; ; 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 7 ; 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) 8 ; 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. 40 ; 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) 7 ; 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 Aeronautics, 5, 0, Cor, Esp, 2, 4 ; AFl Basic Literacy, 6, 2, nil, nil, 1, 3 ; Alp Amphibious Warfare, 2,-1, Nav, Tac, 2, 0 ; Amp PreDreadnoughts, 8,-1, Env, Roc, 2, 0 ; Ast Battlecruisers, 4,-2, Cmb, Rec, 2, 0 ; Ato Oil Industry, 6, 1, Min, Gen, 2, 4 ; Aut Latin Tech, 1, 0, no, no, 2, 2 ; Ban Bridge Building, 4, 0, Eng, Mas, 2, 4 ; Bri Elite Troops, 2,-2, Tac, Mon, 2, 0 ; Bro The Nation State, 5, 0, nil, nil, 2, 2 ; Cer Submarines, 3,-2, Phy, ToG, 2, 0 ; Che Monoplanes, 4,-2, Fli, Hor, 2, 0 ; Chi Legalism, 4, 1, Alp, Wri, 2, 2 ; CoL Repeating Weapons, 6,-1, Inv, Too, 2, 0 ; CA Dreadnoughts, 8,-1, Ast, SFl, 2, 0 ; Cmb Imperialism, 8, 0, War, Min, 2, 1 ; Cmn Rifled Artillery, 5,-1, Inv, Tac, 2, 0 ; Cmp Philosophy, 4, 2, Uni, Wri, 2, 3 ; Csc Fortress Design, 6, 0, Eng, Exp, 2, 0 ; Cst State Subsidies, 4, 1, MP, Eco, 2, 1 ; Cor Banking, 4, 1, CoL, Wri, 2, 1 ; Cur Democracy, 5, 2, MT, Mob, 2, 2 ; Dem Economics, 4, 1, X7, Cur, 2, 1 ; Eco Electricity, 4, 0, Inv, Feu, 2, 4 ; E1 Public Utilities, 4, 1, MT, Whe, 2, 1 ; E2 Engineering, 4, 0, Mas, Wri, 2, 4 ; Eng Advanced Ballistics,6,-1, Too, Cmp, 2, 0 ; Env Radio Telegraphy, 4, 0, E1, Inv, 2, 4 ; Esp Explosives, 6, 0, FP, Rfg, 2, 4 ; Exp Industrialization, 8, 0, Cur, Ldr, 2, 1 ; Feu Powered Flight, 5,-1, Gen, AFl, 2, 4 ; Fli Autocracy, 2,-2, Mon, SFl, 2, 2 ; Fun Chemistry, 3, 0, Uni, Med, 2, 4 ; FP Combustion, 3, 1, Ref, Exp, 2, 4 ; Gen Guerrilla Warfare, 4, 0, Mat, U1, 2, 2 ; Gue Conscription, 8,-1, Cer, Mon, 2, 0 ; Gun Military Aviation, 5,-2, Fli, SFl, 2, 0 ; Hor Factory Tech, 6, 0, no, no, 2, 1 ; Ind Invention, 8, 0, Eng, Wri, 2, 4 ; Inv Tank Design, 6,-2, Met, Aut, 2, 0 ; Iro Labor Union, 3, 2, Eco, Mat, 2, 2 ; Lab Bureaucracy, 5, 1, Rep, Lit, 2, 1 ; Las Railroad, 7, 0, SE, Bri, 2, 4 ; Ldr Cultural Literacy, 5, 2, Uni, Csc, 2, 3 ; Lit Machine Tools, 5,-1, Stl, Cmp, 2, 4 ; Too Ironclads, 5,-1, Nav, Inv, 2, 0 ; Mag Ocean Liners, 6, 2, Sea, MT, 2, 4 ; Map Construction, 4, 1, nil, nil, 2, 4 ; Mas Mass Production, 5, 0, E1, Lab, 2, 1 ; MP Socialism, 2, 0, Feu, Csc, 2, 2 ; Mat Medicine, 5, 0, nil, nil, 2, 1 ; Med Mil Ind Complex, 7,-1, Rec, PT, 2, 1 ; Met Cartels and Trusts, 4, 1, Eco, X7, 2, 1 ; Min Nationalism, 7,-1, Cmn, MT, 2, 0 ; Mob Monarchy, 5, 0, Wri, CoL, 1, 2 ; Mon Popular Culture, 6, 2, Aut, Esp, 2, 2 ; MT Land Reform, 3, 2, Rep, Gue, 2, 2 ; Mys