; NOTE: The following self-imposed rules are supposed to be used with ; this file: ; 1) Trade routes may only be established with friendly (own or allied ; cities) and only where the goods are in demand ; 2) At the beginning of each turn, you must disband a supply unit on ; each ship that is not in a friendly harbour or has just docked ; in an allied harbour; if you cannot, you must disband the ship and ; all units aboard it (if possible, passengers may be set ashore, but ; the ship may not move first) ; 3) Pioneers may not found cities ; 4) You may not accept tribute or gifts from the AI ; 5) You may not exchange maps with the AI ; 6) Squares with airbases may not be utilized by a city ; 7) You may not switch to Imperialism until you have Polytheism ; and Construction ; 8) You may not switch to Republic until you have Philosophy and Trade ; 9) You may not use taxmen/scientists until you have built a ; marketplace/library in the city ; 10) You may not use more than 2 taxmen/scientists until you have built a ; bank/university in the city ; 11) You may not use more than 3 taxmen/scientists until you have built a ; research lab/stock exchange in the city ; 12) You may not build a city on a square that you have started mining ; 13) You may not buy any production ; 14) You may not use trade units to help build wonders (units may still ; be disbanded in cities) ; 15) The number next to a ship's name denotes how many slots a ground unit ; takes up (one less for marines); supplies always take up one slot; ; make sure that you don't bring more units with a ship than allowed ; ; ; ; 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 3 ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation) 1 ; # of food each citizen eats per turn 8 ; # of rows in food box (rows * city_size+1 = box) 4 ; # of rows in shield box 3 ; Settlers eat (govt <= Monarchy) 6 ; Settlers eat (govt >= Communism) 9 ; City size for first unhappiness at Chieftain level 18 ; Riot factor based on # cities (higher factor lessens the effect) 99 ; Aqueduct needed to exceed this size 99 ; Sewer System needed to exceed this size 50 ; Tech paradigm (higher # slows research) 20 ; Base time for engineers to transform terrain (x2) 1 ; Imperialism pays support for all units past this 3 ; Communism pays support for all units past this 5 ; Fundamentalism pays support for all units past this 0 ; Communism is equivalent of this palace distance. 25 ; Fundamentalism loses this % of science 0 ; Percent shield penalty for production type change 12 ; Max paradrop range 75 ; Mass/Thrust paradigm (increasing slows spaceship time) 2 ; 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, Mat, Tra, 1, 1 ; Ban Bridge Building, 4, 0, Iro, Cst, 0, 4 ; Bri Bronze Working, 6,-1, nil, nil, 0, 4 ; Bro Ceremonial Burial, 4, 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, Eco, Rep, 2, 2 ; Dem Economics, 4, 1, Uni, Ban, 2, 1 ; Eco Electricity, 4, 