; ; 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 2 ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation) 2 ; # of food each citizen eats per turn 10 ; # of rows in food box (rows * city_size+1 = box) 10 ; # of rows in shield box 1 ; Settlers eat (govt <= Monarchy) 2 ; Settlers eat (govt >= Communism) 7 ; City size for first unhappiness at Chieftain level 55 ; Riot factor based on # cities (higher factor lessens the effect) 8 ; Aqueduct needed to exceed this size 12 ; Sewer System needed to exceed this size 10 ; Tech paradigm (higher # slows research) 20 ; Base time for engineers to transform terrain (x2) 3 ; Monarchy pays support for all units past this 3 ; Communism pays support for all units past this 8 ; Fundamentalism pays support for all units past this 1 ; Communism is equivalent of this palace distance. 50 ; Fundamentalism loses this % of science 50 ; Percent shield penalty for production type change 35 ; Max paradrop range 75 ; Mass/Thrust paradigm (increasing slows spaceship time) 5 ; Max effective science rate in fundamentalism (x10, so 5 = 50%) ; ; Civilization Advances ; ; Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category ; ; Ai Value = Basic value at which computer players ; view this advance (used in determining ; which discovery to pursue, which to ; acquire during exchanges, and value of ; gift during diplomacy). ; Modifier = Modifier to value based on the "civilized" ; aspect of a leader's personality. Positive ; values increase value for civilized leaders, ; decrease it for militaristic. Negative ; values vice versa. ; preq1, preq2 = Prerequisites ; ; Epoch = historical period ; 0 = Ancient ; 1 = Renaissance ; 2 = Industrial Revolution ; 3 = Modern ; ; Category = Knowledge category ; 0 = Military ; 1 = Economic ; 2 = Social ; 3 = Academic ; 4 = Applied ; @CIVILIZE Advanced Flight, 4,-2, no, Too, 3, 4 ; AFl Alphabet, 5, 1, no, nil, 0, 3 ; Alp Amphibious Warfare, 3,-2, no, Tac, 3, 0 ; Amp Astronomy, 4, 1, no, Mat, 1, 3 ; Ast Atomic Theory, 4,-1, no, Phy, 2, 3 ; Ato Automobile, 6,-1, no, Stl, 3, 4 ; Aut Banking, 4, 1, no, Rep, 1, 1 ; Ban Bridge Building, 4, 0, no, Cst, 0, 4 ; Bri Bronze Working, 6,-1, no, nil, 0, 4 ; Bro Ceremonial Burial, 5, 0, no, nil, 0, 2 ; Cer Chemistry, 5,-1, no, Med, 1, 3 ; Che Chivalry, 4,-2, no, Hor, 1, 0 ; Chi Code of Laws, 4, 1, no, nil, 0, 2 ; CoL Combined Arms, 5,-1, no, AFl, 3, 0 ; CA Combustion, 5,-1, no, Exp, 2, 4 ; Cmb Communism, 5, 0, no, Ind, 2, 2 ; Cmn Computers, 4, 1, no, MP, 3, 4 ; Cmp Conscription, 7,-1, no, Met, 2, 0 ; Csc Construction, 4, 0, no, Cur, 0, 4 ; Cst The Corporation, 4, 0, no, Eco, 2, 1 ; Cor Currency, 4, 1, no, nil, 0, 1 ; Cur Democracy, 5, 1, no, Inv, 2, 2 ; Dem Economics, 4, 1, no, Ban, 2, 1 ; Eco Electricity, 4, 0, no, Mag, 2, 4 ; E1 Electronics, 4, 1, no, Cor, 3, 4 ; E2 Engineering, 4, 0, no, Cst, 0, 4 ; Eng Environmentalism, 3, 1, no, SFl, 3, 2 ; Env Espionage, 2,-1, no, Dem, 3, 0 ; Esp Explosives, 5, 0, no, Che, 2, 4 ; Exp Feudalism, 4,-1, no, Mon, 0, 0 ; Feu Flight, 4,-1, no, ToG, 2, 4 ; Fli Fundamentalism, 3,-2, no, Csc, 2, 2 ; Fun Fusion Power, 3, 0, no, Sup, 3, 3 ; FP Genetic Engineering,3, 2, no, Cor, 3, 3 ; Gen Guerrilla Warfare, 4, 1, no, Tac, 3, 0 ; Gue Gunpowder, 8,-2, no, Iro, 1, 0 ; Gun Horseback Riding, 4,-1, no, nil, 0, 0 ; Hor Industrialization, 6, 0, no, Ban, 2, 1 ; Ind Invention, 6, 0, no, Lit, 1, 4 ; Inv Iron Working, 5,-1, no, War, 0, 4 ; Iro Labor Union, 4,-1, no, Gue, 3, 2 ; Lab The Laser, 4, 0, no, MP, 3, 3 ; Las Leadership, 5,-1, no, Gun, 1, 0 ; Ldr Literacy, 5, 2, no, CoL, 0, 3 ; Lit Machine Tools, 4,-2, no, Tac, 2, 4 ; Too Magnetism, 4,-1, no, Iro, 1, 3 ; Mag Map Making, 6,-1, no, nil, 0, 1 ; Map Masonry, 4, 1, no, nil, 0, 4 ; Mas Mass Production, 5, 0, no, Cor, 3, 4 ; MP Mathematics, 4,-1, no, Mas, 0, 3 ; Mat Medicine, 4, 0, no, Tra, 1, 1 ; Med Metallurgy, 6,-2, no, Uni, 1, 0 ; Met Miniaturization, 4, 1, no, E2, 3, 4 ; Min Mobile Warfare, 8,-1, no, Tac, 3, 0 ; Mob Monarchy, 5, 1, no, CoL, 0, 2 ; Mon Monotheism, 5, 1, no, PT, 1, 2 ; MT Mysticism, 4, 0, no, nil, 0, 2 ; Mys Navigation, 6,-1, no, Ast, 1, 1 ; Nav Nuclear Fission, 6,-2, no, MP, 3, 3 ; NF Nuclear Power, 3, 0, no, E2, 3, 3 ; NP Philosophy, 6, 1, no, Lit, 1, 2 ; Phi Physics, 4,-1, no, Lit, 1, 3 ; Phy Plastics, 4, 1, no, SFl, 3, 4 ; Pla Plumbing, 4, 0, no, no, 1, 4 ; Plu Polytheism, 4, 0, no, Hor, 0, 2 ; PT Pottery, 4, 1, no, nil, 0, 1 ; Pot Radio, 5,-1, no, E1, 3, 4 ; Rad Railroad, 6, 0, no, Bri, 2, 1 ; RR Recycling, 2, 1, no, Dem, 3, 2 ; Rec Refining, 4, 0, no, Cor, 2, 4 ; Ref Refrigeration, 3, 1, no, San, 3, 1 ; Rfg The Republic, 5, 1, no, Lit, 0, 2 ; Rep Robotics, 5,-2, no, Mob, 3, 0 ; Rob Rocketry, 6,-2, no, E2, 3, 0 ; Roc Sanitation, 4, 2, no, Eng, 2, 1 ; San Seafaring, 4, 1, no, Pot, 0, 1 ; Sea Space Flight, 4, 1, no, Roc, 3, 3 ; SFl Stealth, 3,-2, no, Rob, 3, 0 ; Sth Steam Engine, 4,-1, no, Inv, 2, 3 ; SE Steel, 4,-1, no, Ind, 2, 4 ; Stl Superconductor, 4, 1, no, Las, 3, 3 ; Sup Tactics, 6,-1, no, Ldr, 2, 0 ; Tac Theology, 3, 2, no, Feu, 1, 2 ; The Theory of Gravity, 4, 0, no, Uni, 1, 3 ; ToG Trade, 4, 2, no, CoL, 0, 1 ; Tra University, 5, 1, no, Phi, 1, 3 ; Uni Warrior Code, 4,-1, no, nil, 0, 0 ; War The Wheel, 4,-1, no, nil, 0, 4 ; Whe Writing, 4, 2, no, nil, 0, 3 ; Wri Future Technology, 1, 0, nil, nil, 3, 3 ; FT US/CIM Tech, 3, 0, no, no, 0, 0 ; U1 Cuban Tech, 3, 0, no, no, 0, 0 ; U2 User Def Tech C, 3, 0, no, no, 0, 0 ; U3 Extra Advance 1, 3, 0, no, no, 0, 0 ; X1 Extra Advance 2, 