; ; 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 10 ; # of rows in food box (rows * city_size+1 = box) 12 ; # of rows in shield box 1 ; Settlers eat (govt <= Monarchy) 1 ; Settlers eat (govt >= Communism) 7 ; City size for first unhappiness at Chieftain level 16 ; Riot factor based on # cities (higher factor lessens the effect) 8 ; Aqueduct needed to exceed this size 14 ; Sewer System needed to exceed this size 10 ; Tech paradigm (higher # slows research) 20 ; Base time for engineers to transform terrain (x2) 4 ; Monarchy pays support for all units past this 4 ; Communism pays support for all units past this 6 ; Fundamentalism pays support for all units past this 20 ; Communism is equivalent of this palace distance. 33 ; Fundamentalism loses this % of science 50 ; Percent shield penalty for production type change 6 ; Max paradrop range 75 ; Mass/Thrust paradigm (increasing slows spaceship time) 6 ; 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 Aerospace Research, 4, 2, Cmp, Plu, 2, 3 ; AFl Western Tech, 0, 0, no, no, 2, 2 ; Alp Amphibious Warfare, 3,-2, nil, nil, 3, 0 ; Amp Eastern Tech, 0, 0, no, no, 2, 2 ; Ast Atomic Theory, 4,-1, nil, nil, 3, 3 ; Ato GPS, 6,-1, no, no, 2, 3 ; Aut Adv. Jet Engine, 4, 0, Plu, Cer, 1, 4 ; Ban Education System, 5, 0, nil, nil, 1, 2 ; Bri Adv. Stealth, 6, 1, no, no, 2, 4 ; Bro Liquid Flammables, 7,-1, nil, nil, 0, 3 ; Cer Spy Satellites, 6,-1, AFl, nil, 2, 3 ; Che Mobile Warfare I, 6,-2, Cmb, nil, 2, 0 ; Chi VTOL Engine, 6,-2, no, no, 2, 4 ; CoL Combined Arms, 5,-1, Chi, Pot, 0, 0 ; CA Combustion, 5,-1, nil, nil, 2, 0 ; Cmb Communism, 5, 0, nil, nil, 0, 2 ; Cmn Computers, 5, 3, Min, Ind, 1, 3 ; Cmp Conscription, 5,-1, nil, nil, 0, 0 ; Csc Space Program, 6, 3, AFl, nil, 2, 3 ; Cst The Corporation, 4, 0, nil, nil, 2, 1 ; Cor Obs. Tanks, 4,-1, no, no, 2, 0 ; Cur Democracy, 5, 1, nil, nil, 0, 2 ; Dem Ceramic Composites, 4, 1, no, no, 2, 3 ; Eco Adv. Rocketry, 6,-1, Cer, Plu, 0, 3 ; E1 Computer Aided Desi,5, 1, Cmp, nil, 1, 3 ; E2 Civil Engineering, 4, 0, nil, nil, 0, 1 ; Eng Environmentalism, 4, 2, no, no, 3, 2 ; Env Espionage, 5,-2, Cmn, Dem, 2, 2 ; Esp Heavy Artillery, 4,-1, nil, nil, 0, 0 ; Exp Naval Air Defense, 5,-1, Pot, nil, 0, 4 ; Feu Computer Networks, 6, 2, no, no, 1, 3 ; Fli Fundamentalism, 4,-2, nil, nil, 0, 2 ; Fun Fusion Power, 3, 0, NP, Sup, 3, 3 ; FP Genetic Engineering,4, 3, no, no, 3, 4 ; Gen XXXX, 5,-3, no, no, 0, 1 ; Gue Saturn Moon Rockets,6,-2, E1, Hor, 2, 3 ; Gun First Space