Table of Contents
Q: What are the different fileformats and versions?
A:
There are three fileformats, BIC, BIX and BIQ.
The BIC file format is the original fileformat for vanilla Civ3
The BIC format has versionnumbers from 2 to 4.01.
The PTW BIX versions have all major version 11, and the latest version is 11.19
C3C BIQ files start at 12.06 with C3C 1.00f, and is at 12.07 by 1.12 beta patch.
Q: I tried to edit my scenario using notpad, and now it's no longer loadable in the editor. What did I do worng?
A:
The scenariofiles are binary files and must be edited with binary safe edtors, either hexadecimal editors or editors designed to work on the files (as the included editor)
Q: I'm trying to load a BI* file in a hex-editor, but it's nothing near what's described in this thread!
A:
By default the scenariofiles are compressed by the editor, this can be disabled in the editor options, or you can use SAVExpand utility to decompress the file.
BIX/BIQ file format for Civ3 PTW/C3C (BIX version 11.19/12.07)
To load a PTW bix just stop reading when the length ends, and to read C3C files ignore valuesthat are maked as PTW only (set to 0 or don't load depending on the type of them){start file} bytes type value ------------------------------------------------------- TOP "BIC file indicator" 4 char "BIC " (Civ3) or "BICX" (PTW/C3C) TOP VER# SECTION (BIC Header) 4 char "VER#" 4 long number of headers (1) For each header: 4 long length of header (720) 4 long 0 4 long 0 4 long BIC major version number 4 long BIC minor version number 640 string description 1 64 string title TOP BLDG SECTION (Improvements and Wonders) 2 4 char "BLDG" 4 long number of building types For each building type: 4 long length of building data (266) 64 string description (unused) 3 32 string building name 32 string civilopedia entry 4 long doubles happiness of 4 4 long gain in every city 4 long gain in every city on continent 4 long required building 4 long cost 4 long culture 4 long bombardment defense 4 long naval bombardment defense 4 long defense bonus 4 long naval defense bonus 4 long maintenance cost 4 long happy faces (all cities) 4 long happy faces 4 long unhappy faces (all cities) 4 long unhappy faces 4 long number of required buildings 4 long air power 4 long naval power 4 long pollution 4 long production 4 long required government 4 long spaceship part 4 long required advance 4 long rendered obsolete by 4 long required resource #1 4 long required resource #2 4 long improvements (binary) 5: 00000000 center of empire .......1 veteran ground units ......1. +50% research output .....1.. +50% luxury output ....1... +50% tax output ...1.... removes pop. pollution ..1..... reduces bldg. pollution .1...... resistant to bribery 1....... reduces corruption .......1 doubles city growth rate ......1. increases luxury trade .....1.. allows city size level 2 ....1... allows city size level 3 ...1.... replaces other buildings ..1..... must be near water .1...... must be near a river 1....... can explode or meltdown .......1 veteran sea units ......1. veteran air units .....1.. capitalization ....1... allows water trade ...1.... allows air trade ..1..... reduces war weariness .1...... increases shields in water 1....... increases food in water .......1 4 long other characteristics (binary): 00000000 coastal installation .......1 military installation ......1. wonder .....1.. small wonder ....1... continental mood effects ...1.... research installation ..1..... trade installation .1...... exploration installation 1....... place of worship .......1 construction installation ......1. 4 long small wonders (binary): 00000000 increases chance of leader appearance .......1 build armies without leader ......1. build larger armies .....1.. treasury earns 5% ....1... build spaceship parts ...1.... reduces corruption ..1..... decreases success of missile attacks .1...... allows spy missions 1....... allows healing in enemy territory .......1 required goods must be in city radius ......1. requires victorious army .....1.. 4 long wonders (binary): 00000000 safe sea travel .......1 gain any advances owned by 2 civs ......1. double combat strength vs. barbarians .....1.. +1 ship movement ....1... doubles research output ...1.... +1 trade in each trade-producing tile ..1..... halves unit upgrade cost .1...... pays maintenance for trade insts. 