3, 0, no, no, 0, 0 ; X2 Extra Advance 3, 3, 0, no, no, 0, 0 ; X3 Extra Advance 4, 3, 0, no, no, 0, 0 ; X4 Extra Advance 5, 3, 0, no, no, 0, 0 ; X5 Extra Advance 6, 3, 0, no, no, 0, 0 ; X6 Extra Advance 7, 3, 0, no, no, 0, 0 ; X7 ; ; Above 11 tech slots (U1 to X8) allow you to define your own ; civilization advances if desired. Supply the name, the AI ; value, and the prerequisites. ; ; Then use the "U1", "U2", etc. ; identifier to incorporate it into the tech chain as a ; prerequisite for other techs, units, city improvements. ; ; ; City Improvements ; ; cost(x10), upkeep, preq ; @IMPROVE Nothing, 1, 0, nil, Capitol Building, 5, 0, nil, Barracks, 2, 1, nil, Granary, 3, 1, nil, Theatre, 2, 1, nil, MarketPlace, 4, 1, nil, Library, 4, 1, nil, Courthouse, 4, 1, nil, Civil Defence, 4, 0, nil, Aqueduct, 4, 2, nil, Bank, 6, 3, nil, Cathedral, 6, 3, nil, Labs, 8, 3, nil, Mass Transit, 8, 4, nil, Football Field, 5, 4, nil, Factory, 10, 4, nil, Manufacturing Plant, 14, 6, nil, SDI Defense, 10, 4, no, Recycling Center, 10, 2, nil, Power Plant, 8, 4, nil, Train Station, 12, 4, nil, Nuclear Plant, 0, 2, no, Politburo, 6, 4, nil, Sewer System, 6, 2, nil, Collective Farm, 4, 3, nil, Paved Roads, 9, 5, nil, Research Lab, 8, 3, nil, AA Defences, 5, 2, nil, Coastal Fortress, 4, 1, nil, Solar Plant, 12, 4, no, Harbor, 3, 1, nil, Shipyards, 8, 3, nil, Airport, 8, 3, nil, Police Station, 8, 2, nil, Port Facility, 7, 3, nil, SS Structural, 8, 0, no, SS Component, 16, 0, no, SS Module, 32, 0, no, (Capitalization), 60, 0, no, Pyramids, 20, 0, no, Hanging Gardens, 20, 0, no, Colossus, 20, 0, no, Lighthouse, 20, 0, no, Great Library, 30, 0, no, Fidel's Memory, 30, 0, nil, Great Wall, 30, 0, no, Sun Tzu's War Academy, 30, 0, no, King Richard's Crusade, 30, 0, no, Marco Polo's Embassy, 20, 0, no, Catholocism, 40, 0, nil, Copernicus' Observatory, 30, 0, no, Magellan's Expedition, 40, 0, no, Shakespeare's Theatre, 30, 0, no, Leonardo's Workshop, 40, 0, no, J. S. Bach's Cathedral, 40, 0, no, Isaac Newton's College, 40, 0, no, Five Year Plan, 40, 0, nil, Darwin's Voyage, 40, 0, no, Statue of Liberty, 40, 0, no, Eiffel Tower, 30, 0, no, Communist Takeover, 60, 0, nil, Hoover Dam, 60, 0, no, Manhattan Project, 60, 0, no, United Nations, 60, 0, no, Apollo Program, 60, 0, no, SETI Program, 60, 0, no, Cure for Cancer, 60, 0, no, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; Pyramids RR, ; Hanging Gardens Fli, ; Colossus Mag, ; Lighthouse E1, ; Great Library no, ; Fidel's Memory Met, ; Great Wall Mob, ; Sun Tzu's War Academy Ind, ; King Richard's Crusade Cmn, ; Marco Polo's Embassy nil, ; Catholocism nil, ; Copernicus' Observatory nil, ; Magellan's Expedition nil, ; Shakespeare's Theatre Aut, ; Leonardo's Workshop