; ; 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 20 ; # of rows in food box (rows * city_size+1 = box) 15 ; # of rows in shield box 1 ; Settlers eat (govt <= Monarchy) 2 ; 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 15 ; 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 10 ; Fundamentalism pays support for all units past this 0 ; Communism is equivalent of this palace distance. 50 ; 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 Aircraft Design, 4,-2, Fli, nil, 3, 4 ; AFl Battlefield Medicine, 5, 1, Bro, nil, 0, 3 ; Alp Amphibious Operations, 3,-2, Nav, Ast, 3, 0 ; Amp Western Democracies, 4, 1, nil, nil, 1, 3 ; Ast Atomic Theory, 4,-1, nil, nil, 2, 3 ; Ato Liberalism, 6,-1, nil, nil, 3, 4 ; Aut War Adjustment, 4, 1, nil, nil, 1, 1 ; Ban Bridge Building, 4, 0, nil, nil, 0, 4 ; Bri Pharmaceutics, 6,-1, Cor, Che, 0, 4 ; Bro Bolshevism, 5, 0, Mon, nil, 0, 2 ; Cer Chemistry, 5,-1, Inv, nil, 1, 3 ; Che Standard Parts, 4,-2, Ban, MP, 1, 0 ; Chi War Economy, 4, 1, Chi, Ban, 0, 2 ; CoL Air Transport, 5,-1, Mat, nil, 3, 0 ; CA Advanced Combustion, 5,-1, Nav, Stl, 2, 4 ; Cmb not used, 5, 0, no, no, 2, 2 ; Cmn Jet Aircraft, 4, 1, Plu, nil, 3, 4 ; Cmp Conscription, 7,-1, nil, nil, 2, 0 ; Csc Fortification Design, 4, 0, nil, nil, 0, 4 ; Cst Corporations, 4, 0, Inv, Eco, 2, 1 ; Cor Closed Circle Engine, 4, 1, Cmb, nil, 0, 1 ; Cur not used, 5, 1, no, no, 2, 2 ; Dem National Economics, 4, 1, U2, nil, 2, 1 ; Eco Electricity, 4, 0, Iro, nil, 2, 4 ; E1 Parlamentarism, 4, 1, nil, nil, 3, 4 ; E2 Germany, 4, 0, nil, Ind, 0, 4 ; Eng Large Airframes, 3, 1, Min, nil, 3, 2 ; Env Espionage, 2,-1, nil, nil, 3, 0 ; Esp Explosives, 5, 0, Ref, nil, 2, 4 ; Exp Mobile Warfare, 4,-1, Mob, nil, 0, 0 ; Feu Aerodynamics, 4,-1, Phy, nil, 2, 4 ; Fli Fascism, 3,-2, nil, nil, 2, 2 ; Fun Resistance, 3, 0, Sth, nil, 3, 3 ; FP Schnorchel Technology, 3, 2, Cur, nil, 3, 3 ; Gen Partizan Warfare, 4, 1, FP, nil, 3, 0 ; Gue not used, 8,-2, no, no, 1, 0 ; Gun RADAR, 4,-1, E1, nil, 0, 0 ; Hor Axis Powers, 6, 0, RR, Ban, 2, 1 ; Ind Industrialization, 6, 0, nil, nil, 0, 4 ; Inv Railroad, 5,-1, Inv, nil, 1, 4 ; Iro ADSIC/Sonar, 4,-1, Lit, Hor, 3, 2 ; Lab Carrier Aviation, 4, 0, Ldr, nil, 3, 3 ; Las Naval Bombing, 5,-1, Nav, Hor, 1, 0 ; Ldr Convoy Tactics, 5, 2, Ast, Nav, 0, 3 ; Lit Wolf Pack Tactics, 4,-2, Ind, Nav, 2, 4 ; Too Weapon Exports, 4,-1, CoL, nil, 1, 3 ; Mag Shared Research, 6,-1, Mag, nil, 0, 1 ; Map Aircraft Engine, 4, 1, AFl, E1, 0, 4 ; Mas Mass Production, 5, 0, Ref, nil, 3, 4 ; MP Radial Engine, 4,-1, Mas, nil, 0, 3 ; Mat Ground Attack, 4, 0, Mat, nil, 1, 1 ; Med Air Battle Analysis, 6,-2, Med, nil, 1, 0 ; Met Formation Bombing, 4, 1, Met, nil, 3, 4 ; Min Motorization, 8,-1, MP, Ban, 3, 0 ; Mob Communism, 5, 1, nil, nil, 0, 2 ; Mon Pressurized Cabin, 5, 1, Env, nil, 1, 2 ; MT Nuclear Enrichment, 4, 0, Map, NF, 0, 2 ; Mys Naval Warfare, 6,-1, Sea, nil, 1, 1 ; Nav Nuclear Fission, 6,-2, NP, nil, 3, 3 ; NF Nuclear Theory, 3, 0, Ato, nil, 3, 3 ; NP not used, 6, 1, no, no, 1, 2 ; Phi Physics, 4,-1, nil, nil, 1, 3 ; Phy Jet Propulsion Design, 4, 1, Mas, nil, 3, 4 ; Pla Jet Engine, 4,-1, Pla, nil, 3, 0 ; Plu Rocket Design, 4, 0, Mas, nil, 0, 2 ; PT Flying Bomb, 4, 1, Plu, Eng, 0, 1 ; Pot not used, 5,-1, no, no, 3, 4 ; Rad not used, 6, 0, no, no, 2, 1 ; RR Solid Fuel, 2, 1, Che, PT, 3, 2 ; Rec Refining, 4, 0, Iro, nil, 2, 4 ; Ref Fertilizers, 3, 1, nil, nil, 3, 1 ; Rfg Democracy, 5, 1, nil, nil, 0, 2 ; Rep Rocket Engine, 5,-2, Rec, nil, 3, 0 ; Rob Ballistic Missile, 6,-2, Rob, Eng, 3, 0 ; Roc Massed Tank Assault, 4, 2, Sth, Cer, 2, 1 ; San Naval Technology, 4, 1, nil, nil, 0, 1 ; Sea Everyone, 4, 1, nil, nil, 3, 3 ; SFl Mobile Warfare, 3,-2, Mob, nil, 3, 0 ; Sth Blitzkrieg Doctrine, 4,-1, Eng, Sth, 2, 3 ; SE Steel Processing, 4,-1, Iro, nil, 2, 4 ; Stl Atomic Bomb Program, 4, 1, Mys, nil, 3, 3 ; Sup Nuclear Testing, 6,-1, Sup, nil, 2, 0 ; Tac Rocket Launcher, 3, 2, Rob, Cer, 1, 2 ; The Atomic Bomb, 4, 0, Tac, nil, 1, 3 ; ToG CAP/Subhunters, 4, 2, Lab, Ast, 0, 1 ; Tra University, 5, 1, nil, nil, 1, 3 ; Uni Winter Equipment, 4,-1, Csc, Cer, 0, 0 ; War Artillery, 4,-1, Inv, nil, 0, 4 ; Whe Self-prop. Artillery, 4, 2, Whe, nil, 0, 3 ; Wri Future Technology, 1, 0, ToG, nil, 3, 3 ; ... Education System, 4,-1, nil, nil, 3, 0 ; U1 Nationalism, 4,-1, nil, nil, 3, 0 ; U2 Communist International,3, 0, nil, nil, 3, 2 ; U3 NOT USSR, 3, 0, nil, nil, 0, 0 ; X1 NOT Germany, 3, 0, nil, nil, 0, 0 ; X2 NOT France, 3, 0, nil, nil, 0, 0 ; X3 NOT Spain, 3, 0, nil, nil, 0, 0 ; X4 NOT Italy, 3, 0, nil, nil, 0, 0 ; X5 NOT Britain, 3, 0, nil, nil, 0, 0 ; X6 NOT Turkey, 3, 0, nil, nil, 0, 0 ; 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, Government, 40, 0, Mas, Military Compound, 4, 1, nil, Grain Storage, 6, 1, Pot, House of God, 4, 1, Cer, Center of Trade, 8, 1, Cur, School, 8, 1, Wri, Administration, 8, 1, CoL, City Walls, 8, 0, Mas, Water Supply, 8, 2, Cst, Bank, 12, 3, Ban, Cathedral, 12, 3, MT, Academy, 16, 3, Uni, Public Transport System, 16, 4, MP, Stadium, 10, 4, Ind, Industrial District, 20, 4, Ind, Computer Industry, 32, 6, Rob, SDI Defense, 20, 4, Las, Recycling Center, 20, 2, Rec, Refinery, 16, 4, Ref, Hydro Power Plant, 24, 4, E2, Nuclear Power Plant, 16, 2, NP, Stock Exchange, 16, 4, Eco, City Renewal Plan, 12, 2, San, Super Market, 8, 3, Rfg, Highway Connection, 20, 5, Aut, Research Facility, 16, 