1....... allows all civs to build nuclears .......1 city growth causes +2 citizens ......1. +2 free advances .....1.. reduces war weariness in all cities ....1... doubles city defenses ...1.... allows diplomatic victory ..1..... 4 long number of armies required 4 long flavors (binary) 4 long ??? 4 long Unit produced (PRTO ref) 4 long Unit frequency TOP CTZN SECTION (Citizens) 4 char "CTZN" 4 long number of citizen types For each citizen type: 4 long length of citizen data (124) 4 long default citizen 32 string citizens (singular) name 32 string civilopedia entry 32 string plural name 4 long prerequisite 4 long luxuries 4 long research 4 long taxes 4 long corruption 4 long construction TOP CULT SECTION (Culture) 4 char "CULT" 4 long number of culture opinions For each culture opinion: 4 long length of culture data (88) 64 string culture opinion name 4 long chance of successful propaganda 4 long culture ratio percentage (3:1 = 300, 3:4 = 75) 4 long culture ratio denominator (e.g. the 1 in 3:1) 4 long culture ratio numerator (e.g. the 3 in 3:1) 4 long initial resistance chance 4 long continued resistance chance TOP DIFF SECTION (Difficulty Levels) 4 char "DIFF" 4 long number of difficulty levels For each difficulty level: 4 long length of difficulty data (120) 64 string difficulty level name 4 long number of citizens born content 4 long max. government transition time 4 long number of defensive land units AI starts with 4 long number of offensive land units AI starts with 4 long extra start unit #1 4 long extra start unit #2 4 long additional free support 4 long bonus for each city 4 long attack bonus against barbarians 4 long cost factor 4 long percentage of optimal cities 4 long AI to AI trade rate 4 long corruption (%) 4 long military law TOP ERAS SECTION (Eras) 4 char "ERAS" 4 long number of eras For each era: 4 long length of era data (264) 64 string era name 32 string civilopedia entry 32 string researcher #1 32 string researcher #2 32 string researcher #3 32 string researcher #4 32 string researcher #5 4 long number of used researcher names 4 long ??? (=1) TOP ESPN SECTION (Diplomats and Spies) 4 char "ESPN" 4 long number of espionage missions For each mission: 4 long length of mission data (232) 128 string description 64 string diplomat/spy mission name 32 string civilopedia entry 4 long mission performed by (binary): 00000000 diplomat .......1 spy ......1. 4 long base cost TOP EXPR SECTION (Combat Experience) 4 char "EXPR" 4 long number of experience levels For each experience level: 4 long length of experience level data (40) 32 string experience level name 4 long base hit points 4 long retreat bonus TOP GOOD SECTION (Natural Resources) 4 char "GOOD" 4 long number of natural resources For each resource: 4 long length of resource data (88) 24 string natural resource name 32 string civilopedia entry 4 long type 4 long appearance ratio 4 long disappearance probability 4 long icon 4 long prerequisite 4 long food bonus 4 long shields bonus 4 long commerce bonus TOP GOVT SECTION (Governments) 4 char "GOVT" 4 long number of government types For each government type: 4 long length of government data 4 long default type 4 long transition type 4 long requires maintenance 4 long ??? (0 for Rebublic/Democracy, 1 for rest) 4 long standard tile penalty 4 long standard trade bonus 64 string government name 32 string civilopedia entry 32 string male ruler title #1 32 string female ruler title #1 32 string male ruler title #2 32 string female ruler title #2 32 string male ruler title #3 32 string female ruler title #3 32 string male ruler title #4 32 string female ruler title #4 4 long corruption and waste 4 long immune to 4 long diplomats are 4 long spies are 4 long number of governments For each government type: (performance of above goverment type versus each of the others) 4 long can bribe this government type? (0 = no, 1 = yes) 4 long bribery modifier vs. 4 long resistance modifier vs. 4 long hurrying 4 long assimilation chance 4 long draft limit 4 long military police limit 4 long # ruler title pairs used (max is 4) 4 long prerequisite technology index # 4 long science rate cap (10 = 100% of gold can go to science) 4 long worker rate 4 long ??? (-1 for Despotism/Communism, 