nil, ; J. S. Bach's Cathedral nil, ; Isaac Newton's College nil, ; Five Year Plan nil, ; Darwin's Voyage nil, ; Statue of Liberty nil, ; Eiffel Tower nil, ; Communist Takeover nil, ; Hoover Dam nil, ; Manhattan Project nil, ; United Nations nil, ; Apollo Program nil, ; SETI Program 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 Army Engineers,Exp, 0, 2.,0, 0a,1d, 2h,1f, 2,0, 5, nil, 000001000000000 SA-7 Infantry,no, 0, 2.,0, 8a,4d, 2h,1f, 2,0, 0, U2, 000000000010000 Police, no, 0, 0.,0, 2a,4d, 1h,1f, 1,0, 1, U2, 000000000000000 CIM Infantry, nil, 0, 1.,0, 6a,6d, 2h,1f, 2,0, 1, U1, 000011000000000 Armed Trans., nil, 0, 5.,0, 9a,8d, 2h,1f, 3,0, 0, U1, 000000000000000 Green Berets, nil, 0, 2.,0, 6a,5d, 2h,1f, 2,0, 0, U1, 000011100000001 Infantry, no, 0, 1.,0, 5a,5d, 2h,1f, 2,0, 1, U1, 000010000000000 Marines, no, 0, 1.,0, 7a,6d, 2h,1f, 2,0, 1, U1, 000000000000100 Infantry, nil, 0, 1.,0, 4a,4d, 2h,1f, 2,0, 1, U2, 000110000000000 People's Army,nil, 0, 1.,0, 5a,4d, 2h,1f, 2,0, 1, Gue, 000001000000010 Navy SEALs, no, 0, 4.,0, 8a,6d, 2h,1f, 3,0, 6, U1, 000001100000000 2S1 120mm Gun,nil, 0, 2.,0, 14a,4d, 2h,2f, 3,0, 1, U2, 000000000000000 BMP-1, nil, 0, 2.,0, 6a,6d, 2h,2f, 3,0, 0, U2, 000000000000000 101st Airborne,nil, 0, 2.,0, 8a,6d, 2h,1f, 3,0, 0, U1, 000010100000000 150mm Mob. Art,no, 0, 2.,0, 20a,6d, 3h,2f, 4,0, 1, U1, 000000000000000 Horsemen, no, 0, 2.,0, 2a,1d, 1h,1f, 2,0, 0, no, 000000000000000 Chariot, no, 0, 2.,0, 3a,1d, 1h,1f, 3,0, 0, no, 000000000000000 Submarine, no, 2, 12.,1, 4a,1d, 1h,2f, 4,0, 2, no, 000000000001001 Pearl Harbor, no, 2, 9.,1, 2a,8d, 3h,1f, 4,11, 2, U1, 000000000000000 T-62 MBT, no, 0, 3.,0, 13a,10d, 2h,2f, 4,0, 0, U2, 000000000000000 T-55 MBT, no, 0, 3.,0, 10a,8d, 2h,2f, 3,0, 0, U2, 000000000000000 T-34, no, 0, 3.,0, 9a,7d, 2h,2f, 2,0, 0, U2, 000000000000000 M1A2 MBT, nil, 0, 4.,0, 17a,13d, 3h,2f, 4,0, 0, U1, 000000000000000 M2A3 Bradley, nil, 0, 3.,0, 8a,7d, 2h,1f, 3,0, 0, U1, 000000000000000 Humvee, nil, 0, 4.,0, 7a,6d, 2h,1f, 2,0, 0, U1, 000001000000000 Artillery, no, 0, 1.,0, 10a,1d, 2h,2f, 5,0, 0, no, 000000000000000 Howitzer, nil, 0, 2.,0, 12a,2d, 3h,2f, 7,0, 0, Rob, 000000001000000 Fighter, no, 1, 10.,1, 4a,3d, 2h,2f, 6,0, 3, no, 000000000010001 Bomber, no, 1, 8.,2, 12a,1d, 2h,2f, 12,0, 0, no, 000000000000001 Sea Hawk, no, 2, 3.,0, 0a,4d, 2h,2f, 4,3, 4, U1, 000000100000000 Stlth Ftr., nil, 1, 14.,1, 8a,4d, 2h,2f, 8,0, 3, no, 000000000010001 Stlth Bmbr., nil, 1, 12.,2, 14a,5d, 2h,2f, 16,0, 0, no, 000000000000001 Trireme, Nav, 2, 3.,0, 1a,1d, 1h,1f, 4,2, 4, no, 000000000100000 Caravel, Mag, 2, 3.,0, 2a,1d, 1h,1f, 4,3, 4, no, 000000000000000 Galleon, Ind, 2, 4.,0, 0a,2d, 2h,1f, 4,4, 4, no, 000000000000000 AV-8B Harrier,no, 1, 18.,2, 11a,6d, 2h,2f, 3,2, 3, U1, 