; ; Sid Meier's ALPHA CENTAURI ; ; Alpha Centauri User-Configurable Rules ; ; Copyright (c) 1997, 1998 by Firaxis Games, Inc. ; ; ALPHA CENTAURI reads the rules of the game from this file at ; startup. Feel free, at your own risk, to experiment with editing ; this file. We recommend you make a backup copy of the original. ; ; If you are building a scenario and need custom rules, copy this ; file into a subdirectory with your scenario file before editing. ; Files in the same subdirectory as a scenario file automatically ; take precedence over files in the main game directory. ; ; ; FUNDAMENTAL RULES ; You will find that many of the items on this list have been ; finely balanced: small changes can have drastic effects on ; gameplay. ; #RULES 3, ; Movement rate along roads 2, ; Nutrient intake requirement for citizens 3,2 ; Numerator & Denominator for artillery fire damage 2, ; Max artillery range (larger will break multiplayer) 8, ; Max airdrop range w/o orbital insertion 10, ; Nutrient cost multiplier 10, ; Minerals cost multiplier 100, ; Technology discovery rate as a percentage of standard 1, ; Limits mineral increase for mine without road in square -1, ; Nutrient effect in mine square (0 or -1) 5, ; Minimum base size to support specialists 1, ; Drones induced by Genejack factory 7, ; Population limit w/o hab complex 14, ; Population limit w/o hab dome 50, ; Extra percentage cost of prototype LAND unit 50, ; Extra percentage cost of prototype SEA unit 50, ; Extra percentage cost of prototype AIR unit 3,2, ; Psi combat offense-to-defense ratio (LAND unit defending) 1,1, ; Psi combat offense-to-defense ratio (SEA unit defending) 1,1, ; Psi combat offense-to-defense ratio (AIR unit defending) 10, ; Players' starting energy reserves 25, ; Combat % -> intrinsic base defense 0, ; Combat % -> attacking along road 0, ; Combat % -> for attacking from higher elevation 0, ; Combat penalty % -> attacking from lower elevation 25, ; Combat % -> Mobile unit in open ground 0, ; Combat % -> Defend vs. mobile in rough 25, ; Combat % -> Infantry vs. Base 50, ; Combat penalty % -> attack after airdrop 25, ; Combat % -> Fanatic attack bonus 50, ; Combat % -> Land based guns vs. ship artillery bonus 25, ; Combat % -> Artillery bonus per level of altitude 50, ; Combat % -> Trance bonus defending vs. psi 50, ; Combat % -> Empath Song bonus attacking vs. psi 50, ; Combat penalty % -> Air superiority unit vs. ground unit 100, ; Combat % -> Air superiority unit vs. air unit 50, ; Combat penalty % -> Non-combat unit defending vs. combat unit 50, ; Combat % -> Comm Jammer unit defending vs. mobile unit 100, ; Combat % -> Bonus vs. ships caught in port 100, ; Combat % -> AAA bonus vs. air units 25, ; Combat % -> Defend in range of friendly Sensor 10, ; Combat % -> Psi attack bonus/penalty per +PLANET 50, ; Retool percent penalty for production change 2, ; Retool strictness (0 = Always Free, 1 = Free in Category, 2 = Free if Project, 3 = Never Free) 10, ; Retool exemption (first X minerals not affected by penalty) 20, ; Minimum # of turns between councils 5, ; Minerals for harvesting forest 8, ; Territory: max distance from base 20, ; Turns to corner Global Energy Market CentPsi, ; Technology to improve fungus squares CentPsi, ; Technology to ease fungus movement CentEmp, ; Technology to build roads in fungus Neural, ; Technology to allow 2 special abilities for a unit Gene, ; Technology to allow 3 nutrients in a square EcoEng, ; Technology to allow 3 minerals in a square EnvEcon, ; Technology to allow 3 energy in a square Gravity, ; Technology to allow orbital insertion w/o Space Elevator EcoEng2, ; Technology for +1 mining platform bonus PlaEcon, ; Technology for economic victory 1, ; If non-zero, probe teams can steal technologies 1, ; If non-zero, humans can always contact each other in net games 1, ; If non-zero, humans can always contact each other in hotseat/email games 50, ; Maximum % damage inflicted by arty versus units in base/bunker 99, ; Maximum % damage inflicted by arty versus units in open 100, ; Maximum % damage inflicted by arty versus units at sea 1, 1 ; Numerator/Denominator for frequency of global warming (1,2 would be "half" normal warming). 2100 ; Normal starting year 2600 ; Normal ending year for lowest 3 difficulty levels 2500 ; Normal ending year for highest 3 difficulty levels 1 ; If non-zero, obliterating a base counts as an atrocity ; ; TERRAFORMING IMPROVEMENTS ; ; Name, Preq, Sea Name, Sea Preq, Rate, Order, Letter, Keystroke ; ; Rate = # of turns to build ; Order = Description of unit orders ; Letter = Order letter ; Keystroke = Keystroke description (changing text does not change ; the actual key mappings in the game) ; #TERRAIN Farm, None, Kelp Farm, None, 4, Cultivate $STR0, f, F Soil Enricher, EcoEng2, Soil Enricher, Disable, 8, Construct $STR0, f, F Mine, None, Mining Platform, None, 8, Construct $STR0, M, M Solar Collector, None, Tidal Harness, None, 4, Construct $STR0, S, S Forest, None, ..., Disable, 4, Plant $STR0, F, Shift+F Road, None, Road, Disable, 1, Build $STR0, R, R Mag Tube, Magnets, Mag Tube, Disable, 3, Build $STR0, R, R Bunker, MilAlg, Bunker, Disable, 5, Construct $STR0, K, K Airbase, DocAir, Airbase, Disable, 10, Construct $STR0, ., . Sensor Array, None, Sensor Array, Disable, 4, Construct $STR0, O, O Fungus, None, Sea Fungus, None, 6, Remove $STR0, F, F Fungus, EcoEng, Sea Fungus, EcoEng, 6, Plant $STR0, F, Ctrl+F Condenser, EcoEng, Condenser, Disable, 12, Construct $STR0, N, N Echelon Mirror, EcoEng, Echelon Mirror, Disable, 12, Construct $STR0, E, Shift+E Thermal Borehole, EcoEng, Thermal Borehole, Disable, 