0 for Anarchy/Monarchy, 1 for Republic/Democracy) 4 long ??? (1 for Republic/Democracy, 0 for the rest) 4 long free units 4 long all units free (-1 = yes, 0 = no) 4 long free units per town 4 long free units per city 4 long free units per metropolis 4 long cost/unit 4 long war weariness 4 long xenophobic 4 long force resettle TOP RULE SECTION (General Settings) 4 char "RULE" 4 long "number of rules" (1) For each rule: 4 long length of rule data 32 long city size level 1 name 32 long city size level 2 name 32 long city size level 3 name 4 long number of spaceship parts For each spaceship part: 4 long number needed of this part 4 long advanced barbarian 4 long basic barbarian 4 long barbarian sea unit 4 long cities needed to support an army 4 long chance of rioting 4 long turn penalty for each drafted citizen 4 long shield cost per gold 4 long fortress defensive bonus 4 long citizens affected by each happy face 4 long ??? (50) 4 long ??? (2) 4 long forest value in shields 4 long shield value in gold 4 long citizen value in shields 4 long default difficulty level 4 long battle-created unit 4 long build-army unit 4 long building defensive bonus 4 long citizen defensive bonus 4 long default money resource 4 long chance to intercept enemy air missions 4 long chance to intercept enemy stealth missions 4 long starting treasury 4 long ??? (16) 4 long food consumption/citizen 4 long river defensive bonus 4 long turn penalty for each hurry sacrifice 4 long scout 4 long slave 4 long movement rate along roads 4 long start unit 1 4 long start unit 2 4 long minimum population for we love the king 4 long town defense bonus 4 long city defense bonus 4 long metropolis defense bonus 4 long maximum level 1 city size 4 long maximum level 2 city size 4 long ??? (1000) 4 long fortifications defensive bonus 4 long number of culture levels For each culture level 64 string culture level name 4 long border expansion multiplier 4 long border factor 4 long future tech cost 4 long golden age duration 4 long maximum research time 4 long minimum research time 4 long flag unit (PRTO ref) 4 long upgrade cost TOP PRTO SECTION (Units) 4 char "PRTO" 4 long number of units For each unit: 4 long length of unit data 4 long zone of control 32 long unit name 32 long civilopedia entry 4 long bombard strength 4 long bombard range 4 long capacity 4 long shield cost 4 long defense 4 long icon index 4 long attack 4 long operational range 4 long population cost 4 long rate of fire 4 long movement 4 long required 4 long upgrade to 4 long required resource #1 4 long required resource #2 4 long required resource #3 4 long unit abilities (binary): 00000000 wheeled .......1 foot soldier ......1. blitz .....1.. cruise missile ....1... all terrain as roads ...1.... radar ..1..... amphibious unit .1...... submarine 1....... aircraft carrier .......1 draft ......1. immobile .....1.. sink in sea ....1... sink in ocean ...1.... UNUSED (was mounted) ..1..... carry foot units only .1...... starts golden age 1....... nuclear weapon .......1 hidden nationality ......1. army .....1.. leader ....1... ICBM ...1.... stealth ..1..... can see submarines .1...... tactical missile 1....... can carry tactical missiles .......1 ranged attack animations ......1. turn to attack .....1.. 4 long AI-strategy (binary): 00000000 offense .......1 defense ......1. artillery .....1.. explore ....1... army ...1.... cruise missile ..1..... air bombard .1...... air defense 1....... naval power .......1 air transport ......1. naval transport .....1.. naval carrier ....1... terraform ...1.... settle ..1..... leader .1...... tactical nuke 1....... ICBM .......1 naval missile transport ......1. 4 long available to (binary) 4 long standard orders/special actions 00000000 skip turn .......1 wait ......1. fortify .....1.. disband ....1... go to ...1.... load ..1..... unload .1...... airlift 1....... pillage .......1 bombard ......1. airdrop .....1.. build army ....1... finish improvement ...1.... upgrade ..1..... build colony .1...... build city 1....... build road .......1 build railroad ......1. build fort .....1.. build mine ....1... irrigate ...1.... clear forest ..1..... clear jungle .1...... plant forest 1....... clear pollution .......1 automate ......1. join city .....1.. 