; ; 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 14 ; 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 30 ; 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 10 ; Fundamentalism pays support for all units past this 0 ; Communism is equivalent of this palace distance. 50 ; Fundamentalism loses this % of science 50 ; 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 Siege Warfare, 4,-2, Cer, Bri, 3, 0 ; AFl 0 Catapult, 5, 1, AFl, nil, 0, 0 ; Alp 1 Assassins Guild, 3,-2, Gun, Aut, 3, 0 ; Amp 2 Quisition, 4, 1, Gun, Fun, 1, 0 ; Ast 3 Island donation, 4,-1, Gun, Ind, 2, 0 ; Ato 4 ANKH-MORPORK, 6,-1, NF, no, 3, 4 ; Aut 5 Untameable Tribes, 4, 1, Gun, X6, 1, 0 ; Ban 6 Civil Engineering, 4, 0, Cer, nil, 0, 4 ; Bri 7 Werewolves, 6,-1, Gun, X7, 0, 0 ; Bro 8 CIVILIZED, 5, 0, NF, no, 0, 4 ; Cer 9 New Watch Houses, 5,-1, Cst, Aut, 1, 0 ; Che 10 Warrior of OM, 4,-2, Cst, Fun, 1, 0 ; Chi 11 Toll Bridges, 4, 1, Cst, Ind, 0, 0 ; CoL 12 Foreign Legion, 5,-1, Cst, X6, 3, 0 ; CA 13 Dwarves, 5,-1, Cst, X7, 2, 0 ; Cmb 14 OTHER, 3, 1, NF, no, 3, 4 ; Cmn 15 Wizard Guild, 4, 1, Mob, Aut, 3, 0 ; Cmp 16 Moving Turtle, 7,-1, Mob, Fun, 2, 0 ; Csc 17 Defensive Tactics, 4, 0, Cer, Rob, 0, 0 ; Cst 18 Witch Coven, 4, 0, Mob, Ind, 2, 0 ; Cor 19 Magic Carpet, 4, 1, Mob, X6, 0, 0 ; Cur 20 EMPTY, 5, 1, no, no, 2, 2 ; Dem 21 Vampire, 4, 1, Mob, X7, 2, 0 ; Eco 22 National Hero, 4, 0, MT, Sup, 2, 0 ; E1 23 NOT OTHER, 4, 1, NF, no, 3, 4 ; E2 24 Rincewind, 4, 0, E1, Cmp, 0, 0 ; Eng 25 Deacon Vorbis, 3, 1, E1, Csc, 3, 0 ; Env 26 Granny Weatherwax, 2,-1, E1, Cor, 3, 0 ; Esp 27 71-Hours Ahmed, 5, 0, E1, Cur, 2, 0 ; Exp 28 Lady Margolotta, 4,-1, E1, Eco, 0, 0 ; Feu 29 Forged Currency, 4,-1, SFl, Phy, 2, 4 ; Fli 30 OMNIA, 3,-2, NF, no, 2, 4 ; Fun 31 Submarine, 3, 0, NP, Cer, 3, 0 ; FP 32 Aqueduct building, 3, 2, Bri, nil, 3, 4 ; Gen 33 EMPTY, 4, 1, no, no, 3, 4 ; Gue 34 Offensive Tactics, 8,-2, Cer, Rob, 1, 0 ; Gun 35 Via Cloaca, 4,-1, Gen, PT, 0, 4 ; Hor 36 RAMTOP, 6, 0, NF, no, 2, 4 ; Ind 37 Cripple Mr Onion, 6, 0, Mys, nil, 1, 2 ; Inv 38 Sapient Pearwood, 5,-1, Las, Mat, 0, 1 ; Iro 39 Magical Theory, 4,-1, Cer, nil, 3, 3 ; Lab 40 Magical Learning, 4, 0, Lab, Pla, 3, 3 ; Las 41 Octo-cellulose, 5,-1, Cer, MP, 1, 2 ; Ldr 42 Rubber Vats, 5, 2, Cer, Uni, 0, 1 ; Lit 43 Mr Sonky, 4,-2, Lit, nil, 2, 1 ; Too 44 Movable types, 4,-1, Cer, Uni, 1, 2 ; Mag 45 Maritime