24, Construct $STR0, B, Shift+B Aquifer, EcoEng, Aquifer, Disable, 18, Drill to $STR0, Q, Q Raise Land, EnvEcon, Raise Sea Floor, EnvEcon, 12, Terraform UP, ], ]] Lower Land, EnvEcon, Lower Sea Floor, EnvEcon, 12, Terraform DOWN, [, [[ Level Terrain, None, Level Terrain, Disable, 8, Terraform LEVEL, _, _ Monolith, Disable, Monolith, Disable, 8, Place Monolith, ?, ?, (this is here for map editor) ; ; RESOURCE INFORMATION ; ; Resource production (nutrient, minerals, energy, ) for ; special squares. In normal squares, these values are determined ; by the temperature, rainfall, rockiness, etc. of the square. ; ; "Bonus Square" value for particular category is added to other ; production in a square. ; ; "Improved Land" means farm, mine, solar ; "Improved Sea" means desal, platform, harness ; #RESOURCEINFO Ocean Square, 1, 0, 0, 0, Base Square, 2, 1, 1, 0, Bonus Square, 2, 2, 2, 0, * Mineral +1 if mine present Forest Square, 1, 2, 1, 0, Recycling Tanks, 1, 1, 1, 0, Improved Land, 1, *, *, 0, "*" columns are ignored entirely Improved Sea, 2, 1, 3, 0, * Mineral +1 with Advanced Ecological Engineering Monolith, 2, 2, 2, 0, Borehole Square, 0, 6, 6, 0, ; ; WORLDBUILDER ; These parameters control the finer points of the world builder, ; along with the player's "custom planet" selections. Values are ; automatically scaled based on the size of the world. ; #WORLDBUILDER 384, ; Land base (Seeded land size of a standard world) 256, ; Land modifier (additional land from LAND selection: x0, x1, x2) 12, ; Continent base (Base size of a land mass seed) 24, ; Continent modif. (Increased size from LAND selection: x0, x1, x2) 1, ; Hills base (Base # of extra hills) 2, ; Hills modifier (additional hills from TIDAL selection: x0, x1, x2) 4, ; Plateau base (Basic plateau size) 8, ; Plateau modifier (Plateau modifier based on LAND selection: x0, x1, x2) 8, ; Rivers base (Basic # of rivers) 12, ; Rivers rain mod. (Additional rivers based on RAIN selection) 14, ; Solar Energy (Latitude DIVISOR for temperature based on HEAT) Smaller # increases effect of HEAT selection 14, ; Thermal band (Latitude DIVISOR for thermal banding) Smaller # widens hot bands 8, ; Thermal deviance (Latitude DIVISOR for thermal deviance) Smaller # increases randomness 8, ; Global Warming (Latitude DIVISOR for global warming) Smaller # increases effect of warming 5, ; Sea Level Rises (Magnitude of sea level changes from ice cap melting/freezing) 5, ; Cloudmass peaks (Size of cloud mass trapped by peaks) 3, ; Cloudmass hills (Size of cloud mass trapped by hills) 1, ; Rainfall coeff. (Multiplier for rainfall belts) 15, ; Deep water (Encourages fractal to grow deep water) 10, ; Shelf (Encourages fractal to grow shelf) 15, ; Plains (Encourages highland plains) 10, ; Beach (Encourages wider beaches) 10, ; Hills (Encourages hills x TIDAL selection) 25, ; Peaks (Encourages peaks) 1, ; Fungus (Fungus coefficient based on LIFE selection) 3,6,12,18,24,36 ; Ratio (Continent size ratios) 36 ; Islands (Higher # increases island count) #WORLDSIZE 6 Tiny planet|(early conflict), 24, 48 Small planet, 32, 64 Standard planet, 40, 80 Large planet, 44, 90 Huge planet|(late conflict), 64, 128 Giant planet|(over 256x256), 360, 360 ; ; TIME CONTROLS (Multiplayer) ; ; Name, Turn, Base, Unit, Event, Extra, Refresh, Accum ; ; Turn = Minimum time per turn (sec) ; Base = Minimum time per base (sec) ; Unit = Minimum time per active unit (sec) ; Event = Minimum time per event (sec) ; Extra = Extra time bonuses (sec) ; Refresh = Player bonus refreshes (# turns) ; Accum = Max bonuses accumulated (# bonuses at a time) ; #TIMECONTROLS None, 0, 0, 0, 0, 0, 0, 0, Tight, 15, 2, 2, 4, 15, 10, 1, Standard, 20, 3, 3, 8, 20, 10, 2, Moderate, 30, 4, 4, 12, 30, 10, 3, Loose, 45, 5, 5, 16, 45, 10, 3, Custom, 20, 3, 3, 8, 20, 10, 2, ; ; TECHNOLOGY TREE ; ; Name, id, ai-mil, ai-tech, ai-infra, ai-colonize, preq(1), preq(2), flags ; ; Name = Name of technology ; ; id = 3 letter id code; this code is used when assigning ; the tech as a prerequisite. ; ; power = military value ; tech = advance-of-knowledge value ; wealth = infrastructure value ; growth = colonization value ; ; preq(n) = Prerequisite technology ; a) 3 character id code of tech ; b) "nil" to allow w/o prerequisite ; c) "no" to disallow entirely from game ; ; flags = Special tech flags ; 000000001 = "Secrets": first discoverer gains free tech ; 000000010 = Improves Probe Team success rate ; 000000100 = Increases commerce income ; 000001000 = Reveals map ; 000010000 = Allows gene warfare atrocity ; 000100000 = Increases intrinsic defense against gene warfare ; 001000000 = Increases ENERGY production in fungus ; 010000000 = Increases MINERALS production in fungus ; 100000000 = Increases NUTRIENT production in fungus ; #TECHNOLOGY Biogenetics, Biogen, 0, 3, 2, 2, None, None, 000100000 Industrial Base, Indust, 2, 1, 3, 0, None, None, 000000000 Information Networks, InfNet, 0, 3, 2, 1, None, None, 000000000 Applied Physics, Physic, 4, 2, 1, 0, None, None, 000000000 Social Psych, Psych, 0, 1, 3, 2, None, None, 000000000 Doctrine: Mobility, Mobile, 2, 0, 0, 3, None, None, 000000000 Centauri Ecology, Ecology, 0, 1, 2, 3, None, None, 100000000 Superconductor, Super, 4, 2, 0, 0, OptComp, Indust, 000000000 Nonlinear Mathematics, Chaos, 4, 3, 0, 0, Physic, InfNet, 000000000 Applied Relativity, E=Mc2, 1, 3, 2, 0, Super, Subat, 000000000 Fusion Power, Fusion, 3, 4, 3, 1, Algor, Super, 000000000 Silksteel Alloys, Alloys, 3, 0, 4, 2, Subat, IndAuto, 000000000 Advanced Subatomic Theory, Subat, 2, 3, 2, 0, Chemist, Poly, 000000000 High Energy Chemistry, Chemist, 3, 1, 2, 0, Indust, Physic, 