; ; 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 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 4 ; Settlers eat (govt <= Monarchy) 4 ; Settlers eat (govt >= Communism) 7 ; City size for first unhappiness at Chieftain level 2 ; Riot factor based on # cities (higher factor lessens the effect) 6 ; Aqueduct needed to exceed this size 12 ; Sewer System needed to exceed this size 20 ; Tech paradigm (higher # slows research) 20 ; Base time for engineers to transform terrain (x2) 3 ; Monarchy pays support for all units past this 20 ; Communism pays support for all units past this 30 ; Fundamentalism pays support for all units past this 4 ; Communism is equivalent of this palace distance. 0 ; Fundamentalism loses this % of science 5 ; Percent shield penalty for production type change 6 ; Max paradrop range 75 ; Mass/Thrust paradigm (increasing slows spaceship time) 10 ; 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 Advanced Flight, 5, 0, Fli, nil, 3, 4 ; AFl 0 Advanced Flight II, 6, 0, AFl, nil, 3, 4 ; Alp Amphibious Assault, 5, 0, Esp, nil, 2, 0 ; Amp Ship Design I, 5, 0, Cer, nil, 2, 0 ; Ast Ship Design II, 6, 0, Ast, nil, 2, 0 ; Ato Ship Design III, 7, 0, Ato, nil, 2, 0 ; Aut 5 Ship Design IV, 8, 0, Aut, nil, 2, 0 ; Ban Ship Design V, 9, 0, Ban, nil, 2, 0 ; Bri Coastal Defences, 5, 0, Eng, nil, 2, 0 ; Bro Governmental Power, 5, 0, nil, nil, 0, 4 ; Cer Regional Control, 5, 0, Cer, nil, 0, 4 ; Che 10 Air Defence Regiments, 5, 0, Csc, nil, 3, 4 ; Chi Weapon Design I, 5, 0, nil, nil, 1, 0 ; CoL Weapon Design II, 5, 0, CoL, nil, 1, 0 ; CA Weapon Design III, 5, 0, CA, nil, 1, 0 ; Cmb Soviet Red Army, 0, 0, no, nil, 0, 2 ; Cmn 15 Commerce, 5, 0, nil, nil, 0, 4 ; Cmp Conscription, 5, 0, Che, nil, 0, 0 ; Csc War Economy, 5, 0, Cor, nil, 0, 4 ; Cst Banking, 5, 0, Cmp, nil, 0, 4 ; Cor Total War Industry, 5, 0, Cst, nil, 0, 4 ; Cur 20 Allied Liberty, 0, 0, nil, nil, 0, 3 ; Dem Heavy Industry, 5, 0, E1, nil, 1, 4 ; Eco Electrification, 5, 0, Cor, nil, 1, 4 ; E1 Advanced Jet Flight, 5, 0, Rad, nil, 0, 4 ; E2 Naval Defence Regiments,5, 0, Csc, nil, 2, 0 ; Eng 25 State Police, 5, 0, Esp, nil, 0, 0 ; Env Military Tactics, 5, 0, nil, nil, 1, 0 ; Esp Weapon Design IV, 5, 0, Cmb, nil, 1, 0 ; Exp Weapon Design V, 5, 0, Exp, nil, 1, 0 ; Feu Civilian Flight, 5, 0, Cmp, nil, 3, 4 ; Fli 30 Nazi Dictatorship, 0, 0, nil, nil, 1, 1 ; Fun Nationalist Army, 0, 0, nil, nil, 2, 1 ; FP Ki100 Tony Fighter, 0, 0, Iro, nil, 3, 2 ; Gen Resistance, 0, 0, nil, nil, 0, 0 ; Gue Science Funding, 5, 