; ; 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 5 ; 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 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 80 ; 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, Rad, Too, 3, 4 ; AFl Alphabet, 5, 1, nil, nil, 0, 3 ; Alp Amphibious Warfare, 3,-2, Nav, Tac, 3, 0 ; Amp Astronomy, 4, 1, Mys, Mat, 1, 3 ; Ast Atomic Theory, 4,-1, ToG, Phy, 2, 3 ; Ato Automobile, 6,-1, no, no, 3, 4 ; Aut Banking, 4, 1, Tra, Rep, 1, 1 ; Ban Bridge Building, 4, 0, Iro, Cst, 0, 4 ; Bri Bronze Working, 6,-1, nil, nil, 0, 4 ; Bro Ceremonial Burial, 5, 0, nil, nil, 0, 2 ; Cer Chemistry, 5,-1, Uni, Med, 1, 3 ; Che Chivalry, 4,-2, Feu, Hor, 1, 0 ; Chi Code of Laws, 4, 1, Alp, nil, 0, 2 ; CoL Combined Arms, 5,-1, no, AFl, 3, 0 ; CA Combustion, 5,-1, Ref, Exp, 2, 4 ; Cmb Communism, 5, 0, no, no, 2, 2 ; Cmn Computers, 4, 1, Min, no, 3, 4 ; Cmp Conscription, 7,-1, Dem, Met, 2, 0 ; Csc Construction, 4, 0, Mas, Cur, 0, 4 ; Cst The Corporation, 4, 0, no, Eco, 2, 1 ; Cor Currency, 4, 1, Bro, nil, 0, 1 ; Cur Democracy, 5, 1, Ban, Inv, 2, 2 ; Dem Economics, 4, 1, Uni, Ban, 2, 1 ; Eco Electricity, 4, 0, Met, Mag, 2, 4 ; E1 Electronics, 4, 1, E1, no, 3, 4 ; E2 Engineering, 4, 0, Whe, Cst, 0, 4 ; Eng Environmentalism, 3, 1, Rec, SFl, 3, 2 ; Env Espionage, 2,-1, no, Dem, 3, 0 ; Esp Explosives, 5, 0, Gun, Che, 2, 4 ; Exp Feudalism, 4,-1, War, Mon, 0, 0 ; Feu Flight, 4,-1, Cmb, ToG, 2, 4 ; Fli Fundamentalism, 3,-2, MT, Csc, 2, 2 ; Fun Fusion Power, 3, 0, NP, Sup, 3, 3 ; FP Genetic Engineering,3, 2, Med, no, 3, 3 ; Gen Guerrilla Warfare, 4, 1, no, no, 3, 0 ; Gue Gunpowder, 8,-2, Inv, Iro, 1, 0 ; Gun Horseback Riding, 4,-1, nil, nil, 0, 0 ; Hor Industrialization, 6, 0, no, no, 2, 1 ; Ind Invention, 6, 0, Eng, Lit, 1, 4 ; Inv Iron Working, 5,-1, Bro, War, 0, 4 ; Iro Labor Union, 4,-1, no, no, 3, 2 ; Lab The Laser, 4, 0, NP, no, 3, 3 ; Las Leadership, 5,-1, Chi, Gun, 1, 0 ; Ldr Literacy, 5, 2, Wri, CoL, 0, 3 ; Lit Machine Tools, 4,-2, Stl, Tac, 2, 4 ; Too Magnetism, 4,-1, Phy, Iro, 1, 3 ; Mag Map Making, 6,-1, Alp, nil, 0, 1 ; Map Masonry, 4, 1, nil, nil, 0, 4 ; Mas Mass Production, 5, 0, no, Cor, 3, 4 ; MP Mathematics, 4,-1, Alp, Mas, 0, 3 ; Mat Medicine, 4, 0, Phi, Tra, 1, 1 ; Med Metallurgy, 6,-2, Gun, Uni, 1, 0 ; Met Miniaturization, 4, 1, Too, E2, 3, 4 ; Min Mobile Warfare, 8,-1, no, Tac, 3, 0 ; Mob Monarchy, 5, 1, Cer, CoL, 0, 2 ; Mon Monotheism, 5, 1, Phi, PT, 1, 2 ; MT Mysticism, 4, 0, Cer, nil, 0, 2 ; Mys Navigation, 6,-1, Sea, Ast, 1, 1 ; Nav Nuclear Fission, 6,-2, Ato, no, 3, 3 ; NF Nuclear Power, 3, 0, NF, E2, 3, 3 ; NP Philosophy, 6, 1, Mys, Lit, 1, 2 ; Phi Physics, 4,-1, Nav, Lit, 1, 3 ; Phy Plastics, 4, 1, Ref, SFl, 3, 4 ; Pla Plumbing, 4, 0, no, no, 1, 4 ; Plu Polytheism, 4, 0, Cer, Hor, 0, 2 ; PT Pottery, 4, 1, nil, nil, 0, 1 ; Pot Radio, 5,-1, Fli, E1, 3, 4 ; Rad Railroad, 6, 0, SE, Bri, 2, 1 ; RR Recycling, 2, 1, no, Dem, 3, 2 ; Rec Refining, 4, 0, Che, no, 2, 4 ; Ref Refrigeration, 3, 1, E1, San, 3, 1 ; Rfg The Republic, 5, 1, CoL, Lit, 0, 2 ; Rep Robotics, 5,-2, Cmp, no, 3, 0 ; Rob Rocketry, 6,-2, AFl, E2, 3, 0 ; Roc Sanitation, 4, 2, Med, Eng, 2, 1 ; San Seafaring, 4, 1, Map, Pot, 0, 1 ; Sea Space Flight, 4, 1, Cmp, Roc, 3, 3 ; SFl Stealth, 3,-2, Sup, Rob, 3, 0 ; Sth Steam Engine, 4,-1, Phy, Inv, 2, 3 ; SE Steel, 4,-1, E1, no, 2, 4 ; Stl Superconductor, 4, 1, Pla, Las, 3, 3 ; Sup Tactics, 