; ; 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 4 ; Road movement multiplier 1 ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation) 3 ; # of food each citizen eats per turn 20 ; # of rows in food box (rows * city_size+1 = box) 10 ; # of rows in shield box 1 ; Settlers eat (govt <= Monarchy) 3 ; Settlers eat (govt >= Communism) 2 ; City size for first unhappiness at Chieftain level 6 ; Riot factor based on # cities (higher factor lessens the effect) 6 ; Aqueduct needed to exceed this size 14 ; Sewer System needed to exceed this size 99 ; Tech paradigm (higher # slows research) 80 ; Base time for engineers to transform terrain (x2) 0 ; Monarchy pays support for all units past this 0 ; Communism pays support for all units past this 0 ; Fundamentalism pays support for all units past this 50 ; Communism is equivalent of this palace distance. 50 ; Fundamentalism loses this % of science 66 ; Percent shield penalty for production type change 6 ; Max paradrop range 75 ; Mass/Thrust paradigm (increasing slows spaceship time) 8 ; 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 Research I, 5, 0, Ato, nil, 2, 3 ; AFl 0 State Schools, 3, 1, nil, nil, 1, 4 ; Alp Ship Design I, 8,-2, nil, nil, 2, 2 ; Amp Zeppelin Construction, 4, 0, Fli, U2, 0, 0 ; Ast Aviation, 3,-1, Fli, nil, 2, 3 ; Ato United States, 6, 0, no, no, 1, 2 ; Aut 5 Regional Trade, 5, 1, nil, nil, 2, 1 ; Ban Bridge Building, 4, 0, nil, nil, 2, 1 ; Bri Battle Gas, 4,-1, Che, nil, 2, 4 ; Bro Ship Design II, 3, 0, Amp, nil, 2, 2 ; Cer Chemical Warfare, 3, 0, Cor, nil, 2, 4 ; Che 10 Cavalry Regiments, 8,-2, nil, nil, 2, 0 ; Chi Ship Design IV, 6, 1, Cmb, nil, 2, 2 ; CoL Chemistry, 2,-2, nil, nil, 2, 1 ; CA Ship Design III, 5, 0, Cer, nil, 2, 2 ; Cmb not used, 1, 0, no, no, 2, 2 ; Cmn 15 Chemical Industry, 3,-2, CA, nil, 2, 1 ; Cmp Conscription, 7,-1, nil, nil, 2, 0 ; Csc Fortification Design, 7,-2, nil, nil, 2, 0 ; Cst Chemical Research, 4, 0, Cmp, FP, 2, 3 ; Cor National Economics, 6, 1, Ban, nil, 2, 1 ; Cur 20 not used, 1, 2, no, no, 2, 2 ; Dem International Trade, 5, 1, Cur, nil, 2, 1 ; Eco War Economy, 6, 0, FP, nil, 2, 1 ; E1 US Foreign policy, 4, 1, no, no, 1, 2 ; E2 Ship Design V, 4, 0, CoL, nil, 2, 2 ; Eng 25 War Bonds, 1, 0, E1, nil, 2, 1 ; Env Triplane Design, 1,-1, Gen, Too, 2, 3 ; Esp Aircraft Research II, 5, 0, AFl, Gen, 2, 3 ; Exp Bureaucracy, 4, 1, nil, nil, 2, 4 ; Feu Aeronautics, 5,-1, nil, nil, 2, 3 ; Fli 30 not used, 1,-2, no, no, 2, 2 ; Fun War Effort, 4, 1, nil, nil, 2, 0 ; FP Biplane Design, 5, 0, Hor, nil, 2, 3 ; Gen Communist Revolution, 5,-1, no, no, 1, 3 ; Gue Industrialization, 3,-2, nil, nil, 2, 1 ; Gun 35 Monoplane Design, 1,-2, AFl, nil, 2, 3 ; Hor Impossible Tech, 6, 0, no, no, 2, 1 ; Ind Steel Helmet, 4, 0, Lit, nil, 2, 0 ; Inv Steel Industry, 2, 0, Lab, SE, 2, 1 ; Iro Heavy Industry, 3, 