000000000 Frictionless Surfaces, Surface, 1, 3, 2, 0, Unified, IndRob, 000000000 Nanometallurgy, Metal, 1, 1, 0, 3, ProbMec, DocInit, 000000000 Superstring Theory, String, 3, 2, 0, 1, Chaos, Cyber, 000000000 Advanced Military Algorithms,MilAlg, 3, 0, 1, 2, DocFlex, OptComp, 000000000 Monopole Magnets, Magnets, 1, 1, 5, 0, String, Alloys, 000000000 Matter Compression, MatComp, 3, 1, 2, 0, Metal, NanoMin, 000000000 Unified Field Theory, Unified, 4, 3, 0, 1, Magnets, E=Mc2, 000000000 Graviton Theory, Gravity, 3, 1, 0, 3, QuanMac, MindMac, 000000000 Polymorphic Software, Poly, 2, 3, 1, 0, Indust, InfNet, 000000010 Applied Gravitonics, AGrav, 3, 1, 0, 4, Gravity, DigSent, 000000000 deleted, delete, 3, 2, 0, 2, Disable, Disable, 000000000 Quantum Power, Quantum, 3, 4, 3, 0, Surface, PlaEcon, 000000000 Singularity Mechanics, SingMec, 1, 4, 3, 0, Create, HAL9000, 000000000 Controlled Singularity, ConSing, 4, 1, 2, 0, SingMec, AGrav, 000000000 Temporal Mechanics, TempMec, 0, 1, 3, 2, Eudaim, Matter, 001000000 Probability Mechanics, ProbMec, 1, 1, 3, 2, DocSec, Algor, 000000000 Pre-Sentient Algorithms, Algor, 2, 4, 3, 2, MilAlg, Cyber, 000000010 Super Tensile Solids, Solids, 1, 0, 5, 2, MatComp, Space, 000000000 Planetary Networks, PlaNets, 0, 4, 3, 1, InfNet, None, 000000000 Digital Sentience, DigSent, 0, 4, 3, 2, IndRob, MindMac, 000000010 Self-Aware Machines, HAL9000, 0, 4, 3, 3, Space, DigSent, 000000010 Doctrine: Initiative, DocInit, 2, 0, 0, 4, DocFlex, IndAuto, 000000000 Doctrine: Flexibility, DocFlex, 2, 0, 1, 4, Mobile, None, 000000000 Intellectual Integrity, Integ, 0, 1, 3, 4, EthCalc, DocLoy, 000000000 Synthetic Fossil Fuels, Fossil, 1, 0, 2, 4, Chemist, Gene, 000000000 Doctrine: Air Power, DocAir, 3, 0, 3, 4, Fossil, DocFlex, 000000000 Photon/Wave Mechanics, DocSec, 3, 2, 2, 0, E=Mc2, Alloys, 000000000 Mind/Machine Interface, MindMac, 4, 0, 2, 2, DocAir, Neural, 000000010 Nanominiaturization, NanoMin, 1, 0, 4, 3, Magnets, SupLube, 000000000 Doctrine: Loyalty, DocLoy, 3, 0, 2, 2, Mobile, Psych, 000000000 Ethical Calculus, EthCalc, 0, 1, 3, 3, Psych, None, 000000000 Industrial Economics, IndEcon, 0, 0, 5, 2, Indust, None, 000000100 Industrial Automation, IndAuto, 0, 1, 4, 3, IndEcon, PlaNets, 000000100 Centauri Meditation, CentMed, 0, 0, 2, 4, EcoEng, CentEmp, 001000000 Secrets of the Human Brain, Brain, 1, 5, 0, 3, Psych, Biogen, 000000001 Gene Splicing, Gene, 0, 2, 4, 3, Biogen, EthCalc, 000100000 Bio-Engineering, BioEng, 0, 2, 3, 2, Gene, Neural, 000100000 Biomachinery, BioMac, 3, 1, 4, 1, MindMac, Viral, 000100000 Neural Grafting, Neural, 3, 1, 1, 1, Brain, IndAuto, 000000000 Cyberethics, Cyber, 1, 3, 4, 0, PlaNets, Integ, 000000000 Eudaimonia, Eudaim, 0, 0, 3, 4, SentEco, WillPow, 000000000 The Will to Power, WillPow, 0, 3, 1, 4, HomoSup, CentPsi, 000000000 Threshold of Transcendence, Thresh, 0, 1, 3, 4, Create, TempMec, 010000000 Matter Transmission, Matter, 1, 0, 3, 2, NanEdit, AlphCen, 010000000 Centauri Empathy, CentEmp, 0, 1, 0, 6, Brain, Ecology, 000000000 Environmental Economics, EnvEcon, 0, 0, 4, 3, IndEcon, EcoEng, 000000100 Ecological Engineering, EcoEng, 0, 0, 3, 4, Ecology, Gene, 000000000 Planetary Economics, PlaEcon, 0, 0, 4, 3, EnvEcon, Integ, 000000100 Adv. Ecological Engineering,EcoEng2, 0, 0, 4, 2, Fusion, EnvEcon, 000000000 Centauri Psi, CentPsi, 0, 1, 1, 6, CentGen, EcoEng2, 100000000 Secrets of Alpha Centauri, AlphCen, 0, 4, 0, 2, CentPsi, SentEco, 001001001 Secrets of Creation, Create, 1, 4, 1, 0, Unified, WillPow, 000000001 Advanced Spaceflight, Space, 2, 4, 2, 3, Orbital, SupLube, 000000000 Homo Superior, HomoSup, 3, 2, 1, 4, BioMac, DocInit, 000000000 Organic Superlubricant, SupLube, 3, 1, 2, 0, Fusion, Fossil, 000000000 Quantum Machinery, QuanMac, 3, 1, 4, 0, Quantum, Metal, 000000000 deleted, deleted, 0, 0, 5, 0, Disable, Disable, 000000000 Matter Editation, NanEdit, 1, 2, 3, 1, HAL9000, Solids, 000100000 Optical Computers, OptComp, 2, 4, 1, 0, Physic, Poly, 000000000 Industrial Nanorobotics, IndRob, 3, 1, 8, 1, NanoMin, IndAuto, 000000100 Centauri Genetics, CentGen, 0, 2, 0, 5, CentMed, Viral, 010000000 Sentient Econometrics, SentEco, 1, 1, 3, 4, PlaEcon, DigSent, 000000100 Retroviral Engineering, Viral, 4, 2, 0, 2, BioEng, MilAlg, 000110000 Orbital Spaceflight, Orbital, 0, 4, 3, 3, DocAir, Algor, 000000000 User Technology 0, User0, 0, 2, 0, 0, Disable, Disable, 000000000 User Technology 1, User1, 0, 2, 0, 0, Disable, Disable, 000000000 User Technology 2, User2, 0, 2, 0, 0, Disable, Disable, 000000000 User Technology 3, User3, 0, 2, 0, 0, Disable, Disable, 000000000 User Technology 4, User4, 0, 2, 0, 0, Disable, Disable, 000000000 User Technology 5, User5, 0, 2, 0, 0, Disable, Disable, 000000000 User Technology 6, User6, 0, 2, 0, 0, Disable, Disable, 000000000 User Technology 7, User7, 0, 2, 0, 0, Disable, Disable, 000000000 User Technology 8, User8, 0, 2, 0, 0, Disable, Disable, 000000000 User Technology 9, User9, 0, 2, 0, 0, Disable, Disable, 000000000 Transcendent Thought, TranT, 0, 2, 0, 0, Thresh, ConSing, 000000000 ; ; Chassis ; ; Names..., Speed, Triad, Range, Cargo, Cost, Preq, ...Large names ; ; Names...