; ; 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 10 ; # of rows in food box (rows * city_size+1 = box) 90 ; # of rows in shield box 1 ; Settlers eat (govt <= Monarchy) 0 ; Settlers eat (govt >= Communism) 20 ; City size for first unhappiness at Chieftain level 1 ; Riot factor based on # cities (higher factor lessens the effect) 16 ; Aqueduct needed to exceed this size 30 ; 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 20 ; Communism pays support for all units past this 30 ; Fundamentalism pays support for all units past this 4 ; Communism is equivalent of this palace distance. 0 ; Fundamentalism loses this % of science 30 ; Percent shield penalty for production type change 6 ; Max paradrop range 75 ; Mass/Thrust paradigm (increasing slows spaceship time) 10 ; 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 Rocket Research, 4,-2, Alp, Las, 3, 0 ; AFl Wonder Weapons, 5, 1, Env, nil, 3, 0 ; Alp Jet Engine Design, 3,-2, Rec, AFl, 3, 4 ; Amp Telemetric Guidance, 4, 1, Mys, Mat, 0, 4 ; Ast Improved Suspension, 4,-1, Ast, nil, 1, 0 ; Ato Wired Guided AT-Missile, 6,-1, Alp, nil, 3, 0 ; Aut Banking, 4, 1, nil, Rep, 0, 1 ; Ban Portable Military Bridge, 4, 0, Iro, Cst, 1, 4 ; Bri P-51 Mustang, 6,-1, Rec, Roc, 3, 4 ; Bro Fighter development, 5, 0, Lit, nil, 3, 4 ; Cer Synthetic Materials, 5,-1, nil, nil, 0, 0 ; Che Assault Guns, 6,-2, Map, nil, 0, 0 ; Chi Military Police, 4, 1, Cmb, nil, 0, 4 ; CoL Combined Arms, 5,-1, Csc, nil, 0, 0 ; CA Adv. Armour Sloping, 5,-1, CA, nil, 1, 0 ; Cmb Communism, 5, 0, Phi, nil, 0, 2 ; Cmn Anti Tank Battery, 4, 1, Plu, CA, 1, 0 ; Cmp Rivited Armour, 7,-1, Lit, nil, 1, 0 ; Csc Light Tank, 4, 0, Iro, Csc, 1, 0 ; Cst Motorized Headquarters, 4, 0, Cst, nil, 0, 0 ; Cor Spanish Civil War Analysis, 4, 1, nil, nil, 0, 0 ; Cur Two Party System, 5, 1, nil, nil, 2, 2 ; Dem Stock Exchange Speculations,4, 1, Ban, nil, 0, 1 ; Eco Welded Armour, 4, 0, Cst, Mag, 1, 0 ; E1 Tiger, 4, 1, Hor, X1, 1, 0 ; E2 Binary Code, 4, 0, Whe, Cst, 0, 4 ; Eng Standard Parts, 3, 1, U2, Pla, 0, 4 ; Env Terror Bombing Doctrine, 2,-1, Rec, nil, 0, 0 ; Esp Self-Propelled Artillery, 5, 0, Gun, nil, 1, 3 ; Exp Improved Fighter Development,4,-1, Fli, nil, 3, 4 ; Feu Air-Land Battle Doctrine, 4,-1, Rad, nil, 3, 4 ; Fli National Socialism, 3,-2, MT, nil, 0, 3 ; Fun Henschel, 3, 0, SE, X1, 1, 0 ; FP Improved Engine, 3, 2, Plu, nil, 1, 0 ; Gen No [Guerilla Warfare], 4, 1, no, no, 0, 4 ; Gue * Explosives, 8,-2, Iro, nil, 1, 3 ; Gun 88mm Mounted Gun, 4,-1, Map, Mob, 1, 0 ; Hor NO [Industrialization], 