4 long air missions (binary): meaning duped from6 00000000 bomb .......1 recon ......1. intercept .....1.. re-base ....1... precision bombing ...1.... (unused) ..1..... bombard orders .1...... build road orders 1....... build railroad orders .......1 build fort orders ......1. build mine orders .....1.. irrigate orders ....1... clear forest orders ...1.... clear jungle orders ..1..... plant forest orders .1...... clear pollution orders 1....... terraform AI-strategy .......1 immobile abilities ......1. precision bombing air missions .....1.. 4 long class 0=land, 1=sea, 2=air 4 long other strategy for unit (-1 if first strategy/not multiplie strategies) 4 long HP bonus 4 long PTW standard orders (binary) 00000000 skip turn .......1 wait ......1. fortify .....1.. disband ....1... go to ...1.... explore ..1..... sentry .1...... 4 long PTW special actions (binary) 00000000 (first byte) load .......1 unload ......1. airlift .....1.. pillage ....1... bombard ...1.... airdrop ..1..... build army .1...... finish improvements 1....... 00000000 (second byte) upgrade unit .......1 capture ......1. 4 long PTW worker actions (binary) 00000000 (first byte) build colony .......1 build city ......1. build road .....1.. build railroad ....1... build fortress ...1.... build mine ..1..... irrigate .1...... clear forest 1....... 00000000 (second byte) clear jungle .......1 plant forest ......1. clear pollution .....1.. automate ....1... join city ...1.... build airfield ..1..... build radar tower .1...... build outpost 1....... 4 long PTW air missions (binary) 00000000 (first byte) bombing .......1 recon ......1. intercept .....1.. re-base ....1... precision bombing ...1.... 2 short PTW "actions mix" (binary) meaning duped from8 00000000 sentry std orders .......1 bombard special actions ......1. build colony OR build road worker actions .....1.. build road worker actions ....1... build railroad worker actions ...1.... build road worker actions ..1..... irrigate worker actions .1...... clear forest worker actions 1....... clear jungle worker actions .......1 clear pollution worker actions ......1. automate worker actions .....1.. automate worker actions ....1... bombing air missions ...1.... precision bombing air missions ..1.... automate worker actions .1...... goto std orders OR rebase air missions 1....... 2 short ??? (1) 4 long bombard effects For each terrain (PTW: 12 C3C: 14) 1 byte ignore movment cost 4 long require support 4 long ??? 4 long ??? 4 long ??? 4 long ??? 4 long enslave results 4 long ??? 4 long number of stealth targets For each stealth target 4 long stealth target (PRTO ref) 4 long ??? 4 long ??? 1 byte create craters 4 float worker strength 4 long ??? 4 long air defense TOP RACE SECTION (Civilizations) 4 char "RACE" 4 long number of civilizations For each civilization: 4 long length of civilization data 4 long number of city names For each cityname: 24 string city name 4 long number of leaders For each great leader: 32 string great leader name 32 string leader name 24 string leader title 32 string civilopedia entry 40 string adjective 40 string civilization name 40 string noun For each era: 260 string forward filename For each era: 260 string reverse filename 4 long culture group 4 long leader gender 4 long civilization gender 4 long aggression level (-2 to 2) 4 long unique civilization counter 4 long shunned government 4 long favorite government 4 long default color 4 long unique color 4 long free tech #1 index 4 long free tech #2 index 4 long free tech #3 index 4 long free tech #4 index 4 long bonuses (binary): 00000000 militaristic .......1 commercial ......1. expansionist .....1.. scientific ....1... religious ...1.... industrious ..1..... 4 long governor settings (binary): 00000000 manage citizens .......1 emphasize food ......1. emphasize shields .....1.. emphasize trade ....1... manage production ...1.... no wonders ..1..... no small wonders .1...... 4 long build never (binary): 00000000 off. land units .......1 def. land units ......1. artillery land units .....1.. settlers ....1... workers ...1.... naval units ..1..... air units .1...... growth 1....... production .......1 happiness ......1. science .....1.. wealth ....1... trade ...1.... explore ..1..... culture .1...... 4 long build often (binary, same as above) 4 long plurality 4 long king unit (PRTO ref) 4 long flavors (binary) 4 long ??? 