; ; 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 10 ; # of rows in food box (rows * city_size+1 = box) 10 ; # of rows in shield box 1 ; Settlers eat (govt <= Monarchy) 2 ; Settlers eat (govt >= Communism) 9 ; City size for first unhappiness at Chieftain level 14 ; Riot factor based on # cities (higher factor lessens the effect) 8 ; Aqueduct needed to exceed this size 12 ; Sewer System needed to exceed this size 10 ; Tech paradigm (higher # slows research) 20 ; Base time for engineers to transform terrain (x2) 5 ; Monarchy pays support for all units past this 5 ; Communism pays support for all units past this 5 ; Fundamentalism pays support for all units past this 3 ; Communism is equivalent of this palace distance. 70 ; Fundamentalism loses this % of science 50 ; Percent shield penalty for production type change 4 ; 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 D'deridex Cloaking, 2,-2, no, E2, 3, 0 ; AFl Duotronics, 5, 0, nil, nil, 0, 1 ; Alp Amphibious Warfare, 3,-2, no, no, 3, 0 ; Amp Breen Innate, 1, 0, no, no, 0, 2 ; Ast Atomic Theory, 4,-1, no, no, 2, 3 ; Ato Nano Technology, 3, 1, Sup, Mob, 3, 3 ; Aut Remote Piloting, 6,-2, no, Gue, 0, 4 ; Ban Universal Translatr,5, 2, Cer, Bro, 1, 1 ; Bri Scale of Culture, 4, 1, nil, nil, 0, 2 ; Bro Tricorder, 5, 0, Alp, nil, 0, 1 ; Cer Sabre Design, 5,-2, Min, Met, 0, 0 ; Che Warbird II Design, 2,-2, no, nil, 1, 0 ; Chi Plasma Torpedo, 5,-1, no, no, 0, 0 ; CoL Combined Arms, 5,-1, no, no, 3, 0 ; CA Empire Attributes, 1, 0, no, nil, 0, 2 ; Cmb Romulan Innate, 6,-2, no, nil, 3, 2 ; Cmn Soverign Class, 5,-2, Rep, E2, 3, 0 ; Cmp B- Transport, 7,-1, no, no, 2, 0 ; Csc Tritanium Alloy, 6, 0, Mas, Map, 1, 4 ; Cst Mind Rules, 6, 0, no, nil, 3, 2 ; Cor Designer Races, 5, 0, no, nil, 0, 4 ; Cur Syndicatism, 1, 2, no, The, 0, 2 ; Dem Cardassian Innate, 1, 0, no, nil, 1, 2 ; Eco N'egvar Design, 5,-2, no, nil, 3, 0 ; E1 Quantum Torpedo, 6,-1, San, Esp, 3, 0 ; E2 Engineered Viruses, 5,-1, no, NF, 0, 3 ; Eng Environmentalism, 3, 1, no, no, 3, 2 ; Env Tetraburnium Alloy, 5, 0, RR, nil, 3, 4 ; Esp Pattern Enhancer, 5, 1, Iro, Whe, 1, 3 ; Exp Cloaking Device (R),5,-1, no, nil, 0, 0 ; Feu Vor'cha class, 2,-2, no, nil, 3, 0 ; Fli Dominion Innate, 1, 0, no, nil, 0, 2 ; Fun Fusion Power, 3, 0, no, no, 3, 3 ; FP Battleship Design, 2,-2, no, nil, 3, 0 ; Gen Tachyon Scanning, 7, 0, Sup, nil, 2, 3 ; Gue Force Field, 4, 0, Wri, Mys, 1, 4 ; Gun Inertia Dampening, 8, 0, nil, nil, 0, 4 ; Hor Isoliniear Chips, 6, 0, Inv, Ldr, 2, 1 ; Ind