; ; 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 2 ; Road movement multiplier 2 ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation) 2 ; # of food each citizen eats per turn 20 ; # of rows in food box (rows * city_size+1 = box) 20 ; # of rows in shield box 1 ; Settlers eat (govt <= Monarchy) 2 ; Settlers eat (govt >= Feudalism) 8 ; City size for first unhappiness at Chieftain level 24 ; Riot factor based on # cities (higher factor lessens the effect) 5 ; Marketplace needed to exceed this size 12 ; Graveyard needed to exceed this size 20 ; Tech paradigm (higher # slows research) 20 ; Base time for engineers to transform terrain (x2) 4 ; Monarchy pays support for all units past this 6 ; Republic pays support for all units past this 10 ; Protestantism pays support for all units past this 0 ; Republic is equivalent of this palace distance. 50 ; Protestantism loses this % of science 20 ; Percent shield penalty for production type change 10 ; 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 Heresy, 3, 0, Wri, nil, 0, 2 ; AFl Manuscript, 2, 3, MP, PT, 0, 3 ; Alp Longbow, 5, -1, Gun, nil, 1, 3 ; Amp Seafaring, 3, 0, Pot, nil, 0, 4 ; Ast Halberdier, 3, 0, Cor, Fli, 1, 3 ; Ato Gunnery, 3, 0, Nav, Mob, 1, 0 ; Aut Engineering, 6, -2, Phi, E1, 0, 0 ; Ban Construction, 6, 0, War, Ast, 0, 0 ; Bri Christianity, 2, 2, nil, nil, 0, 3 ; Bro Lords Prayer, 2, 3, Bro, nil, 0, 3 ; Cer Raiding Tactics, 6, -4, Feu, nil, 1, 3 ; Che Chivalry, 8, -1, Rep, nil, 1, 3 ; Chi Heraldry, 3, 0, Las, Mon, 0, 3 ; CoL Banking, 3, 0, Ind, Cmn, 0, 1 ; CA City Defences, 6, 2, Inv, nil, 1, 2 ; Cmb Republic, 3, 0, Wri, nil, 0, 3 ; Cmn ---------OPEN SLOT, 3, 0, no, no, 0, 0 ; Cmp Monastic Orders, 3, 0, AFl, Phi, 1, 3 ; Csc Master Masonry, 6, 2, Bri, nil, 1, 2 ; Cst Plate Armor, 4, -2, Ind, nil, 0, 0 ; Cor Coinage, 3, 0, nil, Whe, 0, 1 ; Cur Holy Empire, 5, 1, ToG, Gue, 0, 3 ; Dem Crossbow, 4, -1, Ref, nil, 1, 3 ; Eco Siege Tactics, 6, -4, Amp, Cmb, 1, 3 ; E1 Pilgrimage, 4, 1, Bro, nil, 0, 3 ; E2 Berserker, 3, 0, Rad, nil, 0, 2 ; Eng Sanitation, 3, 0, Plu, Med, 0, 3 ; Env Diplomacy, 3, 0, San, nil, 0, 3 ; Esp Theology, 3, 0, Alp, nil, 0, 3 ; Exp Longship, 3, 0, Ast, U3, 0, 4 ; Feu Pole Arms, 5, 0, Chi, nil, 1, 3 ; Fli ---------NOT USED, 3, 0, no, no, 0, 3 ; Fun ---------OPEN SLOT, 3, 0, no, no, 0, 0 ; FP Alchemy, 6, -2, Med, nil, 0, 2 ; Gen Peasant Revolt, 5, -1, Gun, nil, 1, 3 ; Gue Manorialism, 6, 2, Rep, nil, 1, 2 ; Gun Horseback Riding, 4, -1, nil, nil, 1, 3 ; Hor Craftmanship, 8, 0, MT, Ban, 0, 0 ; Ind Trade Guilds, 6, 2, Tra, Cst, 0, 1 ; Inv Chain