4 long diplomacy text index 4 long number of scientific leaders For each scientific leader: 32 string scientific leader name TOP TECH SECTION (Civilization Advances) 4 char "TECH" 4 long number of advances For each advance: 4 long length of advance data (104) 32 string advance name 32 string civilopedia entry 4 long cost 4 long era 4 long advance icon 4 long x 4 long y 4 long prerequisite #1 4 long prerequisite #2 4 long prerequisite #3 4 long prerequisite #4 4 long flags (binary): 00000000 enables diplomats .......1 enables irrigation without fresh water ......1. enables bridges .....1.. disables diseases from flood plains ....1... enables conscription of units ...1.... enables mobilization levels ..1..... enables recycling .1...... enables precision bombing 1....... enables mutual protection pacts .......1 enables right of passage treaties ......1. enables military alliances .....1.. enables trade embargoes ....1... doubles effect of (wealth) improvement ...1.... enables trade over sea tiles ..1..... enables trade over ocean tiles .1...... enables map trading 1....... enables communication trading .......1 not required for era advancement ......1. doubles work rate (of workers) .....1.. 4 long flavors (binary) TOP TFRM SECTION (Worker Jobs) 4 char "TFRM" 4 long number of worker jobs For each job: 4 long length of job data (112) 32 string worker job name 32 string civilopedia entry 4 long turns to complete 7 4 long required 4 long required resource #1 4 long required resource #2 32 string order TOP TERR SECTION (Terrain) 4 char "TERR" 4 long number of terrains For each terrain: 4 long length of terrain data (113) 4 long number of possible resources * byte[] possible resources (binary) 1 for the corresponding indexes of the resources 32 string terrain name 32 string civilopedia entry 4 long irrigation (food) bonus 4 long mining (shields) bonus 4 long road (commerce) bonus 4 long defense bonus 4 long movement cost 4 long food 4 long shields 4 long commerce 4 long worker job 4 long pollution effect 1 byte allow cities 1 byte allow colonies 1 byte impassable 1 byte impassable by wheeled 1 byte allow airfields 1 byte allow forts 1 byte allow outposts 1 byte allow radar towers 4 long ??? 1 byte landmark enabled 4 long landmark food 4 long landmark shields 4 long landmark commerce 4 long landmark irrigation (food) bonus 4 long landmark mining (shields) bonus 4 long landmark road (commerce) bonus 4 long landmark movement cost 4 long landmark defense bonus 32 string landmark name 32 string landmark civilopedia entry 4 long ??? 4 long terrain flags 4 long disease strength TOP WSIZ SECTION (World Sizes) 4 char "WSIZ" 4 long number of world sizes For each terrain: 4 long length of world size data (80) 4 long optimal number of cities (corruption) 4 long tech rate 24 string ??? (empty) 32 string world size name 4 long height 4 long distance between civs 4 long number of civs 4 long width TOP FLAV SECTION (Flavors) 4 char "FLAV" 4 long number of flavorgroups (1) For each flavorgroup: 4 long number of flavors For each flavor: 4 long ??? 256 string flavor name 4 long number of flavors For each flavor: 4 long relation TOP WCHR SECTION 4 char "WCHR" 4 long "number of world characteristics" (1) For each world characteristic: 4 long length of WCHR section (52) 4 long selected climate (0-Arid, 1-Normal, 2-Wet, 3-Random) 4 long actual climate 4 long selected barbarian activity (-1 None, 0-Sedentary, 1-Roaming, 4 long actual barbarian activity 2-Restless, 3-Raging, 4-Random ) 4 long selected landform (0-Archipelago, 1-Continents, 2-Pangaea, 3-Random) 4 long actual landform 4 long selected ocean coverage (0-80%, 1-70%, 2-60%, 3-Random) 4 long actual ocean coverage 4 long selected temperature (0-Cool, 1-Temperate, 2-Warm, 3-Random) 4 long actual temperature 4 long selected age (0-3 bill yrs, 1-4 bill yrs, 2-5 bill yrs, 3-Random) 4 long actual age 4 long world size (WSIZ ref (affects corruption and tech rate)) TOP WMAP SECTION 4 char "WMAP" 4 long "number of world maps" (1) 4 long length of WMAP section (256) 4 long number of resources For each resource: 4 long resource occurence 4 long number of continents 4 long height 4 long distance between civs 4 long number of civs 4 long ??? 