Walk, 6,-1, Cst, nil, 2, 3 ; Hor Electronics, 6, 2, nil, nil, 1, 3 ; Ind Thermal Sensoring, 6, 0, no, no, 1, 4 ; Inv Satellite Communica,5, 0, no, no, 2, 3 ; Iro Air Advance VII, 0, 0, no, no, 1, 0 ; Lab Telemetry, 8, 2, E2, Met, 2, 3 ; Las Fly by Wire, 0, 0, no, no, 1, 4 ; Ldr Globalization, 6, 2, no, no, 3, 1 ; Lit Sanitation, 6,-2, Eng, nil, 0, 1 ; Too Orbital Platform, 5,-1, no, no, 2, 3 ; Mag Refining, 6, 2, nil, nil, 0, 1 ; Map IFV´s, 6,-1, Chi, nil, 0, 0 ; Mas Mass Production, 5, 2, Mob, nil, 0, 1 ; MP Multi-National Corp,5, 3, Mob, Cor, 3, 1 ; Mat Laser Targeting, 4,-1, no, no, 1, 4 ; Med Microwaves, 6,-1, Rad, nil, 0, 1 ; Met Microprocessor, 8, 3, Ind, Uni, 1, 3 ; Min Capitalism, 8, 2, MT, nil, 2, 1 ; Mob Monarchy, 5, 1, nil, nil, 0, 2 ; Mon Banking System, 5, 1, nil, nil, 1, 1 ; MT Non-Metallic Compos,5, 0, no, no, 2, 4 ; Mys Cruise Missiles, 7,-2, no, no, 0, 3 ; Nav Nuclear Fission, 6,-2, Ato, Uni, 3, 3 ; NF Nuclear Power, 3,-1, NF, nil, 3, 3 ; NP Fibre Optics, 8, 3, no, no, 1, 3 ; Phi MIRVs, 5,-2, E1, Cst, 2, 3 ; Phy Plastics, 5, 1, Eng, AFl, 0, 1 ; Pla Jet Engine, 4,-1, nil, nil, 1, 0 ; Plu Phased Array Radar, 5, 0, no, no, 1, 4 ; PT Air Advance I, 6,-2, Plu, nil, 1, 0 ; Pot Radar, 5,-1, Ind, nil, 1, 0 ; Rad None, 0, 0, no, no, 3, 4 ; RR Recycling, 4, 2, MP, nil, 3, 2 ; Rec Air Advance III, 0, 0, no, no, 1, 0 ; Ref Rocket Engine, 5, 1, Cer, nil, 0, 3 ; Rfg Parliamentary Democracy,5, 1, nil, nil, 0, 2 ; Rep Robotics, 6, 1, Min, Pla, 1, 3 ; Rob Air Advance II, 6,-2, Pot, Ban, 1, 0 ; Roc UAV´s, 6,-1, no, no, 2, 4 ; San Obs. Aircrafts, 4,-1, no, no, 1, 0 ; Sea Air Advance IV, 0, 0, no, no, 1, 0 ; SFl Stealth Tech, 6, 0, no, no, 2, 4 ; Sth Re-entry Vehicles, 5, 1, no, no, 2, 3 ; SE Modern Ships, 4,-1, nil, nil, 3, 0 ; Stl Superconductor, 6, 2, Met, Min, 3, 4 ; Sup Hydrogen Fission, 6,-2, NF, nil, 3, 3 ; Tac Air Advance V, 0, 0, no, no, 1, 0 ; The FLIR Targeting, 5, 0, no, no, 2, 4 ; ToG Air Advance VI, 0, 0, no, no, 1, 0 ; Tra Higher Education, 5, 2, nil, nil, 1, 2 ; Uni Space Shuttle, 4, 1, no, no, 2, 3 ; War Thurst Vectoring, 4, 1, no, no, 2, 4 ; Whe Helicopter Obs, 0, 0, no, no, 1, 0 ; Wri Future Technology, 1, 0, nil, nil, 3, 4 ; FT Bomber Obs, 0, 0, no, no, 1, 4 ; U1 NATO Obs, 0, 0, no, no, 2, 2 ; U2 WEST Obs, 0, 0, no, no, 2, 2 ; U3 Not Neutral, 0, 0, no, no, 2, 2 ; X1 Not SEATO, 0, 0, no, no, 2, 2 ; X2 Not NATO, 0, 0, no, no, 2, 2 ; X3 Not Arab, 0, 0, no, no, 2, 2 ; X4 Not Russian, 0, 0, no, no, 2, 2 ; X5 Not Chinese, 0, 0, no, no, 