Steam-Powered Ships,7,-1, SE, Inv, 2, 4 ; Nav None, 4, 2, no, no, 2, 3 ; NF Steam Turbines, 5, 0, Ast, Phy, 2, 4 ; NP Existentialism, 6, 1, War, Cmn, 2, 3 ; Phi Sea Power, 5,-2, Sea, SFl, 2, 0 ; Phy Central Banks, 5, 1, Min, Las, 2, 1 ; Pla High Finance, 4, 1, Pla, Cor, 2, 1 ; Plu Arms Industry, 6,-1, Plu, SFl, 2, 0 ; PT Food Storage, 4, 0, nil, nil, 2, 1 ; Pot Airparks, 5, 0, E2, AFl, 2, 4 ; Rad None, 6, 0, no, no, 2, 1 ; RR Navalism, 4,-2, Mob, Cmb, 2, 0 ; Rec Refining, 4, 1, FP, Cor, 2, 4 ; Ref Fertilizers, 3, 1, FP, Mys, 2, 4 ; Rfg The Republic, 5, 1, CoL, Lit, 2, 2 ; Rep Operations, 5,-2, Tac, Sup, 2, 0 ; Rob Armor Plate, 6,-1, Sea, Env, 2, 0 ; Roc Sanitation, 4, 1, Med, Eng, 2, 4 ; San Steel Warships, 8,-1, Mag, Stl, 2, 0 ; Sea Militarism, 5,-2, Rob, Mob, 2, 0 ; SFl Naval Bases, 7,-1, U1, Cst, 2, 0 ; Sth Steam Engine, 8, 0, Inv, Eng, 2, 4 ; SE Steel, 7, 0, E1, Feu, 2, 4 ; Stl General Staffs, 5,-2, Ldr, Gun, 2, 0 ; Sup Tactics, 6,-1, Gun, Mon, 2, 0 ; Tac Romanticism, 2, 2, Phi, MT, 2, 2 ; The Naval Torpedos, 4,-1, Exp, Sea, 2, 0 ; ToG Regional Trade, 8, 0, Ldr, Nav, 2, 1 ; Tra University, 5, 1, Wri, Eng, 2, 3 ; Uni Social Darwinism, 4, 0, U1, Csc, 2, 3 ; War Efficiency, 4, 1, Eco, Las, 2, 4 ; Whe Literacy, 4, 2, Alp, nil, 2, 3 ; Wri The 20th Century, 1, 0, Dem, Met, 3, 3 ; FT Colonialism, 6, 0, Feu, Nav, 2, 0 ; U1 NonBarbTech, 1, 0, no, no, 1, 0 ; U2 Not Russian, 1, 0, no, no, 2, 0 ; U3 Not British, 1, 0, no, no, 2, 0 ; X1 Not American, 1, 0, no, no, 2, 0 ; X2 Not German, 1, 0, no, no, 2, 0 ; X3 Not French, 1, 0, no, no, 2, 0 ; X4 Not Japanese, 1, 0, no, no, 2, 0 ; X5 Not Latin, 1, 0, no, no, 2, 0 ; X6 International Trade,8, 1, Sea, Tra, 2, 1 ; 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, Mas, Training Camp, 12, 3, Gun, Warehouse District, 6, 1, Pot, Garrison, 4, 1, Cer, Bank, 8, 1, Cur, School, 8, 1, Wri, Magistrate, 8, 1, CoL, Fortifications, 8, 0, Cst, Water Supply, 8, 1, Mas, Light Industries, 15, 2, Tra, Stadium, 12, 3, MT, University, 16, 3, Uni, None, 16, 4, no, Theatre/Ballet, 10, 2, Mas, Factory, 50, 3, Feu, Industrial Complex, 200, 8, Met, None, 20, 4, no, None, 20, 2, no, Steel Mill, 45, 4, Stl, Oil Field, 20, 4, Aut, None, 16, 2, no, Commercial Exchange, 60, 5, Eco, Sewer System, 12, 1, San, Intensive Agriculture, 12, 2, Rfg, Railway Station, 25, 4, Ldr, None, 16, 3, no, None, 10, 2, no, Coastal Fortifications, 12, 2, Env, None, 32, 4, no, Harbor, 6, 1, Mas, World Port, 30, 4, X7, Airpark, 20, 4, Rad, Secret Police Station, 6, 1, Mat, Coaling Station, 10, 2, Sth, None, 8, 0, no, None, 16, 0, no, None, 32, 0, no, (Capitalization), 60, 0, Cor, Ukraine, 20, 0, nil, Edwardian