0, Cer, nil, 1, 4 ; Gun 35 Centurion Tank, 0, 0, no, nil, 1, 2 ; Hor National Industry, 6, 0, RR, nil, 0, 4 ; Ind Research Effort, 6, 0, Gun, nil, 1, 4 ; Inv Royal Commandos, 0, 0, no, nil, 1, 2 ; Iro Advanced Manufacturing, 6, 0, Phi, nil, 0, 4 ; Lab 40 Flying Bomb Research, 6, 0, Roc, nil, 3, 0 ; Las Advanced Flight III, 9, 0, Alp, nil, 3, 4 ; Ldr Jet Engine, 6, 0, Roc, nil, 2, 4 ; Lit Jet Flight, 6, 0, Lit, nil, 2, 4 ; Too Imperial Air Force, 0, 0, nil, nil, 3, 2 ; Mag 45 Imperial Navy, 0, 0, nil, nil, 3, 2 ; Map Bakufu Warfare, 0, 0, nil, nil, 3, 2 ; Mas H Class Battleships, 0, 0, no, nil, 0, 1 ; MP SS Control, 0, 0, nil, nil, 1, 1 ; Mat Me262 Jet Fighter, 0, 0, no, nil, 0, 1 ; Med 50 German Crack Troops, 0, 0, no, nil, 1, 1 ; Met Naval Tactics, 4, 0, Esp, nil, 2, 0 ; Min ASW Tactics, 4, 0, Min, nil, 2, 0 ; Mob Airborne Radar, 4, 0, Rad, nil, 3, 4 ; Mon Convoy System, 1, 0, Min, nil, 2, 0 ; MT 55 Atom Bomb Research, 5, 0, Phi, nil, 3, 0 ; Mys Atom Bomb Research II, 5, 0, Mys, nil, 3, 0 ; Nav Atom Bomb Research III, 5, 0, Nav, nil, 3, 0 ; NF Sonar, 7, 0, Phi, nil, 2, 0 ; NP Research Effort III, 5, 0, Rec, nil, 1, 4 ; Phi Tiger Tank, 0, 0, no, nil, 0, 1 ; Phy Panther Tank, 0, 0, no, nil, 0, 1 ; Pla King Tiger, 0, 0, no, nil, 0, 1 ; Plu Vengeance Weapons, 0, 0, no, nil, 1, 1 ; PT Blitzkrieg, 0, 0, nil, nil, 0, 1 ; Pot 65 Radar, 5, 0, Phi, nil, 1, 4 ; Rad Rail Network, 5, 0, Cst, nil, 0, 4 ; RR Research Effort II, 5, 0, Inv, nil, 1, 4 ; Rec Super Battleships, 5, 0, Bri, Eco, 2, 0 ; Ref State Farming, 5, 0, Min, nil, 0, 4 ; Rfg 70 Neutral Council, 0, 0, nil, nil, 2, 1 ; Rep Jet Flight II, 7, 0, Alp, nil, 2, 4 ; Rob Rocket Engine, 8, 0, Phi, nil, 3, 0 ; Roc Jet Flight III, 8, 0, Rob, nil, 2, 4 ; San Bakufu Warfare II, 0, 0, no, nil, 3, 2 ; Sea 75 Stormovik, 0, 0, no, nil, 0, 2 ; SFl Guard Regiments, 0, 0, no, nil, 0, 2 ; Sth Yak9 Fighter, 0, 0, no, nil, 0, 2 ; SE Katyusha, 0, 0, no, nil, 0, 2 ; Stl Stalin Tank, 0, 0, no, nil, 1, 2 ; Sup 80 UK Home Guard, 0, 0, nil, nil, 1, 2 ; Tac RAF Bomber Command, 0, 0, nil, nil, 1, 2 ; The Typhoon Fighter, 0, 0, no, nil, 1, 2 ; ToG Lend Lease Plan, 0, 0, nil, nil, 3, 1 ; Tra US Army Air Corps, 0, 0, nil, nil, 2, 2 ; Uni 85 US Mass Production, 0, 0, no, nil, 2, 2 ; War US Marine Corps, 0, 0, nil, nil, 2, 2 ; Whe P51 Mustang, 0, 0, no, nil, 2, 2 ; Wri War Technology, 1, 0, Cur, nil, 1, 0 ; ... Missile Research, 0, 0, Las, nil, 3, 0 ; U1 90 Missile Research II, 0, 0, U1, nil, 3, 0 ; U2 Missile Research III, 0, 0, U2, nil, 3, 0 ; U3 Anti Aircraft Missiles, 