2, 2 ; X6 Not USA, 0, 0, no, no, 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, Capital, 10, 0, nil, Barracks, 4, 1, nil, Grain Silos, 6, 1, nil, Stadium, 6, 1, nil, Foodshop, 5, 1, nil, Public School, 8, 1, no, Courthouse, 8, 1, nil, City Defenses, 12, 1, nil, Waterworks, 8, 1, nil, Federal Bank, 12, 2, MT, Cathedral, 12, 2, nil, University, 16, 2, Uni, Bus System, 16, 2, Cmb, Cinema, 10, 2, nil, Factory Complex, 24, 3, Mob, Assembly Line, 20, 4, MP, SDI Defense, 20, 4, no, Railway System, 20, 2, MP, Oil Refinery, 20, 3, Map, Hydro-Electric Dam, 24, 3, Ind, Nuclear Plant, 16, 2, NP, Stock Market, 16, 2, Mob, Sewage System, 12, 2, no, Industrial Farm, 10, 3, nil, Highways System, 20, 3, Eng, Research Center, 16, 2, Cmp, AA Defenses, 10, 2, Pot, Coastal Battery, 10, 1, Stl, Solar Wind Generators, 32, 4, no, Harbor, 6, 1, nil, Offshore Platform, 16, 3, Map, Airport, 16, 3, Pot, Military Police, 6, 1, Cmn, Naval Base, 8, 2, Stl, SS Structural, 8, 0, no, SS Component, 16, 0, no, SS Module, 32, 0, no, (Currency Reserves), 60, 0, Mob, Kollektiv Farms, 20, 0, nil, Ka'abla, 20, 0, nil, Globalization, 120, 0, no, US Naval Admiralty, 20,50, nil, Interned Scientists, 20, 0, nil, First Space Walk, 50, 0, nil, Forbidden City, 30, 0, nil, Red Army, 20, 0, nil, US Industrial Power, 30,40, nil, NATO Council, 20, 0, nil, Wall Street, 40,40, Mob, Moon Landing, 140, 0, Gun, GPS, 160, 0, no, Kremlin, 20, 0, nil, Arms Race, 100, 0, Cmb, Tianamen Square, 25, 0, nil, Cosmodrome, 20, 0, AFl, Communist Party, 20, 0, nil, Space Station, 180, 0, no, Statue of Liberty, 40, 0, nil, Vatican, 30, 0, nil, Intelligence Agency, 90, 0, Esp, Arabian Oil Fields, 60, 0, nil, Manhattan Project, 60, 0, NF, UN Council, 20, 0, nil, Apollo Program, 60, 0, Cst, SETI Program, 140, 0, no, Mao´s Long March, 10, 0, nil, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; Kollektiv Farms nil, ; Ka'abla nil, ; Globalization nil, ; US Naval Admiralty Amp, ; Interned Scientists nil, ; First Space Walk nil, ; Forbidden City nil, ; Red Army nil, ; US Industrial Power nil, ; NATO Council nil, ; Wall Street nil, ; Moon Landing nil, ; GPS nil, ; Kremlin nil, ; Arms Race nil, ; Tianamen Square nil, ; Cosmodrome nil, ; Communist Party nil, ; Space Station nil, ; Statue of Liberty nil, ; Vatican nil, ; Intelligence Agency nil, ; Arabian Oil Fields nil, ; Manhattan Project nil, ; UN Council nil, ; Apollo Program nil, ; SETI Program nil, ; Mao´s Long March ; ; 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 