; ; 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 Advanced Flight, 4,-2, Rad, Too, 3, 4 ; AFl Alphabet, 5, 1, nil, nil, 0, 3 ; Alp Amphibious Warfare, 3,-2, Nav, Tac, 3, 0 ; Amp Astronomy, 4, 1, Mys, Mat, 1, 3 ; Ast Atomic Theory, 4,-1, ToG, Phy, 2, 3 ; Ato Automobile, 6,-1, Cmb, Stl, 3, 4 ; Aut Banking, 4, 1, Tra, Rep, 1, 1 ; Ban Bridge Building, 4, 0, Iro, Cst, 0, 4 ; Bri Bronze Working, 6,-1, nil, nil, 0, 4 ; Bro Ceremonial Burial, 5, 0, nil, nil, 0, 2 ; Cer Chemistry, 5,-1, Uni, Med, 1, 3 ; Che Chivalry, 4,-2, Feu, Hor, 1, 0 ; Chi Code of Laws, 4, 1, Alp, nil, 0, 2 ; CoL Combined Arms, 5,-1, Mob, AFl, 3, 0 ; CA Combustion, 5,-1, Ref, Exp, 2, 4 ; Cmb Communism, 5, 0, Phi, Ind, 2, 2 ; Cmn Computers, 4, 1, Min, MP, 3, 4 ; Cmp Conscription, 7,-1, Dem, Met, 2, 0 ; Csc Construction, 4, 0, Mas, Cur, 0, 4 ; Cst The Corporation, 4, 0, Ind, Eco, 2, 1 ; Cor Currency, 4, 1, Bro, nil, 0, 1 ; Cur Democracy, 5, 1, Ban, Inv, 2, 2 ; Dem Economics, 4, 1, Uni, Ban, 2, 1 ; Eco Electricity, 4, 0, Met, Mag, 2, 4 ; E1 Electronics, 4, 1, E1, Cor, 3, 4 ; E2 Engineering, 4, 0, Whe, Cst, 0, 4 ; Eng Alternative Energy, 3, 1, Rec, SFl, 3, 2 ; Env Espionage, 2,-1, Cmn, Dem, 3, 0 ; Esp Explosives, 5, 0, Gun, Che, 2, 4 ; Exp Feudalism, 4,-1, War, Mon, 0, 0 ; Feu Flight, 4,-1, Cmb, ToG, 2, 4 ; Fli Fundamentalism, 3,-2, MT, Csc, 2, 2 ; Fun Fusion Power, 3, 0, NP, Sup, 3, 3 ; FP Genome Decryption, 3, 2, Cmp, Med, 3, 3 ; Gen Guerrilla Warfare, 4, 1, Cmn, Tac, 3, 0 ; Gue Gunpowder, 8,-2, Inv, Iro, 1, 0 ; Gun Horseback Riding, 4,-1, nil, nil, 0, 0 ; Hor Industrialization, 6, 0, RR, Ban, 2, 1 ; Ind Invention, 6, 0, Eng, Lit, 1, 4 ; Inv Iron Working, 5,-1, Bro, War, 0, 4 ; Iro Kevlar, 4,-1, MP, Pla, 3, 2 ; Lab The Laser, 4, 0, NP, MP, 3, 3 ; Las Leadership, 5,-1, Chi, Gun, 1, 0 ; Ldr Literacy, 5, 2, Wri, CoL, 0, 3 ; Lit Machine Tools, 4,-2, Stl, Tac, 2, 4 ; Too Magnetism, 4,-1, Phy, Iro, 1, 3 ; Mag Map Making, 6,-1, Alp, nil, 0, 1 ; Map Masonry, 4, 1, nil, nil, 0, 4 ; Mas Mass Production, 5, 0, Aut, Cor, 3, 4 ; MP Mathematics, 4,-1, Alp, Mas, 0, 3 ; Mat Medicine, 4, 0, Phi, Tra, 1, 1 ; Med Metallurgy, 6,-2, Gun, Uni, 1, 0 ; Met Naval Economy, 4, 1, Too, E2, 3, 4 ; Min Mobile Warfare, 8,-1, Aut, Plu, 3, 0 ; Mob Monarchy, 5, 1, Cer, CoL, 0, 2 ; Mon Monotheism, 5, 1, Phi, PT, 1, 2 ; MT Mysticism, 4, 0, Cer, nil, 0, 2 ; Mys Navigation, 6,-1, Sea, Ast, 1, 1 ; Nav Nuclear Fission, 6,-2, Ato, MP, 3, 3 ; NF Nuclear Power, 3, 0, NF, E2, 3, 3 ; NP Philosophy, 6, 1, Mys, Lit, 1, 2 ; Phi Physics, 4,-1, Nav, Lit, 1, 3 ; Phy Plastics, 4, 1, Ref, SFl, 3, 4 ; Pla Professional Army, 4,-1, Ind, MP, 3, 0 ; Plu (Cst & Pot) Polytheism, 4, 0, Cer, Hor, 0, 2 ; PT Pottery, 4, 1, nil, nil, 0, 1 ; Pot Radio, 5,-1, Fli, E1, 3, 4 ; Rad Railroad, 6, 0, SE, Bri, 2, 1 ; RR Recycling, 2, 1, MP, Dem, 3, 2 ; Rec Refining, 4, 0, Che, Cor, 2, 4 ; Ref Refrigeration, 3, 1, E1, San, 3, 1 ; Rfg The Republic, 5, 1, CoL, Lit, 0, 2 ; Rep Robotics, 5,-2, Cmp, Mob, 3, 0 ; Rob Rocketry, 6,-2, AFl, E2, 3, 0 ; Roc City Renewal, 4, 2, Med, Eng, 2, 1 ; San Seafaring, 4, 1, Map, Pot, 0, 1 ; Sea Space Flight, 4, 1, Cmp, Roc, 3, 3 ; SFl Stealth, 3,-2, Sup, Rob, 3, 0 ; Sth Steam Engine, 4,-1, Phy, Inv, 2, 3 ; SE Steel, 4,-1, E1, Ind, 2, 4 ; Stl Superconductor, 4, 1, Pla, Las, 3, 3 ; Sup Tactics, 6,-1, Csc, Ldr, 2, 0 ; Tac Theology, 3, 2, MT, Feu, 1, 2 ; The Theory of Gravity, 4, 0, Ast, Uni, 1, 3 ; ToG Trade, 4, 2, Cur, CoL, 0, 1 ; Tra University, 5, 1, Mat, Phi, 1, 3 ; Uni Warrior Code, 4,-1, nil, nil, 0, 0 ; War The Wheel, 4,-1, Hor, nil, 0, 4 ; Whe Writing, 4, 2, Alp, nil, 0, 3 ; Wri Future Technology, 1, 0, FP, Rec, 3, 3 ; ... Modern Warfare, 4,-1, Lab, Las, 3, 0 ; U1 Aerial Warfare, 4,-1, CA, Cmp, 3, 0 ; U2 Globalization, 3, 0, Cmp, Dem, 3, 2 ; U3 Extra Advance 1, 3, 0, no, no, 0, 0 ; X1 Extra Advance 2, 3, 0, no, no, 0, 0 ; X2 Extra Advance 3, 3, 0, no, no, 0, 0 ; X3 Extra Advance 4, 3, 0, no, no, 0, 0 ; X4 Extra Advance 5, 3, 0, no, no, 0, 0 ; X5 Extra Advance 6, 3, 0, no, no, 0, 0 ; X6 Extra Advance 7, 3, 0, no, no, 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 T-72H, Exp, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, nil, 000000000000000 Bundesheer, nil, 0, 2.,0, 0a,2d, 2h,1f, 4,0, 5, Exp, 000000000000000 NATO Infantry, Feu, 0, 1.,0, 1a,1d, 1h,1f, 1,0, 1, nil, 000000000000000 Bundeswehr, Feu, 0, 1.,0, 1a,2d, 1h,1f, 2,0, 1, Bro, 000000000000000 B-52 Stratofortress, Gun, 0, 1.,0, 3a,2d, 1h,1f, 3,0, 1, War, 000000000000000 WarPac Infantry, Gun, 0, 1.,0, 4a,2d, 1h,1f, 4,0, 1, Iro, 000000000000000 F-16A/C Fighting Falcon,Gun, 0, 1.,0, 1a,2d, 1h,1f, 2,0, 1, Feu, 000010000000000 F/A-18D Hornet, Plu, 0, 1.,0, 3a,3d, 2h,1f, 3,0, 1, Gun, 000000000000000 Red Guard, nil, 0, 1.,0, 4a,4d, 2h,1f, 2,0, 1, Fun, 000100000000000 whatever, nil, 0, 1.,0, 4a,4d, 2h,1f, 5,0, 1, Gue, 000001000000010 US Infantry, nil, 0, 1.,0, 3a,5d, 2h,1f, 6,0, 1, Plu, 000000001000000 VDV Paratroopers, nil, 0, 1.,0, 5a,3d, 2h,1f, 4,0, 1, Plu, 000000001000000 Royal Highlanders, nil, 0, 1.,0, 8a,5d, 2h,1f, 6,0, 0, Amp, 000000001000100 US Marine Corps, nil, 0, 1.,0, 6a,4d, 2h,1f, 6,0, 1, CA, 000000100000000 Mechanized Infantry, nil, 0, 3.,0, 6a,6d, 3h,1f, 10,0, 1, U1, 000000000000000 US Airbase, Chi, 0, 2.,0, 2a,1d, 1h,1f, 