4 long ??? (0) 4 long width 4 long ??? (-1) ... (124 bytes unknown) 4 long map seed 4 long flags (binary): 00000000 x-wrapping .......1 y-wrapping ......1. polar ice caps .....1.. TOP TILE SECTION 4 char "TILE" 4 long number of tiles (= width/2 * height) For each tile: 4 long length of tile data 1 byte river connection info (binary) 00000000 river in north .......1 river in west ......1. river in east .....1.. river in south ....1... 1 byte border 4 long resource 1 byte image 1 byte file: 0 = xtgc.pcx, 1 = xgpc.pcx, 2 = xdgc.pcx, 3 = xdpc.pcx, 4 = xdgp.pcx, 5 = xggc.pcx, 6 = wcso.pcx, 7 = wsss.pcx, 8 = wooo.pcx 2 short ??? (0) 1 byte overlays (binary): 00000000 road .......1 railroad ......1. mine .....1.. irrigation ....1... fortress ...1.... goody huts ..1..... pollution .1...... barbarian camp 1....... 1 nibble base terrain (PTW, 0 in C3C) 1 nibble real terrain (PTW, 0 in C3C) 1 byte bonuses (binary): 00000000 bonus grassland .......1 player start ....1... snow-capped mts ...1.... pine forest ..1..... 1 byte river crossing data (binarry): 00000000 crossing N .......1 crossing NE ......1. crossing E .....1.. crossing SE ....1... crossing S ...1.... crossing SW ..1..... crossing W .1...... crossing NW 1....... 2 short barbarian tribe (-1 = none, 75 = random) 2 short colony (CLNY ref) 2 short city (CITY ref) 2 short continent (CONT ref) 1 byte ??? 2 short victory point location (0 = VPL, -1 = non VPL) 4 long ruin 4 long C3C overlays (binary) 1 byte ??? 1 nibble C3C base terrain 1 nibble C3C real terrain 2 short ??? 2 short fog of war 4 long C3C bonuses (binary) 2 short ??? TOP CONT SECTION 4 char "CONT" 4 long number of continents (water and land) For each continent: 4 long length of continent data (8) 4 long class (0 = water, 1 = land) 4 long number of tiles on continent TOP SLOC SECTION 4 char "SLOC" 4 long number of starting locations For each starting location: 4 long length of starting location data (16) 4 long owner type (0=None, 1=Barbarians, 2=Civ, 3=Player) 4 long owner (RACE ID, Player# (0=Player1 and so on) or Barbarian Tribe) 4 long X 4 long Y TOP CITY SECTION 4 char "CITY" 4 long number of cities For each city: 4 long length of city data (variable) 1 byte has walls 1 byte has palace 24 string city name 4 long owner type (0=None, 1=Barbarians, 2=Civ, 3=Player) 4 long number of buildings for each building 4 long builning ID 4 long culture 4 long owner (RACE ID, Player# (0=Player1 and so on) or Barbarian Tribe) 4 long size 4 long X 4 long Y 4 long city level 4 long border level 4 long use auto name TOP UNIT SECTION 4 char "UNIT" 4 long number of units For each unit: 4 long length of unit data 32 string name 4 long owner type (0=None, 1=Barbarians, 2=Civ, 3=Player) 4 long experience level 4 long owner (RACE ID, Player# (0=Player1 and so on) or Barbarian Tribe) 4 long PRTO# 4 long AI strategy 4 long X 4 long Y 57 string PTW name (replaces name) 4 long use civilization king TOP CLNY SECTION 4 char "CLNY" 4 long number of colonies For each unit: 4 long length of colony data (16) 4 long owner type (0=None, 1=Barbarians, 2=Civ, 3=Player) 4 long owner (RACE ID, Player# (0=Player1 and so on) or Barbarian Tribe) 4 long X 4 long Y 4 long improvement type TOP GAME SECTION 4 char "GAME" 4 long number of scenario properties (1) For each scenario property: 4 long length of scenario property 4 long default game rules (1=use, 0=don't use) 4 long default victory consitions (1=use, 0=don't use) 4 long number of playable civs (0=all playable) for each playable civ 4 long id of playable civ 4 long victory conditions and rules set (binarry): 00000000 domination victory enabled .......1 space race victory enabled ......1. diplomatic victory enabled .....1.. victory by conquest enabled ....1... cultural victory enabled ...1.... civ specific abilities enabled ..1..... culturaly linked start .1...... restart players 1....... preserve random seed .......1 accelerated production ......1. elimination enabled .....1.. regicide enabled ....1... mass regicide enabled ...1.... victory locations enabled ..1..... capture the flag enabled .1...... allow cultural conversions 1....... 4 long place capture units 4 long auto place kings 4 long auto place victory locations 4 long debug mode 4 long use time limit 4 long base time unit (0-Years, 1-Months, 2-Weeks) 4 long start month (1-January ... 