0, Gun, nil, 2, 1 ; Lab 40 Arms Research I, 2,-2, FP, nil, 2, 2 ; Las General Staffs, 5,-1, nil, nil, 3, 3 ; Ldr Improved Equipment, 5, 2, Las, nil, 2, 3 ; Lit Arms Research II, 6, 0, Las, nil, 2, 4 ; Too Naval Tactics, 6,-2, nil, nil, 2, 0 ; Mag 45 Submarine Design I, 6, 0, Mag, Cmb, 2, 2 ; Map Submarine Design II, 3, 1, Map, nil, 2, 2 ; Mas Submarine Design III, 5, 0, Mat, nil, 2, 2 ; MP Total Submarine War, 4,-1, Mas, U2, 2, 0 ; Mat Mobile Warfare Theory, 3, 0, Chi, nil, 3, 0 ; Med 50 Armored Vehicles, 7,-2, Med, Min, 3, 0 ; Met Arms Research III, 5,-2, Too, nil, 2, 0 ; Min not used, 2,-2, no, no, 1, 3 ; Mob Electrification, 1,-2, Gun, nil, 2, 1 ; Mon Aviation Tactics, 3, 1, Ato, nil, 2, 3 ; MT 55 Bomber Command, 4, 0, MT, nil, 2, 3 ; Mys Ship Design VI, 8,-2, Eng, Plu, 2, 2 ; Nav Arms Research IV, 6,-2, Min, nil, 2, 2 ; NF Air Forces, 7, 0, Sth, nil, 2, 3 ; NP Religion, 3, 1, nil, nil, 1, 4 ; Phi 60 Imperialism, 5,-1, nil, nil, 2, 2 ; Phy Colonialism, 3,-1, nil, nil, 2, 1 ; Pla Carrier Aviation, 1,-1, MT, NF, 2, 3 ; Plu Tank Construction, 5,-1, Pot, nil, 3, 0 ; PT Tank Design, 2, 1, Met, nil, 3, 0 ; Pot 65 not used, 5,-2, no, no, 2, 0 ; Rad London Secret Treaty, 6, 0, Tra, Wri, 1, 1 ; RR Total War Effort, 3, 1, Env, nil, 2, 1 ; Rec Refining, 4, 0, Gun, nil, 2, 1 ; Ref Fertilizers, 7, 1, Cmp, nil, 2, 1 ; Rfg 70 Parliamentary Democracy,2, 1, nil, nil, 0, 3 ; Rep Colonial Troops, 8,-2, nil, Csc, 2, 0 ; Rob Artillery Design I, 1,-2, Csc, Iro, 3, 1 ; Roc Artillery Design II, 4, 2, Roc, Las, 3, 1 ; San Siege Artillery, 7, 0, San, Min, 3, 1 ; Sea 75 Russian Revolution, 1, 0, no, no, 3, 2 ; SFl Bomber Construction, 3, 0, Mys, nil, 2, 3 ; Sth Steel Processing, 4, 0, Gun, nil, 2, 1 ; SE Wilson´s 14 Points, 4, 0, Tac, nil, 1, 2 ; Stl Peace Movement, 8,-1, Rec, nil, 3, 2 ; Sup 80 USA: Declaration of War,5,-1, The, nil, 1, 2 ; Tac Pressure upon Germany, 1, 0, no, no, 1, 2 ; The Economic Warfare, 1, 0, FP, nil, 2, 1 ; ToG Sea Blockade, 8, 2, ToG, Wri, 1, 1 ; Tra Dardanelles Expedition, 6, 2, Tra, nil, 1, 1 ; Uni 85 Ottoman Empire, 5,-2, no, no, 0, 2 ; War Russian Empire, 1,-2, no, no, 1, 3 ; Whe Entente cordiale, 4, 2, no, no, 1, 1 ; Wri Modern Age, 1, 0, no, no, 3, 2 ; FT Austria-Hungary, 1, 0, no, no, 0, 1 ; U1 90 German Empire, 1, 0, no, no, 0, 0 ; U2 Kingdom of Italy, 1, 0, no, no, 1, 0 ; U3 Not Russian, 1, 0, no, no, 3, 4 ; X1 Not German, 1, 0, no, no, 3, 4 ; X2 Not Allied, 1, 0, no, no, 3, 4 ; X3 95 Not American, 1, 0, no, no, 3, 4 ; X4 Not Austrian, 1, 0, no, no, 3, 4 ; X5 Not Ottoman, 1, 0, no, no, 3, 4 ; X6 Not Italian, 1, 0, no, no, 3, 4 ; X7 99 ; ; Above 11 tech slots (U1 to X8) allow you to define your own ; civilization advances if desired. Supply the name, the AI ; value, and the prerequisites. ; ; Then use the "U1", "U2", etc. ; identifier to incorporate it into the tech chain as a ; prerequisite