Trade, 6,-1, Cer, San, 0, 1 ; Map 46 Printing Press, 4, 1, Mag, Tra, 0, 2 ; Mas 47 Alchemy, 5, 0, Uni, Las, 3, 3 ; MP 48 Agatean Empire, 4,-1, Nav, Map, 0, 1 ; Mat 49 Carrier pigeon, 4, 0, Cer, Phy, 1, 4 ; Med 50 Clack communication, 6,-2, Med, Uni, 1, 4 ; Met 51 Clacks Towers, 4, 1, Met, Tra, 3, 4 ; Min 52 Modern Tactics, 8,-1, Met, Las, 3, 0 ; Mob 53 Monarchy, 5, 1, no, no, 0, 2 ; Mon 54 Moving Pictures, 5, 1, Ldr, Phi, 1, 2 ; MT 55 Street Preachers, 4, 0, Cer, nil, 0, 2 ; Mys 56 Counterweight Cont., 6,-1, Tra, Map, 1, 1 ; Nav 57 ONCE REMOVED, 6,-2, no, no, 3, 4 ; NF 58 Steam Engine, 3, 0, Map, nil, 3, 0 ; NP 59 Study in Ephebe lib, 6, 1, NP, Tra, 1, 3 ; Phi 60 C.M.O.T. Dibbler, 4,-1, Cer, nil, 1, 4 ; Phy 61 Magical Experiment., 4, 1, Cer, nil, 3, 3 ; Pla 62 Golem Building, 4, 0, E2, Pla, 1, 1 ; Plu 63 Golem use, 4, 0, Plu, Too, 0, 1 ; PT 64 Golem Awareness, 4, 1, PT, Stl, 0, 1 ; Pot 65 EMPTY, 5,-1, no, no, 3, 4 ; Rad 66 EMPTY, 6, 0, Rad, nil, 2, 4 ; RR 67 Music with Rocks In, 2, 1, Cer, Hor, 3, 2 ; Rec 68 Music Festival, 4, 0, Rec, Phy, 2, 2 ; Ref 69 DUNGEON DIM, 5, 0, NF, no, 2, 4 ; Rfg 70 The Republic, 5, 1, no, no, 0, 4 ; Rep 71 Military Tactics, 5,-2, Cer, nil, 3, 0 ; Rob 72 Tacticus Notebook, 6,-2, Gun, Cst, 3, 0 ; Roc 73 Fishing Boats, 4, 2, Cer, nil, 2, 4 ; San 74 Paddle Wheel, 4, 1, NP, nil, 0, 0 ; Sea 75 Covert Op. in A-M, 4, 1, E2, Tra, 3, 4 ; SFl 76 The Gonne, 3,-2, SFl, MP, 3, 4 ; Sth 77 Ritual of Ashk-Ente, 4,-1, Cer, Las, 2, 0 ; SE 78 Racial Integration, 4,-1, Cer, Tra, 2, 1 ; Stl 79 Specialized Workers, 4, 1, Stl, Cer, 3, 1 ; Sup 80 University of Magic, 6,-1, Las, nil, 2, 3 ; Tac 81 Colour Movies, 3, 2, MT, Tac, 1, 2 ; The 82 Guild Justice, 4, 0, Cer, nil, 1, 2 ; ToG 83 Ponce da Quirm, 4, 2, Cer, nil, 0, 4 ; Tra 84 Scientific Experim., 5, 1, Cer, E2, 1, 4 ; Uni 85 Leonardo da Quirm, 4,-1, Pla, Uni, 0, 4 ; War 86 Portal Closure, 4,-1, Las, Wri, 0, 4 ; Whe 87 Negotiable Affection, 4, 2, Min, Inv, 0, 2 ; Wri 88 MWTBLA, 1, 0, nil, nil, 3, 4 ; FT 89 Alice Venturi, 3, 0, Tra, Sea, 0, 4 ; U1 90 Llamedos Jones, 3, 0, Tra, Mas, 0, 4 ; U2 91 Réserve, 3, 0, no, no, 0, 4 ; U3 92 NOT A-M, 3, 0, NF, no, 0, 4 ; X1 93 NOT OMNIA, 3, 0, NF, no, 0, 4 ; X2 94 NOT RAMTOP, 3, 0, NF, no, 0, 4 ; X3 95 NOT KLATCH, 3, 0, NF, no, 0, 4 ; X4 96 NOT UBERWALD, 3, 0, NF, no, 0, 4 ; X5 97 KLATSCH, 3, 0, NF, no, 0, 4 ; X6 98 UBERWALD, 3, 