= First two names used for offensive units. ; Second two names used for defensive units. ; M1 = Masculine Singular (For foreign translations) ; M2 = Masculine Plural ; (etc. Use F for female, N for neuter) ; ; Speed = # of moves ; Triad = Movement (0=Land 1=Sea 2=Air) ; Range = Range in turns from base (air units only) ; Missile = Chassis is a "missile" (destroyed after attacking) ; Cargo = # units transported (multiply by reactor rating) ; Cost = Cost factor of chassis type (normally equal to speed) ; Preq = Technology required (see TECHNOLOGY) ; #CHASSIS Infantry,M1, Squad,M1, Sentinels,M2, Garrison,M1, 1, 0, 0, 0, 1, 1, None, Shock Troops,M2, Elite Guard,M1, Speeder,M1, Rover,M1, Defensive,M1, Skirmisher,M1,2, 0, 0, 0, 1, 2, Mobile, Dragon,M1, Enforcer,M1, Hovertank,M1, Tank,M1, Skimmer,M1, Evasive,M1, 3, 0, 0, 0, 1, 3, NanoMin, Behemoth,M1, Guardian,M1, Foil,M1, Skimship,M1, Hoverboat,M1, Coastal,M1, 4, 1, 0, 0, 2, 4, DocFlex, Megafoil,M1, Superfoil,M1, Cruiser,M1, Destroyer,M1, Cutter,M1, Gunboat,M1, 6, 1, 0, 0, 4, 6, DocInit, Battleship,M1, Monitor,M1, Needlejet,M1, Penetrator,M1, Interceptor,M1, Tactical,M1, 8, 2, 2, 0, 1, 8, DocAir, Thunderbolt,M1, Sovereign,M1, 'Copter,M1, Chopper,M1, Rotor,M1, Lifter,M1, 8, 2, 1, 0, 1, 8, MindMac, Gunship,M1, Warbird,M1, Gravship,M1, Skybase,M1, Antigrav,M1, Skyfort,M1, 8, 2, 0, 0, 1, 8, Gravity, Deathsphere,M1, Doomwall,M1, Missile,M1, Missile,M1, Missile,M1, Missile,M1, 12, 2, 1, 1, 0,12, Orbital, Missile,M1, Missile,M1, ; ; Reactors ; ; Name, power, preq ; #REACTORS Fission Plant, Fission, 1, None, Fusion Reactor, Fusion, 2, Fusion, Quantum Chamber, Quantum, 3, Quantum, Singularity Engine, Singularity, 4, SingMec, ; ; Weapons & non-combat packages ; ; Name, Name2, Offense, Mode, Cost, Preq ; ; Name = Full name ; Name2 = Short name ; Offense = Attack rating (-1 = Psi Offense) ; Mode = Offense mode (or noncombat package type) ; Combat modes: 0=Projectile, 1=Energy, 2 = Missile ; Noncombat: 7=Transport 8=Colonist ; 9=Terraformer 10=Convoy 11=InfoWar ; 12=Artifact ; Cost = Cost factor of weapon or package ; Icon = Special unit icon (used only if chassis is Infantry) ; Preq = Technology prerequisite (see TECHNOLOGY) ; #WEAPONS Hand Weapons, Gun, 1, 0, 1, -1, None, Laser, Laser, 2, 0, 2, -1, Physic, Particle Impactor, Impact, 4, 0, 4, -1, Chaos, Gatling Laser, Gatling, 5, 1, 5, -1, Super, Missile Launcher, Missile, 6, 2, 6, -1, Fossil, Chaos Gun, Chaos, 8, 0, 8, -1, String, Fusion Laser, Fusion, 10, 1,10, -1, SupLube, Tachyon Bolt, Tachyon, 12, 1,12, -1, Unified, Plasma Shard, Shard, 13, 2,13, -1, Space, Quantum Laser, Quantum, 16, 1,16, -1, QuanMac, Graviton Gun, Graviton, 20, 0,20, -1, AGrav, Singularity Laser, Singularity, 24, 1,24, -1, ConSing, Psi Attack, Psi, -1, 2,10, -1, CentPsi, Planet Buster, Planet Buster, 99, 0,32, -1, Orbital, Colony Module, Colony Pod, 0, 8,10, -1, None, ; Noncombat packages Terraforming Unit, Formers, 0, 9, 6, -1, Ecology, Troop Transport, Transport, 0, 7, 4, -1, DocFlex, Supply Transport, Supply, 0,10, 8, -1, IndAuto, Probe Team, Probe Team, 0,11, 4, -1, PlaNets, Alien Artifact, Artifact, 0,12,36, -1, Disable, Conventional Payload, Conventional, 12, 0,12, -1, Orbital, ; ; Armor ; ; Name, Name2, Armor, Mode, Cost, Preq ; ; Name = Full Name ; Name2 = Short Name ; Armor = Armor rating (-1 = Psi) ; Mode = Armor mode (0=Projectile, 1=Energy, 2=Binary) ; Cost = Cost factor of armor (should usually equal Armor) ; Preq = Technology prerequisite (see TECHNOLOGY) ; #DEFENSES No Armor, Scout, 1, 0, 1, None, Synthmetal Armor, Synthmetal, 2, 0, 2, Indust, Plasma Steel Armor, Plasma, 3, 2, 3, Chemist, Silksteel Armor, Silksteel, 4, 1, 4, Alloys, Photon Wall, Photon, 5, 1, 5, DocSec, Probability Sheath, Probability, 6, 2, 6, ProbMec, Neutronium Armor, Neutronium, 8, 1, 8, MatComp, Antimatter Plate, Antimatter, 10, 2,10, NanEdit, Stasis Generator, Stasis, 12, 2,12, TempMec, Psi Defense, Psi, -1, 2, 6, Eudaim, ; ; Special Unit Abilities ; ; Name, Cost, Preq, Abbrev, Desc ; ; Name = Name of ability ; Cost = Cost factor of ability ; 1+ = Straight Cost; 25% increase per unit of cost ; 0 = None ; -1 = Increases w/ ratio of weapon to armor: 0, 1, or 2. ; Rounded DOWN. Never higher than 2. ; Examples: For a W1,A2 unit, cost is 0 ; For a W3,A2 unit, cost is 1 (3/2 rounded down) ; For a W6,A3 unit, cost is 2 ; -2 = Increases w/ weapon value ; -3 = Increases w/ armor value ; -4 = Increases w/ speed value ; -5 = Increases w/ weapon+armor value ; -6 = Increases w/ weapon+speed value ; -7 = Increases w/ armor+speed value ; Preq = Technology prerequisite (see TECHNOLOGY) ; Abbrev = Abbreviation for use in unit names ; Desc = Description of ability (keep it brief!) ; ; Flags = ; 00000000001 = Allowed for Land units ; 00000000010 = Allowed for Sea units ; 00000000100 = Allowed for Air units ; 00000001000 = Allowed for Combat units ; 00000010000 = Allowed for Terraformer units ; 00000100000 = Allowed for Noncombat units (non-terraformer) ; 00001000000 = Not allowed for probe teams ; 00010000000 = Not allowed for psi units ; 00100000000 = Transport units only ; 01000000000 = Not allowed for fast-moving units ; 10000000000 = Cost increased for land units ; #ABILITIES Super Former, 1, EcoEng2, Super, 00000010111, Terraform rate doubled Deep Radar, 0, MilAlg, , 10000111111, Sees 2 spaces Cloaking Device, 1, Surface, Cloaked, 00001111001, Invisible; Ignores ZOCs Amphibious Pods, 1, DocInit, Amphibious,00000001001, Attacks from ship Drop Pods, 2, MindMac, Drop, 00000111001, Makes air drops Air Superiority, 1, DocAir, SAM, 00000001111, Attacks air units Deep Pressure Hull, 1, Metal, Sub, 00000111010, Operates underwater Carrier Deck, 1, Metal, Carrier, 00101101010, Mobile Airbase AAA Tracking, 1, MilAlg, AAA, 00010001011, x2 vs. air attacks Comm Jammer, -1, Subat, ECM, 00010111001, +50% vs. fast units Antigrav Struts, 1, Gravity, Grav, 00000111001, +1 movement rate (or +Reactor*2 for Air) Empath Song, 2, CentEmp, Empath, 00010001111, +50% attack vs. Psi Polymorphic Encryption, 1, Algor, Secure, 00000111111, x2 cost to subvert Fungicide Tanks, 1, Fossil, Fungicidal,00000010111, Clear fungus