0, Mag, Met, 2, 4 ; E1 Electronics, 4, 1, E1, Cor, 3, 4 ; E2 Engineering, 4, 0, Whe, Cst, 0, 4 ; Eng Environmentalism, 3, 1, Rec, SFl, 3, 2 ; Env Espionage, 2,-1, Cmn, Dem, 3, 0 ; Esp Explosives, 5, 0, Gun, Che, 2, 4 ; Exp Feudalism, 6,-1, War, Cur, 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 Genetic Engineering,3, 2, Med, Cor, 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 Labor Union, 4,-1, MP, Gue, 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 Miniaturization, 4, 1, Too, E2, 3, 4 ; Min Mobile Warfare, 8,-1, Aut, Tac, 3, 0 ; Mob Imperialism, 9, 0, Alp, CoL, 0, 2 ; Imp Monotheism, 5, 1, Phi, PT, 1, 2 ; MT Mysticism, 4, 0, Cer, Wri, 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 Plumbing, 4, 0, no, no, 1, 4 ; Plu (Cst & Pot) Polytheism, 6, 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, Phi, Cur, 0, 2 ; Rep Robotics, 5,-2, Cmp, Mob, 3, 0 ; Rob Rocketry, 6,-2, AFl, E2, 3, 0 ; Roc Sanitation, 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 ; ... User Def Tech A, 3, 0, no, no, 0, 0 ; U1 User Def Tech B, 3, 0, no, no, 0, 0 ; U2 User Def Tech C, 3, 0, no, no, 0, 0 ; U3 ; ; Above 3 tech lots allow you to define your own civilization ; advances if desired. Supply the name, the AI value, and ; the prerequisites. ; ; Then use the "U1", "U2", or "U3" ; 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, Palace, 40, 0, no, Barracks, 32, 1, Feu, Granary, 20, 2, Pot, Temple, 30, 2, Cer, MarketPlace, 40, 3, Tra, Library, 40, 3, Lit, Courthouse, 15, 3, CoL, City Walls, 60, 3, Mas, Aqueduct, 52, 2, Cst, Bank, 60, 4, Ban, Cathedral, 80, 2, MT, University, 60, 4, Uni, Mass Transit, 200, 4, MP, Colosseum, 60, 3, Cst, Factory, 120, 5, Ind, Manufacturing Plant, 180, 6, Rob, SDI Defense, 120, 4, Las, Recycling Center, 240, 8, Rec, Power Plant, 80, 2, Ref, Hydro Plant, 120, 5, E2, Nuclear Plant, 160, 3, NP, Stock Exchange, 120, 5, Eco, Sewer System, 80, 3, San, Supermarket, 80, 4, Rfg, Superhighways, 300, 8, Aut, Research Lab, 120, 4, Cmp, SAM Missile Battery, 120, 5, Roc, Coastal Fortress, 60, 2, Met, Solar Plant, 240, 1, Env, Harbor, 60, 2, Sea, Offshore Platform, 240, 6, Min, Airport, 200, 6, Rad, Police Station, 80, 2, Cmn, Port Facility, 48, 1, Nav, SS Structural, 120, 0, SFl, SS Component, 240, 0, Pla, SS Module, 480, 0, Sup, (Capitalization), 60, 0, Cor, Pyramids, 100, 0, Mas, Hanging Gardens, 100, 0, Pot, Colossus, 80, 0, Bro, Lighthouse, 80, 0, Map, Great Library, 100, 0, Lit, Oracle, 120, 0, Mys, Great Wall, 100, 0, Mas, Sun Tzu's War Academy, 100, 0, Feu, King Richard's Crusade, 160, 0, Eng, Marco Polo's Embassy, 80, 0, Tra, Michelangelo's Chapel, 240, 0, MT, Copernicus' Observatory, 140, 0, Ast, Magellan's Expedition, 120, 0, Nav, Shakespeare's Theatre, 120, 0, Med, Leonardo's Workshop, 240, 0, Inv, J. S. Bach's Cathedral, 240, 0, The, Isaac Newton's College, 180, 0, ToG, Adam Smith's Trading Co.,100, 0, Eco, Darwin's Voyage, 180, 0, RR, Statue of