; ; 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 not used, 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 not used, 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 UAR, 0, 0, no, no, 2, 2 ; X1 Not Israel, 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 Yugoslav, 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, Seat of Government, 10, 0, nil, Army Base, 4, 1, nil, Grain Storage, 6, 1, nil, Stadium, 6, 1, nil, Bank, 5, 1, nil, Public School, 8, 1, Bri, Local Administration, 8, 1, nil, City Defences, 12, 1, nil, Waterworks, 8, 1, nil, Federal Bank, 12, 2, MT, House of God, 12, 2, nil, University, 16, 2, Uni, Bus System, 16, 2, Cmb, Cinema, 10, 2, nil, Industrial Complex, 24, 3, Mob, Heavy Industries, 20, 4, MP, SDI Defense, 20, 4, no, Railway System, 20, 2, MP, Coal Power Plant, 20, 3, Map, Gas Power Plant, 24, 3, Ind, Nuclear Power Plant, 16, 2, NP, Stock Exchange, 16, 2, Mob, Sewage System, 12, 2, nil, Industrial Farm, 10, 3, nil, Highway System, 20, 3, Eng, Research Center, 16, 2, Cmp, AA Defences, 10, 2, Pot, Coastal Battery, 10, 1, Stl, Waste Separation Plant, 32, 4, Env, Fishing Industry, 6, 1, nil, Industrial Port, 16, 3, Map, International Airport, 16, 3, Pot, Secret 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, Collective Farms, 20, 0, nil, Ka'aba, 20, 0, nil, Globalization, 120, 0, no, US Naval Admiralty, 20,50, nil, Interned Scientists, 20, 0, nil, First Space Walk, 50, 0, nil, Security Treaty, 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, Warsaw Pact, 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, Nuclear Proliferation, 60, 0, NF, UN Security Council, 20, 0, nil, Apollo Program, 60, 0, Cst, SETI Program, 140, 0, no, Tito´s Partizans, 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, 2,0, 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 Soviet 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 Yugoslav 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, 2,0, 0, Fun, 001101001000010 IDF Infantry, X2, 0, 1.,0, 5a,4d, 2h,1f, 4,0, 0, Csc, 000000001000000 UAR Army, X1, 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.,4, 0a,9d, 4h,1f, 20,0, 1, Che, 000000000000011 ZSU-23, nil, 0, 2.,0, 14a,3d, 2h,3f, 8,0, 0, Ast, 010000000010000 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 T-54/55, X5, 0, 3.,1, 9a,3d, 3h,1f, 8,0, 0, Chi, 000000000000000 Guided Missile, nil, 1, 12.,1, 20a,0d, 2h,4f, 10,0, 0, E1, 001000001000010 M-60A1, 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.2, X3, 0, 3.,2, 10a,4d, 3h,2f, 9,0, 0, Chi, 000000000000000 Bomber, U1, 1, 12.,2, 12a,3d, 2h,3f, 12,0, 0, Sea, 000000001000001 T-34/61, X6, 0, 3.,1, 6a,3d, 3h,1f, 8,0, 0, Cur, 000000000000000 T-54/55, X4, 0, 3.,1, 9a,3d, 3h,1f, 8,0, 0, Cur, 000000000000000 M-48 Patton 2, U3, 0, 3.,1, 9a,3d, 3h,1f, 8,0, 0, Cur, 000000000000000 F-4B Phantom II,X7, 1, 11.,2, 12a,4d, 3h,3f, 11,0, 3, Pot, 010000000010001 Su-15 Flagon, X5, 1, 11.,2, 11a,4d, 3h,3f, 11,0, 3, Roc, 010000000010001 Electric Lightning,X3,1,10.,2, 10a,3d, 3h,3f, 10,0, 3, Pot, 010000000010001 Su-15 Flagon, X6, 1, 9.,2, 8a,2d, 3h,3f, 9,0, 3, Sea, 010000000010001 F-105A Thunderchief,U3,1,9.,2, 8a,3d, 3h,3f, 9,0, 3, Sea, 010000000010001 F-111A Aardvark,X7, 1, 12.,2, 14a,4d, 3h,3f, 12,0, 3, Roc, 010000000010001 MiG-21 Fishbed, X5, 1, 11.,2, 10a,3d, 3h,3f, 10,0, 3, Pot, 010000000010001 Mirage V, X3, 1, 11.,2, 12a,4d, 3h,3f, 11,4, 3, Roc, 010000000010001 B-52 Stratofortress,X7,1,16.,3,16a,4d, 3h,4f, 16,6, 0, Pot, 000000001000001 Transport Ship, 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 FV-610 Saladin, U2, 0, 2.,0, 3a,5d, 2h,2f, 6,0, 1, Cur, 000000000000000 SSBN 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 SSN Submarine, nil, 2, 8.,0, 8a,2d, 2h,3f, 7,0, 2, Cmb, 100000000001010 M-113A, X7, 0, 3.,1, 3a,6d, 2h,2f, 6,7, 1, Mas, 000000000000000 Fleet Carrier, nil, 2, 10.,0, 2a,9d, 3h,2f, 