at double speed High Morale, 1, Integ, Trained, 00000001111, Gains morale upgrade Heavy Artillery, -7, Poly, Artillery, 00010001001, Bombards Clean Reactor, 2, BioEng, Clean, 00000111111, Requires no support Blink Displacer, 1, Matter, Blink, 00000001111, Bypass base defenses Hypnotic Trance, -1, Brain, Trance, 00010111111, +50% defense vs. PSI Heavy Transport, 1, Disable, Heavy, 00100100111, +50% transport capacity Nerve Gas Pods, 1, Chemist, X, 00011001101, Can +50% offense (Atrocity) Repair Bay, 1, Metal, Repair, 00100100111, Repairs ground units on board Non-Lethal Methods, 1, Integ, Police, 00000001001, x2 Police powers Slow Unit, 0, Disable, Slow, 00000111111, -1 moves ; ; Morale levels ; ; Names of morale levels. Default morale level is "Green". "Very Green" ; morale is obtained only with a net -1 morale modifier. ; #MORALE Very Green, Hatchling Green, Larval Mass Disciplined, Pre-Boil Hardened, Boil Veteran, Mature Boil Commando, Great Boil Elite, Demon Boil ; ; Combat modes ; Projectile weapons receive a bonus against Energy Armor. ; Energy weapons receive a bonus against Projectile Armor. ; No weapon receives a bonus against Binary Armor. ; Missile weapons never receive a bonus. ; #DEFENSEMODES Projectile, Proj-, Proj., P Energy, Energy-, Ener., E Binary, Binary-, Bin., B #OFFENSEMODES Projectile, Proj-, Proj., P Energy, Energy-, Ener., E Missile, Missile-, Miss., M ; ; Basic Units - Units predesigned for all players ; ; Name, Chassis, Weapon, Armor, Plan, Cost, Carry, Preq, Icon, Abil ; ; Name = Name of unit ; Chassis = Chassis type (index to CHASSIS list, above) ; Weapon = Weapon/package (index to WEAPONS list, above) ; Armor = Armor (index to ARMOR list, above) ; ; Plan = Unit "plan" for AI purposes: ; -1 = Auto Calculate ; 0 = Offensive ; 1 = Combat ; 2 = Defensive ; 3 = Reconnaisance ; 4 = Air Superiority ; 5 = Planet Buster ; 6 = Naval Superiority ; 7 = Naval Transport ; 8 = Colonization ; 9 = Terraforming ; 10 = Supply Convoy ; 11 = Info Warfare ; 12 = Alien Artifact ; Cost = Cost in minerals (0 = Autocalculate) ; Carry = Carrying capacity (0 = Autocalculate) ; Preq = Technology prerequisite (see TECHNOLOGY, above) ; Icon = Special icon, if any ; Abil = Special ability flags ; #UNITS 14 Colony Pod, Infantry, Colony Pod, Scout, 8, 0, 0, None, -1, 000000000000000000000000 Formers, Infantry, Formers, Scout, 9, 0, 0, Ecology, -1, 000000000000000000000000 Scout Patrol, Infantry, Gun, Scout, 3, 0, 0, None, -1, 000000000000000000000000 Transport Foil, Foil, Transport, Scout, 7, 0, 0, DocFlex, -1, 000000000000000000000000 *Sea Formers, Foil, Formers, Scout, 9, 0, 0, Disable, -1, 000000000000000000000000 Supply Crawler, Infantry, Supply, Scout, 10, 0, 0, IndAuto, -1, 000000000000000000000000 Probe Team, Speeder, Probe Team, Scout, 11, 0, 0, PlaNets, -1, 000000000000000000000000 Alien Artifact, Infantry, Artifact, Scout, 12,10, 0, Disable, 2, 000000000000000000000000 Mind Worms, Infantry, Psi, Psi, 1, 5, 0, CentEmp, 3, 000000000000000000000000 Isle of the Deep, Foil, Psi, Psi, 7, 8, 4, CentMed, -1, 000000000000000000000000 Locusts of Chiron, Gravship, Psi, Psi, 4,10, 0, CentGen, -1, 000000000000000000100000 Unity Rover, Speeder, Gun, Scout, 3, 0, 0, Disable, -1, 000000000000000000000000 Unity Scout Chopper, 'Copter, Gun, Scout, 4, 0, 0, Disable, -1, 000000000000000000100000 Unity Foil, Foil, Transport, Scout, 7, 0, 0, Disable, -1, 100000000000000000000000 ; ; Base Facilities ; ; Name, Cost, Maint, Preq, Free, Effect ; ; Name = Name of facility type ; Cost = Construction cost in minerals (x Minerals multiplier in RULES) ; Maint = Maintenance cost in energy per turn ; Preq = Technology prerequisite (see TECHNOLOGY) ; Free = No longer supported. ; Effect= Brief description of effect ; ; #FACILITIES Headquarters, 5, 0, None, Disable, Efficiency Children's Creche, 5, 1, EthCalc, Disable, Growth/Effic/Morale Recycling Tanks, 4, 0, Biogen, EcoEng2, Bonus Resources Perimeter Defense, 5, 0, DocLoy, Disable, Defense +100% Tachyon Field, 12, 2, ProbMec, Disable, All Defense +100% Recreation Commons, 4, 1, Psych, SentEco, Fewer Drones Energy Bank, 8, 1, IndEcon, QuanMac, Economy Bonus Network Node, 8, 1, InfNet, HAL9000, Labs Bonus Biology Lab, 6, 1, CentEmp, Disable, Research and PSI Skunkworks, 6, 1, Subat, Disable, Prototypes Free Hologram Theatre, 6, 3, PlaNets, Disable, Psych and Fewer Drones Paradise Garden, 12, 4, SentEco, Disable, +2 Talents Tree Farm, 12, 3, EnvEcon, Disable, Econ/Psych/Forest Hybrid Forest, 24, 4, PlaEcon, Disable, Econ/Psych/Forest Fusion Lab, 12, 3, Fusion, Disable, Econ and Labs Bonus Quantum Lab, 24, 4, Quantum, Disable, Econ and Labs Bonus Research Hospital, 12, 3, Gene, Disable, Labs and Psych Bonus Nanohospital, 24, 4, HomoSup, Disable, Labs and Psych Bonus Robotic Assembly Plant, 20, 4, IndRob, Disable, Minerals Bonus Nanoreplicator, 32, 6, NanEdit, Disable, Minerals Bonus Quantum Converter, 20, 5, QuanMac, Disable, Minerals Bonus Genejack Factory, 10, 2, Viral, Disable, Minerals; More Drones Punishment Sphere, 10, 2, MilAlg, Disable, No Drones/-50% Tech Hab Complex, 8, 2, IndAuto, Disable, Increase Population Limit Habitation Dome, 16, 4, Solids, Disable, Increase Population Limit Pressure Dome, 8, 0, DocFlex, Disable, Submersion/Resources Command Center, 4, 1, Mobile, Disable, +2 Morale:Land Naval Yard, 8, 2, DocInit, Disable, +2 Morale:Sea, Sea Def +100% Aerospace Complex, 8, 2, DocAir, Disable, +2 Morale:Air, Air Def +100% Bioenhancement Center, 10, 2, Neural, Disable, +2 Morale:ALL Centauri Preserve, 10, 2, CentMed, Disable, Ecology Bonus Temple of Planet, 20, 3, AlphCen, Disable, Ecology Bonus Psi Gate, 