000000000000000 Tarawa-class, nil, 2, 9.,0, 0a,12d, 3h,1f, 7,7, 2, U1, 100000010000001 Osa-II MC, nil, 2, 11.,0, 9a,5d, 3h,1f, 3,0, 2, U2, 100000000000001 Ticonderoga CG,nil, 2, 12.,0, 14a,8d, 4h,2f, 5,0, 2, U1, 110000000000001 Los Angeles SS,nil, 2, 8.,0, 11a,7d, 3h,2f, 6,1, 2, U1, 100000000001011 Arleigh Bke DD,nil, 2, 14.,0, 10a,8d, 3h,2f, 4,0, 2, U1, 110000000000001 Sea Wolf SS, nil, 2, 12.,0, 11a,4d, 2h,2f, 4,2, 2, U1, 100000000001001 Nimitz CVN, nil, 2, 5.,0, 1a,17d, 4h,2f, 9,3, 2, U1, 000000010000001 Transport, nil, 2, 5.,0, 0a,3d, 3h,1f, 5,8, 4, Ind, 000000000000000 Cruise Msl., nil, 1, 12.,1, 18a,0d, 1h,3f, 2,0, 0, U1, 001000000000000 Atomic Bomb, no, 1, 16.,1, 75a,0d, 1h,1f, 4,0, 0, no, 001000000000000 Perry FFG, nil, 2, 9.,0, 8a,7d, 2h,2f, 3,0, 2, U1, 000000000000010 Spy, nil, 0, 3.,0, 0a,0d, 1h,1f, 3,0, 6, no, 000000000000011 SA-12 SAM, no, 0, 0.,0, 0a,8d, 2h,1f, 5,0, 1, no, 000000010000000 Freight, nil, 0, 2.,0, 0a,1d, 1h,1f, 2,0, 7, nil, 000000000000010 Raul Castro, no, 0, 1.,0, 0a,1d, 1h,1f, 3,0, 0, no, 000001000000010 SA-5 SAM, nil, 0, 1.,0, 1a,5d, 1h,1f, 3,0, 1, nil, 010000000000000 Paulk II-FPC, nil, 2, 10.,0, 4a,2d, 2h,1f, 3,1, 2, U2, 000000000000000 Cargo Plane, nil, 2, 2.,1, 3a,5d, 2h,1f, 5,6, 2, U2, 000000100000000 C-141, nil, 2, 3.,0, 0a,3d, 2h,1f, 4,8, 4, U1, 000000100000000 MiG-29 Fulcrum,nil, 1, 23.,2, 11a,8d, 2h,2f, 4,0, 3, U2, 000000000000000 Cargo Ship, nil, 2, 8.,0, 0a,2d, 2h,2f, 3,8, 4, nil, 000000000000000 MiG-23 Flogger,nil, 1, 22.,2, 10a,6d, 2h,2f, 3,0, 3, U2, 000000000000000 F-14D Tomcat, nil, 1, 25.,2, 11a,8d, 2h,2f, 8,0, 3, U1, 000000000000000 F-15E Eagle, nil, 1, 26.,2, 12a,8d, 2h,2f, 8,0, 3, U1, 000000000000000 F-16 Falcon, nil, 1, 20.,2, 11a,8d, 2h,2f, 5,0, 3, U1, 000000000000000 F/A-18E Hornet,nil, 1, 28.,2, 11a,9d, 2h,2f, 8,0, 3, U1, 000000000000000 ; ; Note: the above 11 unit types (extra land, ship, air, and test units) are ; available for user defined unit types. If these units are given prerequisites ; other than "no" they will appear in the game when the specified ; technology is reached. Use if you want to create your own unit types ; without sacrificing any of the predefined units. Be sure to define ; the "role" field accurately, so that the computer will understand how ; to make use of the new units in its own civilizations. ; ; There is no requirement that the extra units be used to ; create exactly one of each type; you could create three ; ground units. But the icons provided are for one of each. ; The 11 extra unit types have default icons provided by the game. ; To actually change the icons is a somewhat more difficult ; task. The icons are stored in "UNITS.GIF". ; ; Sound effects for these 11 units may be added by providing ; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and : Extra1.wav through extra8.wav for the 8 test units. These should be ; 8-bit, mono, and sampled at 22050hz. ; ; Ideas: ; ; Hovercraft, nil, 2, 8.,0, 0a,1d, 2h,2f, 7,1, 4, MP, 000000000000000 ; ; ; Terrain ; ; Movecost, defense, food, shields, trade, ; . . . Irrigate, bonus, #turns, ai-irrigate, ; . . . Mine, bonus, #turns, ai-mine ; . . . Transform ; ; defense = multiply by 50% to get % of normal combat factor defended at. ; (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3). ; ; Irrigate/Mine = yes, no, or type of terrain changed to ; Transform = Terrain type engineers can transform to ; ; bonus = # extra production from that change ; ; turns = # turns for settler to make change ; ; ai = Minimum govt level necessary for ; computer player to want to perform irrigate/mine ; 0 Never ; 1 Despotism ; 2 Monarchy ; 3 Communism ; 4 Fundamentalism ; 5 Republic ; 6 Democracy ; @TERRAIN Desert, 1,2, 0,1,0, yes, 1, 5, 5, yes, 1, 5, 3, Pln, ; Drt Plains, 1,2, 1,1,0, yes, 1, 5, 1, For, 0,15, 0, Grs, ; Pln Grassland, 1,2, 2,1,0, yes, 1, 5, 2, For, 0,10, 0, Hil, ; Grs Forest, 2,3, 1,2,0, Pln, 0, 5, 5, no, 0, 5, 0, Grs, ; For Hills, 2,4, 1,0,0, yes, 1,10, 0, yes, 3,10, 1, Pln, ; Hil Mountains, 3,6, 0,1,0, no, 1,10, 0, yes, 1,10, 6, Hil, ; Mou Tundra, 1,2, 1,0,0, yes, 1,10, 1, no, 0, 0, 0, Drt, ; Tun Glacier, 2,2, 0,0,0, no, 0, 0, 0, yes, 1,15, 3, Tun, ; Gla Swamp, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, ; Swa Jungle, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, ; Jun Ocean, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, ; Oce Beach, 1,2, 3,1,0, Tobacco, 1,2, 1,1,4, Grassland, 1,2, 2,1,0, Trees, 2,3, 3,2,0, Coal, 2,4, 1,2,0, Gold, 3,6, 0,1,6, Township, 1,2, 3,1,0, Ivory, 2,2, 1,1,4, Peat, 2,3, 1,4,0, Getaway, 2,3, 1,0,4, Fish, 1,2, 3,0,2, Oasis, 1,2, 0,4,0, Wheat, 1,2, 3,1,0, Grassland, 1,2, 2,1,0, Silk, 2,3, 1,2,3, Wine, 2,4, 1,0,4, Iron, 3,6, 0,4,0, Furs, 1,2, 2,0,3, Glacier Oil,2,2, 0,4,0, Spice, 2,3, 3,0,4, Fruit, 2,3, 4,0,1, Whales, 1,2, 2,2,3, @GOVERNMENTS Anarchy, Mr., Ms. Despotism, Emperor, Empress Monarchy, King, Queen Communism, Comrade, Comrade Fundamentalism, High Priest, High Priestess Mil. Command, President, Consul Communism, Premier, 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, 3, Americans, American, -1, 0, 1, 4, Reverend, Reverend, 5, Speaker, Speaker Alexander, Hippolyta, 1, 6, 0, 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, 0, 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, 0, Vikings, Viking, 1, 1, 0, 1, Warlord, Warlord Philip II, Isabella, 1, 4, 0, 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 Atawallpa, ..., 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