6,0, no, no, 0, 4 ; Ind Cavity Magnetron, 6, 0, Eng, Lit, 0, 4 ; Inv Motorized Warfare Doctrine, 5,-1, Cur, nil, 1, 0 ; Iro Nylon, 4,-1, Inv, nil, 0, 4 ; Lab Isotop Seperation Process, 4, 0, NP, MP, 3, 3 ; Las Not France, 5,-1, no, no, 2, 4 ; Ldr Great War Experience Analysis,5, 2,nil, nil, 0, 0 ; Lit Divebombers, 4,-2, The, nil, 3, 4 ; Too Halftrack Troop Carrier, 4,-1, Phy, Iro, 1, 0 ; Mag Improved Gear, 6,-1, Gen, nil, 3, 4 ; Map Electric Turrets, 4, 1, Pot, nil, 1, 0 ; Mas Chain Reaction Process, 5, 0, Aut, Cor, 3, 3 ; MP Paratrooper Warfare, 4,-1, Cmb, Mas, 0, 0 ; Mat Combat Medical Service, 4, 0, Phi, nil, 0, 0 ; Med Heavy Bomber Airframe, 6,-2, Min, nil, 3, 4 ; Met 'Blitz' Bombing Doctrine, 4, 1, Esp, nil, 1, 0 ; Min Panther, 8,-1, Map, X1, 1, 0 ; Mob Imperialism, 5, 1, nil, nil, 3, 2 ; Mon Radio Navigation, 5, 1, Phi, nil, 3, 4 ; MT Divisional Signal Command System,4,0,nil,nil,0, 0 ; Mys Improoved Warship Design, 6,-1, Sea, Ast, 2, 0 ; Nav Atomic Bomb Program, 6,-2, NP, Las, 3, 3 ; NF Laboratory Produced Fission,3, 0, Whe, nil, 3, 3 ; NP Centimetric Radar, 6, 1, Mys, Lit, 0, 4 ; Phi Personal Body Armour, 4,-1, Nav, Lit, 0, 0 ; Phy Plastics, 4, 1, Ref, Lab, 0, 4 ; Pla Medium Tanks, 4, 0, Cmb, E1, 1, 0 ; Plu Tank Destroyers, 4, 0, U2, nil, 1, 0 ; PT Tank Radio, 4, 1, Csc, Cmb, 1, 0 ; Pot Air Support Doctrine, 5,-1, Cer, nil, 3, 4 ; Rad No [Railroad], 6, 0, no, no, 0, 4 ; RR * Air To Air Doctrine, 2, 1, San, Wri, 3, 4 ; Rec Refining, 4, 0, Che, Cor, 2, 3 ; Ref Modern Farming, 3, 1, E1, San, 2, 3 ; Rfg Parlimentary Democracy, 5, 1, CoL, Lit, 1, 2 ; Rep Simple Design, 5,-2, Plu, Stl, 1, 0 ; Rob United States of America, 6,-2, nil, U1, 2, 2 ; Roc Wind Tunnel, 4, 2, Mat, nil, 3, 4 ; San Naval Aviation Doctrine, 4, 1, Pot, nil, 3, 4 ; Sea T-34, 4, 1, Rob, nil, 1, 0 ; SFl Sonar, 6, 0, Bri, nil, 2, 0 ; Sth Improoved Tiger, 4,-1, E2, X1, 1, 0 ; SE Soviet Union, 4,-1, nil, U1, 0, 2 ; Stl British Commonwealth, 4, 1, nil, U1, 1, 2 ; Sup Automatic Rifle, 6,-1, nil, nil, 0, 0 ; Tac Bomber Development, 3, 2, Mys, Feu, 3, 4 ; The Long Range Fighters, 4, 0, Rec, nil, 3, 4 ; ToG Supplying, 4, 2, no, no, 2, 3 ; Tra Königstiger, 5, 1, FP, X1, 1, 0 ; Uni Yakovlev-3, 4,-1, San, Stl, 3, 2 ; War Radioactivity, 4,-1, nil, nil, 3, 3 ; Whe Carpet Bombing Doctrine, 4, 2, The, nil, 3, 4 ; Wri Modern Technology, 1, 0, NF, nil, 0, 4 ; FT Illegal Tech, 3, 0, no, no, 0, 0 ; U1 Heavy Tank Prototype Tests, 3, 0, Chi, nil, 1, 0 ; U2 Katuyshka, 1, 0, Env, Stl, 1, 0 ; U3 Third Reich, 6,-2, nil, U1, 0, 3 ; X1 Not Soviet, 