal, Petrol, Aluminum, @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 Gefreiter Feldwebel Leutnant Oberst General Feldmarschall @ATTITUDES Verehrend Enthusiastisch Herzlich Aufgeschlossen Neutral Schlechtgelaunt Eisig Wütend Zornig