Mail, 5, 2, Whe, Mas, 0, 0 ; Iro Statesmanship, 3, 0, Lit, Esp, 0, 3 ; Lab Writing, 3, 0, nil, nil, 0, 3 ; Las Fire Arms, 3, 0, Mob, nil, 1, 0 ; Ldr Printing Press, 3, 0, Ind, Rec, 0, 3 ; Lit Wind Power, 3, 0, Ind, nil, 0, 0 ; Too Carvel Planking, 3, 0, Ind, Phy, 0, 4 ; Mag Cartography, 3, 0, Wri, nil, 0, 4 ; Map Warrior Code, 4, -1, nil, nil, 1, 3 ; Mas Folklore, 4, 2, Ast, E2, 0, 2 ; MP Stirrup, 6, -1, Iro, nil, 1, 3 ; Mat Medicine, 5, 2, Wri, Phi, 0, 2 ; Med History, 4, 2, Mon, Alp, 0, 3 ; Met Galleon, 3, 0, Mob, Mag, 0, 4 ; Min Cannon, 3, 0, Gen, Roc, 1, 0 ; Mob Monarchy, 5, 0, Mas, Bro, 0, 3 ; Mon Architecture, 5, 2, Cst, Exp, 1, 2 ; MT Inquisition, 3, 0, Csc, San, 0, 3 ; Mys Navigation, 3, 0, Mag, Map, 0, 4 ; Nav Pagan Cult, 3, 0, Rad, nil, 0, 2 ; NF ----nb needed for hammers to work Naval Warfare, 3, 0, Sea, nil, 0, 4 ; NP Crusades, 6, -1, Exp, Chi, 1, 3 ; Phi Stern Rudder, 3, 0, Inv, Sea, 0, 4 ; Phy Seamanship, 4, 0, Bri, nil, 0, 4 ; Pla Drainage, 3, 0, Gun, Ind, 0, 0 ; Plu Monasticism, 3, 0, Cer, Las, 0, 3 ; PT Pottery, 3, 0, nil, nil, 1, 1 ; Pot Ceremonial Burial, 6, -4, Feu, nil, 0, 2 ; Rad Royal Highways, 3, 0, Esp, Plu, 0, 0 ; RR Literature, 4, 2, Wri, nil, 0, 3 ; Rec Ballista, 0, 0, Bri, nil, 0, 0 ; Ref Crop Rotation, 5, 4, Gun, Phi, 1, 1 ; Rfg Feudalism, 6, 0, Cst, Mat, 0, 3 ; Rep ---------OPEN SLOT, 3, 0, no, no, 0, 0 ; Rob Blast Furnace, 6, 0, Stl, Cor, 0, 0 ; Roc Court of Law, 4, 2, CA, Dem, 0, 3 ; San Shipbuilding, 4, 0, Pla, nil, 0, 4 ; Sea ---------OPEN SLOT, 3, 0, no, no, 0, 0 ; SFl ---------OPEN SLOT, 3, 0, no, no, 0, 0 ; Sth Swordmanship, 5, -2, Chi, nil, 1, 3 ; SE Watermill, 6, 1, Gun, nil, 0, 0 ; Stl Horse Collar, 6, 2, Rfg, nil, 1, 1 ; Sup Arquebus, 3, 0, Ldr, nil, 1, 0 ; Tac Fine Arts, 4, 4, Ind, nil, 0, 3 ; The Lay Investiture, 3, 0, Met, Exp, 0, 3 ; ToG Trade, 6, 3, Ast, Cur, 0, 1 ; Tra Urban Culture, 3, 0, Lit, nil, 0, 2 ; Uni Archery, 5, -1, nil, nil, 0, 0 ; War Metalworking, 4, 0, Hor, nil, 0, 0 ; Whe Scholasticism, 6, 6, Exp, Inv, 0, 3 ; Wri True Faith, 3, 0, Aut, Rfg, 0, 3 ; ... Great Voyage, 3, 0, nil, no, 0, 0 ; U1 Kiev Taken, 3, 0, nil, no, 0, 0 ; U2 Norse Lore, 3, 0, nil, 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 Unbuildable, 3, 0, nil, 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, Royal Court, 10, 0, Mon, ; palace Blacksmith, 4, 1, Whe, ; barracks Granary, 4, 1, Pot, ; granary Church, 6, 1, Cer, ; temple Royal Mint, 10, 2, Cur, ; marketplace Monastery, 12, 2, PT, ; library Courthouse, 8, 2, San, ; courthouse City Walls, 12, 3, Cmb, ; city walls Marketplace, 5, 