Table of Contents


TOPFirst a small FAQ on the BIC/BIX/BIQ format.

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.


TOP

File Format

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}

Notes

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)

Credits

AlanH
darndt
Gramphos
KingJoshi
MagForceSeven
Mercator
Nero Would
pdescobar
Tventano