0, NF, no, 0, 4 ; X7 99 ; ; 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, Palace, 10, 0, Cer, Barracks, 4, 1, Rob, Granary, 6, 1, Bri, Shrine to the Gods, 4, 1, Cer, MarketPlace, 8, 1, Cer, Library, 8, 1, Cer, Guild Gallows, 8, 1, ToG, City Walls, 8, 0, AFl, Aqueduct, 8, 2, Gen, Carrier Pigeon Network, 12, 3, Med, Click Pits, 12, 3, MT, Wizard Tower, 16, 3, Las, Mass Transit(NO), 16, 4, no, Gambling Hall, 10, 4, Inv, Rubber Vats, 20, 4, Too, Specialized Workshop, 32, 6, Sup, SDI Defense(NO), 20, 4, no, Recycling Center(NO), 20, 2, no, Golem Factory, 16, 4, PT, Hydro Plant(NO), 24, 4, no, Nuclear Plant(NO), 16, 2, no, Semaphore shutters, 16, 4, Met, Via Cloaca, 12, 2, Hor, Cabbage Market, 8, 3, RR, Clacks Towers, 20, 5, Min, Alchemist Labo, 16, 3, MP, SAM Missile Battery(NO), 10, 2, no, Coastal Fortress(NO), 8, 1, no, Solar Plant(NO), 32, 4, no, Fishing Harbor, 6, 1, San, Ephebian Trade, 16, 3, RR, Airport(NO), 16, 3, no, Newspaper, 6, 2, Mas, Port Facility(NO), 8, 3, no, SS Structural(NO), 8, 0, no, SS Component(NO), 16, 0, no, SS Module(NO), 32, 0, no, (Sausage Tray Vendors), 60, 0, Phy, Sto Plains Cabbage Field, 20, 0, Aut, Witch Supervision, 20, 0, Ind, Mighty Dollar, 20, 0, Aut, Lighthouse, 20, 0, X1, Great Library, 30, 0, X1, Patrician Vetinari, 30, 0, Aut, Fortress, 30, 0, X6, Tacticus Book, 30, 0, Roc, Schmalzberg Fat Deposit, 30, 0, X7, Marco Polo's Embassy-NOT, 20, 0, no, Temple of Om, 40, 0, Fun, Philosophers, 30, 0, X1, Lars Larsnephew, 40, 0, Sea, Free Festival, 30, 0, Ref, Burleigh&Stronginthearms, 40, 0, Aut, Century of Fruitbat CO, 40, 0, The, Unseen University, 40, 0, Tac, Agatean Trade Monopoly, 40, 0, Mat, Leonardo da Quirm, 40, 0, War, Statue of Liberty-NOT, 40, 0, no, Eiffel Tower-NOT, 30, 0, no, The Truth, 60, 0, Mas, Golem Cooperatives, 60, 0, Pot, Manhattan Project-NOT, 60, 0, no, United Nations-NOT, 60, 0, no, Apollo Program-NOT, 60, 0, no, Alchemist Guild, 60, 0, MP, Ladies of Affection, 60, 0, Wri, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; Sto Plains Cabbage Field nil, ; Witch Supervision Fli, ; Ankh-Morpork $ nil, ; Lighthouse Ephebe Cer, ; Library of Ephebe Sth, ; Patrician Vetinari nil, ; Fortress of Gebra nil, ; Tacticus Book nil, ; Schmalzberg Fat Deposit nil, ; Marco Polo's Embassy-NOT nil, ; Temple of Om nil, ; Philosophers nil, ; Magellan's Expedition?? nil, ; Free Festival