for other techs, units, city improvements. ; ; ; City Improvements ; ; cost(x10), upkeep, preq ; @IMPROVE Nothing, 1, 0, nil, Seat of Government, 40,10, Feu, Military Compound, 50, 5, Csc, Food Rationing, 10, 1, Rec, Hospital, 12, 4, Feu, Bank, 10, 1, Ban, State School, 10, 1, Alp, Military Administration,20, 4, Phy, Fortifications, 15, 0, Cst, Sewer System, 12, 2, Cst, Trade Enactments, 16, 4, Cur, House of God, 12, 1, Phi, Military Academy, 16, 3, Csc, Railway System, 16, 4, Iro, Total War Effort, 20, 3, Rec, Industrial District, 20, 4, Gun, Heavy Industries, 32, 6, Lab, not used, 20, 4, no, Supply Storage, 20, 2, FP, Oil Refinery, 16, 4, Ref, Gas Power Plant, 24, 4, Mon, not used, 16, 2, no, Stock Exchange, 16, 4, Eco, Subway System, 16, 6, Mon, Fertilizer Factory, 8, 3, Rfg, Labour Service, 20, 5, Env, Research Facilities, 16, 3, Too, not used, 10, 2, no, Coastal Fortress, 8, 1, Cst, Transformer Station, 32, 4, Mon, Fishing Industry, 6, 1, nil, Industrial Port, 16, 3, Gun, Airport, 16, 3, AFl, Newspapers, 20, 4, Rep, Naval Compound, 8, 3, Cer, not used, 8, 0, no, not used, 16, 0, no, not used, 32, 0, no, War Bonds, 60, 0, Env, US Farming, 20, 0, Aut, German Unification, 20, 0, nil, New York Stock Exchange,20, 0, nil, Hochseeflotte, 20, 0, nil, Physikalisches Institut,20, 0, nil, Battle Field Medicine, 60, 0, Lit, US Isolationism, 20, 0, nil, Deutschlands Armee, 20, 0, nil, Krupp Stahl Werke, 20, 0, nil, International Diplomacy,60, 0, Sup, Italian Unification, 20, 0, nil, Chemical Weapon Plant, 60, 0, Che, Royal Navy, 20, 0, nil, Zarskoje Selo, 20, 0, nil, Suez Channel, 20, 0, nil, Orthodox Church, 20, 0, nil, Air Force Academy, 60, 0, NP, US Aid, 60, 0, Uni, Habsburg Dynasty, 20, 0, nil, Statue of Liberty, 20, 0, nil, Bosporus Control, 20, 0, nil, Newspaper Control, 60, 0, Tac, US War Effort, 60, 0, Tac, Kaiser Wilhelm Kanal, 20, 0, nil, League of Nations, 40, 0, Stl, British Empire, 20, 0, nil, whatever, 60, 0, no, Total Submarine War, 60, 0, Mat, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; US Farming nil, ; German Unification nil, ; New York Stock Exchange Mat, ; Hochseeflotte Phy, ; Physikalisches Institut nil, ; Battle Field Medicine Mat, ; US Isolationism Rec, ; Deutschlands Armee nil, ; Krupp Stahl Werke nil, ; International Diplomacy nil, ; Italian Unification nil, ; Chemical Weapon Plant nil, ; Royal Navy nil, ; Zarskoje Selo FP, ; Suez Channel nil, ; Orthodox Church nil, ; Air Force Academy Tac, ; US Aid FP, ; Habsburg Dynasty E2, ; Statue of Liberty nil, ; Bosporus Control nil, ; Newspaper Control nil, ; US War Effort FP, ; Kaiser Wilhelm Kanal nil, ; League of Nations nil, ; British Empire nil, ; whatever Tac, ; Total Submarine War ; ; 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. ; ; Two space visibility = 000000000000001 ; Ignore zones of control = 