10, 2, Matter, Disable, Teleport Sky Hydroponics Lab, 12, 0, Orbital, Disable, +1 Nutrient ALL BASES Nessus Mining Station, 12, 0, HAL9000, Disable, +1 Minerals ALL BASES Orbital Power Transmitter, 12, 0, Space, Disable, +1 Energy ALL BASES Orbital Defense Pod, 12, 0, HAL9000, Disable, Missile Defense Stockpile Energy, 0, 0, None, Disable, Minerals to Energy The Human Genome Project, 20, 0, Biogen, Disable, +1 Talent Each Base, -1, 0, 0, 1, 1, The Command Nexus, 20, 0, DocLoy, Disable, Command Center Each Base, 1, 2, 0,-1, 0, The Weather Paradigm, 20, 0, Ecology, Disable, Terraform Rate +50%, 0, 0, 0, 2, 1, The Merchant Exchange, 20, 0, Indust, Disable, +1 Energy Each Square Here, 0, 0, 1, 2, 0, The Empath Guild, 20, 0, CentEmp, Disable, Commlink For Every Faction, -2, 0, 0, 0, 0, The Citizens' Defense Force, 30, 0, Integ, Disable, Perimeter Defense Each Base, 0, 1, 0, 0, 0, The Virtual World, 30, 0, PlaNets, Disable, Network Nodes Help Drones, 0, 0, 2, 0, 0, The Planetary Transit System, 30, 0, IndAuto, Disable, New Bases Begin At Size 3, 0, 0, 0, 1, 2, The Xenoempathy Dome, 30, 0, CentMed, Disable, Fungus Movement Bonus, 0,-1, 0, 0, 2, The Neural Amplifier, 30, 0, Neural, Disable, Psi Defense +50%, 0, 0, 0, 0, 0, The Maritime Control Center, 30, 0, DocInit, Disable, Naval Movement +2; Naval Bases, 1, 1, 0, 0, 0, The Planetary Datalinks, 30, 0, Cyber, Disable, Any Tech Known To 3 Others, 0, 0, 1, 0, 0, The Supercollider, 30, 0, E=Mc2, Disable, Labs +100% At This Base, 0, 0, 2, 0, 0, The Ascetic Virtues, 30, 0, PlaEcon, Disable, Pop. Limit Relaxed; +1 POLICE, 0, 0, 0, 1, 2, The Longevity Vaccine, 30, 0, BioEng, Disable, Fewer Drones or More Profits, 0, 0, 0, 2, 1, The Hunter-Seeker Algorithm, 30, 0, Algor, Disable, Immunity to Probe Teams, 0, 0, 2, 0, 0, The Pholus Mutagen, 40, 0, CentGen, Disable, Ecology Bonus; Lifecycle Bonus, 0, 0, 0, 1, 1, The Cyborg Factory, 40, 0, MindMac, Disable, Bioenh. Center Every Base, 1, 1, 0, 0, 0, The Theory of Everything, 40, 0, Unified, Disable, Labs +100% At This Base, 0, 0, 2, 0, 0, The Dream Twister, 40, 0, WillPow, Disable, Psi Attack +50%, 0, 1, 0, 0, 1, The Universal Translator, 40, 0, HomoSup, Disable, Two Free Techs, 0, 1, 2, 0, 0, The Network Backbone, 40, 0, DigSent, Disable, +1 Lab Per Commerce/Net Node, 0, 0, 1, 0, 0, The Nano Factory, 40, 0, IndRob, Disable, Repair Units; Low Upgrade Costs, 2, 1, 0, 0, 0, The Living Refinery, 40, 0, Space, Disable, +2 SUPPORT (social), 0, 1, 0, 1, 0, The Cloning Vats, 50, 0, BioMac, Disable, Population Boom At All Bases, 0, 0, 0, 1, 2, The Self-Aware Colony, 50, 0, HAL9000, Disable, Maintenance Halved; Extra Police,0, 1, 0, 2, 0, Clinical Immortality, 50, 0, NanEdit, Disable, Extra Talent Every Base, 0, 0, 1, 1, 0, The Space Elevator, 50, 0, Solids, Disable, Energy +100%/Orbital Cost Halved,0, 0, 2, 2, 0, The Singularity Inductor, 60, 0, ConSing, Disable, Quantum Converter Every Base, 0, 1, 1, 1, 0, The Bulk Matter Transmitter, 60, 0, Matter, Disable, +2 Minerals Every Base, 0, 1, 1, 1, 0, The Telepathic Matrix, 60, 0, Eudaim, Disable, No More Drone Riots; +2 PROBE, 0, 1, 0, 0, 1, The Voice of Planet, 60, 0, Thresh, Disable, Begins Ascent To Transcendence, 0,-2, 2, 2, 1, The Ascent to Transcendence, 200, 0, Thresh, Disable, End of Human Era, 0, 0, 2, 2, 2, ; ; Actions - Names for unit activities ; #ORDERS No Orders, - Sentry/Board Transport, L Hold, H Convoy, O Move to, G Move, > Explore, / Road to, r Tube to, t #COMPASS Northeast East Southeast South Southwest West Northwest North #PLANS Assault, Assault, Combat, Combat, Defense, Defense, Explore, Explore/Defense, Air Power, Air Superiority, Planet Buster, Planet Buster, Naval, Naval Power, Transport, Sea Transport, Colonize, Expansion/New Bases, Terraform, Planting/Terraforming, Convoy, Resource Convoy, Covert Ops, Covert Operations, Artifact, Alien Artifact, #TRIAD Land Sea Air ; ; Resources & Energy names ; #RESOURCES Nutrient, Nutrients, Mineral, Minerals, Energy, Energy, Psi, Psi, #ENERGY Econ, Economy, Psych, Psych/Soc, Labs, Laboratories, ; ; Citizens - Ethics and Specialties ; ; Singular, Plural, preq, obsolete, ops, psych, research ; ; preq = Technology prerequisite ; obsolete = Technology rendering specialty obsolete ; ops = Bonus to operations/reserves ; psych = Bonus to psych/soc ; research = Bonus to research ; #CITIZENS Technician, Technicians, None, Fusion, 3, 0, 0, 0000000 Doctor, Doctors, None, CentMed, 0, 2, 0, 0000000 Librarian, Librarians, PlaNets, MindMac, 0, 0, 3, 0000000 Engineer, Engineers, Fusion, Disable, 3, 0, 2, 0000000 Empath, Empathi, CentMed, AlphCen, 2, 2, 0, 0000000 Thinker, Thinkers, MindMac, AlphCen, 0, 1, 3, 0000000 Transcend, Transcendi, AlphCen, Disable, 2, 2, 4, 0000000 Drone, Drones, Worker, Workers, Talent, Talents, #SOCIO ECONOMY, EFFIC, SUPPORT, TALENT, MORALE, POLICE, GROWTH, PLANET, PROBE, INDUSTRY, RESEARCH ECONOMY, EFFIC, SUPPORT, TALENT, MORALE, POLICE, GROWTH, PLANET, PROBE, INDUSTRY, RESEARCH Politics, Economics, Values, Future Society Frontier, None, Police State, DocLoy, ++POLICE, ++SUPPORT, --EFFIC Democratic, EthCalc, ++EFFIC, ++GROWTH, --SUPPORT Fundamentalist, Brain, +MORALE, ++PROBE, --RESEARCH Simple, None, Free Market, IndEcon, ++ECONOMY, ---PLANET, -----POLICE Planned, PlaNets, ++GROWTH, +INDUSTRY, --EFFIC Green, CentEmp, ++PLANET, ++EFFIC, --GROWTH Survival, None, Power, MilAlg, ++MORALE, ++SUPPORT, --INDUSTRY Knowledge, Cyber, ++RESEARCH, +EFFIC, --PROBE Wealth, IndAuto, +INDUSTRY, +ECONOMY, --MORALE None, None, Cybernetic, DigSent, ++EFFIC, ++PLANET, ++RESEARCH, ---POLICE Eudaimonic, Eudaim, ++GROWTH, ++ECONOMY, ++INDUSTRY, --MORALE Thought Control, WillPow, ++POLICE, ++MORALE, ++PROBE, ---SUPPORT #SOCECONOMY -3, -2 energy each base -2, -1 energy each base -1, -1 energy at HQ base 0, Standard energy rates 1, +1 energy each base 2, +1 energy each square! 