nil, ; Burleigh&Stronginthearms nil, ; Centuries of Fruitbat CO nil, ; Unseen University nil, ; Agatean Trade Monopoly nil, ; Leonardo da Quirm nil, ; Statue of Liberty-NOT nil, ; Eiffel Tower-NOT nil, ; The Truth nil, ; Golem Cooperatives nil, ; Manhattan Project-NOT nil, ; United Nations-NOT nil, ; Apollo Program-NOT nil, ; Alchemist Guild nil, ; Ladies of Affection ; ; 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 DD Monster, nil, 0, 1.,0, 4a,2d, 1h,1f, 2,0, 0, Rfg, 000000000000000 Golem, nil, 0, 2.,0, 0a,4d, 2h,2f, 90,0, 5, NF, 000000000000010 City Watch, Che, 0, 1.,0, 3a,3d, 1h,1f, 3,0, 1, Aut, 000000000000000 Wizard, X1, 1, 8.,2, 5a,3d, 2h,2f, 8,0, 3, Cmp, 000000000010001 Rincewind, X1, 0, 2.,0, 20a,5d, 2h,2f, 90,0, 0, NF, 000000010010011 Camel Riders, CA, 0, 1.,0, 3a,3d, 1h,1f, 3,0, 1, X6, 000000000000000 71-hours Ahmed,X4, 0, 2.,0, 20a,5d, 2h,2f, 90,0, 0, NF, 000000010010011 Catapult, nil, 0, 1.,0, 6a,1d, 1h,2f, 4,0, 0, Alp, 000000001000000 Divine Legion1,Chi, 0, 1.,0, 3a,3d, 1h,1f, 3,0, 1, Fun, 000000000000000 Werewolf, X5, 0, 2.,0, 5a,3d, 1h,2f, 5,0, 0, Bro, 000000000000000 Foreign Legion,X4, 0, 1.,0, 3a,5d, 2h,1f, 5,0, 1, CA, 000000000000000 Lady Margolota,X5, 0, 2.,0, 20a,5d, 2h,2f, 90,0, 0, NF, 000000010010011 Troll, X3, 0, 1.,0, 3a,5d, 2h,1f, 5,0, 1, CoL, 000000000000000 Stronghold, nil, 0, 0.,0, 0a,12d, 2h,2f, 90,0, 1, NF, 000000000000000 Sailing Ship, Cmn, 2, 4.,0, 2a,2d, 1h,1f, 4,2, 4, Map, 000000000100000 Scout, nil, 0, 3.,0, 2a,1d, 1h,1f, 2,0, 0, Cer, 000000000000011 A-M Merchants,nil, 0, 0.,0, 0a,12d, 2h,2f, 9,0, 1, NF, 000000000000000 The Boat, nil, 2, 3.,0, 4a,3d, 2h,3f, 90,0, 2, NF, 000000000001000 Monster of Ee,nil, 0, 2.,0, 7a,4d, 2h,2f, 5,0, 0, NF, 000000001010010 Lancre Castle,nil, 0, 0.,0, 0a,12d, 2h,2f, 90,0, 1, NF, 000000000000000 Dregs, X4, 0, 2.,0, 5a,3d, 1h,2f, 5,0, 0, Ban, 000000000000000 Magic Carpet, X4, 1, 8.,2, 5a,3d, 2h,2f, 8,0, 3, Cur, 000000000010001 Assassin, X1, 0, 2.,0, 5a,3d, 1h,2f, 5,0, 0, Amp, 000000000000000 Witch, X3, 1, 8.,2, 5a,3d, 2h,2f, 8,0, 3, Cor, 000000000010001 Tsort Pyramid,nil, 0, 0.,0, 0a,16d, 2h,2f, 90,0, 1, NF, 000000000000000 Portal Closure,nil, 1, 3.,1, 80a,0d, 6h,6f, 90,0, 0, NF, 001000000000000 Death, nil, 0, 3.,0, 20a,10d, 3h,2f, 90,0, 0, NF, 001000000010011 Barbarian Hero,nil, 0, 2.,1, 12a,2d, 2h,2f, 90,0, 0, NF, 001000000000010 Dragon, nil, 1, 5.,0, 8a,3d, 