0, 0, U3, nil, 3, 0 ; X1 Ballistic Missiles, 0, 0, X1, nil, 3, 0 ; X2 Anti Missle Defence, 0, 0, X2, nil, 3, 0 ; X3 95 Pershing Tank 0, 0, X3, nil, 2, 2 ; X4 NKVD Regiments 0, 0, X4, nil, 0, 2 ; X5 Mobile V2 Launcher 0, 0, no, nil, 0, 1 ; X6 P-38 Lightning 0, 0, no, nil, 2, 2 ; X7 99 ; ; 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, 90, 0, no, Barracks, 6, 1, nil, Ration Strorage, 6, 1, Cst, Public House 0, 1, Rad, State Market, 8, 1, Cst, Military Academy, 8, 2, nil, CSecret Police, 8, 1, Csc, AT Defences, 8, 1, X6, Water System, 8, 2, Lab, War Bonds Office, 12, 2, Cst, Propaganda Office, 12, 2, Gun, Research Office, 16, 4, Roc, Air Raid Shelter, 12, 1, nil, Picture House, 10, 4, Eco, Factory, 20, 6, Eco, Munitions Plant, 32, 6, Ind, AA Missile Defences, 32, 6, X3, Rations Office, 20, 2, Cst, Textile Mill, 16, 4, Lab, Railway Yards, 12, 4, Exp, Aerospace Plant, 16, 6, Ind, Chamber of Commerce, 16, 4, Cst, Desalination Plant, 12, 4, Eco, Industrial Farm, 8, 2, Rfg, War Production Ministry, 20, 2, Cst, Weapons Lab, 16, 4, Hor, AA Defences, 20, 4, X3, Fortified Harbour, 8, 4, Bro, Industrial District, 20, 2, Ind, Commercial Harbour, 6, 2, U2, Ship Building Yard, 16, 4, Eco, Aerodrome, 16, 2, Fli, Intelligence HQ, 6, 4, Gun, Naval Harbour, 8, 4, Ast, SS Structural, 8, 0, SFl, SS Component, 16, 0, Pla, SS Module, 32, 0, Sup, Commerce, 60, 0, X5, Ukrainian Wheat Plains, 20, 0, nil, Whitehouse, 20, 0, nil, British Gold Reserve, 20, 0, nil, Mediterranean Airspace, 20, 0, nil, Arc de Triomphe, 30, 0, nil, Pact of Steel, 30, 0, nil, Allied Nations HQ, 30, 0, nil, Heinrich Himmler, 30, 0, nil, Automated Factory, 90, 0, Lab, Heinkel Aircraft Plant, 20, 0, nil, Molotov, 40, 0, nil, Weapons Test Facility, 80, 0, Feu, Baltic Sea, 40, 0, nil, Winston Churchill, 30, 0, nil, Artisan's Workshop, 40, 0, no, Stalingrad Factories, 40, 0, nil, Nuclear Power Plant, 90, 0, Nav, The Ploesti Oil Fields, 40, 0, nil, Advanced Aerospace Plant, 90, 0, Ldr, Statue of Liberty, 40, 0, nil, Eiffel Tower, 30, 0, nil, Emperor Hirohito, 60, 0, nil, National Railway System, 80, 0, Cur, Atom Bomb Project, 90, 0, NF, Royal Air Force HQ, 60, 0, nil, Supersonic Flight Program,90, 0, E2, Secret Weapon Facility, 90, 0, Roc, Franklin D. Roosevelt, 60, 0, nil, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; Pyramids nil, ; Hanging Gardens nil, ; Colossus nil, ; Lighthouse Cer, ; Great Library nil, ; Oracle nil, ; Great Wall nil, ; Sun Tzu's War Academy nil, ; King Richard's Crusade Cer, ; Marco Polo's Embassy