1, Tra, ; aqueduct Trade Guilds, 12, 1, Inv, ; bank Cathedral, 16, 4, MT, ; cathedral University, 16, 6, Wri, ; university Sewers, 12, 2, Env, ; mass transit Brothel, 6, 1, Pla, ; colosseum Manor, 10, 1, Gun, ; factory Craft Guilds, 14, 2, Ind, ; manuf.plant Tavern, 6, 1, MP, ; sdi def Hospital, 20, 2, Med, ; recycl.centre NOT USED, 0, 0, no, ; power plant Watermill, 14, 1, Stl, ; hydro plant NOT USED, 0, 0, no, ; nuclear plant Bank, 16, 2, CA, ; stock exchange Paved Streets, 20, 1, Plu, ; sewer system Wheelplough, 10, 1, Sup, ; supermarket Gallows, 4, 1, San, ; superhighw. Print Shop, 16, 2, Lit, ; research lab NOT USED, 0, 0, no, ; SAM Mis.batt. Coastal Fortress, 30, 4, Aut, ; coastal fortr. Windmill, 20, 2, Too, ; solar plant Fishing Fleet, 10, 1, Ast, ; harbor Harbor, 20, 2, Phy, ; offsh.plf. NOT USED, 0, 0, no, ; airport Theatre, 10, 1, Uni, ; police station Shipyard, 20, 3, Sea, ; port facilities NOT USED, 8, 0, no, NOT USED, 16, 0, no, NOT USED, 32, 0, no, Wealth, 60, 0, Cur, Great Marketplace, 20, 2, Tra, ; pyramids Lindisfarne Gospels, 20, 0, Alp, ; hanging gardens The True Cross, 20, 2, E2, ; colossus Viking Discoveries, 20, 0, U1, ; lighthouse Benedicts Rule, 30, 0, PT, ; gr.library Heroic Epic, 30, 0, MP, ; oracle Danevirke, 60, 4, Bri, ; great wall Bayeaux Tapestry, 40, 2, Mat, ; sun tzu Road to Byzantium, 0, 0, no, ; k.rich.crusade Marco Polo's Embassy, 20, 4, Esp, ; m.polos emb. Papal Reform, 50, 4, Exp, ; michelangelos Book of Fires, 20, 0, Gen, ; copern.lab New World Discovery, 40, 0, Nav, ; magellans Sistine Chapel, 40, 4, The, ; shakesp.theatre Armouring Guild, 60, 4, Mob, ; leonardo Magna Carta, 40, 2, Rep, ; J.S.Bachs Bede's Anno Domini, 20, 0, Met, ; Isaac Newton Col. Danelaw, 60, 4, NF, ; Adam Smiths The First Crusade, 30, 0, Phi, ; Darwins Voyage Machiavellis Legacy, 40, 0, Lab, ; Statue of Liberty Concordat of Worms, 40, 0, ToG, ; Eiffel Tower Holy Inquisition, 60, 4, Mys, ; womens suffr. Great Mining Guild, 60, 2, Roc, ; hoover dam Blood Sacrifices, 20, 2, NF, ; manhattan project Papal Reliquary, 40, 4, Phi, ; UN NOT USED, 0, 0, no, ; Apollo Ninetyfive Theses, 60, 0, Lit, ; SETI Dante's Divine Comedy, 40, 0, Rec, ; cure for cancer ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; Great Marketplace nil, ; Lindisfarne Gospels nil, ; The True Cross Ind, ; Viking Discoveries Wri, ; Benedicts Rule Gue, ; Heroic Epic E1, ; Danevirke Mob, ; Bayeaux Tapestry nil, ; K.Richards nil, ; Marco Polo's AFl, ; Papal Reform nil, ; Book of Fires nil, ; New World Discovery nil, ; Sistine Chapel nil, ; Armouring Guild