2,0, 0, Hor, 000000000000000 Field Artillery, PT, 0, 2.,0, 3a,1d, 1h,1f, 3,0, 0, Whe, 000000000000000 Tornado IDS, MT, 0, 2.,0, 4a,1d, 1h,1f, 4,0, 0, PT, 000000000000000 F-4E/F Phantom II, Ldr, 0, 2.,0, 5a,1d, 1h,1f, 4,0, 0, MT, 000000000000000 MiG-23 Flogger B/G, Ldr, 0, 2.,0, 4a,2d, 1h,1f, 4,0, 0, Chi, 000000000000000 Leopard 2A3, Tac, 0, 2.,0, 5a,2d, 2h,1f, 5,0, 0, Ldr, 000000000000000 BMP-3, Mob, 0, 2.,0, 8a,3d, 2h,1f, 6,0, 0, Tac, 000000000000000 M60A3 Patton, nil, 0, 2.,0, 10a,5d, 3h,1f, 8,0, 0, Mob, 000000000000000 Saab JAS35Ö Draken, Met, 0, 1.,0, 6a,1d, 1h,1f, 4,0, 0, Mat, 000000000000000 M110A1 Artillery, Too, 0, 1.,0, 8a,1d, 2h,1f, 4,0, 0, Met, 000000000000000 MRW 220mm BM.27, Rob, 0, 1.,0, 10a,1d, 2h,2f, 5,0, 0, Too, 000000000000000 MLRS 227mm, nil, 0, 2.,0, 12a,1d, 3h,2f, 7,0, 0, Rob, 000000001000000 MiG-29 Fulcrum, Sth, 1, 10.,1, 4a,3d, 2h,2f, 6,0, 3, Fli, 000000000010001 Tu-26 Backfire B, Sth, 1, 8.,2, 12a,1d, 2h,2f, 12,0, 0, AFl, 000000000000001 F-111A Aardvark, nil, 1, 6.,0, 10a,3d, 2h,2f, 10,0, 0, CA, 000000000000001 Red Army, nil, 1, 14.,2, 8a,4d, 3h,3f, 14,0, 3, Sth, 100000000010001 AH-64A Apache, nil, 1, 12.,2, 14a,5d, 3h,3f, 20,0, 0, Sth, 000000001000001 Mirage 2000N, Nav, 2, 3.,0, 1a,1d, 1h,1f, 4,2, 4, Map, 000000000100000 T-80C, Mag, 2, 3.,0, 2a,1d, 1h,1f, 4,3, 4, Nav, 000000000000000 Challenger Mk.I, Ind, 2, 4.,0, 0a,2d, 2h,1f, 4,4, 4, Mag, 000000000000000 F-15A/C Eagle, E1, 2, 4.,0, 4a,2d, 2h,1f, 5,2, 2, Mag, 000000000000000 Su-27 Flanker B, E1, 2, 4.,0, 4a,4d, 3h,1f, 6,0, 2, SE, 000000000000000 Landing Craft, nil, 2, 6.,0, 4a,4d, 3h,1f, 6,0, 2, E1, 100000000000001 Escort Frigate, Roc, 2, 5.,0, 6a,6d, 3h,2f, 8,0, 2, Stl, 000000000000001 Kirov Class, nil, 2, 5.,0, 8a,8d, 3h,2f, 15,0, 2, Roc, 110000000000001 AEGIS Cruiser, nil, 2, 4.,0, 12a,12d, 4h,2f, 18,0, 2, Aut, 000000000000001 SSN Submarine, nil, 2, 3.,0, 8a,2d, 3h,2f, 8,0, 2, Cmb, 000000000001001 Invincible Class, nil, 2, 5.,0, 1a,7d, 4h,2f, 16,0, 2, AFl, 000000010000001 Landing Ship, nil, 2, 5.,0, 0a,2d, 3h,1f, 6,2, 4, Ind, 000000000000000 Cruise Missile, nil, 1, 12.,1, 18a,0d, 1h,3f, 10,0, 0, Roc, 001000000000000 Tactical Nuke, nil, 1, 16.,1, 99a,0d, 1h,1f, 16,0, 0, Roc, 001000000000000 Nationale Volksarmee, Esp, 0, 2.,0, 0a,0d, 1h,1f, 3,0, 6, Wri, 000000000000010 A-10A Thunderbolt II, nil, 0, 3.,0, 0a,0d, 1h,1f, 3,0, 6, Esp, 000000000000011 SAM Launcher, Cor, 0, 1.,0, 0a,1d, 1h,1f, 5,0, 7, Tra, 000000000000010 Su-25 Frogfoot, nil, 0, 2.,0, 0a,1d, 1h,1f, 5,0, 7, Cor, 000000000000010 M1A1 Abrams, Gue, 0, 1.,0, 0a,1d, 1h,1f, 3,0, 0, Sea, 000001000000010 AMX-30, nil, 1, 12.,1, 8a,4d, 