Neutral Army, X1, 0, 1.,0, 4a,4d, 2h,1f, 4,0, 1, Csc, 000000001000000 Engineers, nil, 0, 2.,0, 0a,1d, 1h,1f, 10,0, 5, Eng, 000000000000000 US Army, X7, 0, 1.,0, 5a,4d, 2h,1f, 4,0, 0, Csc, 000000001000000 Red Army, X5, 0, 1.,0, 5a,4d, 2h,1f, 4,0, 0, Csc, 000000001000000 NATO Army, X3, 0, 1.,0, 5a,4d, 2h,1f, 4,0, 0, Csc, 000000001000000 Chinese Army, X6, 0, 1.,0, 5a,4d, 2h,1f, 4,0, 0, Csc, 000000001000000 Arab Army, X4, 0, 1.,0, 4a,4d, 2h,1f, 4,0, 0, Csc, 000000001000000 Helicopter, Wri, 1, 8.,0, 6a,3d, 2h,2f, 6,0, 0, CA, 100000000000001 Terrorists, X4, 0, 1.,2, 8a,1d, 1h,4f, 4,0, 0, Fun, 001101001000010 Vietcong, no, 0, 1.,1, 6a,6d, 2h,2f, 4,0, 0, no, 000001001000010 ANZAC Troops, X2, 0, 1.,0, 5a,4d, 2h,1f, 4,0, 0, Csc, 000000001000000 Stinger, nil, 0, 1.,0, 4a,5d, 2h,1f, 5,0, 1, CA, 010000000010000 Marines, nil, 0, 1.,0, 8a,5d, 2h,2f, 7,0, 0, Amp, 000001001000100 Paratroopers, nil, 0, 1.,0, 6a,5d, 2h,1f, 6,0, 0, CA, 000000101000000 Spy Satellite,nil, 1, 42.,2, 0a,1d, 1h,1f, 14,0, 1, Che, 000000000000011 ZSU-23, nil, 0, 2.,0, 14a,3d, 2h,3f, 8,0, 0, Ast, 000000001000000 M109, nil, 0, 2.,0, 14a,3d, 2h,3f, 8,0, 0, Alp, 000000001000000 M163 Vulcan, nil, 0, 2.,0, 3a,5d, 2h,2f, 7,0, 1, Alp, 010000000010000 Type 63, nil, 0, 2.,0, 3a,5d, 2h,2f, 7,0, 1, Ast, 010000000010000 Guided Missile,nil, 1, 12.,1, 20a,0d, 2h,4f, 13,0, 0, E1, 001000001000010 M60 A1, X7, 0, 3.,1, 10a,4d, 3h,2f, 9,0, 0, Chi, 000000000000000 T-62, X5, 0, 3.,2, 10a,4d, 3h,2f, 9,0, 0, Chi, 000000000000000 Chieftain Mk 5,X3, 0, 3.,2, 10a,4d, 3h,2f, 9,0, 0, Chi, 000000000000000 Bomber, U1, 1, 12.,2, 12a,3d, 2h,3f, 13,0, 0, Sea, 000000001000001 Type 59, X6, 0, 3.,1, 9a,3d, 3h,1f, 8,0, 0, Cur, 000000000000000 T-55, X4, 0, 3.,1, 9a,3d, 3h,1f, 8,0, 0, Cur, 000000000000000 M48 Patton, U3, 0, 3.,1, 9a,3d, 3h,1f, 8,0, 0, Cur, 000000000000000 F-4 Phantom, X7, 1, 11.,2, 12a,4d, 3h,3f, 11,0, 3, Pot, 010000000010001 Su-15, X5, 1, 11.,2, 12a,4d, 3h,3f, 11,0, 3, Roc, 010000000010001 Mirage III, X3, 1, 10.,2, 10a,3d, 3h,3f, 10,0, 3, Pot, 010000000010001 J-7, X6, 1, 9.,2, 8a,2d, 3h,3f, 9,0, 3, Sea, 010000000010001 F-5 Tiger, U3, 1, 9.,2, 8a,3d, 3h,3f, 9,0, 3, Sea, 010000000010001 F-111, X7, 1, 12.,2, 14a,4d, 3h,3f, 12,0, 3, Roc, 010000000010001 Mig-21, X5, 1, 11.,2, 10a,3d, 3h,3f, 10,0, 3, Pot, 010000000010001 Mirage 5, X3, 1, 11.,2, 12a,4d, 3h,3f, 11,4, 3, Roc, 010000000010001 B-52, X7, 1, 16.,3, 16a,4d, 3h,4f, 16,6, 0, Pot, 000000001000001 Transport, nil, 2, 6.,0, 0a,4d, 