3, +1 energy each square; +1 commerce rating!! 4, +1 energy/sq; +2 energy/base; +2 commerce!!! 5, +1 energy/sq; +4 energy/base; +3 commerce!!!! #SOCEFFIC -4, ECONOMIC PARALYSIS -3, Murderous inefficiency -2, Appalling inefficiency -1, Gross inefficiency 0, High inefficiency 1, Reasonable efficiency 2, Commendable efficiency 3, Exemplary efficiency! 4, PARADIGM ECONOMY!! #SOCSUPPORT -4, Each unit costs 2 to support; no free minerals for new base. -3, Each unit costs 1 to support; no free minerals for new base. -2, Support 1 unit free per base; no free minerals for new base. -1, Support 1 unit free per base 0, Support 2 units free per base 1, Support 3 units free per base 2, Support 4 units free per base! 3, Support 4 units OR up to base size for free!! #SOCTALENT -1, Extra drones at each base 0, 1, Extra talents at each base! #SOCMORALE -4, -3 Morale; + modifiers halved -3, -2 Morale; + modifiers halved -2, -1 Morale; + modifiers halved -1, -1 Morale 0, Normal Morale 1, +1 Morale 2, +1 Morale (+2 on defense) 3, +2 Morale! (+3 on defense) 4, +3 Morale!! #SOCPOLICE -5, Two extra drones for each military unit away from base -4, Extra drone for each military unit away from base -3, Extra drone if more than one military unit away from base -2, Cannot use military units as police. No nerve stapling. -1, One police unit allowed. No nerve stapling. 0, Can use one military unit as police 1, Can use up to 2 military units as police 2, Can use up to 3 military units as police! 3, 3 units as police. Police effect doubled!! #SOCGROWTH -3, ZERO POPULATION GROWTH -2, -20% growth rate -1, -10% growth rate 0, Normal growth rate 1, +10% growth rate 2, +20% growth rate 3, +30% growth rate 4, +40% growth rate 5, +50% growth rate! 6, POPULATION BOOM!! #SOCPLANET -3, Wanton ecological disruption; -3 Fungus production -2, Rampant ecological disruption; -2 Fungus production -1, Increased ecological disruption; -1 Fungus production 0, Normal ecological tension 1, Ecological safeguards!; Mindworm capture 25% 2, Ecological harmony!; Mindworm capture 50%! 3, Ecological wisdom!!; Mindworm capture 75%!! #SOCPROBE -2, -50% cost of enemy probe team actions; enemy success rate increased -1, -25% cost of enemy probe team actions; enemy success rate increased 0, Normal security measures 1, +1 probe team morale; +50% cost of enemy probe team actions 2, +2 probe team morale; Doubles cost of enemy probe team actions! 3, +3 probe team morale; Bases and units cannot be subverted!! #SOCINDUSTRY -3, Mineral costs increased by 30% -2, Mineral costs increased by 20% -1, Mineral costs increased by 10% 0, Normal production rate 1, Mineral costs decreased by 10% 2, Mineral costs decreased by 20% 3, Mineral costs decreased by 30%! 4, Mineral costs decreased by 40%!! 5, Mineral costs decreased by 50%!!! #SOCRESEARCH -5, Labs research slowed by 50% -4, Labs research slowed by 40% -3, Labs research slowed by 30% -2, Labs research slowed by 20% -1, Labs research slowed by 10% 0, Normal research rate 1, Labs research speeded by 10% 2, Labs research speeded by 20% 3, Labs research speeded by 30% 4, Labs research speeded by 40% 5, Labs research speeded by 50% ; ; Difficulty - Names for difficulty levels ; #DIFF Citizen, Specialist, Talent, Librarian, Thinker, Transcend, ##### IMPORTANT NOTE TO TRANSLATORS # For this list of adjectives, please translate to all genders & plurality: Alien Gaian Hive University Morganic Spartan Believing Peacekeeper ; ; Factions -- Names & personalities ; ; formal, desc, noun, masc/fem, sing/plural, name, gender, ai-fight, ai-power, ai-tech, ai-wealth, ai-growth ; title, characteristic, adjective ; SPECIAL RULES, parameters, ... ; SOCIAL PRIORITY, setting, result ; ; formal = Formal name of colony/group ; desc = Description of basic ideology ; noun = Plural noun ; masc/fem = Is faction's noun masculine or feminine ; sing/plural = Is faction's noun singular (Labyrinth) or plural (Gaians) ; name = Name of default leader ; gender = M or F (gender of leader) ; ai-fight = -1,0,1 (willingness to use force to achieve goals) ; ai-power = 1 or 0 (interest in power) ; ai-tech = 1 or 0 (interest in knowledge) ; ai-wealth = 1 or 0 (interest in wealth) ; ai-growth = 1 or 0 (interest in population growth) ; ; title = leader's title ; characteristic = leader's descriptive adjective ; ; adjective = adjectival form of faction name (e.g. Gaian) ; TRANSLATOR NOTE: for FRENCH versions, this should ; give all four forms (ms:fs:mp:fp): ; Gaian:Gaiane:Gaians:Gaianes (or whatever it would be) ; for GERMAN it should have all six forms. ; ; SPECIAL RULES = rule, parameter ; ; TECH = Free technology at start. Parameter ; is either a tech id (e.g. "Cen") to ; indicate a specific technology, or a ; number (e.g. 2) to indicate a number ; of player-selected technologies. ; MORALE = Morale modifier (if 0, indicates an ; exemption from negative modifiers from ; other sources). ; PSI = Percentage combat bonus for PSI Combat. ; FACILITY = Every new base gets this free facility. ; Param indicates facility (e.g. "4" is ; a Perimeter Defense) from the facilities ; list. Do NOT attempt to give satellites ; and secret projects this way. ; RESEARCH = Free research points per base per turn. ; DRONE = Extra drone at base (per "param" ; citizens, rounded down) ; TALENT = Extra talent at base (per "param" ; citizens, rounded up) ; ENERGY = Free energy reserves at start ; INTEREST = Energy