Lab, ; Magna Carta nil, ; Bede's AD CA, ; Danelaw nil, ; First Crusade nil, ; Machiavellis Legacy Esp, ; Concordat of Worms nil, ; Holy Inquisition nil, ; Great Mining Guild nil, ; Blood Sacrifices Fun, ; Papal Reliquary nil, ; NOT USED nil, ; 95 Theses nil, ; Dante's Comedy ; ; 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,1d, 2h,1f, 4,0, 5, Pot, 000000000000000 Monks, nil, 0, 1.,0, 0a,0d, 1h,1f, 4,0, 5, no, 000000000000000 Spearmen, Iro, 0, 1.,0, 1a,2d, 1h,1f, 2,0, 1, nil, 000000000000000 Men-at-arms, Fli, 0, 1.,0, 4a,2d, 2h,1f, 3,0, 1, Iro, 000000000000000 Viking Raiders,Phi,0, 1.,0, 4a,2d, 2h,1f, 4,0, 0, Che, 000000000000100 Swordsmen, Iro, 0, 1.,0, 4a,1d, 1h,1f, 3,0, 0, Mas, 000000000000000 Heavy Infantry,nil,0, 1.,0, 5a,3d, 2h,1f, 5,0, 0, SE, 000000000000000 Highlanders, nil, 0, 1.,0, 4a,3d, 2h,1f, 4,0, 0, no, 000000000000000 Heretics, nil, 0, 1.,0, 0a,3d, 2h,2f, 2,0, 1, no, 000001000000010 Rebels, nil, 0, 1.,0, 2a,3d, 1h,1f, 1,0, 1, Gue, 000000000000010 Saracens, nil, 0, 1.,0, 4a,2d, 1h,1f, 4,0, 0, no, 000000000000000 Crusaders, nil, 0, 1.,0, 5a,3d, 2h,1f, 5,0, 0, no, 000000000000000 Archers, Amp, 0, 1.,0, 3a,1d, 2h,2f, 2,0, 0, War, 000000000000000 Longbowmen, nil, 0, 1.,0, 6a,3d, 2h,4f, 4,0, 0, Amp, 000000000000000 Crossbowmen, nil, 0, 1.,0, 4a,4d, 1h,4f, 4,0, 1, Eco, 000000000000000 Horsemen, Mat, 0, 2.,0, 3a,1d, 1h,1f, 3,0, 0, Hor, 000000000000000 Knights, Chi, 0, 2.,0, 5a,2d, 1h,3f, 5,0, 0, Mat, 000000000000000 Giants, nil, 0, 1.,0, 10a,4d, 2h,4f, 4,0, 0, no, 000000000000000 Rogue Knights,nil, 0, 2.,0, 10a,2d, 1h,4f, 7,0, 0, no, 000000000000010 Heavy Cavalry,nil, 0, 1.,0, 8a,2d, 1h,4f, 8,0, 0, Chi, 000000000000000 Mangonel, Ban, 0, 1.,0, 6a,1d, 1h,2f, 5,0, 0, Bri, 000000001000000 Trebuchet, nil, 0, 1.,0, 16a,1d, 2h,2f, 10,0, 0, Ban, 000000001000000 -------UNUSED,nil, 0, 1.,0, 0a,1d, 1h,1f, 4,0, 0, no, 000000000000000 Berserker, nil, 0, 1.,0, 6a,1d, 2h,2f, 2,0, 0, Eng, 000000000000000 -------UNUSED,nil, 0, 1.,0, 0a,1d, 1h,1f, 4,0, 0, no, 000000000000000 -------UNUSED,nil, 0, 1.,0, 0a,1d, 1h,1f, 4,0, 0, no, 000000000000000 -------UNUSED,nil, 0, 1.,0, 0a,1d, 1h,1f, 4,0, 0, no, 000000000000000 Pikemen, Ato, 0, 1.,0, 2a,4d, 2h,2f, 4,0, 1, Fli, 000010000000000 Halberdiers, nil, 0, 1.,0, 4a,6d, 4h,1f, 4,0, 1, Ato, 000010000000000 -------UNUSED,nil, 0, 1.,0, 0a,1d, 1h,1f, 4,0, 0, no, 000000000000000 Siege Tower, nil, 0, 1.,0, 0a,10d, 2h,1f, 8,0, 1, E1, 000000000000010 Heretics, nil, 0, 1.,0, 1a,3d, 2h,1f, 2,0, 1, AFl, 000001000000010 Knarr, Inv, 2, 6.,0, 2a,2d, 1h,1f, 5,2, 4, Ast, 000000000100000 Thunderstorm, nil, 2, 