2h,1f, 6,6, 4, Amp, 000000000000010 Frigate, nil, 2, 11.,0, 8a,6d, 2h,3f, 8,0, 2, Stl, 100000000000001 Destroyer, nil, 2, 10.,0, 10a,7d, 3h,4f, 11,0, 2, Stl, 000000000000001 Cruiser, nil, 2, 9.,0, 13a,9d, 4h,4f, 15,0, 2, Feu, 010000000000000 Saladin, U2, 0, 2.,0, 3a,5d, 2h,2f, 6,0, 1, Cur, 000000000000000 Nuke Submarine,nil, 2, 10.,0, 10a,6d, 3h,4f, 12,0, 2, NP, 100000000001011 Howitzer, nil, 0, 1.,0, 12a,2d, 2h,3f, 6,4, 0, Exp, 000000001000000 SSBN Submarine,nil, 2, 8.,0, 8a,2d, 2h,3f, 7,0, 2, Cmb, 100000000001010 LAV, X7, 0, 3.,1, 3a,6d, 2h,2f, 6,7, 1, Mas, 000000000000000 Carrier, nil, 2, 10.,0, 2a,9d, 3h,2f, 25,0, 4, Feu, 010000010000001 XXX, no, 0, 2.,0, 9a,8d, 3h,2f, 14,0, 0, no, 000000000000000 Secret Agent, nil, 0, 2.,0, 0a,1d, 2h,1f, 8,0, 6, Esp, 000000000000010 Freight Truck,nil, 0, 2.,0, 0a,1d, 2h,1f, 5,0, 7, Cor, 000000000000011 Rebel Forces, CA, 0, 1.,0, 5a,6d, 2h,1f, 5,0, 1, nil, 000000001000010 ICBM, nil, 1, 42.,1, 99a,0d, 1h,1f, 20,0, 0, Phy, 001000000000010 MRBM, nil, 1, 20.,1, 99a,0d, 1h,1f, 16,0, 0, Tac, 001000000000010 Tu-95, X5, 1, 16.,3, 16a,4d, 3h,4f, 16,1, 0, Pot, 000000001000001 Canberra, X3, 1, 14.,3, 15a,4d, 3h,4f, 15,0, 0, Pot, 000000001000001 H-6, X6, 1, 16.,2, 14a,3d, 2h,3f, 14,0, 0, Pot, 000000001000001 Mig-21, X4, 1, 9.,2, 8a,3d, 3h,3f, 9,0, 3, Sea, 010000000010001 AH-1 Cobra, X7, 1, 8.,0, 7a,4d, 2h,2f, 7,0, 0, CA, 100000000000001 Ka-25, X5, 1, 8.,0, 7a,4d, 2h,2f, 7,0, 0, CA, 100000000000001 SA 341 Gazelle,X3, 1, 8.,0, 6a,4d, 2h,2f, 6,0, 0, CA, 100000000000001 BTR-60, X5, 0, 3.,2, 3a,6d, 2h,2f, 6,0, 1, Mas, 000000000000000 FV-432, X3, 0, 3.,0, 3a,6d, 2h,2f, 6,0, 1, Mas, 000000000000000 YW-531, X6, 0, 2.,2, 3a,5d, 2h,2f, 6,0, 1, Mas, 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 Desert, 2,2, 0,1,0, yes, 1, 5, 2, no, 1, 5, 2, Pln, ; Drt Steppe, 1,2, 1,1,0, yes, 1, 5, 1, For, 0,15, 1, Grs, ; Pln Grassland, 1,2, 2,1,0, yes, 1, 5, 2, yes, 0,15, 1, Hil, ; Grs Forest, 2,3, 1,2,0, Pln, 0, 5, 2, no, 0, 5, 0, Grs, ; For Hills, 2,4, 2,1,1, yes, 1,10, 0, yes, 5,20, 1, Pln, ; Hil Mountains, 3,6, 0,1,0, no, 1,10, 0, yes, 1,10, 2, Hil, ; Mou Tundra, 2,2, 1,0,0, yes, 1,10, 1, no, 0, 0, 0, Drt, ; Tun Glacier, 3,2, 0,0,0, no, 0, 0, 0, yes, 1,15, 2, Tun, ; Gla Swamp, 2,3, 1,0,0, Grs, 0,15, 2, For, 0,15, 2, Pln, ; Swa Jungle, 2,3, 1,0,0, Grs, 0,15, 2, For, 0,15, 2, Pln, ; Jun Ocean, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, ; Oce Oasis, 1,2, 3,1,0, Buffalo, 1,2, 1,3,0, Grassland, 1,2, 2,1,0, Bird, 2,3, 3,2,0, Coal, 