12-December) 4 long start week (1-52) 4 long start year (negative if "BC") 4 long minute time limit 4 long turn time limit 28 long[7] number of turns per timescalepart 28 long[7] nuber of timeunits per turn 5200 string scenario search folders (4 long map visible, BIX >= 11.19 ONLY, not BIQ (major=12)) for each playable civ 4 long alliance (0-4, 0 = none) 4 long victory point limit 4 long city elimination count 4 long one city cultutre win 4 long all cities cultutre win 4 long domination terrain 4 long domination population 4 long wonder cost 4 long defeating opposing unit cost 4 long advancement cost 4 long city conquest population 4 long victory point scoring 4 long capturing special unit 4 long ??? 1 byte ??? 256 string alliance name #0 (blank/unallied) 256 string alliance name #1 256 string alliance name #2 256 string alliance name #3 256 string alliance name #4 For each alliance (0 to 4): 4 long war with alliance #0 ("unallied") 4 long war with alliance #1 4 long war with alliance #2 4 long war with alliance #3 4 long war with alliance #4 4 long alliance victory type 260 string plauge name 1 byte permit plauges 4 long plauge earliest strat 4 long plauge variation 4 long plauge duration 4 long plauge strength 4 long plauge grace period 4 long plauge max occurance 4 long ??? 260 string ??? ("Unknown") 4 long respawn flag units 1 byte capture any flag 4 long gold for capture 1 byte map visible 1 byte retain culture 4 long ??? 4 long eruption period 4 long mp basetime 4 long mp city time 4 long mp unit time TOP LEAD SECTION 4 char "LEAD" 4 long number of players For each player: 4 long length of player data 4 long custom civ data (1=use, 0=don't use) 4 long human player (1=yes, 0=no) 32 string leader name 4 long ??? 4 long ??? 4 long number of different start unit for each type of start units 4 long number of start units of the type 4 long type of start unit 4 long gender of leader name 4 long number of starting technologies for each starting technology 4 long technology 4 long difficulty 4 long initial era 4 long start cash 4 long government 4 long civ (-2=random, -3=any) 4 long color 4 long skip first turn 4 long ??? 1 byte start embassies {end file}
1. A string must always have 0x00 as its last byte. So a 64 byte string only has place for 63 characters, followed by 0x00. Even more,the string automatically ends at 0x00, even if it appears somewhere in the middle of the originally intended string.
2. Most sections translate pretty straight-forwardly to a tab in Civ3Edit. The name in brackets is the name of the editor tab. The sections in this file appear ordered in the way they shall be in the BIC. A superfluous section, i.e. one that uses the Civ3 defaults, can be left out entirely. So for a simple map, all sections up to the WCHR section can be left out.
3. I've tried to keep the value descriptions as close as possible to those used in Civ3Edit. For explanations of the values I refer to the excellent Civ3Edit help system.
4. References to other items (e.g. items in a drop-down box or radio button list in Civ3Edit) are often done by the zero-based index number of the position of that item in its section. -1 Usually means it doesn't refer to anything (e.g. the "None" option in a Civ3Edit drop-down box). Further on, only details for data differing from this standard will be explained.
5. For data mentioned in binary, only the used bits are mentioned. When multiple bytes are being described, the data is shown grouped per byte. In that case, only the used bytes are shown, the remaining bytes are filled with zeros. In any case, for things that appear in checkboxes in Civ3Edit, 1 means it's checked, 0 means it isn't.
6. In version 3.08 air missions some bits are duplicates of bits from other fields. The editor updates all but terraform.
7. The "turns to complete" is modified by the movement cost of the terrain. The value given in this section applies to terrain with a movement cost of 2 (e.g. Forest). Terrain with a movement cost of 1 is worked in half the time, terrain with a movement cost of 3 needs 50% more turns to work.
8. In PTW some action fileds are reflected in another value, and this column shows it.
*The size is determined by the number of resources. (1 byte per 8 resources rounded up)