6,-2, no, no, 0, 2 ; X2 Not China, 6,-2, no, no, 0, 4 ; X3 Not Germany, 6,-2, no, no, 0, 3 ; X4 Not USA, 6,-2, no, no, 2, 2 ; X5 Not British, 1, 0, no, no, 1, 2 ; X6 Not Japanese, 1, 0, no, no, 3, 2 ; 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, Headquarters, 10, 0, nil, Training Camp, 4, 1, Lit, Food Rations, 6, 1, nil, Cinema, 4, 1, nil, BlackMarket, 8, 1, nil, School, 8, 1, nil, Secret Police, 8, 1, CoL, Tank Defences, 13, 0, Lit, Clean Water, 8, 2, Ref, Business Community, 12, 3, Ban, Propaganda Centre, 12, 3, CoL, Secret Science Centre, 16, 3, nil, no, 16, 4, no, Culture, 10, 4, nil, Heavy Industry, 20, 4, nil, Manufacturing Plant, 32, 6, Pla, no, 20, 4, no, no, 20, 2, no, Power Plant, 16, 4, Ref, Hydro Plant, 24, 4, Alp, no, 16, 2, no, (Nuclear Plant) Stock Exchange, 16, 4, Eco, Subway System, 12, 2, nil, Industrial Farming, 8, 3, Rfg, Railway System, 20, 5, nil, no, 16, 3, no, no, 10, 2, no, Coastal Fortifications, 8, 1, Nav, no, 32, 4, no, Harbour, 6, 1, nil, no, 16, 3, no, [Airport], 16, 3, no, Military Police, 6, 2, CoL, Port Facility, 8, 3, Nav, no, 8, 0, no, no, 16, 0, no, no, 32, 0, no, [ Weapon Export ], 60, 0, Lit, Ukrainian Farming, 20, 0, nil, United Kingdom, 20, 0, nil, Free Trade, 20, 0, nil, Japanese Sea Power, 20, 0, nil, no, 30, 0, no, British Commonwealth, 30, 0, nil, no, 30, 0, no, Nazi Militarism, 30, 0, nil, Ruhr Industries, 30, 0, nil, Elite Intelligence Service,20,0, Fun, Arch de Triumphe, 40, 0, nil, Peenemünde Complex, 30, 0, nil, The Royal Navy, 40, 0, nil, Propaganda Campaign, 30, 0, Alp, no, 40, 0, no, Freedom of Speech, 40, 0, nil, no, 40, 0, no, German Efficiency, 40, 0, nil, Stalin's Russia, 40, 0, nil, Statue of Liberty, 40, 0, nil, Eiffel Tower, 30, 0, nil, Rosie the Riveter, 60, 0, CoL, no, 60, 0, no, Atomic Bomb Development, 60, 0, NF, no, 60, 0, no, no, 60, 0, no, E.N.I.A.C. Computer, 60, 0, AFl, Imperial Palace, 60, 0, nil, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; Ukrainian Farming nil, ; United Kingdom nil, ; Free Trade nil, ; Japanese Sea Power no, ; no nil, ; British Commonwealth no, ; no nil, ; Nazi Militarism nil, ; Ruhr Industries nil, ; Elite Intelligence Service nil, ; Arch de Triumphe nil, ; Peenemünde Complex nil, ; The Royal Navy nil, ; Propaganda Campaign no, ; no nil, ; Freedom of Speech no, ; no nil, ; German Efficiency nil, ; Stalin's Russia nil, ; Statue of Liberty nil, ; Eiffel Tower nil, ; Rosie the Riveter no, ; no nil, ; Atomic Bomb Program no, ; no no, ; no nil, ; E.N.I.A.C. Computer nil, ; Imperial Palace ; ; 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 Breguet 693, Ldr, 1, 9.,3, 28a,6d, 1h,2f, 7,0, 0, The, 000000000000000 Engineers, nil, 0, 2.,0, 0a,5d, 1h,2f, 4,0, 5, Exp, 000000000000000 P-47 Thunderbolt, X5, 1, 7.,2, 10a,10d, 1h,2f, 4,0, 3, Feu, 000000000010000 KV-1, X2, 0, 2.,0, 23a,21d, 1h,2f, 5,0, 0, Plu, 000000000000000 Cruiser, nil, 2, 9.,0, 19a,15d, 2h,3f, 8,0, 2, Lit, 000000000000000 Light Tank, Plu, 0, 2.,0, 16a,11d, 1h,2f, 5,0, 0, Cst, 000000000000000 M-36 Hellcat, X5, 0, 2.,0, 34a,25d, 1h,2f, 8,0, 0, PT, 000000000000000 Petlyakov-2, X2, 1, 7.,3, 28a,6d, 1h,2f, 7,0, 0, The, 000000000000000 JSU-122, X2, 0, 2.,0, 40a,23d, 1h,2f, 6,0, 0, PT, 000000000000000 DeWoitine D.520, Ldr, 1, 7.,2, 10a,10d, 1h,2f, 4,0, 3, Feu, 000000000010000 Mechanized Infantry, X4, 0, 2.,0, 15a,8d, 1h,2f, 3,0, 0, Mag, 000000000000010 Supermarine Spitfire, X6, 1, 7.,2, 10a,10d, 1h,2f, 4,0, 3, Feu, 000000000010000 Motorized Infantry, nil, 0, 2.,0, 14a,6d, 1h,2f, 3,0, 0, Iro, 000000000000000 M3 Grant, X6, 0, 2.,0, 23a,16d, 1h,2f, 6,0, 0, Plu, 000000000000000 MK-IV Cromwell, X6, 0, 2.,0, 30a,24d, 1h,2f, 7,0, 0, U2, 000000000000000 Neutral Division, no, 0, 0.,0, 12a,10d, 1h,2f, 2,0, 1, no, 000000001000100 P-51 Mustang, X5, 1, 8.,3, 12a,12d, 1h,2f, 4,0, 3, Bro, 000000000010000 Renault-35, Ldr, 0, 2.,0, 20a,16d, 1h,2f, 5,0, 0, Plu, 000000000000000 PzKpfW IV, X4, 0, 2.,0, 25a,21d, 1h,2f, 6,0, 0, Plu, 000000000000010 PzKpfW V Panther, X4, 0, 2.,0, 32a,26d, 1h,2f, 7,0, 0, Mob, 000000000000000 PzKpfW VI Tiger I, X4, 0, 2.,0, 37a,29d, 1h,2f, 8,0, 0, E2, 000000000000000 PzKpfW VII Königstiger, X4, 0, 2.,0, 42a,33d, 1h,2f, 11,0, 0, Uni, 000000000000000 T-34, nil, 0, 2.,0, 28a,24d, 1h,2f, 6,0, 0, SFl, 000000000000000 Polikarpov I-16, X2, 1, 6.,2, 7a,7d, 1h,2f, 3,0, 3, Feu, 000000000010000 Heavy Bomber, nil, 1, 10.,3, 43a,7d, 1h,2f, 8,0, 0, Met, 000000000000000 Long Range Fighter, X4, 1, 9.,4, 10a,8d, 1h,2f, 5,0, 3, ToG, 000000000010001 Early fighter, Feu, 1, 4.,2, 5a,5d, 1h,2f, 3,0, 3, Cer, 000000000010000 Messerschmitt-109, X4, 1, 7.,2, 10a,10d, 1h,2f, 4,0, 3, Feu, 000000000010000 Junkers-87 Stuka, X4, 1, 7.,2, 24a,8d, 1h,2f, 4,0, 0, Too, 000000000000000 G-4M3 Betty, X7, 1, 9.,3, 28a,6d, 1h,2f, 7,0, 0, The, 000000000000000 A6M Zero, X7, 1, 7.,2, 10a,10d, 1h,2f, 4,0, 3, Feu, 000000000010000 Cavalry Divison, Plu, 0, 2.,0, 12a,8d, 1h,2f, 5,0, 0, Lit, 000000000000000 M4 Sherman, X5, 0, 2.,0, 23a,19d, 1h,2f, 6,0, 0, Plu, 000000000000000 Battleship, nil, 2, 8.,0, 30a,25d, 2h,3f, 12,0, 2, Lit, 000000000010000 Sub-Hunter, nil, 