2,4, 0,2,6, Gold, 3,6, 0,2,7, Sheep, 1,2, 3,1,0, Seal, 3,3, 0,10,20, Mud, 2,3, 1,4,0, Gems, 3,3, 0,10,20, Fish, 1,2, 3,0,3, Oil Field, 3,3, 0,10,20, Wheat, 1,2, 3,1,0, Grassland, 1,2, 2,1,0, Moose, 2,3, 2,3,4, Factory, 2,2, 1,0,4, Iron, 3,3, 0,10,20, Furs, 1,2, 2,0,3, Penguin, 2,2, 0,4,0, Spice, 2,3, 3,0,4, Banana, 2,3, 4,0,1, Fish, 1,2, 3,0,3, @GOVERNMENTS Anarchy, Mr., Ms. Despotism, General, Leader Parliamentary Monarchy,Prime Minister,Prime Minister Communism, Chairman, Chairman Fundamentalism, Consul, Consul Liberal Democracy,President, President Democracy, Chancellor, Chancellor ; ; 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 Joseph Stalin,None, 0, 1, 0, Russians, Russian, 1, 1, -1, Hiro Hito, None, 1, 2, 1, Japanese, Japanese, -1, -1, -1, 4, Emperor, Empress Adolf Hitler, None, 0, 3, 0, Germans, German, 1, 1, -1, Ukendte Leder,None, 0, 4, 2, Neutrals, Neutral, -1, -1, 1, Franklin D. Roosevelt,None, 0, 5, 1, United States,United States, 1, 1, -1, Winston Churchill,None, 0, 6, 0, British, British, 1, 1, -1, 6, Prime Minister, Prime Minister Chiang Kai-Shek,None, 0, 7, 2, Chinese, Chinese, 0, 0, 1, 2, General, General Niccolo Machiavelli,None, 0, 1, 0, Rebels, Rebel, 1, 0, -1, Fredrich Engels,None, 0, 2, 0, Radicals, Radical, 1, 0, 0, Jean Rousseau,None, 0, 3, 0, Nationals, National, 1, 1, 1, Alexis Tocqueville,None, 0, 4, 0, Revolution, Revolution, 0, -1, 1, 1, General, General Pierre Proudhon,None, 0, 5, 0, Federals, Federal, 0, 0, 1, Francisco Suarez,None, 0, 6, 0, Liberals, Liberal, 0, 1, 0, Protobon Marx,None, 0, 7, 3, Republics, Republic, 1, 1, -1, 1, General, General Niccolo Machiavelli,None, 0, 1, 0, Rebels, Rebel, 1, 0, -1, Fredrich Engels,None, 0, 2, 0, Radicals, Radical, 1, 0, 0, Jean Rousseau,None, 0, 3, 0, Nationals, National, 1, 1, 1, Alexis Tocqueville,None, 0, 4, 0, Revolution, Revolution, 0, -1, 1, 1, General, General Pierre Proudhon,None, 0, 5, 0, Federals, Federal, 0, 0, 1, Francisco Suarez,None, 0, 6, 0, Liberals, Liberal, 0, 1, 0, Protobon Marx,None, 0, 7, 3, Republics, Republic, 1, 1, -1, 1, General, General 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 Armaments, Lumber, Uranium, Cloth, Electronics, Coal, Copper, Synthetics, Wine, Mfg. Goods, Steel, Wheat, Rubber, Chemicals, Petroleum, 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 Councillor Representative Senator Minister President World Leader @ATTITUDES Worshipful Enthusiastic Cordial Receptive Neutral Uncooperative Icy Hostile Enraged