2h,2f, 5,0, 0, NF, 000000001010001 Mummy, nil, 0, 1.,0, 7a,4d, 2h,2f, 5,0, 0, NF, 000000000000000 Gods, nil, 0, 3.,0, 7a,4d, 2h,2f, 20,0, 0, NF, 000000001010010 Pyramids, nil, 0, 0.,2, 0a,16d, 2h,2f, 90,0, 1, NF, 000000000000001 Vampire, X5, 1, 8.,2, 5a,3d, 2h,2f, 8,0, 3, Eco, 000000000010001 Steamer, Cmn, 2, 7.,0, 3a,3d, 2h,1f, 7,3, 4, Sea, 000000000000000 Exquisitors, X2, 0, 2.,0, 5a,3d, 1h,2f, 5,0, 0, Ast, 000000000000000 Merchants, nil, 0, 2.,0, 0a,1d, 1h,1f, 4,0, 7, Cer, 000000000000010 3 Horsemen, no, 0, 3.,0, 15a,12d, 2h,2f, 20,0, 0, NF, 000000000010010 Moving Turtle,X2, 0, 1.,0, 8a,5d, 2h,2f, 8,0, 0, Csc, 010010001010000 Deacon Vorbis,X2, 0, 2.,0, 20a,5d, 2h,2f, 90,0, 0, NF, 000000010010011 Crossbowmen, nil, 0, 0.,0, 2a,3d, 2h,1f, 20,0, 1, Cmn, 000000000000000 Ogg Family, CoL, 0, 1.,0, 3a,3d, 1h,1f, 3,0, 0, Ind, 000000000000000 Divine Legion2,X2, 0, 1.,0, 3a,5d, 2h,1f, 5,0, 1, Chi, 000000000000000 Desert Nomad, nil, 0, 2.,0, 4a,2d, 1h,2f, 90,0, 0, NF, 000000000000000 Watch Officer,X1, 0, 1.,0, 3a,5d, 2h,1f, 5,0, 1, Che, 000000000000000 Tezuman Temple,nil, 0, 0.,1, 0a,16d, 2h,2f, 90,0, 1, NF, 000000000000000 Leshp Temple, nil, 0, 0.,1, 0a,16d, 2h,2f, 90,0, 1, NF, 000000000000000 City Guard, Cmb, 0, 1.,0, 3a,3d, 1h,1f, 3,0, 1, X7, 000000000000000 City of Ee, nil, 0, 0.,0, 0a,50d, 2h,2f, 90,0, 1, NF, 000000000000000 Public Workers,nil, 0, 1.,0, 0a,1d, 1h,1f, 90,0, 5, NF, 000000000000000 Barb. Village,nil, 0, 0.,0, 0a,1d, 1h,1f, 9,0, 3, NF, 000000000010000 The Luggage, nil, 0, 2.,0, 0a,4d, 3h,2f, 8,0, 7, Iro, 000001000000010 Northern Barb.,nil, 0, 1.,0, 4a,2d, 1h,2f, 20,0, 0, Cmn, 000001000000000 Impassable, nil, 0, 0.,0, 0a,80d, 6h,6f, 90,0, 1, NF, 010010000000000 Dwarves, X5, 0, 1.,4, 3a,5d, 2h,1f, 5,0, 1, Cmb, 000000000000000 Nac Mac Feegle,X3, 0, 2.,0, 5a,3d, 1h,2f, 5,0, 0, Ato, 000000000000010 E. Weatherwax,X3, 0, 2.,0, 20a,5d, 2h,2f, 90,0, 0, NF, 000000010010011 Desert Wastes,nil, 0, 0.,0, 0a,12d, 2h,2f, 90,0, 1, NF, 000000000000000 Bel-Shamaroth,nil, 0, 0.,0, 0a,16d, 2h,2f, 90,0, 1, NF, 000000000000000 Holy Wood, nil, 0, 0.,0, 0a,16d, 2h,2f, 90,0, 1, NF, 000000000000000 Wyrmberg, nil, 0, 0.,0, 0a,16d, 2h,2f, 90,0, 1, NF, 000000010000000 The Citadel, nil, 0, 0.,0, 0a,12d, 2h,2f, 90,0, 1, NF, 000000000000000 Dunmanifestin,nil, 0, 0.,0, 0a,16d, 2h,2f, 90,0, 1, NF, 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, no, ; Drt 