2, 4.,0, 15a,20d, 1h,2f, 6,0, 2, RR, 100000000000001 Aichi D3A1, X7, 1, 7.,2, 24a,8d, 1h,2f, 4,0, 0, Too, 000000000000000 Anti Tank Battery, nil, 0, 2.,4, 10a,15d, 1h,2f, 4,0, 1, Cmp, 000010000000000 Gloster Meteor, X6, 1, 5.,2, 17a,17d, 1h,2f, 7,0, 3, Amp, 000000000010000 Heinkel-111, X4, 1, 9.,3, 28a,6d, 1h,2f, 7,0, 0, The, 000000000000000 Messerschmitt-262 Swallow,X4, 1, 7.,2, 18a,18d, 1h,2f, 7,0, 3, Amp, 000000000010000 Wellington, X6, 1., 9.,3, 28a,6d, 1h,2f, 7,0, 0, The, 000000000000000 Submarine, nil, 2, 6.,1, 29a,1d, 1h,2f, 2,0, 0, Lit, 000000000001001 Aircraft Carrier, nil, 2, 8.,0, 0a,20d, 2h,2f, 16,0, 2, Lit, 000000010000001 Freighter, nil, 2, 9.,0, 0a,5d, 1h,2f, 3,4, 4, nil, 000000000000000 Howitzer, nil, 0, 1.,0, 35a,10d, 1h,2f, 5,0, 0, Exp, 000000001000000 Atomic Bomb, nil, 1, 22.,1, 99a,5d, 1h,2f, 19,0, 0, NF, 001000000000000 Flak Battery, nil, 0, 1.,0, 16a,11d, 1h,2f, 6,0, 1, The, 010010000010000 B-17 Flying Fortress, X5, 1, 10.,3, 28a,6d, 1h,2f, 8,0, 0, The, 000000000000000 PzKpfW I, X4, 0, 2.,0, 17a,11d, 1h,2f, 5,0, 0, Cst, 000000000000010 Type-97 Medium Tank, X7, 0, 2.,0, 23a,19d, 1h,2f, 6,0, 0, Plu, 000000000000000 Yakovlev-3, X2, 1, 1.,2, 10a,10d, 1h,2f, 4,0, 3, War, 000000000010000 Airborne Division, nil, 0, 1.,0, 14a,13d, 1h,2f, 5,0, 0, San, 000000101000010 Chinese Division, X3, 0, 1.,0, 12a,12d, 1h,2f, 2,0, 1, Tac, 000000001000100 Japanese Division, X7, 0, 1.,0, 12a,10d, 1h,2f, 2,0, 1, Tac, 000000001000100 Soviet Division, X2, 0, 1.,0, 12a,10d, 1h,2f, 2,0, 1, Tac, 000000001000100 Supplies, nil, 0, 2.,0, 0a,5d, 1h,2f, 4,0, 7, nil, 000000000000010 French Division, Ldr, 0, 1.,2, 12a,10d, 1h,2f, 2,0, 1, Tac, 000000001000100 SB2C Helldiver, X5, 1, 4.,2, 24a,8d, 1h,2f, 4,0, 0, Too, 000000000000000 Commonwealth Division, X6, 0, 1.,0, 12a,10d, 1h,2f, 2,0, 1, Tac, 000000001000100 Axis Division, X4, 0, 1.,0, 12a,10d, 1h,2f, 2,0, 1, Tac, 000000001000100 US Division, X5, 0, 1.,0, 12a,10d, 1h,2f, 2,0, 1, Tac, 000000001000100 Katuyshka, X2, 0, 2.,0, 45a,10d, 1h,2f, 7,0, 0, U3, 000000001000000 ; ; 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 Industrialized,1,2,10,10,5, no, 0, 0, 0, yes, 1,15, 3, Tun, ; Gla Oil Fields, 2,3, 5,7,50, Grs, 0,15, 6, For, 0,15, 0, Pln, ; Swa Rain Forest,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 Desert Village,1,2, 3,1,0, Fuel Depot, 1,2, 1,3,0, Grassland, 1,2, 2,1,0, Trees, 2,3, 3,2,0, Coal, 2,4, 1,2,0, Coal, 3,6, 0,1,6, Arctic, 1,2, 3,1,0, Communication,2,2, 1,1,4, NONE, 2,3, 1,4,0, Rubber, 2,3, 1,0,4, Hebrides, 1,2, 3,0,2, Desert