Transluminal Comput,6, 1, Cer, nil, 1, 1 ; Inv 30C Superconduction,5, 0, Alp, nil, 0, 3 ; Iro Norway Design, 6,-2, Phy, Ldr, 2, 0 ; Lab K'vort Cloaking, 6,-2, no, no, 2, 0 ; Las Polyduranium Alloy, 5, 0, Cst, nil, 1, 4 ; Ldr F-freighter, 8, 0, no, no, 0, 4 ; Lit Keldon Design, 2,-2, Ldr, no, 2, 0 ; Too Vulture Design, 6,-2, Ldr, no, 2, 0 ; Mag Stellar Cartography,5, 1, Bro, nil, 0, 4 ; Map Duranium Alloy, 5, 1, nil, nil, 0, 4 ; Mas Mass Production, 5, 0, no, no, 3, 2 ; MP UFP Basic Ships, 8,-1, no, nil, 0, 0 ; Mat Changeling Cure, 7,-2, no, Hor, 0, 3 ; Med Phaser Array, 5,-1, RR, nil, 3, 0 ; Met Federation Innate, 1, 2, Esp, The, 0, 2 ; Min Positronic Brain, 5, 1, Inv, Mys, 2, 1 ; Mob Start, 2, 0, no, nil, 0, 2 ; Mon Holo-technology, 5, 1, Inv, nil, 2, 3 ; MT Nonliniear Dynamics,6, 1, Phi, Alp, 1, 3 ; Mys Raider Design, 8,-2, Hor, no, 0, 0 ; Nav Subspace-Theta band,5, 0, San, nil, 3, 3 ; NF Quantum Slipstream, 3, 0, The, nil, 3, 4 ; NP Subspace Comms, 5, 0, Pot, nil, 0, 4 ; Phi Steamrunner Design, 5,-2, Min, Met, 1, 0 ; Phy Cloaking Device (K),2,-1, no, no, 1, 0 ; Pla Plumbing, 4, 0, no, no, 1, 4 ; Plu Photon Torpedo, 5,-1, War, Iro, 0, 0 ; PT Warp Drive, 8, 0, nil, nil, 0, 4 ; Pot Metaphasic Shield, 5, 0, Gun, nil, 2, 3 ; Rad Rodimium Alloy, 6, 0, Ldr, nil, 2, 4 ; RR B'rell Design, 6,-2, no, no, 2, 0 ; Rec K'vort Design, 2,-2, no, Sea, 1, 0 ; Ref Bioneural Circuits, 5, 1, Ind, Sup, 3, 1 ; Rfg Akira Design, 6,-2, Lab, Esp, 3, 0 ; Rep Scout Design, 7,-2, no, CoL, 2, 0 ; Rob Intrepid Design, 5, 0, Rfg, nil, 2, 0 ; Roc Quantum Singularity,4, 1, Ldr, Tra, 2, 3 ; San Dilithium Focusing, 5, 0, Cst, Pot, 1, 4 ; Sea Space Flight, 4, 1, no, no, 3, 4 ; SFl Cloaking Device, 1, 0, no, Whe, 0, 2 ; Sth Metaphasic Particle,6, 0, Ldr, Hor, 1, 3 ; SE Medical Hologram, 4, 2, Gun, MT, 2, 2 ; Stl Prob Mechanics, 6, 0, Mys, nil, 2, 3 ; Sup K-White Shortage, 1,-2, no, nil, 1, 2 ; Tac Fractal Encryption, 5, 1, Ind, Sup, 3, 1 ; The R-freighter, 8, 0, no, no, 0, 4 ; ToG Stellar Commerce, 3, 2, Map, Phi, 1, 2 ; Tra EPS Technology, 6,-1, Phi, nil, 1, 3 ; Uni Phaser, 5,-1, nil, nil, 0, 0 ; War Heisenberg Escape, 6, 2, Alp, nil, 0, 3 ; Whe Tractor Beam, 4, 0, Hor, nil, 0, 3 ; Wri Future Technology, 4, 0, Esp, The, 3, 3 ; FT Klingon Innate, 1, 0, no, nil, 0, 2 ; U1 Cardasian Uprising, 3, 0, no, nil, 0, 0 ; U2 User Def Tech C, 3, 0, no, no, 0, 0 ; U3 No Borg 4U, 3, 0, no, nil, 0, 0 ; X1 Twice Removed, 3, 0, no, no, 0, 0 ; X2 2 Removed, 3, 0, no, no, 0, 0 ; X3 Unique, 3, 0, no, nil, 0, 2 ; 