reserves interest. ; Non-zero = constant percentage per turn (including negative) ; Zero = +1/base each turn ; COMMERCE = Increased commerce rate ; POPULATION = # to be added to population limit of ; each base for purposes of Habitation ; domes, etc. ; HURRY = Percentage change in costs of "Hurry" ; button on construction (e.g. 125 means ; 125% of normal cost, so 100 costs 125). ; UNIT = Extra free unit at start; param is ; index from units list (e.g. 0 equals ; Colonists, 1 Terraformers, 2 Scout ; Crawler) ; TECHCOST = Modifier % for tech research rate. ; (e.g. 125 means each discovery costs ; 125% the usual number of research ; points). ; SHARETECH = Gain any technology known to # other players ; TERRAFORM = Halves terraform raise/lower cost ; SOCIAL = Gives a modifier in the named social effect category ; ("SOCIAL, +EFFIC" raises the EFFIC rating by 1; ; "SOCIAL, --POLICE" lowers POLICE rating by 2); ; ROBUST = Halves the intensity of minus effects in the named ; social area ("ROBUST, EFFIC" halves minus efficiency ; effects in social model). ; IMMUNITY = Immunity from minus effects in the named social ; area. ("IMMUNITY, ENERGY" prevents minus energy ; effects in social model). ; IMPUNITY = Impunity :-) from minus effects from a particular ; social setting. "IMPUNITY, Police State" prevents ; all - effects from "Police State" setting. ; PENALTY = Opposite of impunity: doubles the negative effects ; of a particular setting. ; FUNGNUTRIENT= Modifier to NUTRIENT produced in fungus squares ; FUNGMINERALS= Modifier to MINERALS produced in fungus squares ; FUNGENERGY = Modifier to ENERGY produced in fungus squares ; COMMFREQ = Gets an extra comm frequency (another faction to ; talk to) at beginning of game. (Parameter is ignored) ; MINDCONTROL = Vehicles and bases immune to mind control ; FANATIC = +25% bonus on attack ; VOTES = Multiplier for governor votes ; FREEPROTO = Prototype cost reduced to zero for this faction ; ; SOCIAL PRIORITY: ; Drawn from the political table above (see #SOCIO), these entries ; must exactly match the SOCIO entries in spelling. These determine ; the leader's social priorities. ; ## ##SAMPLE SENTENCES FOR TRANSLATORS ## ##Gaia's Stepdaughters, The Green, Gaians, F, 2, Deirdre, F, -1, 0, 0, 0, 1, ## TECH, Ecology, SOCIAL, -MORALE, SOCIAL, -POLICE, SOCIAL, +EFFIC, PSI, 25, FUNGNUTRIENT, 1 ## Environment, Pro-Ecology, PLANET ## Liberties, Democratic, EFFIC ## Gaian, Gaian, ## Lindly, Scott, Lindly's Rest ## Lady, beautiful, tree-crazy, green, eco-daft, ## Nature Loony ## [Together we shall both] preserve Planet's native life [and ...] ## [My intent is] to guard, understand, and preserve Planet's native life ## [She is bent on] stamping out all legitimate human development of this planet ## [You seem bent on] stamping out all legitimate human development of this planet ## [I shall not stand here while you] cripple any and all efforts toward human progress on this world ## [She spends her time] dancing naked through the trees ## [You spend your time] dancing naked through the trees ## [I have been accused of] spouting tree-crazy prattle ## [Your] tree-crazy prattle [does not impress me] ## [Think how this could benefit your] environmental initiatives ## [I trust your] pagan rituals [are proceeding to your satisfaction] ## [It is customary to remit me a small] ecology tax [...] ## [...for the services my forces provide in] preserving and cataloguing Planet's native life ## [I shall instruct] my Environmental Police [to see that no such...] ## [You are in contravention of] the Planetary Ecology Code ## ## END OF SAMPLE SENTENCES FOR TRANSLATORS ## ; Bonus Names: These keys must match the strings used in faction definitions #BONUSNAMES TECH, MORALE, PSI, FACILITY, RESEARCH, DRONE, TALENT, ENERGY, INTEREST, COMMERCE, POPULATION, HURRY, UNIT, TECHCOST, SHARETECH, TERRAFORM, SOCIAL, ROBUST, IMMUNITY, IMPUNITY, PENALTY, FUNGNUTRIENT, FUNGMINERALS, FUNGENERGY, COMMFREQ, MINDCONTROL, FANATIC, VOTES, FREEPROTO ; ; First item is file name, second item is search key. ; These should always be the same except for debugging purposes. ; #FACTIONS GAIANS, GAIANS HIVE, HIVE UNIV, UNIV MORGAN, MORGAN SPARTANS, SPARTANS BELIEVE, BELIEVE PEACE, PEACE #MANDATE Explore, EXPLORE Discover, DISCOVER Build, BUILD Conquer, CONQUER #MOOD Magnanimous Solicitous Cooperative Noncommittal Ambivalent Obstinate Quarrelsome Belligerent Seething #REPUTE Noble Faithful Scrupulous Dependable Ruthless Treacherous Wicked Infamous #MIGHT Unsurpassed, magnificent Potent, mighty Formidable, formidable Sufficient, respectable Wanting, small Anemic, anemic little Feeble, feeble little #PROPOSALS Elect Planetary Governor, None, New Governor Appointed Unite Behind Me As Supreme Leader, MindMac, Diplomatic Victory; Game Ends Salvage Unity Fusion Core, Orbital, +500 Energy Credits Every Faction Global Trade Pact, PlaEcon, Commerce Rates Doubled Repeal Global Trade Pact, PlaEcon, Commerce Rates Halved Launch Solar Shade, Space, Global Cooling; Sea Levels Drop Increase Solar Shade, Space, Global Cooling; Sea Levels Drop Melt Polar Caps, EcoEng2, Global Warming; Sea Levels Rise Repeal U.N. Charter, MilAlg, Atrocity Prohibitions Lifted Reinstate U.N. Charter, MilAlg, Atrocity Prohibitions Return ..., Disable, ... #NATURAL Garland Crater, Crater Mount Planet, Volcano Monsoon Jungle, Jungle Uranium Flats, Uranium New Sargasso, Sargasso The Ruins, Ruins Great Dunes, Dunes Freshwater Sea, Fresh Sunny Mesa, Mesa Nessus Canyon, Canyon Geothermal Shallows, Geothermal Pholus Ridge, Ridge Borehole Cluster, Borehole Manifold Nexus, Nexus # ; This line must remain at end of file