Oil, 1,2, 0,4,0, Local Factory,1,2, 3,1,0, Grassland, 1,2, 2,1,0, Country Side,2,3, 1,2,3, Grass, 2,4, 1,0,4, Steel, 3,6, 0,4,0, Arctic Forest,1,2, 2,0,3, NONE, 2,2, 0,4,0, NONE, 2,3, 3,0,4, Rubber, 2,3, 4,0,1, Whales, 1,2, 2,2,3, @GOVERNMENTS Anarchy, Mr., Ms. Paternal Autocracy, Emperor, Empress Imperialism, Emperor, Empress Stalinism, Comrade, Comrade National Socialism, Führer, Führeress Parlimentary Democracy, Prime Minister,Prime Minister Democracy, President, President ; ; Leaders ; ; leader, female, color, style, plural, adjective, ... ; ...attack, expand, civilize, ... ; ...govt, male, female... ; ; female: 0 = male 1 = female ; ; color: Color set (1 - 7) ; style: City style (0 - 3) ; 0 = Bronze Age ; 1 = Classical ; 2 = Far East ; 3 = Medieval ; ; attack: 1 = aggressive -1 = rational ; expand: 1 = expansionist -1 = perfectionist ; civilize: 1 = civilized -1 = militaristic ; ; govt = government type for name replacement (0 = Anarchy, 6 = Democracy) ; ; male, female = titles for leader of government ; @LEADERS Caesar, Livia, 0, 1, 1, Romans, Roman, 0, 1, 1, 1, Dictator, Dictator, 2, Imperator, Imperatrix Hammurabi, Ishtari, 0, 2, 0, Babylonians, Babylonian, -1, -1, 1, Frederick, Maria Theresa, 0, 3, 3, Germans, German, 1, 1, -1, 4, Archbishop, Archbishop, 6, Chancellor, Chancellor Ramesses, Cleopatra, 1, 4, 0, Egyptians, Egyptian, 0, 0, 1, 1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh Abe Lincoln, E. Roosevelt, 0, 5, 5, Americans, American, -1, 0, 0, 4, Reverend, Reverend, 5, Speaker, Speaker Alexander, Hippolyta, 1, 6, 1, Greeks, Greek, 0, 1, -1, 6, Prime Minister, Prime Minister Mohandas Gandhi,Indira Gandhi, 0, 7, 4, Indians, Indian, 0, 0, 0, 2, Maharaja, Maharaja, Lenin, Catherine the Great, 1, 1, 0, Russians, Russian, 1, 1, -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, 5, English, English, 0, 1, -1, 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, 4, Japanese, Japanese, 1, 1, -1, 2, Shogun, Shogun, 6, Prime Minister, Prime Minister Canute, Gunnhild, 1, 3, 3, Vikings, Viking, 1, 1, 0, 1, Warlord, Warlord Philip II, Isabella, 1, 4, 2, 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 Armaments, Machinery, Tank Part, Machine T, Explosive, Coal, Steel, Iron, Aircraft, Ammunitio, Medical S, Gasoline, Aluminum, Gold, Petroleum, Crude Oil, @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 Private (easiest) Major Colonel General Field Marshal Commander in Chief @ATTITUDES Worshipful Enthusiastic Cordial Receptive Neutral Uncooperative Icy Hostile Enraged