1.,0, 0a,1d, 1h,1f, 99,0, 2, no, 001000000000000 Drakkar, Mag, 2, 8.,0, 6a,4d, 1h,1f, 8,1, 2, Feu, 000000000100000 Hulk, nil, 2, 4.,0, 1a,6d, 2h,1f, 12,4, 4, Phy, 000000000100000 War Galley, nil, 2, 8.,0, 10a,4d, 1h,1f, 16,0, 2, NP, 000000000101000 Carrack, nil, 2, 4.,0, 12a,2d, 2h,1f, 16,6, 4, Mag, 000000000100000 Caravel, nil, 2, 5.,0, 12a,2d, 1h,1f, 12,2, 4, Nav, 000000000100000 Cog, nil, 2, 5.,0, 1a,6d, 2h,1f, 6,3, 4, Inv, 000000000100000 Galleon, nil, 2, 4.,0, 28a,10d, 2h,2f, 20,0, 2, Min, 000000000100000 Drakkar, nil, 2, 8.,0, 6a,4d, 1h,1f, 8,1, 2, no, 000000000100000 Death, nil, 0, 1.,0, 0a,24d, 1h,1f, 99,0, 0, no, 000000000000000 -------UNUSED,nil, 0, 1.,0, 0a,1d, 1h,1f, 4,0, 0, no, 000000000000000 Burning Oil, nil, 0, 0.,0, 0a,6d, 1h,1f, 3,0, 1, E1, 000000000000000 Hammer, Exp, 1, 20.,0, 99a,50d, 1h,1f, 18,0, 0, NF, 001000000000001 Chief, nil, 0, 1.,0, 0a,4d, 1h,1f, 8,0, 6, X7, 000000000000000 Bishop, nil, 0, 3.,0, 0a,1d, 2h,1f, 5,0, 6, Exp, 000000000000010 Tradesmen, nil, 0, 1.,0, 0a,1d, 1h,1f, 2,0, 7, Tra, 000000000000000 Merchant, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 7, CA, 000000000000000 Missionary, nil, 0, 1.,0, 0a,1d, 1h,1f, 1,0, 0, Bro, 000001000000011 Battering Ram,nil, 0, 1.,0, 10a,2d, 1h,1f, 5,0, 0, E1, 000000000000000 Ballista, Eco, 0, 1.,0, 1a,4d, 1h,2f, 4,0, 1, Ref, 000000000000000 -------UNUSED,nil, 0, 1.,0, 16a,4d, 2h,2f, 8,0, 0, no, 000000000000000 Royal Emissary,nil,0, 2.,0, 0a,1d, 1h,1f, 4,0, 6, CoL, 000000000000010 Assassin, nil, 0, 1.,0, 0a,1d, 1h,1f, 4,0, 6, Esp, 000000000000010 Chevaliers, Cor, 0, 2.,0, 6a,2d, 1h,4f, 6,0, 0, Chi, 000000000000000 Templars, nil, 0, 2.,0, 10a,2d, 1h,4f, 7,0, 0, Csc, 000000000000010 Royal Guard, nil, 0, 1.,0, 0a,6d, 1h,1f, 4,0, 1, X7, 000010000000000 Pope, nil, 0, 1.,0, 0a,1d, 1h,1f, 4,0, 0, no, 000000000000000 King, nil, 0, 1.,0, 10a,4d, 2h,2f, 12,0, 0, X7, 000001000000011 Emperor, nil, 0, 1.,0, 12a,4d, 1h,1f, 12,0, 0, no, 000001000000011 ; ; 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 = Monarchy ; 3 Communism = Feudalism ; 4 Fundamentalism = Tribal Kingdom ; 5 Republic = Empire ; 6 Democracy = Holy Empire ; @TERRAIN Highlands, 2,4, 1,0,0, no, 0, 0, 0, yes, 1, 5, 2, Tun, ; Drt Plains, 1,2, 1,1,0, yes, 1, 5, 2, no, 0, 0, 0, no, ; Pln Grassland, 1,2, 2,0,0, yes, 2, 5, 2, no, 0, 0, 0, no, ; Grs Forest, 2,3, 1,1,0, Grs, 0,10, 2, no, 0, 0, 0, Tun, ; For Hills, 2,4, 1,2,0, no, 0, 0, 0, yes, 2, 5, 2, Tun, ; Hil Mountains, 3,6, 0,1,0, no, 0, 0, 0, yes, 2,10, 2, Tun, ; Mou Abbey, 1,2, 2,8,8, no, 0, 0, 0, no, 0, 0, 0, no, ; Tun Arctic, 2,2, 0,0,0, no, 