3, Cmp, AA Defence, 10, 2, Roc, Coastal Fortress, 8, 1, Met, Alternatice Energy, 32, 4, Env, Fishing Fleet, 6, 1, Sea, Off Shore Platform, 16, 3, Min, International Airport, 16, 3, Rad, TV Station, 6, 2, Rad, Port Facility, 8, 3, Amp, SS Structural, 8, 0, SFl, SS Component, 16, 0, Pla, SS Module, 32, 0, Sup, (Currency Reserves), 60, 0, Cor, Pyramids, 30, 0, Mas, Giant House of God, 30, 0, Ast, Grain Trade Monopoly, 20, 0, Bro, Maritime Exploration, 30, 0, Map, Great Library, 40, 0, Lit, Religious Center, 30, 0, Mys, Military Reputation, 40, 0, War, War Academy, 40, 0, Feu, Oversea Trade, 30, 0, Eng, World Exploration, 30, 0, Tra, Vatican State, 60, 0, MT, Heliocentric World View, 60, 0, Ast, Global Positioning System,80, 0, Roc, National Health Service, 80, 0, Med, Renaissance Workshop, 60, 0, Inv, Olympic Ideals + Games, 60, 0, MP, Physics Academy, 60, 0, ToG, World Trade Organization, 80, 0, U3, Theory of Evolution, 60, 0, Ind, Statue of Liberty, 60, 0, Dem, Humanitarian Support, 60, 0, MP, Welfare State System, 80, 0, Aut, Hoover Dam, 80, 0, E2, Nuclear Proliferation, 80, 0, NF, UN Security Council, 80, 0, Cmn, Space Program, 80, 0, SFl, Internet, 80, 0, Cmp, Genome Decryption, 80, 0, Gen, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER Ref, ; Pyramids Cmn, ; Hanging Gardens Eco, ; Colossus Mag, ; Lighthouse ToG, ; Great Library The, ; Oracle Csc, ; Great Wall Mob, ; Sun Tzu's War Academy Eco, ; King Richard's Crusade Cmn, ; Marco Polo's Embassy nil, ; Michelangelo nil, ; Copernicus nil, ; Magellan nil, ; Shakespeare Csc, ; 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, Exp, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, nil, 000000000000000 Infantry, nil, 0, 2.,0, 0a,2d, 2h,1f, 4,0, 5, Exp, 000000000000000 Fighter, Feu, 0, 1.,0, 1a,1d, 1h,1f, 1,0, 1, nil, 000000000000000 Bomber, Feu, 0, 1.,0, 1a,2d, 1h,1f, 2,0, 1, Bro, 000000000000000 Mot. Infantry, Gun, 0, 1.,0, 3a,2d, 1h,1f, 3,0, 1, War, 000000000000000 Wehrmacht, Gun, 0, 1.,0, 4a,2d, 1h,1f, 4,0, 1, Iro, 000000000000000 Waffen SS, Gun, 0, 1.,0, 1a,2d, 1h,1f, 2,0, 1, Feu, 000010000000000 Fallschirmjäger, Plu, 0, 1.,0, 3a,3d, 2h,1f, 3,0, 1, Gun, 000000000000000 PzKpfw I Ausf B, nil, 0, 1.,0, 4a,4d, 2h,1f, 2,0, 1, Fun, 000100000000000 Partisans, nil, 0, 1.,0, 4a,4d, 2h,1f, 5,0, 1, Gue, 000001000000010 PzKpfw II Ausf A, nil, 0, 1.,0, 3a,5d, 2h,1f, 6,0, 1, Plu, 000000001000000 PzKpfw III Ausf G, nil, 0, 1.,0, 5a,3d, 2h,1f, 4,0, 1, Plu, 000000001000000 Panzergrenadiere, nil, 0, 1.,0, 8a,5d, 2h,1f, 6,0, 0, Amp, 000000001000100 Bf-109B, nil, 0, 1.,0, 6a,4d, 2h,1f, 6,0, 1, CA, 000000100000000 He-111H-16, nil, 0, 3.,0, 6a,6d, 3h,1f, 10,0, 1, U1, 000000000000000 Ju-87B-1, Chi, 0, 