Liberty, 140, 0, Dem, Eiffel Tower, 120, 0, SE, Women's Suffrage, 240, 0, Ind, Hoover Dam, 300, 0, E2, Manhattan Project, 240, 0, NF, United Nations, 200, 0, Cmn, Apollo Program, 300, 0, SFl, SETI Program, 300, 0, Cmp, Cure for Cancer, 300, 0, Gen, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; Pyramids nil, ; Hanging Gardens nil, ; Colossus nil, ; Lighthouse E1, ; Great Library nil, ; Oracle Met, ; Great Wall nil, ; Sun Tzu's War Academy Ind, ; King Richard's Crusade nil, ; Marco Polo's Embassy nil, ; Michelangelo nil, ; Copernicus nil, ; Magellan nil, ; Shakespeare Aut, ; 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 Settlers, nil, 0, 1.,0, 0a,3d, 1h,1f, 25,0, 5, nil, 000000000000000 Engineers, nil, 0, 174.,0, 0a,5d, 1h,1f, 30,0, 5, Exp, 000000000000000 Warriors, Gun, 0, 172.,0, 7a,2d, 1h,1f, 6,0, 1, nil, 000000000000000 Phalanx, Feu, 0, 1.,0, 6a,4d, 1h,1f, 9,0, 1, Bro, 000000000000000 Archers, Gun, 0, 1.,0, 9a,3d, 1h,1f, 10,0, 0, War, 000001000000000 Legion, Gun, 0, 172.,0, 8a,3d, 1h,1f, 12,0, 0, Iro, 000000000000100 Pikemen, Gun, 0, 172.,0, 7a,5d, 1h,1f, 9,0, 1, Feu, 000000000000000 Musketeers, Csc, 0, 172.,0, 10a,6d, 1h,1f, 12,0, 1, Gun, 000000000000100 Fanatics, nil, 0, 172.,0, 12a,6d, 1h,1f, 6,0, 0, Fun, 000100000000000 Partisans, nil, 0, 87.,0, 15a,8d, 1h,1f, 22,0, 0, Gue, 000001000000011 Alpine Troops, nil, 0, 172.,0, 10a,7d, 1h,1f, 10,0, 0, Tac, 000001000000000 Riflemen, nil, 0, 172.,0, 12a,8d, 1h,1f, 15,0, 1, Csc, 000000000000000 Marines, nil, 0, 172.,0, 18a,7d, 1h,1f, 24,0, 0, Amp, 000000000000100 Paratroopers, nil, 0, 172.,0, 16a,8d, 1h,1f, 30,0, 0, CA, 000000100000010 Mech. Inf., nil, 0, 6.,0, 15a,12d, 1h,1f, 39,0, 1, Lab, 000000000000000 Horsemen, Ldr, 0, 4.,0, 6a,2d, 1h,1f, 9,0, 0, Hor, 000000000000010 Chariot, The, 0, 3.,0, 9a,3d, 1h,1f, 18,0, 0, Whe, 000000000000000 Elephant, Chi, 0, 3.,0, 10a,4d, 1h,1f, 18,0, 0, PT, 000000000000000 Crusaders, Ldr, 0, 3.,0, 12a,3d, 1h,1f, 22,0, 0, The, 000000000000000 Knights, Ldr, 0, 3.,0, 10a,4d, 1h,1f, 22,0, 0, Chi, 000000000000000 Dragoons, Tac, 0, 4.,0, 15a,5d, 1h,1f, 27,0, 0, Ldr, 000000000000000 Cavalry, Mob, 0, 4.,0, 18a,6d, 1h,1f, 36,0, 0, Tac, 000000000000000 Armor, nil, 0, 5.,0, 24a,10d, 1h,1f, 54,0, 0, Mob, 000000000000000 Catapult, Met, 0, 1.,0, 12a,1d, 1h,1f, 30,0, 0, Mat, 000000001000000 Cannon, Too, 0, 1.,0, 18a,2d, 1h,1f, 48,0, 0, Met, 000000001000000 Artillery, Rob, 0, 172.,0, 24a,4d, 1h,1f, 56,0, 0, Too, 000000001000000 Howitzer, nil, 0, 88.,0, 30a,6d, 1h,1f, 64,0, 0, Rob, 000000001000000 Fighter, Sth, 1, 10.,1, 10a,6d, 1h,1f, 48,0, 3, Fli, 000000000010001 Bomber, Sth, 1, 8.,2, 24a,1d, 1h,1f, 96,0, 0, AFl, 000000000000001 Helicopter, nil, 1, 6.,0, 20a,6d, 1h,1f, 72,0, 0, CA, 100000000000001 Stlth Ftr., nil, 1, 14.,1, 16a,8d, 1h,1f, 72,0, 3, Sth, 000000000010001 Stlth Bmbr., nil, 1, 12.,2, 28a,4d, 1h,1f, 120,0, 0, Sth, 000000000000001 Trireme (3), Nav, 2, 6.,0, 5a,1d, 1h,1f, 8,8, 4, Map, 000000000100000 