nil, ; Michelangelo nil, ; Copernicus nil, ; Magellan nil, ; Shakespeare Cer, ; Da Vinci's Workshop nil, ; Bach nil, ; Newton nil, ; Smith's Trading Co. nil, ; Darwin nil, ; Statue of Liberty nil, ; Eiffel Tower nil, ; Women's Suffrage nil, ; Hoover Dam nil, ; Manhattan Project nil, ; United Nations nil, ; Apollo nil, ; SETI 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 Engineers, nil, 0, 1.,0, 0a,1d, 1h,1f, 12,0, 5, Ind, 000000000000000 NKVD Troops, nil, 0, 2.,0, 8a,5d, 2h,1f, 6,0, 0, Tac, 000000001000100 Fallschirmjäger, nil, 0, 1.,0, 6a,4d, 2h,1f, 6,0, 0, Met, 000001101000010 British Infantry, nil, 0, 1.,0, 5a,4d, 2h,1f, 4,0, 1, Sup, 000000001000000 Red Army, nil, 0, 1.,0, 5a,4d, 2h,1f, 2,0, 1, U1, 000000001000000 Wehrmacht, nil, 0, 1.,0, 5a,5d, 2h,1f, 4,0, 1, Pot, 000000001000100 Hawker Typhoon, nil, 1, 6.,2, 4a,4d, 2h,3f, 6,0, 3, ToG, 000000001010001 Spitfire, nil, 1, 4.,2, 3a,4d, 3h,2f, 6,0, 3, Sup, 000000001010001 Lancaster Bomber, nil, 1, 8.,2, 12a,1d, 3h,3f, 12,0, 0, The, 000000001000001 Partisans, nil, 0, 1.,0, 4a,4d, 2h,1f, 4,0, 1, Gue, 000001001000010 Infantry, nil, 0, 1.,0, 5a,4d, 2h,1f, 4,0, 1, FP, 000000001000000 US Marines, nil, 0, 1.,0, 8a,5d, 2h,1f, 6,0, 0, Whe, 000000001000100 Imperial Marines, nil, 0, 1.,0, 8a,5d, 2h,1f, 6,0, 0, Mas, 000001001000100 GI Infantry, nil, 0, 1.,0, 6a,4d, 2h,1f, 6,0, 1, Whe, 000000101000000 Panzergrenadiers, nil, 0, 2.,0, 6a,6d, 3h,1f, 5,0, 1, Pot, 000000001000000 Motor Infantry, Pot, 0, 2.,0, 6a,6d, 3h,1f, 5,0, 1, nil, 000000001000000 T-34 Tank, nil, 0, 2.,0, 10a,5d, 3h,1f, 4,0, 0, Sth, 000000000000000 M4A3 Sherman Tank, nil, 0, 2.,0, 10a,5d, 3h,2f, 6,0, 3, War, 000000000000000 IL-2 Shturmovik, nil, 1, 6.,2, 8a,1d, 2h,2f, 6,0, 0, SFl, 000000001000001 Yak-9 Fighter, nil, 1, 5.,2, 3a,4d, 2h,2f, 4,0, 3, SE, 000000001010001 PzKw VI Tiger, nil, 0, 2.,0, 12a,6d, 3h,2f, 10,0, 0, Phy, 010000000000000 Light Tank, nil, 0, 2.,0, 10a,5d, 2h,1f, 7,0, 0, Chi, 000000000000000 PzKw IV Tank, nil, 0, 2.,0, 10a,5d, 3h,1f, 8,0, 3, Pot, 000000000000000 Anti Aircraft Gun, nil, 0, 1.,0, 1a,6d, 3h,1f, 5,0, 1, Feu, 010000000000000 Artillery, nil, 0, 1.,0, 10a,1d, 2h,2f, 5,0, 0, Exp, 000000000000000 88mm Field Gun, nil, 0, 1.,0, 12a,2d, 3h,2f, 7,0, 0, Pot, 010000001000000 155mm SP Howitzer, nil, 0, 1.,0, 12a,2d, 3h,2f, 7,0, 0, War, 000000001000000 Fighter, Pot, 1, 4.,2, 2a,2d, 2h,2f, 5,0, 3, AFl, 000000001010001 Bomber, nil, 1, 8.,2, 10a,1d, 2h,2f, 11,0, 0, Ldr, 000000001000001 Ju87 Stuka, nil, 1, 6.,2, 8a,1d, 2h,2f, 7,0, 0, Pot, 000000001000001 