Age, 20, 0, nil, Suez Canal, 20, 0, nil, Britannia Rule the Waves, 20, 0, nil, None, 30, 0, no, German Empire, 30, 0, nil, None, 30, 0, no, Prussian Militarism, 30, 0, nil, Workshop of the World, 30, 0, nil, Diplomatic Corps, 30, 0, Las, Free Enterprise, 40, 0, nil, Ecole Polytechnique, 30, 0, nil, None, 40, 0, no, Kremlin, 30, 0, nil, None, 40, 0, no, Edwardian Age, 40, 0, nil, Ruhr Chemical Industry, 40, 0, nil, British Empire, 40, 0, nil, Arms Race, 150, 0, Rec, None, 40, 0, no, Third Republic, 30, 0, nil, Women's Suffrage, 100, 0, MT, None, 60, 0, no, None, 60, 0, no, Imperial Powers, 60, 0, Cmn, None, 60, 0, no, Meiji Restoration, 60, 0, nil, Edwardian Age, 60, 0, nil, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; Ukraine nil, ; Edwardian Age nil, ; Suez Canal FT, ; Britannia Rule the Waves E1, ; None nil, ; German Empire Met, ; None nil, ; Prussian Militarism Lab, ; Workshop of the World nil, ; Diplomatic Corps nil, ; Free Enterprise nil, ; Ecole Polytechnique nil, ; None nil, ; Kremlin Aut, ; None nil, ; Edwardian Age nil, ; Ruhr Chemical Industry nil, ; British Empire nil, ; Arms Race nil, ; None nil, ; Third Republic nil, ; Women's Suffrage nil, ; None nil, ; None SFl, ; Imperial Powers nil, ; None nil, ; Meiji Restoration nil, ; Edwardian Age ; ; 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 Laborers, Exp, 0, 1.,0, 0a,1d, 1h,1f, 5,0, 5, U1, 000000000000000 Engineers, nil, 0, 2.,0, 0a,2d, 2h,1f, 7,0, 5, Exp, 000000000000000 Ind. Troops, Mob, 0, 1.,0, 3a,5d, 2h,1f, 6,0, 1, Ban, 000000000000000 British Troops,X1, 0, 1.,0, 4a,5d, 2h,1f, 6,0, 1, Ind, 000000000000000 German Troops,X3, 0, 1.,0, 4a,5d, 2h,1f, 6,0, 1, Ind, 000000000000000 French Troops,X4, 0, 1.,0, 4a,5d, 2h,1f, 6,0, 1, Ind, 000000000000000 Russian Troops,U3, 0, 1.,0, 4a,5d, 2h,1f, 6,0, 1, Ind, 000000000000000 Native Rifles,U2, 0, 1.,0, 3a,4d, 2h,1f, 4,0, 1, nil, 000000000000000 Guards, nil, 0, 1.,0, 5a,4d, 2h,1f, 7,0, 0, Fun, 000100000000000 Irregulars, nil, 0, 2.,0, 4a,4d, 2h,1f, 6,0, 0, Gue, 000000000000010 Japanese Troops,X5, 0, 1.,0, 4a,5d, 2h,1f, 6,0, 1, Ind, 000000000000000 U.S. Troops, X2, 0, 1.,0, 4a,5d, 2h,1f, 6,0, 1, Ind, 000000000000000 Marines, nil, 0, 1.,0, 6a,5d, 2h,1f, 9,0, 0, Amp, 000000000000100 Highlanders, X1, 0, 1.,0, 5a,5d, 2h,1f, 7,0, 1, Bro, 000000000000000 Colonial Troops,X4, 0, 1.,0, 4a,4d, 2h,1f, 5,0, 1, U1, 000000000000000 Native Horse, U2, 0, 3.,0, 9a,3d, 2h,1f, 4,0, 0, nil, 000000000000001 Sepoys, X1, 0, 2.,0, 6a,4d, 2h,1f, 7,0, 0, U1, 000000000000001 War Party, U2, 0, 3.,0, 8a,4d, 2h,1f, 6,0, 0, no, 000000000000010 Cossacks, U3, 0, 2.,0, 6a,3d, 2h,1f, 7,0, 0, U1, 000000000000001 