Caravel (4), Mag, 2, 7.,0, 6a,2d, 1h,1f, 9,12, 4, Nav, 000000000100000 Galleon (2), Ind, 2, 7.,0, 0a,3d, 1h,1f, 10,16, 4, Mag, 000000000100000 Frigate (4), E1, 2, 8.,0, 8a,3d, 1h,1f, 12,12, 2, Mag, 000000000100000 Ironclad (5), E1, 2, 8.,0, 12a,4d, 1h,1f, 15,20, 2, SE, 000000000000000 Destroyer (6), nil, 2, 12.,0, 15a,5d, 1h,1f, 18,24, 2, E1, 100000000000001 Cruiser (6), Roc, 2, 8.,0, 21a,9d, 1h,1f, 30,30, 2, Stl, 100000000000001 AEGIS Cruiser (6), nil, 2, 8.,0, 24a,10d, 1h,1f, 30,36, 2, Roc, 110000000000001 Battleship (9), nil, 2, 6.,0, 36a,16d, 1h,1f, 60,40, 2, Aut, 000000000000001 Submarine, nil, 2, 4.,0, 20a,3d, 1h,1f, 22,20, 2, Cmb, 000000000001001 Carrier (8), nil, 2, 6.,0, 0a,12d, 1h,1f, 38,40, 2, AFl, 000000010000001 Transport (4), nil, 2, 8.,0, 0a,4d, 1h,1f, 22,60, 4, Ind, 000000000000000 Cruise Msl., nil, 1, 12.,1, 36a,0d, 1h,1f, 30,0, 0, Roc, 001000000000000 Nuclear Msl., nil, 1, 16.,1, 99a,0d, 1h,1f, 75,0, 0, Roc, 001000000000000 Diplomat, nil, 0, 88.,0, 0a,1d, 1h,1f, 18,0, 6, Wri, 000000000000010 Spy, nil, 0, 173.,0, 0a,2d, 1h,1f, 23,0, 6, Esp, 000000000000011 Caravan, nil, 0, 1.,0, 0a,1d, 1h,1f, 15,0, 7, Tra, 000000000000010 Freight, nil, 0, 2.,0, 0a,3d, 1h,1f, 30,0, 7, Cor, 000000000000010 Explorer, Csc, 0, 87.,0, 0a,1d, 1h,1f, 4,0, 6, Sea, 000000000000000 Ranger, Tac, 0, 172.,0, 8a,4d, 1h,1f, 9,0, 0, Ldr, 000001000000000 Supplies, nil, 0, 1.,0, 0a,0d, 1h,1f, 0,0, 7, nil, 000000000000010 Pioneer, nil, 0, 172.,0, 0a,4d, 1h,1f, 15,0, 5, Bri, 000000000000000 ; ; Note: the above 3 unit types (extra land, ship, air) 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 3 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 three units may be added by providing ; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV. 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 Monarchy ; 2 Imperialism ; 3 Communism ; 4 Fundamentalism ; 5 Republic ; 6 Democracy ; @TERRAIN Desert, 3, 1, 0, 2, 0, yes, 1, 4, 1, yes, 2, 5, 2, Pln, ; Drt Plains, 2, 2, 1, 1, 0, yes, 1, 6, 1, For, 0, 6, 0, Grs, ; Pln Grassland, 2, 2, 1, 1, 0, yes, 2, 10, 2, For, 0, 4, 0, Hil, ; Grs Forest, 4, 3, 1, 4, 0, Pln, 0, 1, 0, no, 0, 12, 0, Grs, ; For Hills, 5, 4, 1, 0, 0, no, 1, 0, 0, yes, 6, 20, 1, Pln, ; Hil Mountains, 6, 6, 0, 4, 0, no, 1, 0, 0, yes, 4, 24, 1, Hil, ; Mou Tundra, 3, 1, 1, 1, 0, yes, 1, 10, 0, no, 0, 0, 0, Pln, ; Tun Glacier, 4, 1, 0, 0, 0, no, 1, 0, 0, yes, 5, 30, 3, Tun, ; Gla Swamp, 6, 1, 1, 0, 1, Pln, 0, 6, 1, For, 0, 6, 0, Pln, ; Swa Jungle, 6, 1, 1, 0, 1, Pln, 0, 8, 0, For, 0, 4, 1, Pln, ; Jun Ocean, 1, 4, 2, 0, 1, no, 0, 0, 0, no, 0, 0, 0, no, ; Oce Oasis, 3, 1, 3, 1, 0, Buffalo, 2, 2, 2, 4, 0, Grassland, 2, 2, 1, 1, 0, Pheasant, 4, 3, 4, 4, 0, Coal, 5, 4, 1, 4, 0, Gold, 6, 6, 0, 4, 6, Musk Ox, 3, 1, 4, 2, 0, Ivory, 4, 1, 1, 0, 5, Peat, 6, 1, 1, 3, 2, Gems, 6, 1, 2, 0, 10, Fish, 1, 4, 6, 0, 0, Oil, 3, 1, 0, 4, 4, Wheat, 2, 2, 4, 1, 0, Grassland, 2, 2, 1, 1, 0, Silk, 4, 3, 1, 4, 5, Wine, 