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, Capital, 10, 0, Mas, Orbital Shipyard, 8, 2, Map, Underground Hydroponics, 6, 1, Gun, Dabo Casino, 4, 1, Cer, Promenade Mall, 8, 1, Bro, Computer Core, 8, 1, Alp, Planetary Police, 8, 2, War, Early Warning Grid, 12, 4, Gue, Recycling System, 8, 2, Whe, Electroplasma System, 12, 4, Uni, Holo-suites, 12, 3, MT, Optical Data Network, 16, 3, Ind, Mass Transit, 16, 4, no, Propaganda Unit, 10, 2, Bri, Gravity Dynamo, 16, 4, Hor, Replicator Plant, 32, 6, Exp, Subspace Shielding, 20, 4, NF, Nanite Recyclers, 20, 2, Aut, Power Plant, 32, 4, no, Android Plant, 32, 6, Mob, Nuclear Plant, 16, 2, no, Energy Exchange, 18, 6, Sup, Planetary Transport Grid, 16, 5, Ldr, Automated Hospitals, 16, 3, no, Solar Satellite Grid, 24, 5, NP, Galactic Data Node, 16, 3, Rfg, Interception Grid, 12, 2, San, Planetary Shields, 14, 2, no, Anti-matter Factory, 32, 6, Rad, Rift Harvesters, 8, 1, Mas, Rift Extractors, 20, 4, RR, Null Space Catapult, 16, 6, The, Subspace Relay, 10, 1, Iro, SpaceDock, 12, 3, no, SS Structural, 8, 0, no, SS Component, 16, 0, no, SS Module, 32, 0, no, Planetary Capacitor Core, 60, 2, NP, Quadrotriticale, 30, 0, Exp, Abolishment of Money, 40, 0, Inv, Nimbus III Colony, 40, 0, Uni, First Contact, 2, 0, no, Memory Alpha, 40, 0, no, Ba'ku Discovery, 50, 0, SE, Organian Treaty, 2, 0, no, Vorta/Jem'Hdr Cloning, 40, 2, nil, Utopia Planatia, 40, 3, Cst, The Tal'shair, 40, 1, nil, Anslem Holo-novel, 50, 0, MT, Vulcan Science Academy, 40, 2, Min, Reaching Delta Quadrant, 60, 0, no, Mount Seleya (Kolinarh), 40, 1, Min, Leonardo's Workshop, 30, 0, no, Obsidian Order, 40, 0, nil, the Mirror Universe, 40, 0, Whe, Rules of Acquisition, 40, 0, Tra, Zee-Magnees Prize, 40, 0, Sup, Statue of Liberty, 40, 0, no, Khitomer Conference, 40, 1, RR, Black Fleet, 60, 0, nil, Data the Android, 70, 0, Mob, Metagen One, 70, 0, Eco, Babel Conference, 40, 0, no, Apollo Program, 60, 0, no, First Stable Wormhole, 60, 0, no, Nanotech Revolution, 60, 0, Aut, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; Quadrotriticale nil, ; Abolishment of Money nil, ; Nimbus III Colony nil, ; First Contact nil, ; Memory Alpha nil, ; Ba'ku Discovery nil, ; Organian Treaty nil, ; Vorta/Jem'Hdr Cloning nil, ; Utopia Planatia nil, ; The Tal'shair nil, ; Anslem Holo-novel nil, ; Vulcan Science Academy nil, ; Reaching Delta Quadrant nil, ; Mount Seleya (Kolinarh) nil, ; Leonardo's Workshop nil, ; Obsidian Order nil, ; the Mirror Universe nil, ; Rules of Acquisition nil, ; Zee-Magnees