25,0, 4, Feu, 010000010000001 Chemical Rocket,nil, 1, 10.,1, 14a,0d, 2h,3f, 10,0, 0, E1, 001000001000010 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,5d, 2h,1f, 1,0, 1, no, 000000001000010 ICBM, nil, 1, 42.,1, 99a,0d, 1h,1f, 40,0, 0, Phy, 001000000000010 MRBM, nil, 1, 20.,1, 99a,0d, 1h,1f, 30,0, 0, Tac, 001000000000010 Tu-95 Bear, X5, 1, 16.,3, 16a,4d, 3h,4f, 16,1, 0, Pot, 000000001000001 B-2 Canberra, X3, 1, 14.,3, 15a,4d, 3h,4f, 15,0, 0, Pot, 000000001000001 Tu-16 Badger, X6, 1, 16.,2, 14a,3d, 2h,3f, 14,0, 0, Pot, 000000001000001 MiG-21 Fishbed, 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 Hormone, 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 Missile Silo, nil, 0, 0.,0, 0a,7d, 2h,2f, 6,0, 1, no, 010000000001000 not used, no, 0. 0.,0, 0a,1d, 1h,1f, 2,0, 0, no, 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, 1,2, 0,1,0, yes, 2,15, 5, no, 0, 0, 0, no, ; Drt Plains, 1,2, 1,1,0, yes, 1, 5, 1, yes, 0,15, 0, Grs, ; Pln Grassland, 1,2, 3,1,0, yes, 1, 5, 1, yes, 0,10, 0, Swa, ; Grs Forest, 3,3, 1,2,0, no, 0, 0, 0, no, 0, 0, 0, Pln, ; For Hills, 3,5, 2,2,0, no, 0, 0, 0, yes, 5,10, 1, no, ; Hil Mountains, 4,6, 0,1,0, no, 0, 0, 0, no, 0, 0, 0, no, ; Mou Urban, 2,2, 2,5,5, no, 0, 0, 0, no, 0, 0, 0, no, ; Tun Tundra, 2,1, 0,0,0, no, 0, 0, 0, no, 0, 0, 0, no, ; Gla Arable, 2,3, 4,0,1, yes, 4, 5, 1, yes, 5,10, 3, no, ; Swa Jungle, 3,4, 0,0,0, no, 0,25, 6, no, 0, 0, 0, no, ; Jun Ocean, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, ; Oce Oasis, 1,2, 3,1,0, Dairy Farm, 1,2, 6,3,1, Wind Mill, 1,2, 3,1,3, Paper Mill, 3,3, 1,3,5, Coal Mine, 3,5, 0,8,2, Copper, 4,6, 0,6,3, Urban, 2,2, 2,5,5, Tundra, 2,1, 0,0,0, Orchard, 2,3, 10,2,4, Jungle, 3,4, 0,0,0, Rocks, 1,2, 0,0,0, Oasis, 1,2, 5,1,3, Wheat Farm, 1,2, 12,1,1, Factory, 1,2, 0,5,5, Saw Mill, 3,3, 1,3,5, Copper Mine,3,5, 0,8,4, Iron, 4,6, 0,6,2, Urban, 2,2, 2,5,5, Forest, 2,2, 0,0,0, Estate, 2,3, 4,2,8, Jungle, 3,4, 0,0,0, Fish, 1,2, 2,2,3, @GOVERNMENTS Anarchy, Mr., Ms. Despotism, General, Leader Parliamentary Monarchy, Prime Minister, Prime Minister Communism, President, President Fundamentalism, Chairman, Chairman 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 Nikita Krushchev, None, 0, 1, 0, Soviet Union, Soviet Union, 1, 1, -1, Lyndon B. Johnson, None, 1, 2, 1, United States, United States, -1, -1, -1, Charles de Gaulle, None, 0, 3, 0, NATO, NATO, 1, 1, -1, Jozef Tito, None, 0, 4, 2, Yugoslavia, Yugoslavia, -1, -1, 1, Gamal abd-el Nasser, None, 0, 5, 1, United Arab Republic, United Arab Republic, 1, 1, -1, Levi Eshkol, None, 0, 6, 0, State of Israel, State of Israel, 1, 1, -1, Abdel Kaliq Hassuna, None, 0, 7, 2, Arab League, Arab League, 0, 0, 1, Nikita Krushchev, None, 0, 1, 0, Soviet Union, Soviet Union, 1, 1, -1, Lyndon B. Johnson, None, 1, 2, 1, United States, United States, -1, -1, -1, Charles de Gaulle, None, 0, 3, 0, NATO, NATO, 1, 1, -1, Jozef Tito, None, 0, 4, 2, Yugoslavia, Yugoslavia, -1, -1, 1, Gamal abd-el Nasser, None, 0, 5, 1, United Arab Republic, United Arab Republic, 1, 1, -1, Levi Eshkol, None, 0, 6, 0, State of Israel, State of Israel, 1, 1, -1, Abdel Kaliq Hassuna, None, 0, 7, 2, Arab League, Arab League, 0, 0, 1, Nikita Krushchev, None, 0, 1, 0, Soviet Union, Soviet Union, 1, 1, -1, Lyndon B. Johnson, None, 1, 2, 1, United States, United States, -1, -1, -1, Charles de Gaulle, None, 0, 3, 0, NATO, NATO, 1, 1, -1, Jozef Tito, None, 0, 4, 2, Yugoslavia, Yugoslavia, -1, -1, 1, Gamal abd-el Nasser, None, 0, 5, 1, United Arab Republic, United Arab Republic, 1, 1, -1, Levi Eshkol, None, 0, 6, 0, State of Israel, State of Israel, 1, 1, -1, Abdel Kaliq Hassuna, None, 0, 7, 2, Arab League, Arab League, 0, 0, 1, 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 Coward Coward PBEM Game Coward Coward Single Player @ATTITUDES Worshipful Enthusiastic Cordial Receptive Neutral Uncooperative Icy Hostile Enraged