000000000000010 ; Can make amphibious assaults = 000000000000100 ; Submarine advantages/disadvantages = 000000000001000 ; Can attack air units (fighters) = 000000000010000 ; Ship must stay near land (trireme) = 000000000100000 ; Negates city walls (howitzer) = 000000001000000 ; Can carry air units (carrier) = 000000010000000 ; Can make paradrops = 000000100000000 ; Alpine (treats all squares as roads) = 000001000000000 ; x2 on defense versus horse (pikemen) = 000010000000000 ; Free support for fundamentalism (fanatics) = 000100000000000 ; Destroyed after attacking (missiles) = 001000000000000 ; x2 on defense versus air attack (AEGIS) = 010000000000000 ; Unit can spot submarines = 100000000000000 ; @UNITS Infantry, nil, 0, 0.,0, 3a,5d, 8h,2f, 6,0, 1, no, 000000001000000 Engineers, nil, 0, 1.,0, 0a,2d, 2h,1f, 6,0, 5, Bri, 000001000000000 German Army, Inv, 0, 1.,0, 7a,6d, 8h,2f, 4,0, 0, U2, 000000001000000 French Army, Inv, 0, 1.,0, 6a,6d, 8h,2f, 4,0, 0, Wri, 000000001000000 Russian Army, Inv, 0, 1.,0, 4a,6d, 8h,2f, 2,0, 0, Whe, 000000001000000 US Army, nil, 0, 1.,0, 6a,6d, 8h,2f, 4,0, 0, Aut, 000000001000000 Italian Army, Inv, 0, 1.,0, 5a,6d, 8h,2f, 4,0, 0, U3, 000000001000000 Freight Truck, nil, 0, 1.,0, 0a,1d, 1h,1f, 4,0, 7, nil, 000001001000000 Ottoman Army, Inv, 0, 1.,0, 6a,5d, 8h,2f, 4,0, 0, War, 000000001000000 Red Army, nil, 0, 1.,0, 6a,5d, 8h,2f, 2,0, 0, no, 000000001000000 Austrian Army, Inv, 0, 1.,0, 5a,6d, 8h,2f, 4,0, 0, U1, 000000001000000 Field Artillery, nil, 0, 1.,0, 20a,2d, 2h,7f, 5,0, 0, Roc, 000000000000000 German Army, X2, 0, 1.,0, 7a,7d, 8h,2f, 4,0, 0, Inv, 000000001000000 French Army, X3, 0, 1.,0, 6a,7d, 8h,2f, 4,0, 0, Inv, 000000001000000 Russian Army, X1, 0, 1.,0, 5a,6d, 8h,2f, 2,0, 0, Inv, 000000001000000 US Army, X4, 0, 1.,0, 6a,7d, 8h,2f, 4,0, 0, Inv, 000000001000000 Austrian Army, X5, 0, 1.,0, 6a,6d, 8h,2f, 4,0, 0, Inv, 000000001000000 Italian Army, X7, 0, 1.,0, 6a,6d, 8h,2f, 4,0, 0, Inv, 000000001000000 Ottoman Army, X6, 0, 1.,0, 6a,6d, 8h,2f, 4,0, 0, Inv, 000000001000000 Ulan Regiment, X2, 0, 2.,0, 6a,4d, 6h,2f, 8,0, 0, Chi, 000000000000000 Dragoon Regiment, X3, 0, 2.,0, 5a,4d, 6h,2f, 8,0, 0, Chi, 000000000000000 Siege Artillery, nil, 0, 1.,0, 40a,1d, 4h,6f, 20,0, 0, Sea, 000000001000000 Spahi Regiment, X6, 0, 2.,0, 4a,4d, 6h,2f, 8,0, 0, Chi, 000000000000000 Dreadnought Class, nil, 2, 7.,0,30a,25d, 10h,8f, 40,0, 2, Eng, 000000000000000 Ship of Line, nil, 2, 6.,0,25a,15d, 9h,7f, 35,0, 2, CoL, 000000000000000 Destroyer, nil, 2, 10.,0, 9a,7d, 7h,4f, 16,0, 2, Cer, 100000000001001 Cruiser, nil, 2, 9.,0,13a,11d, 8h,6f, 22,0, 2, Cmb, 000000000001001 Aircraft Carrier, nil, 2, 8.,0, 0a,15d, 10h,3f, 30,0, 2, Nav, 000000010000000 Coastal Submarine, nil, 2, 4.,0, 7a,3d, 3h,2f, 8,0, 2, Map, 000000000101000 High Sea Submarine, nil, 2, 6.,0, 10a,4d, 3h,4f, 11,0, 2, Mas, 000000000001000 