Prize nil, ; Statue of Liberty nil, ; Khitomer Conference nil, ; Black Fleet nil, ; Data the Android nil, ; Metagen One nil, ; Babel Conference nil, ; Apollo Program nil, ; First Stable Wormhole nil, ; Nanotech Revolution ; ; 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 Trigger, no, 0, 0.,0, 0a,1d, 1h,1f, 20,0, 3, X4, 000000000000000 Emissary's Orb,nil, 0, 0.,0, 1a,1d, 1h,1f, 9,0, 7, X4, 000000000001000 Breen Inf, nil, 0, 0.,0, 0a,3d, 1h,1f, 1,0, 1, Ast, 000000000000000 Cardassian Inf,nil, 0, 0.,0, 0a,3d, 1h,1f, 1,0, 1, Eco, 000000000000000 Klingon Inf, nil, 0, 0.,0, 0a,3d, 1h,1f, 1,0, 1, U1, 000000000000000 Romulan Inf, nil, 0, 0.,0, 0a,4d, 1h,1f, 1,0, 1, Cmn, 000000000000000 Starfleet Inf,Cmb, 0, 0.,0, 0a,3d, 1h,1f, 1,0, 1, Mat, 000000000000000 Dukat, nil, 0, 4.,0, 3a,1d, 1h,1f, 3,0, 3, X4, 000000000001000 Attack Ship, Tac, 1, 5.,2, 5a,2d, 2h,2f, 6,0, 0, Fun, 000000000000000 Raider, nil, 0, 2.,0, 3a,3d, 2h,2f, 5,0, 1, Gue, 010011000000010 Steamrunner, Cmb, 0, 2.,0, 6a,4d, 3h,3f, 5,0, 2, Phy, 000010000010010 Excelsior, Phy, 0, 2.,0, 5a,4d, 2h,2f, 5,0, 0, Mat, 000010000010010 Galor, nil, 0, 2.,0, 8a,5d, 3h,2f, 8,0, 0, Eco, 000001000000000 Galaxy, Cmp, 0, 2.,0, 8a,5d, 3h,2f, 12,0, 3, Mat, 000001000000001 Vor'cha, nil, 0, 2.,0, 8a,4d, 3h,2f, 7,0, 0, U1, 000000000000001 Ambassador, Lab, 0, 2.,0, 7a,3d, 2h,2f, 7,0, 0, Mat, 000000000000001 Norway, Cmb, 0, 2.,0, 8a,3d, 3h,3f, 7,0, 2, Lab, 000000000000001 D'deridex, nil, 0, 2.,0, 8a,5d, 3h,2f, 13,0, 0, Cmn, 000001001000011 Vulture, nil, 0, 2.,0, 5a,3d, 2h,2f, 7,0, 1, Cmn, 000010000000010 Sisko2, nil, 0, 4.,0, 4a,2d, 1h,1f, 4,0, 4, X4, 101000000000010 Akira, Cmb, 0, 2.,0, 6a,3d, 3h,3f, 7,0, 2, Rep, 000000001000000 Nebula, Rep, 0, 2.,0, 5a,2d, 2h,2f, 7,0, 0, Mat, 000000001000000 War Cruiser, nil, 0, 2.,0, 8a,5d, 3h,2f, 9,0, 0, Fun, 000001000000000 Defiant, nil, 0, 3.,0, 8a,6d, 3h,3f, 12,0, 0, X4, 010011000010010 Sovereign, Cmb, 0, 2.,0, 9a,7d, 3h,3f, 14,0, 2, Cmp, 000001000000001 Neg'var, nil, 0, 2.,0, 9a,6d, 3h,3f, 10,0, 0, E1, 000001001000001 Keldon, U2, 0, 2.,0, 9a,6d, 3h,3f, 13,0, 0, Too, 000001001000001 Jem'Hadar, nil, 0, 0.,2, 0a,3d, 2h,1f, 2,0, 1, Fun, 000000000000000 Attack Ship 2,nil, 1, 5.,2, 5a,2d, 2h,2f, 12,0, 0, Tac, 000000000000000 Hideki, nil, 0, 2.,0, 4a,2d, 2h,2f, 5,0, 3, Eco, 000010000010010 Warbird II, nil, 0, 3.,0, 4a,3d, 3h,3f, 4,0, 3, Chi, 010010000010010 K'tinga Kami, nil, 0, 2.,2, 12a,1d, 3h,3f, 5,0, 0, Ban, 001000000010010 Shipyard, nil, 0, 0.,0, 0a,3d, 5h,1f, 4,0, 4, X4, 000000010001001 Energy