Cavalry, X4, 0, 2.,0, 6a,3d, 2h,1f, 7,0, 0, U1, 000000000000001 Tribal Capital,nil, 0, 0.,0, 0a,3d, 1h,1f, 10,0, 1, no, 000000000000000 Cavalry, X2, 0, 2.,0, 6a,3d, 2h,1f, 7,0, 0, Ind, 000000000000001 Tanks, nil, 0, 1.,0, 9a,6d, 3h,2f, 17,0, 0, Iro, 000000000000000 Machine Guns, nil, 0, 1.,0, 3a,6d, 2h,1f, 5,0, 1, CA, 000010000000000 Cannons, Cmp, 0, 1.,0, 7a,3d, 2h,1f, 9,0, 0, nil, 000000000000000 Field Artillery,Too, 0, 1.,0, 8a,2d, 2h,2f, 10,0, 0, Cmp, 000000000000000 Light Artillery,nil, 0, 1.,0, 8a,3d, 2h,2f, 9,0, 0, Too, 000000000000000 Biplane, nil, 1, 10.,1, 4a,2d, 2h,2f, 12,0, 3, Fli, 000000000010001 Early Bomber, nil, 1, 8.,2, 8a,1d, 2h,2f, 16,0, 0, Hor, 000000000000001 Ocean Liner, nil, 2, 16.,0, 0a,1d, 3h,1f, 20,8, 4, Map, 000000000000000 Monoplane, nil, 1, 12.,1, 5a,2d, 2h,2f, 14,0, 3, Chi, 000000000010001 Infantry, X3, 0, 1.,4, 6a,6d, 2h,1f, 8,0, 1, Mob, 000000000000000 Steamer, NP, 2, 10.,0, 0a,1d, 2h,1f, 6,2, 4, Nav, 000000000000000 Steam Yacht, Sea, 2, 11.,0, 0a,1d, 2h,1f, 7,3, 4, Nav, 000000000000000 Freighter, nil, 2, 12.,0, 0a,2d, 2h,1f, 10,5, 4, Stl, 000000000000000 Ironclad, Sea, 2, 5.,0, 5a,5d, 3h,1f, 11,0, 2, Mag, 000000000100000 Gunboat, Cmb, 2, 5.,0, 4a,5d, 2h,1f, 10,1, 2, Mag, 000000000100000 Dreadnought, nil, 2, 13.,0, 15a,15d, 4h,3f, 25,0, 2, Cmb, 010000000000001 Battlecruiser,nil, 2, 14.,0, 15a,13d, 4h,3f, 25,0, 2, Ato, 010000000000001 Armored Cruiser,Ato, 2, 14.,0, 10a,10d, 3h,2f, 18,0, 2, Roc, 000000000000001 Battleship, Cmb, 2, 12.,0, 12a,12d, 4h,3f, 22,0, 2, Ast, 000000000000001 Submarine, nil, 2, 9.,0, 10a,5d, 2h,3f, 10,0, 2, Che, 000000000001001 Large Freighter,nil, 2, 12.,0, 0a,4d, 3h,1f, 16,8, 4, Sea, 000000000000000 Steam Warship,Sea, 2, 9.,0, 5a,5d, 2h,2f, 10,1, 2, Nav, 000000000000000 Explorer, nil, 0, 3.,1, 3a,2d, 1h,1f, 4,1, 0, U1, 000000000000001 Elephants, nil, 0, 1.,1, 6a,2d, 1h,1f, 10,0, 0, no, 001000000000000 Steam Frigate,Sea, 2, 10.,0, 4a,4d, 2h,2f, 8,1, 2, Nav, 000000000000000 Infantry, X5, 0, 1.,0, 6a,6d, 2h,1f, 8,0, 1, Mob, 000000000000000 Raw Materials,X7, 0, 1.,0, 0a,1d, 1h,1f, 5,0, 7, Tra, 000000000000000 Mfg Goods, nil, 0, 1.,0, 0a,1d, 1h,1f, 5,0, 7, X7, 000000000000000 Destroyers, nil, 2, 17.,0, 6a,6d, 3h,2f, 12,0, 2, ToG, 100000000000001 Infantry, X4, 0, 1.,0, 6a,6d, 2h,1f, 8,0, 1, Mob, 000000000000000 Light Cruiser,nil, 2, 16.,0, 7a,7d, 3h,2f, 14,0, 2, Sea, 100000000000001 Airship, nil, 1, 12.,4, 8a,2d, 2h,2f, 20,0, 0, AFl, 100000001000001 Infantry, X6, 0, 1.,0, 5a,6d, 2h,1f, 8,0, 1, Mob, 000000000000000 Native Uprising,U2, 0, 2.,0, 12a,3d, 1h,1f, 4,0, 0, no, 000000000000001 Rebellion, U2, 0, 1.,0, 10a,4d, 2h,1f, 4,0, 0, no, 