Me262 Jet Fighter, nil, 1, 6.,2, 4a,4d, 3h,3f, 9,0, 3, Med, 000000001010001 Interceptor, nil, 1, 8.,2, 6a,6d, 3h,3f, 12,0, 3, X1, 000000001010001 Me109 Fighter, nil, 1, 4.,2, 4a,3d, 2h,2f, 5,0, 3, Pot, 000000001010001 Type-3 Chi-Nu, nil, 0, 2.,0, 12a,5d, 3h,2f, 8,0, 0, Sea, 000000000000000 Centurion Tank, nil, 0, 2.,0, 12a,5d, 3h,2f, 8,0, 0, X4, 000000000000000 P-38 Lightning, nil, 1, 5.,2, 3a,4d, 2h,3f, 6,0, 3, Whe, 000000001010001 Super Battleship, MP, 2, 5.,0, 14a,16d, 4h,2f, 26,0, 2, NP, 010000000000001 H-Class Battleship,nil, 2, 5.,0, 16a,20d, 4h,2f, 30,0, 2, MP, 010000000000001 Destroyer, nil, 2, 6.,0, 4a,4d, 3h,1f, 6,0, 2, Ato, 100000000000001 Cruiser, nil, 2, 5.,0, 6a,6d, 3h,2f, 8,0, 2, Aut, 000000000000001 Battleship, nil, 2, 5.,0, 12a,12d, 4h,2f, 16,0, 2, Ban, 000000000000001 Submarine, nil, 2, 5.,0, 10a,2d, 3h,2f, 6,0, 2, Ato, 000000000001001 Aircraft Carrier, nil, 2, 5.,0, 1a,9d, 4h,2f, 16,0, 2, Bri, 000000010000001 Freighter, nil, 2, 5.,0, 0a,2d, 4h,1f, 10,8, 4, Ast, 000000000000000 Commandos, nil, 0, 1.,0, 8a,5d, 2h,2f, 6,0, 3, Iro, 000001101000110 Atomic Bomb, nil, 1, 10.,1, 99a,0d, 1h,6f, 50,0, 0, NF, 001000000000000 Type 97 Chi-Ha, nil, 0, 2.,0, 10a,5d, 3h,2f, 8,0, 3, Mas, 000000000000000 A6M2 Zero, nil, 1, 6.,2, 4a,3d, 2h,2f, 6,0, 3, Map, 000000001010001 Ki100 Tony, nil, 1, 8.,2, 4a,4d, 3h,3f, 6,0, 3, Gen, 000000001010001 Supply Truck, nil, 0, 3.,0, 0a,1d, 1h,1f, 9,0, 7, Eco, 000000000000010 M26 Pershing Tank, nil, 0, 2.,0, 12a,5d, 3h,2f, 8,0, 0, Wri, 000000000000000 Josef Stalin Tank, nil, 0, 2.,0, 12a,5d, 3h,3f, 6,0, 0, Tac, 000000000000000 B-17 Heavy Bomber, nil, 1, 10.,2, 12a,1d, 3h,3f, 12,0, 0, Uni, 000000001000001 P-51 Mustang, nil, 1, 8.,2, 4a,4d, 3h,2f, 6,0, 3, Wri, 000000001010001 D3A Val, nil, 1, 8.,2, 8a,1d, 2h,2f, 12,0, 0, Map, 000000001000001 V2 Launcher, nil, 1, 2.,0, 14a,2d, 3h,2f, 7,0, 0, PT, 001000001000000 PzKw VI Tiger II, nil, 0, 2.,0, 12a,6d, 3h,2f, 11,0, 0, Plu, 010000000000000 Matilda MkII Tank, nil, 0, 2.,0, 10a,5d, 3h,1f, 8,0, 3, Sup, 000000000000000 PzKw V Panther, nil, 0, 2.,0, 10a,5d, 3h,3f, 8,0, 3, Pla, 000000000000000 Katyusha Artillery,nil, 0, 2.,0, 14a,2d, 3h,2f, 7,0, 0, Stl, 000000001000000 Elite Guards, nil, 0, 1.,0, 8a,5d, 2h,2f, 6,0, 0, Sth, 000001001000110 Waffen SS, nil, 0, 1.,0, 8a,5d, 2h,2f, 6,0, 0, Met, 000001001000110 ; ; 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, 0,2,0, yes, 1, 3, 5, yes, 1, 6, 3, Pln, ; Drt Plains, 1,2, 2,2,0, yes, 2, 3, 1, For, 0,24, 0, Grs, ; Pln Grassland, 1,2, 4,2,0, yes, 3, 3, 2, For, 