Base1, nil, 0, 0.,0, 0a,6d, 4h,3f, 12,0, 1, X4, 000000000001001 Energy Base 2,nil, 0, 0.,0, 0a,6d, 4h,3f, 12,0, 1, X4, 000000000001001 Oberth, Roc, 0, 2.,0, 2a,2d, 2h,1f, 3,0, 0, Mat, 100000000000011 Sabre, Cmb, 0, 2.,0, 4a,3d, 3h,3f, 3,0, 2, Che, 010000000010010 Shields, nil, 0, 0.,0, 0a,5d, 7h,2f, 14,0, 3, Gun, 000000000000000 OD Platform, nil, 2, 5.,0, 6a,6d, 4h,3f, 8,0, 2, X4, 000000010000001 Photon Cannon,nil, 2, 0.,0, 0a,0d, 1h,1f, 10,0, 1, nil, 000000010000001 Founder Leader,nil, 0, 0.,0, 4a,4d, 3h,1f, 6,0, 6, X4, 000001100000010 Self Rep Mines,nil, 0, 0.,0, 0a,8d, 7h,2f, 16,0, 2, X4, 000010100001001 Hawk, nil, 0, 2.,0, 2a,2d, 2h,2f, 3,0, 3, Cmn, 100000000000010 Quantum Torp, nil, 1, 6.,1, 11a,2d, 2h,2f, 3,0, 0, E2, 001000000000000 Photon Torp, E2, 1, 6.,1, 5a,2d, 2h,2f, 4,0, 0, PT, 001000000000000 Metagenic Wepn,nil, 1, 8.,1, 99a,5d, 7h,2f, 32,0, 0, Eng, 001000000000010 B'rel, nil, 0, 2.,0, 3a,2d, 2h,2f, 3,0, 3, U1, 110000000010010 Founder, nil, 0, 3.,0, 0a,4d, 3h,1f, 20,0, 6, Med, 000000100001011 Kot'Baval, Cor, 0, 2.,0, 0a,2d, 1h,1f, 5,0, 7, U1, 000000000000010 Clydesdale, Fun, 0, 2.,0, 0a,2d, 1h,1f, 5,0, 7, Mat, 000000000000010 DS9, nil, 2, 0.,0, 0a,0d, 1h,1f, 10,0, 1, X4, 000000010000001 Freight (Card),nil, 0, 2.,1, 0a,2d, 1h,1f, 5,0, 7, Eco, 000000000000010 Facility, nil, 0, 0.,0, 0a,3d, 5h,1f, 4,0, 4, X4, 000000000001001 K'vort, nil, 0, 2.,4, 5a,4d, 2h,2f, 5,0, 1, U1, 010010000010010 Battleship, nil, 0, 1.,0, 11a,11d, 6h,4f, 40,0, 0, Gen, 000001011000001 Shield Cutter,nil, 0, 3.,0, 9a,8d, 3h,4f, 12,0, 0, Ast, 000001001000000 Fire Owl, nil, 0, 2.,0, 0a,2d, 1h,1f, 5,0, 7, Cmn, 000000000000010 Miranda, Che, 0, 2.,0, 3a,2d, 2h,2f, 3,0, 0, Mat, 010000000010010 Pah Wraith, nil, 0, 4.,0, 3a,2d, 2h,1f, 16,0, 0, X4, 000000000000000 Intrepid, Cmb, 0, 3.,0, 3a,3d, 3h,3f, 4,0, 0, Roc, 100001000000011 Sarah, nil, 0, 1.,0, 1a,2d, 1h,1f, 16,0, 0, X4, 000000000000000 Sisko, nil, 0, 4.,0, 4a,2d, 3h,2f, 16,0, 0, X4, 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 Sun, 4,2, 2,2,3, yes, 1, 5, 5, yes, 1, 5, 3, Pln, ; Drt Jungle Planet,4,2, 2,2,1, yes, 1, 5, 1, For, 0,15, 0, Grs, ; Pln Space, 1,1, 2,0,0, yes, 3, 5, 1, For, 0,10, 0, Hil, ; Grs Ocean Planet,4,2, 2,1,2, Pln, 0, 5, 5, no, 0, 5, 0, Grs, ; For Badlands, 4,4, 0,2,4, yes, 1,10, 0, yes, 3,10, 1, Pln, ; Hil Ice Planet, 4,2, 1,3,1, no, 1,10, 0, yes, 1,10, 6, Hil, ; Mou Desert Planet,4,2, 1,4,0, yes, 1,10, 1, no, 0, 0, 0, Drt, ; Tun Singularity,2,4, 1,2,3, no, 0, 0, 0, yes, 1,15, 3, Tun, ; Gla Nebula, 2,3, 2,3,1, Grs, 