0, 0, 0, no, 0, 0, 0, no, ; Gla Swamps, 2,1, 1,0,0, yes, 1,15, 2, no, 0, 0, 0, no, ; Swa Dense Forest,3,4, 1,1,0, Grs, 0,20, 2, no, 0, 0, 0, Tun, ; Jun Ocean, 1,2, 1,0,1, no, 0, 0, 0, no, 0, 0, 0, no, ; Oce Sheep, 2,4, 2,1,1, Horses, 1,2, 0,2,2, Grassland, 1,2, 2,1,0, Timber, 2,3, 1,4,1, Sheep, 2,4, 1,2,2, Gold, 3,6, 0,2,4, Scriptures, 1,2, 2,8,12, Bears, 2,2, 1,1,2, Pheasant, 2,1, 2,1,1, Big Game, 3,4, 2,2,1, Fish, 1,2, 2,1,2, Volcano, 2,4, 0,2,1, Wheat, 1,2, 2,0,1, Grassland, 1,2, 2,1,0, Timber, 2,3, 1,4,1, Wine, 2,4, 1,2,1, Metals, 3,6, 0,4,4, Relics, 1,2, 2,8,12, Big Game, 2,2, 2,2,1, Peat, 2,1, 1,3,2, Furs, 3,4, 1,2,4, Whales, 1,2, 2,3,2, @GOVERNMENTS Anarchy, Chief, Chief Tribal Kingdom, King, Queen Monarchy, King, Queen Republic, Chairman, Chairman Protestantism, King, Queen Feudalism, Duke, Duchess Holy Empire, Holy Emperor, Holy Empress ; ; 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 ..., ..., 0, 1, 3, Normans, Norman, 0, 1, -1, Sven Forkbeard, ..., 0, 2, 0, Danes, Danish, 1, 1, -1, Ludwig the Pious, ..., 0, 3, 1, Saxons, Saxon, 0, 1, 1, ..., ..., 0, 4, 2, Anglo-Saxons,Anglo-Saxon, 0, -1, 1, Charles the Bald, ..., 0, 5, 1, Franks, Frankish, 1, 0, 1, Redbad, ..., 0, 6, 1, Frisians, Frisian, -1, -1, 1, St.Cuthbert, ..., 0, 7, 1, Celts, Celtic, -1, 0, 1, ..., ..., 0, 1, 3, Norsemen, Norse, 1, 1, -1, ..., ..., 0, 2, 3, Danes, Danish, -1, 1, 0, ..., ..., 0, 3, 3, Germans, German, -1, 0, 1, Alfred the Great, ..., 0, 4, 1, Anglo-Saxons,Anglo-Saxon, 0, 0, -1, ..., ..., 0, 5, 1, Franks, Frankish, -1, 0, 1, ..., ..., 1, 6, 0, Magyars, Magyar, 1, 1, -1, ..., ..., 1, 7, 0, Russians, Russian, -1, -1, 0, Olav Tryggvason, ..., 0, 1, 0, Norsemen, Norse, 1, 1, -1, ..., ..., 0, 2, 3, Danes, Danish, -1, 0, 0, ..., ..., 0, 3, 3, Germans, German, -1, -1, 1, ..., ..., 0, 4, 2, Anglo-Saxons,Anglo-Saxon,-1, -1, 1, ..., ..., 0, 5, 1, Franks, Frankish, -1, -1, 1, ..., ..., 0, 6, 0, Muslims, Muslim, -1, -1, 1, ..., ..., 1, 7, 2, Scots, Scottish, -1, -1, -1, Saladin, ..., 0, 5, Arabs, Muslim, 1, 0, 1, 4, Ayatollah, Ayatollah, 2, Sultan, Sultana Atawallpa, ..., 0, 1, Incas, Inca, -1, 1, 1, ; ; Trading Commodities ; @CARAVAN Hides, Wool, Timber, Relics, Salt, Iron, Copper, Dye, Wine, Silk, Silver, Ceramics, Gems, Gold, Cloth, Armour, @ORDERS Fortify, F Fortified, F Sleep, S Build Fortress, F Build Road, R Build Irrigation, I Build Mine, m Transform, O Conduct Prayer, p Build Encampment, E Go to, G @DIFFICULTY Chieftain Warlord Prince King Emperor Deity @ATTITUDES Pious Enthusiastic Cordial Receptive Neutral Uncooperative Icy Hostile Enraged