U-93 Class, nil, 2, 9.,0, 17a,7d, 7h,6f, 10,0, 2, Mat, 000000000001000 Sub Hunter, X3, 2, 10.,0, 7a,5d, 5h,3f, 13,0, 2, Nav, 100000000001000 Battlecruiser, nil, 2, 9.,0,25a,15d, 10h,6f, 35,0, 2, Eng, 000000000001001 Monoplane, Exp, 1, 4.,1, 2a,2d, 1h,1f, 8,0, 3, Hor, 000000000000001 Sopwith Camel, X3, 1, 6.,1, 9a,7d, 2h,4f, 10,0, 3, Gen, 000000000010001 Biplane, nil, 1, 6.,1, 6a,5d, 2h,4f, 10,0, 3, Gen, 000000000010001 Fokker Dr.I, X2, 1, 7.,1, 8a,8d, 2h,4f, 12,0, 3, Esp, 000000000010001 Nieuport 17, X3, 1, 6.,1, 8a,8d, 2h,4f, 12,0, 3, Exp, 000000000010000 Zeppelin, nil, 1, 7.,2, 15a,2d, 2h,4f, 12,0, 0, Ast, 000000000000000 Handly Page D/100, X3, 1, 9.,2, 20a,4d, 3h,5f, 14,0, 0, Sth, 000000000000000 Gotha G-V, X2, 1, 8.,2, 18a,4d, 3h,4f, 14,0, 0, Sth, 000000000000000 Armored Vehicle, nil, 0, 2.,0, 10a,5d, 4h,3f, 10,0, 0, Met, 000010000000000 Mark V Tank, X3, 0, 2.,0, 13a,9d, 5h,4f, 12,0, 0, PT, 000010000000000 A7V PzKpfw, X2, 0, 2.,0, 12a,9d, 4h,4f, 15,0, 0, PT, 000010000000000 MG Position, nil, 0, 1.,0, 0a,9d, 6h,4f, 6,0, 1, Ldr, 000010000000000 Sturmtruppen, X2, 0, 2.,0, 10a,7d, 8h,2f, 12,0, 0, Med, 000000001000010 7.62cm IG L16.5, nil, 0, 1.,0, 12a,2d, 2h,6f, 8,0, 0, San, 000000001000000 ANZAC Troops, nil, 0, 1.,0, 7a,6d, 8h,2f, 6,0, 0, no, 000000001000000 Kaiserjäger, nil, 0, 1.,0, 9a,7d, 8h,2f, 12,0, 0, U1, 000001001000000 Alpini, nil, 0, 1.,0, 9a,7d, 8h,2f, 12,0, 0, U3, 000001001000000 Tirailleurs d´Afrique, Wri, 0, 1.,0, 6a,6d, 8h,2f, 5,0, 0, Rob, 000000001000000 3.7cm Field Gun, nil, 0, 1.,0, 7a,2d, 2h,4f, 6,0, 0, Roc, 000000001000000 Battle Gas, nil, 0, 4.,0, 10a,0d, 1h,8f, 2,0, 0, Bro, 001000001000000 Cossack Regiment, X1, 0, 2.,0, 5a,4d, 6h,2f, 8,0, 0, Chi, 000000000000000 British Army, Inv, 0, 1.,0, 6a,6d, 8h,2f, 4,0, 0, Wri, 000000001000000 British Army, X3, 0, 1.,0, 6a,7d, 8h,2f, 4,0, 0, Inv, 000000001000000 Schutztruppe Afrika, X2, 0, 1.,0, 5a,5d, 6h,2f, 4,0, 0, no, 000000001000000 King´s African Rifles, X3, 0, 1.,0, 5a,4d, 6h,2f, 4,0, 0, no, 000000001000000 Greek Infantry, nil, 0, 1.,0, 6a,6d, 8h,2f, 4,0, 1, no, 000000001000000 Freight Ship, nil, 2, 10.,0, 0a,3d, 3h,1f, 6,4, 4, Amp, 000000000000000 Romanian Infantry, X3, 0, 1.,0, 5a,5d, 8h,2f, 4,0, 0, no, 000000001000000 Red Cavalry Regiment, nil, 0, 2.,0, 5a,4d, 6h,2f, 4,0, 0, no, 000000000000000 not used, nil, 0, 0.,0, 1a,1d, 1h,1f, 1,0, 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 Fascism ; 5 Republic ; 6 Democracy ; @TERRAIN Desert, 3,2, 0,0,0, no, 0, 0, 0, no, 0, 0, 0, no, ; Drt Plains, 2,2, 1,1,0, yes, 3, 1, 1, yes, 4, 4, 0, no, ; Pln Grassland, 2,2, 2,1,0, yes, 6, 1, 1, yes, 4, 4, 0, no, ; Grs Forest, 4,3, 0,2,0, no, 0, 0, 0, no, 0, 0, 0, no, ; For Hills, 6,5, 0,2,0, yes, 2, 1, 0, yes, 6, 6, 0, no, ; Hil Mountains, 8,7, 0,0,0, no, 0, 0, 0, no, 0, 0, 0, no, ; Mou Urban, 2,2, 4,5,5, no, 0, 0, 0, no, 0, 0, 