5, 4, 1, 0, 6, Iron, 6, 6, 0, 6, 0, Furs, 3, 1, 2, 1, 5, Uranium, 4, 1, 0, 0, 8, Spice, 6, 1, 2, 0, 7, Fruit, 6, 1, 5, 0, 1, Whales, 1, 4, 2, 2, 2, @GOVERNMENTS Anarchy, Mr., Ms. Monarchy, King, Queen Imperialism, Emperor, Emperess Communism, Comrade, Comrade Fundamentalism, High Priest, High Priestess Republic, Consul, Consul Democracy, President, President ; ; Leaders ; ; leader, female, color, style, plural, adjective, ... ; ...attack, expand, civilize, ... ; ...govt, male, female... ; ; female: 0 = male 1 = female ; ; color: Color set (1 - 7) ; style: City style (0 - 3) ; 0 = Bronze Age ; 1 = Classical ; 2 = Far East ; 3 = Medieval ; ; attack: 1 = aggressive -1 = rational ; expand: 1 = expansionist -1 = perfectionist ; civilize: 1 = civilized -1 = militaristic ; ; govt = government type for name replacement (0 = Anarchy, 6 = Democracy) ; ; male, female = titles for leader of government ; @LEADERS Caesar, Livia, 0, 1, 1, Romans, Roman, 0, 1, 1, 1, Dictator, Dictator, 2, Imperator, Imperatrix Hammurabi, Ishtari, 0, 2, 0, Babylonians, Babylonian, -1, -1, 1, Frederick, Maria Theresa, 0, 3, 3, Germans, German, 1, -1, 1, 4, Archbishop, Archbishop, 6, Chancellor, Chancellor Ramesses, Cleopatra, 1, 4, 0, Egyptians, Egyptian, 0, 0, 1, 1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh Abe Lincoln, E. Roosevelt, 0, 5, 1, Americans, American, -1, 0, 1, 4, Reverend, Reverend, 5, Speaker, Speaker Alexander, Hippolyta, 1, 6, 1, Greeks, Greek, 0, 1, -1, 6, Prime Minister, Prime Minister Mohandas Gandhi,Indira Gandhi, 0, 7, 2, Indians, Indian, -1, -1, 0, 2, Maharaja, Maharaja, Lenin, Catherine the Great, 1, 1, 3, Russians, Russian, 1, 0, -1, 2, Czar, Czarina, 4, Patriarch, Matriarch Shaka, Shakala, 0, 2, 0, Zulus, Zulu, 1, 0, 0, Louis XIV, Joan of Arc, 0, 3, 3, French, French, 1, 1, 1, 4, Archbishop, Archbishop, 6, Premier, Premier Montezuma, Nazca, 0, 4, 0, Aztecs, Aztec, 0, -1, 1, Mao Tse Tung, Wu Zhao, 0, 5, 2, Chinese, Chinese, 0, 0, 1, 3, Chairman, Chairperson Henry VIII, Elizabeth I, 1, 6, 3, English, English, 0, 1, 0, 4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister Genghis Khan, Bortei, 0, 7, 0, Mongols, Mongol, 1, 1, -1, Cunobelin, Boadicea, 1, 1, 0, Celts, Celtic, -1, 1, 0, 4, Druid, Druid Tokugawa, Amaterasu, 0, 2, 2, Japanese, Japanese, 1, -1, -1, 2, Shogun, Shogun, 6, Prime Minister, Prime Minister Canute, Gunnhild, 1, 3, 3, Vikings, Viking, 1, 1, 0, 1, Warlord, Warlord Philip II, Isabella, 1, 4, 3, Spanish, Spanish, -1, 1, -1, 4, Archbishop, Archbishop Xerxes, Scheherezade, 0, 5, 0, Persians, Persian, 0, -1, 0, 2, Shah, Shah, 4, Ayatollah, Ayatollah Hannibal, Dido, 0, 6, 1, Carthaginians, Carthaginian, 0, 0, -1, Sitting Bull, Sacajawea, 0, 7, 0, Sioux, Sioux, 0, 0, 0, 1, Chief, Chief, 2, Great Chief, Great Chief Saladin, ..., 0, 5, Arabs, Arab, 1, 0, 1, 4, Ayatollah, Ayatollah, 2, Sultan, Sultana Atahualpa, ..., 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