0,24, 0, Hil, ; Grs Forest, 2,3, 1,2,0, Pln, 0, 6, 5, Swa, 0,24, 0, Grs, ; For Hills, 3,4, 2,1,0, no, 0, 0, 0, yes, 4, 6, 1, Pln, ; Hil Mountains, 4,6, 0,1,0, no, 0, 0, 0, yes, 4, 7, 6, Hil, ; Mou Tundra, 2,2, 1,0,0, no, 0, 0, 0, no, 0, 0, 0, Drt, ; Tun Glacier, 2,3, 0,0,0, no, 0, 0, 0, no, 0, 0, 0, Tun, ; Gla Industry, 1,3, 20,1,20, yes, 6,12, 0, yes, 6,15, 0, Pln, ; Swa Jungle, 4,3, 2,1,0, Grs, 0,12, 6, For, 0,25, 0, Pln, ; Jun Ocean, 1,2, 1,0,1, no, 0, 0, 0, no, 0, 0, 0, no, ; Oce Oil, 1,2, 0,8,8, Produce, 1,2, 20,1,0, Grassland, 1,2, 2,1,0, Paper, 2,3, 0,4,0, Coal, 2,4, 0,6,0, Gold, 3,6, 0,1,20, Coniferous, 3,3, 0,2,0, Rocks, 4,4, 0,2,0, Refinery, 2,3, 0,12,0, Gems, 2,3, 0,1,10, Fish, 1,2, 3,1,1, Minerals, 1,2, 0,4,4, Wheat Silo, 1,2, 30,2,0, Grassland, 1,2, 2,1,0, Timber, 2,3, 0,4,2, Ore, 2,4, 0,4,2, Iron, 3,6, 0,6,2, Evergreens, 3,3, 0,2,0, Rocks, 4,4, 0,2,0, Spice, 2,3, 3,0,3, Zinc, 2,3, 0,8,2, Fish, 1,2, 4,2,1, @GOVERNMENTS Anarchy, Mr., Ms. Militarism, Minister, Lord Autocracy, Commisioner, Queen War Command, General, Mistress Dictatorship, Dictator, Mistress Democratic, Senator, Senator Democracy, General, 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, 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, Führer, Fuehres, 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, 0, 1, 3, General, Speaker, 5, Speaker, Speaker Alexander, Hippolyta, 1, 6, 1, Greeks, Greek, 0, 1, -1, 6, Prime Minister, Prime Minister Mohandas Gandhi,Indira Gandhi, 0, 7, 2, Indians, Indian, -1, -1, 0, 2, Marshall , Mistress, Lenin, Catherine the Great, 1, 1, 0, Russians, Russian, 1, 0, -1, 3, Komrade, Chairperson, 4, Patriarch, Matriarch Shaka, Shakala, 0, 2, 0, Zulus, Zulu, 1, 0, 0, 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, 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, 2, English, English, 0, 1, 0, 3, General, Speaker, 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, 1, Japanese, Japanese, 1, -1, -1, 4, Admiral, Geisha, 6, Prime Minister, Prime Minister Canute, Gunnhild, 1, 3, 3, Vikings, Viking, 1, 1, 0, 1, Warlord, Warlord Philip II, Isabella, 1, 4, 2, Spanish, Spanish, -1, 1, -1, 2, General, Speaker 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 Armaments, Cloth, Bearings, Salt, Sugar, Coal, Steel, Iron, Wine, Ammo, Grain, Gasoline, Ore, Gold, Oil, Petroleum, @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 Corporal Sergeant Lieutenant Captain Colonel General @ATTITUDES Friendship Cooperation Trusting Receptive Neutral Distant Icy Enemy Hatred