0 Plains, 1,2, 1,1,0, yes, 1, 5, 1, For, 0,15, 0, no, ; Pln 1 Grassland, 1,2, 2,1,0, yes, 1, 5, 2, For, 0,10, 0, no, ; Grs 2 Forest, 2,3, 1,2,0, Pln, 0, 5, 5, no, 0, 5, 0, no, ; For 3 Hills, 2,4, 1,0,0, yes, 1,10, 0, yes, 3,10, 1, no, ; Hil 4 Mountains, 3,6, 0,1,0, no, 1,10, 0, yes, 1,10, 6, no, ; Mou 5 Tundra, 1,2, 1,0,0, yes, 1,10, 1, no, 0, 0, 0, no, ; Tun 6 City Suburbs,2,2, 0,3,3, no, 0, 0, 0, no, 1,15, 3, no, ; Gla 7 Swamp, 2,3, 1,0,0, no, 0,15, 6, no, 0,15, 0, no, ; Swa 8 Jungle, 2,3, 1,0,0, no, 0,15, 6, no, 0,15, 0, no, ; Jun 9 Ocean, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, ; Oce 10 Oasis, 1,2, 3,1,0, Cows, 1,2, 3,1,0, Grassland, 1,2, 2,1,0, Timber, 2,3, 1,4,0, Rabbit, 2,4, 2,1,0, Gold, 3,6, 0,1,6, Musk Ox, 1,2, 3,1,0, Suburbs, 2,2, 0,3,3, Salt, 2,3, 1,0,4, Gems, 2,3, 1,0,4, Fish, 1,2, 3,0,2, Bedouins, 1,2, 1,1,3, Village, 1,2, 1,2,2, Grassland, 1,2, 2,1,0, Beehives, 2,3, 2,2,1, Wine, 2,4, 1,0,4, Iron, 3,6, 0,4,0, Sheep, 1,2, 2,1,2, Suburb, 2,2, 0,3,3, Mushrooms, 2,3, 2,0,3, Fruit, 2,3, 4,0,1, Whales, 1,2, 2,2,3, @GOVERNMENTS Anarchy, Mr., Ms. Despotism, Emperor, Empress Monarchy, King, Queen Communism, Local, Local Theocracy, Cenobiarch, Cenobiarch Republic, Patrician, Patrician 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 Vetinari, Vetinari, 0, 1, 1, Ankh-Morpork,Morporkian, 0, 1, 1, 1, Dictator, Dictator, 2, Imperator, Imperatrix Verence, Verence, 0, 2, 0, Ramtop, Ramtopian, -1, -1, 1, XXXXX, XXXXXX, 0, 3, 3, Uberwald, Uberwaldian, 1, -1, 1, 4, Archbishop, Archbishop, 6, Chancellor, Chancellor YYYYYY, YYYYYY, 1, 4, 2, Klatch, Klatchian, 0, 0, 1, 1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh ZZZZZZZ, ZZZZZZZZ, 0, 5, 1, Omnia, Omnian, -1, 0, 1, 4, Reverend, Reverend, 5, Speaker, Speaker Dungeon Dim., Dungeon Dim., 1, 6, 0, Dungeon Dim.,Dungeon Dim., 1, 1, -1, 6, Prime Minister, Prime Minister Chieftain, Chieftain, 0, 7, 0, Independents,Independent,-1, -1, 0, 2, Maharaja, Maharaja, Lenin, Catherine the Great, 1, 1, 3, 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, 3, Vikings, Viking, 1, 1, 0, 1, Warlord, Warlord Philip II, Isabella, 1, 4, 3, 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 Timber, Grain, Rat on a , Cattle, Salt, Fat, Iron, Treacle, Manufactu, Vermine F, Silver, Curry, Magical s, Gold, Sapient P, Octiron, @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