000000000000001 Infanty, U3, 0, 1.,0, 6a,6d, 2h,1f, 8,0, 1, Mob, 000000000000000 Infantry, X1, 0, 1.,0, 6a,6d, 2h,1f, 8,0, 1, Mob, 000000000000000 Infantry, X2, 0, 1.,0, 6a,6d, 2h,1f, 8,0, 1, Mob, 000000000000000 Boer Kommando,X3, 0, 3.,0, 9a,5d, 2h,1f, 10,0, 0, no, 000000000000011 Hvy Artillery,nil, 0, 1.,0, 10a,2d, 2h,2f, 15,0, 0, Env, 000000001000000 ; ; 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, 1, 6, 5, no, 1, 5, 3, no, ; Drt Plains, 1,2, 1,1,0, yes, 1, 5, 1, no, 0,15, 0, no, ; Pln Grassland, 1,2, 2,1,0, yes, 1, 5, 2, no, 0,10, 0, no, ; Grs Forest, 2,3, 1,2,0, Pln, 0, 5, 5, no, 0, 5, 0, Pln, ; 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 Boreal Forest,1,2, 1,0,0, no, 1,10, 1, no, 0, 0, 0, no, ; Tun Glacier, 2,2, 0,0,0, no, 0, 0, 0, no, 1,15, 3, no, ; Gla Swamp, 2,3, 1,0,0, no, 0,15, 6, no, 0,15, 0, no, ; Swa Jungle, 2,3, 1,0,0, Pln, 0,25, 6, no, 0,25, 0, no, ; Jun Ocean, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, ; Oce Oasis, 1,2, 2,0,1, Wild Herds, 1,2, 2,1,1, Grassland, 1,2, 2,1,0, Timber, 2,3, 1,3,1, Coal Fields,2,4, 1,4,0, Gold, 3,6, 0,1,6, Wild Herds, 1,2, 2,1,1, Seals, 2,2, 2,1,1, Peat, 2,3, 1,4,0, White Pines,2,3, 1,2,1, Fishing Banks,1,2, 3,0,2, Barrens, 1,2, 0,0,0, Wheat, 1,2, 3,1,0, Grassland, 1,2, 2,1,0, Timber, 2,3, 1,3,1, Vinyards, 2,4, 1,0,3, Iron Ore, 3,6, 0,4,0, Furs, 1,2, 2,0,3, Seals, 2,2, 2,1,1, Spices, 2,3, 2,0,4, Fruit, 2,3, 4,0,1, Fishing Banks,1,2, 3,0,2, @GOVERNMENTS Anarchy, Mr., Mrs. Despotism, Emperor, Empress Monarchy, Emperor, Queen Imperialism, Emperor, Queen Autocracy, Emperor, Queen Republic, President, Queen Democracy, President, Queen ; ; 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, -1, 1, Frederick, Maria Theresa, 0, 3, 3, Germans, German, -1, -1, -1, 4, Archbishop, Archbishop, 6, Chancellor, 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, 0, Americans, American, -1, -1, 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, 0, 2, Emperor, Queen, Lenin, Catherine the Great, 1, 1, 3, Russians, Russian, -1, -1, -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, 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 Henry VIII, Elizabeth I, 1, 6, 0, English, English, -1, -1, 0, 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, 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 Iron Ore, Coffee, Rifles, Silver, Arms, Coal, Sugar, Nitrates, Diamonds, Textiles, Machinery, Copper, Tools, Gold, Oil, Bauxite, @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 Captain Colonel Commodore General Marshall Emperor @ATTITUDES Worshipful Enthusiastic Cordial Receptive Neutral Uncooperative Icy Hostile Enraged