2h,2f, 10,0, 3, U2, 000000000010001 T-54/55, nil, 1, 12.,4, 2a,4d, 2h,1f, 16,0, 3, U2, 100000000000001 M60A3-Ö, nil, 0, 2.,0, 14a,2d, 3h,3f, 14,0, 0, Roc, 000000001000000 MiG-21F Fishbed, nil, 2, 6.,0, 0a,4d, 4h,2f, 8,4, 4, NP, 000000000000000 Leopard 1A3, nil, 0, 2.,0, 8a,5d, 2h,1f, 10,0, 0, Roc, 010000000000000 Nimitz Class, nil, 0, 3.,0, 12a,6d, 4h,2f, 16,0, 0, U1, 000010000000000 TU-142K Bear-H, nil, 0, 2.,0, 6a,5d, 2h,2f, 6,0, 0, U1, 000000001000000 Mil-24 Hind, nil, 1, 10.,2, 10a,2d, 2h,2f, 12,0, 0, U2, 000000000000000 SSBN Submarine, nil, 2, 3.,0, 10a,2d, 4h,2f, 16,0, 2, NP, 100000000001001 Nuclear Missile, nil, 2, 6.,0, 1a,9d, 4h,3f, 20,0, 2, NP, 100000010000001 whatever, nil, 0, 2.,0, 6a,6d, 2h,1f, 10,0, 1, Lab, 000000000000000 Soviet General, nil, 1 2.,0, 5a,5d, 2h,1f, 10,0, 1, no, 000000000000000 ; ; Note: the above 11 unit types (extra land, ship, air, and test units) are ; available for user defined unit types. If these units are given prerequisites ; other than "no" they will appear in the game when the specified ; technology is reached. Use if you want to create your own unit types ; without sacrificing any of the predefined units. Be sure to define ; the "role" field accurately, so that the computer will understand how ; to make use of the new units in its own civilizations. ; ; There is no requirement that the extra units be used to ; create exactly one of each type; you could create three ; ground units. But the icons provided are for one of each. ; The 11 extra unit types have default icons provided by the game. ; To actually change the icons is a somewhat more difficult ; task. The icons are stored in "UNITS.GIF". ; ; Sound effects for these 11 units may be added by providing ; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and : Extra1.wav through extra8.wav for the 8 test units. These should be ; 8-bit, mono, and sampled at 22050hz. ; ; Ideas: ; ; Hovercraft, nil, 2, 8.,0, 0a,1d, 2h,2f, 7,1, 4, MP, 000000000000000 ; ; ; Terrain ; ; Movecost, defense, food, shields, trade, ; . . . Irrigate, bonus, #turns, ai-irrigate, ; . . . Mine, bonus, #turns, ai-mine ; . . . Transform ; ; defense = multiply by 50% to get % of normal combat factor defended at. ; (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3). ; ; Irrigate/Mine = yes, no, or type of terrain changed to ; Transform = Terrain type engineers can transform to ; ; bonus = # extra production from that change ; ; turns = # turns for settler to make change ; ; ai = Minimum govt level necessary for ; computer player to want to perform irrigate/mine ; 0 Never ; 1 Despotism ; 2 Monarchy ; 3 Communism ; 4 Fundamentalism ; 5 Republic ; 6 Democracy ; @TERRAIN Riverbed, 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 Low Lands, 1,2, 1,0,0, yes, 1,10, 1, no, 0, 0, 0, Drt, ; Tun Swamp, 2,2, 0,0,0, no, 0, 0, 0, yes, 1,15, 3, Tun, ; Gla Oil Refinery, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, ; Swa Metropolis, 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 Industry, 1,2, 3,1,0, Arable, 1,2, 1,3,0, Grassland, 1,2, 3,1,0, Lumber, 2,3, 3,2,0, Industry, 2,4, 1,2,0, Peak, 3,6, 0,1,6, Forest, 1,2, 3,1,0, Power Plant, 2,2, 1,1,4, Factories, 2,3, 1,0,0, Factories, 2,3, 1,0,4, Fishing Grounds,1,2, 3,0,2, Power Plant, 1,2, 0,4,0, Arable, 1,2, 6,1,0, Grassland, 1,2, 3,1,0, Lumber, 2,3, 1,2,3, Industry, 2,4, 1,0,4, Peak, 3,6, 0,4,0, Forest, 1,2, 2,0,3, Industrial Park,2,2, 0,4,0, Industrial Park,2,3, 1,0,0, Power Plant, 2,3, 4,0,1, Fishing Grounds,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 Sergey Ramov, Sergey Ramov, 0, 1, 1, Soviet Union, Soviet, 1, 1, -1, Erich Honecker, Erich Honecker, 0, 2, 2, DDR, German, 0, -1, -1, Helmut Kohl, Helmut Kohl, 0, 4, 3, Germany, German, -1, -1, 1, Gustáv Husák, Gustáv Husák, 0, 5, 2, WarPac Allies, European, 0, 0, -1, George Bush, George Bush, 0, 3, 4, United States, American, -1, -1, 1, John R. Galvin, John R. Galvin, 0, 6, 5, NATO Allies, European, 0, -1, 1, Franz Vranitzky,Franz Vranitzky,0, 7, 6, Austria, Austrian, -1, -1, 1, Sergey Ramov, Sergey Ramov, 0, 1, 1, Soviet Union, Soviet, 1, 1, -1, Erich Honecker, Erich Honecker, 0, 2, 2, DDR, German, 0, -1, -1, Helmut Kohl, Helmut Kohl, 0, 4, 3, Germany, German, -1, -1, 1, Gustáv Husák, Gustáv Husák, 0, 5, 2, WarPac Allies, European, 0, 0, -1, George Bush, George Bush, 0, 3, 4, United States, American, -1, -1, 1, John R. Galvin, John R. Galvin, 0, 6, 5, NATO Allies, European, 0, -1, 1, Franz Vranitzky,Franz Vranitzky,0, 7, 6, Austria, Austrian, -1, -1, 1, Sergey Ramov, Sergey Ramov, 0, 1, 1, Soviet Union, Soviet, 1, 1, -1, Erich Honecker, Erich Honecker, 0, 2, 2, DDR, German, 0, -1, -1, Helmut Kohl, Helmut Kohl, 0, 4, 3, Germany, German, -1, -1, 1, Gustáv Husák, Gustáv Husák, 0, 5, 2, WarPac Allies, European, 0, 0, -1, George Bush, George Bush, 0, 3, 4, United States, American, -1, -1, 1, John R. Galvin, John R. Galvin, 0, 6, 5, NATO Allies, European, 0, -1, 1, Franz Vranitzky,Franz Vranitzky,0, 7, 6, Austria, Austrian, -1, -1, 1, Saladin, ..., 0, 5, Arabs, Arab, 1, 0, 1, 4, Ayatollah, Ayatollah, 2, Sultan, Sultana Atawallpa, ..., 0, 1, Incas, Inca, -1, 1, 1, ; ; Trading Commodities ; @CARAVAN 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