2.,0, 2a,1d, 1h,1f, 2,0, 0, Hor, 000000000000000 sIG 33B, PT, 0, 2.,0, 3a,1d, 1h,1f, 3,0, 0, Whe, 000000000000000 Blackshirt Militia, MT, 0, 2.,0, 4a,1d, 1h,1f, 4,0, 0, PT, 000000000000000 L6/40, Ldr, 0, 2.,0, 5a,1d, 1h,1f, 4,0, 0, MT, 000000000000000 M11/39, Ldr, 0, 2.,0, 4a,2d, 1h,1f, 4,0, 0, Chi, 000000000000000 Republican Guard, Tac, 0, 2.,0, 5a,2d, 2h,1f, 5,0, 0, Ldr, 000000000000000 Red Army, Mob, 0, 2.,0, 8a,3d, 2h,1f, 6,0, 0, Tac, 000000000000000 NKWD Troop, nil, 0, 2.,0, 10a,5d, 3h,1f, 8,0, 0, Mob, 000000000000000 Siberian Troops, Met, 0, 1.,0, 6a,1d, 1h,1f, 4,0, 0, Mat, 000000000000000 T-26-S, Too, 0, 1.,0, 8a,1d, 2h,1f, 4,0, 0, Met, 000000000000000 BT-7A, Rob, 0, 1.,0, 10a,1d, 2h,2f, 5,0, 0, Too, 000000000000000 T-28B, nil, 0, 2.,0, 12a,1d, 3h,2f, 7,0, 0, Rob, 000000001000000 T-34/76, Sth, 1, 10.,1, 4a,3d, 2h,2f, 6,0, 3, Fli, 000000000010001 Polikarpov I-16, Sth, 1, 8.,2, 12a,1d, 2h,2f, 12,0, 0, AFl, 000000000000001 Yakovlev Yak-1, nil, 1, 6.,0, 10a,3d, 2h,2f, 10,0, 0, CA, 000000000000001 Petlyakov Pe-2, nil, 1, 14.,2, 8a,4d, 3h,3f, 14,0, 3, Sth, 100000000010001 Armée Francaise, nil, 1, 12.,2, 14a,5d, 3h,3f, 20,0, 0, Sth, 000000001000001 Renault R 35, Nav, 2, 3.,0, 1a,1d, 1h,1f, 4,2, 4, Map, 000000000100000 Somua S 35, Mag, 2, 3.,0, 2a,1d, 1h,1f, 4,3, 4, Nav, 000000000000000 Char 1 bis, Ind, 2, 4.,0, 0a,2d, 2h,1f, 4,4, 4, Mag, 000000000000000 Dw 520, E1, 2, 4.,0, 4a,2d, 2h,1f, 5,2, 2, Mag, 000000000000000 SL 45, E1, 2, 4.,0, 4a,4d, 3h,1f, 6,0, 2, SE, 000000000000000 Royal Army, nil, 2, 6.,0, 4a,4d, 3h,1f, 6,0, 2, E1, 100000000000001 Commando, Roc, 2, 5.,0, 6a,6d, 3h,2f, 8,0, 2, Stl, 000000000000001 Matilda MkII, nil, 2, 5.,0, 8a,8d, 3h,2f, 15,0, 2, Roc, 110000000000001 Crusader MkIII, nil, 2, 4.,0, 12a,12d, 4h,2f, 18,0, 2, Aut, 000000000000001 Spitfire MkII, nil, 2, 3.,0, 8a,2d, 3h,2f, 8,0, 2, Cmb, 000000000001001 Fairey Swordfish, nil, 2, 5.,0, 1a,7d, 4h,2f, 16,0, 2, AFl, 000000010000001 Hawker Typhoon IB, nil, 2, 5.,0, 0a,2d, 3h,1f, 6,2, 4, Ind, 000000000000000 Vickers Wellington, nil, 1, 12.,1, 18a,0d, 1h,3f, 10,0, 0, Roc, 001000000000000 Atomic Bomb, nil, 1, 16.,1, 99a,0d, 1h,1f, 16,0, 0, Roc, 001000000000000 US Army (later), Esp, 0, 2.,0, 0a,0d, 1h,1f, 3,0, 6, Wri, 000000000000010 Freighter, nil, 0, 3.,0, 0a,0d, 1h,1f, 3,0, 6, Esp, 000000000000011 Supply Truck, Cor, 0, 1.,0, 0a,1d, 1h,1f, 5,0, 7, Tra, 000000000000010 KV-1, nil, 0, 2.,0, 0a,1d, 1h,1f, 5,0, 7, Cor, 000000000000010 Destroyer, Gue, 0, 1.,0, 0a,1d, 1h,1f, 3,0, 0, Sea, 000001000000010 Subhunter, nil, 1, 12.,1, 8a,4d, 2h,2f, 10,0, 3, U2, 000000000010001 Battleship, nil, 1, 12.,4, 2a,4d, 2h,1f, 16,0, 3, U2, 100000000000001 Aircraft Carrier, nil, 0, 2.,0, 14a,2d, 3h,3f, 