0, no, ; Tun Tundra, 3,2, 0,0,0, no, 0, 0, 0, no, 0, 0, 0, no, ; Gla Arable, 2,2, 6,1,1, yes, 9, 3, 2, yes, 0, 6, 3, no, ; Swa Jungle, 4,3, 0,0,0, no, 0, 0, 0, no, 0, 0, 0, no, ; Jun Ocean, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, ; Oce Dunes, 3,2, 0,0,0, Dairy Farm, 2,2, 9,3,1, Wind Mill, 2,2, 2,4,2, Village, 2,2, 1,3,3, Copper Mine,6,5, 0,8,4, Mountains, 8,7, 0,0,0, Urban, 2,2, 4,5,5, Tundra, 3,2, 0,0,0, Orchard, 2,2, 8,2,4, Jungle, 4,3, 0,0,0, Fish, 1,2, 2,1,2, Oasis, 3,2, 2,1,1, Wheat Farm, 2,2, 9,3,1, Estate, 2,2, 2,4,2, Village, 2,2, 1,3,3, Coal Mine, 6,5, 0,8,4, Mountains, 8,7, 0,0,0, Urban, 2,2, 4,5,5, Forest, 4,3, 0,2,0, Estate, 2,2, 2,4,2, Jungle, 4,3, 0,0,0, Fish, 1,2, 2,1,2, @GOVERNMENTS Anarchy, General, General Despotism, General, General Monarchy, General, General Dictature, General, General Monarchy, Emperor, Emperor Democracy, Commander-in-Chief,Commander-in-Chief Democracy, General, General ; ; 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 Nicholas II, None, 0, 1, 0, Russian Empire, Russian, 1, 0, -1, Franz Josef, None, 0, 2, 3, Austria-Hungary, Austrian, -1, 0, -1, Wilhelm II, None, 0, 3, 3, German Empire, German, 1, 0, -1, Mohammad V, None, 0, 4, 1, Ottoman Empire, Turkish, 0, 0, -1, Woodrow Wilson, None, 0, 5, 3, United States, American, 0, -1, 1, Lloyd George, None, 0, 6, 3, Entente cordiale, Allied, 1, 0, 0, Giovanni Giolitti,None, 0, 7, 7, Italy, Italian, 1, 0, -1, Nicholas II, None, 0, 1, 0, Russian Empire, Russian, 1, 0, -1, Franz Josef, None, 0, 2, 3, Austria-Hungary, Austrian, -1, 0, -1, Wilhelm II, None, 0, 3, 3, German Empire, German, 1, 0, -1, Mohammad V, None, 0, 4, 1, Ottoman Empire, Turkish, 0, 0, -1, Woodrow Wilson, None, 0, 5, 3, United States, American, 0, -1, 1, Lloyd George, None, 0, 6, 3, Entente cordiale, Allied, 1, 0, 0, Giovanni Giolitti,None, 0, 7, 7, Italy, Italian, 1, 0, -1, Nicholas II, None, 0, 1, 0, Russian Empire, Russian, 1, 0, -1, Franz Josef, None, 0, 2, 3, Austria-Hungary, Austrian, -1, 0, -1, Wilhelm II, None, 0, 3, 3, German Empire, German, 1, 0, -1, Mohammad V, None, 0, 4, 1, Ottoman Empire, Turkish, 0, 0, -1, Woodrow Wilson, None, 0, 5, 3, United States, American, 0, -1, 1, Lloyd George, None, 0, 6, 3, Entente cordiale, Allied, 1, 0, 0, Giovanni Giolitti,None, 0, 7, 7, Italy, Italian, 1, 0, -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 Livestock, Textiles, Wood, Ale, Steel, Concrete, Ammunition, Rations, Equipment, Tools, Medical Supplies, Chemicals, Spare Parts, Coal, Petrol, Aluminum, @ORDERS Fortify, F Fortified, F Sleep, S Build Fortress, F Build Road, Z Build Irrigation, I Build Industry, m Transform, O Clean Pollution, p Build Airbase, E Go to, G @DIFFICULTY Corporal Sergeant Lieutenant Captain Colonel General @ATTITUDES Worshipful Enthusiastic Cordial Receptive Neutral Uncooperative Icy Hostile Enraged