0,15, 6, For, 0,15, 0, Pln, ; Swa Moon, 2,3, 1,3,2, Grs, 0,15, 6, For, 0,15, 0, Pln, ; Jun Spatial Rift,1,2, 1,0,4, no, 0, 0, 0, no, 0, 0, 0, no, ; Oce Planetoid, 1,2, 1,3,0, plus Bonus2,1,2, 1,3,0, Grassland, 1,2, 2,1,0, Plus Bonus3,2,3, 3,2,0, Plus Bonus4,2,4, 1,2,0, Plus Bonus5,3,6, 0,1,6, Plus Bonus6,1,2, 3,1,0, Debris, 2,2, 1,1,4, Plus Bonus8,2,3, 1,4,0, Twin Moon, 2,3, 1,0,4, Spatial Flux1,1,2, 3,0,2, Solar Flares,1,2, 1,4,0, Plus Bonus11,1,2, 3,1,0, Grassland, 1,2, 2,1,0, Plus Bonus12,2,3, 1,2,3, Plus Bonus13,2,4, 1,0,4, Plus Bonus14,3,6, 0,4,0, Plus Bonus15,1,2, 2,0,3, Debris, 2,2, 0,4,0, Plus Bonus17,2,3, 3,0,4, Plus Bonus18,2,3, 4,0,1, Spatial Flux2,1,2, 2,2,3, @GOVERNMENTS Anarchy, Mr., Ms. Authoritarian, Gul, Gul Imperialism, General, General Empirism, Senator, Senator Creatorism, Founder, Founder Democracy, Admiral, Admiral Not used, x, x ; ; 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, Vreenak, Cretak, 0, 2, 0, Romulan Star Empire, Romulan, 0, 0, 0, 1, Senator, Senator Frederick, Maria Theresa, 0, 3, 3, Germans, German, 1, -1, 1, Ramesses, Cleopatra, 1, 4, 0, Egyptians, Egyptian, 0, 0, 1, Ross, Shelby, 0, 5, 3, Utd Fed of Planets, Federation, -1, 1, 1, 1, Admiral, Commodore Alexander, Hippolyta, 1, 6, 1, Greeks, Greek, 0, 1, -1, Mohandas Gandhi,Indira Gandhi, 0, 7, 2, Indians, Indian, -1, -1, 0, Lenin, Catherine the Great, 1, 1, 3, Russians, Russian, 1, 0, -1, Shaka, Shakala, 0, 2, 0, Zulus, Zulu, 1, 0, 0, Louis XIV, Joan of Arc, 0, 3, 3, French, French, 1, 1, 1, Montezuma, Nazca, 0, 4, 0, Aztecs, Aztec, 0, -1, 1, Mao Tse Tung, Wu Zhao, 0, 5, 2, Chinese, Chinese, 0, 0, 1, Henry VIII, Elizabeth I, 1, 6, 3, English, English, 0, 1, 0, Genghis Khan, Bortei, 0, 7, 0, Mongols, Mongol, 1, 1, -1, (nameless), (nameless), 1, 1, 1, Dominion, Dominion, 1, 1, -1, 1, Founder, Founder Tokugawa, Amaterasu, 0, 2, 2, Japanese, Japanese, 1, -1, -1, (can't pronounce), X, 0, 3, 1, Breen Confederation, Breen, 1, 1, -1, 1, Envoy, Envoy Philip II, Isabella, 1, 4, 3, Spanish, Spanish, -1, 1, -1, Xerxes, Scheherezade, 0, 5, 0, Persians, Persian, 0, -1, 0, Martok, Sirella, 0, 6, 2, Imperial Klingon Empire , Klingon, 0, 0, 0, 1, General, General Dukat, Damar, 0, 7, 1, Cardassian Union, Cardassian, 1, 1, -1, 1, Gul, Gul 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 Dilithium, Oxygen, Tribbles, Grn Slave, Targ, Hypospray, Grain, Water, Synthale, Deutirium, TransAlum, NT matter, Gems, Latinum, Cordrazin, Rom Ale, @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