14,0, 0, Roc, 000000001000000 Landing Ship, nil, 2, 6.,0, 0a,4d, 4h,2f, 8,4, 4, NP, 000000000000000 AA Battery, nil, 0, 2.,0, 8a,5d, 2h,1f, 10,0, 0, Roc, 010000000000000 V-1 Flying Bomb, nil, 0, 3.,0, 12a,6d, 4h,2f, 16,0, 0, U1, 000010000000000 V-2 Ballistic Missile, nil, 0, 2.,0, 6a,5d, 2h,2f, 6,0, 0, U1, 000000001000000 Submarine, nil, 1, 10.,2, 10a,2d, 2h,2f, 12,0, 0, U2, 000000000000000 Type VII U-Boot, nil, 2, 3.,0, 10a,2d, 4h,2f, 16,0, 2, NP, 100000000001001 Field Artillery, nil, 2, 6.,0, 1a,9d, 4h,3f, 20,0, 2, NP, 100000010000001 Katyusha Launcher, nil, 0, 2.,0, 6a,6d, 2h,1f, 10,0, 1, Lab, 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, 1, 5, 5, yes, 1, 5, 3, Pln, ; Drt Plains, 1,2, 1,1,0, yes, 2, 5, 1, For, 0,15, 0, Grs, ; Pln Grassland, 1,2, 3,1,0, yes, 4, 5, 2, no , 0,10, 0, Hil, ; Grs Forest, 2,3, 1,2,0, Pln, 0, 5, 5, no, 0, 5, 0, Grs, ; For Hills, 2,4, 1,0,0, yes, 3,10, 0, yes, 5,10, 1, Pln, ; Hil Mountains, 3,6, 0,1,0, no, 1,10, 0, yes, 1,10, 6, Hil, ; Mou Tundra, 1,2, 1,0,0, yes, 1,10, 1, no, 0, 0, 0, Drt, ; Tun Glacier, 2,2, 0,0,0, no, 0, 0, 0, yes, 1,15, 3, Tun, ; Gla Swamp, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, ; Swa Jungle, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, 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, 3,1,0, Deer, 2,3, 3,2,0, Coal, 2,4, 1,2,0, Gold, 3,6, 0,1,6, Game, 1,2, 3,1,0, Ivory, 2,2, 1,1,4, Swamp, 2,3, 1,0,0, Gems, 2,3, 1,0,4, Fish, 1,2, 3,0,2, Desert Oil, 1,2, 0,4,0, Wheat, 1,2, 6,1,0, Grassland, 1,2, 3,1,0, Lumber, 2,3, 1,2,3, Wine, 2,4, 1,0,4, Iron, 3,6, 0,4,0, Furs, 1,2, 2,0,3, Glacier Oil,2,2, 0,4,0, Swamp, 2,3, 1,0,0, Fruit, 2,3, 4,0,1, Whales, 1,2, 2,2,3, @GOVERNMENTS Anarchy, Mr., Ms. Despotism, Emperor, Empress Monarchy, King, Queen Communism, Comrade, Comrade Fundamentalism, High Priest, High Priestess Republic, Consul, Consul Democracy, President, 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, 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, 1, Americans, American, -1, 0, 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, 2, Indians, Indian, -1, -1, 0, 2, Maharaja, Maharaja, Lenin, Catherine the Great, 1, 1, 3, Russians, Russian, 1, 0, -1, 2, Czar, Czarina, 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, 3, English, English, 0, 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, 3, 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 Hides, Wool, Beads, Cloth, Salt, Coal, Copper, Dye, Wine, Silk, Silver, Spice, Gems, Gold, Oil, Uranium, @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 Chieftain Warlord Prince King Emperor Deity @ATTITUDES Worshipful Enthusiastic Cordial Receptive Neutral Uncooperative Icy Hostile Enraged