6,-1, Csc, Ldr, 2, 0 ; Tac Theology, 3, 2, MT, Feu, 1, 2 ; The Theory of Gravity, 4, 0, Ast, Uni, 1, 3 ; ToG Trade, 4, 2, Cur, CoL, 0, 1 ; Tra University, 5, 1, Mat, Phi, 1, 3 ; Uni Warrior Code, 4,-1, nil, nil, 0, 0 ; War The Wheel, 4,-1, Hor, nil, 0, 4 ; Whe Writing, 4, 2, Alp, nil, 0, 3 ; Wri Future Technology, 1, 0, FP, nil, 3, 3 ; FT Spanish Weaponry, 3, 0, no, no, 0, 0 ; U1 Moroccan Weaponry, 3, 0, no, no, 0, 0 ; U2 Common Weaponry, 3, 0, no, no, 0, 0 ; U3 PdA sunk!!, 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, Government, 1, 0, no, Barracks, 1, 1, no, Granary, 1, 1, no, School, 1, 1, no, Market, 1, 1, no, Bank, 1, 1, no, House of the People, 1, 1, no, Civilian Population, 0, 0, nil, Water Depot, 1, 1, no, Business Offices, 1, 1, no, Theater, 1, 1, no, Bank of Spain Office, 1, 1, no, Church, 1, 1, no, Bullring, 1, 1, no, Factory, 1, 1, no, Industrial Complex, 1, 2, no, NO, 255, 4, no, Fuel Depot, 1, 1, no, Ammunition Plant, 1, 1, no, Railway Station, 1, 1, no, Aircraft Plant, 1, 1, no, Taxes Office, 1, 1, no, Sewer System, 1, 1, no, Farm, 1, 1, no, Road Network, 2, 1, no, Stock Exchange, 1, 1, no, AA Defences, 40, 4, nil, Coastal Defences, 40, 4, nil, Manufacturing Plant, 1, 1, no, Naval Docks, 1, 1, no, Ship Building Yard, 1, 1, no, Airfield, 1, 1, no, Civil Guard Quarter, 1, 1, no, Naval Base, 1, 1, no, SS Structural, 8, 0, no, SS Component, 16, 0, no, SS Module, 32, 0, no, Capitalization, 60, 0, nil, NO, 20, 0, no, island of Gran Canaria, 20, 0, nil, island of Tenerife, 20, 0, no, La Escuadra, 20, 0, no, NO, 30, 0, no, island of Fuerteventura, 30, 0, nil, Kingdom of Morocco, 30, 0, no, Sahara Veterans, 30, 0, nil, Altos Hornos, 30, 0, no, NO, 20, 0, no, city of Melilla, 40, 0, nil, NO, 30, 0, no, NO, 40, 0, no, NO, 30, 0, no, NO, 40, 0, no, NO, 40, 0, no, NO, 40, 0, no, Bank of Spain, 40, 5, no, NO, 40, 0, no, NO, 40, 0, no, NO, 30, 0, no, Parliament, 60, 0, no, The Rock, 60, 0, no, NO, 60, 0, no, NO, 255, 0, no, NO, 60, 0, no, NO, 60, 0, no, city of Ceuta, 60, 0, nil, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; NO nil, ; island of Gran Canaria nil, ; island of Tenerife nil, ; La Escuadra no, ; NO nil, ; island of Fuerteventura no, ; Kingdom of Morocco nil, ; Sahara Veterans nil, ; Altos Hornos no, ; NO nil, ; city of Melilla no, ; NO no, ; NO no, ; NO no, ; NO nil, ; NO nil, ; NO nil, ; Bank of Spain no, ; NO no, ; NO no, ; NO X1, ; Parliament nil, ; The Rock no, ; NO no, ; NO no, ; NO nil, ; NO nil, ; city of Ceuta ; ; 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 Leopard 2A4, nil, 0, 2.,0, 25a,15d, 4h,3f, 10,0, 0, U1, 000000000000000 T-72B Tank, nil, 0, 2.,0, 20a,14d, 3h,3f, 8,0, 0, U2, 000000000000000 M-60A3TTS Tank,nil, 0, 2.,0, 18a,10d, 3h,3f, 8,0, 0, U1, 000000000000000 M-60A3 Tank, nil, 0, 2.,0, 18a,10d, 3h,3f, 8,0, 0, U2, 000000000000000 M-48A5 Tank, nil, 0, 2.,0, 15a,6d, 3h,3f, 4,0, 0, U2, 000000000000000 T-55 Tank, nil, 0, 2.,0, 12a,7d, 3h,3f, 5,0, 0, U2, 000000000000000 AML-90 Recon, nil, 0, 3.,0, 8a,8d, 2h,2f, 9,0, 0, U2, 000000000000000 Infanterie, nil, 0, 1.,0, 6a,4d, 2h,2f, 4,0, 0, U2, 000000000000000 Pizarro VCI, nil, 0, 3.,0, 11a,18d, 3h,2f, 5,0, 0, U1, 000000000000000 Infantería, nil, 0, 1.,0, 6a,4d, 2h,2f, 4,0, 0, U1, 000000000000000 Parachutiste, nil, 0, 1.,0, 8a,8d, 2h,3f, 4,0, 0, U2, 000000100000010 BRIPAC, nil, 0, 1.,0, 8a,8d, 2h,3f, 4,0, 0, U1, 000000100000010 M113 APC ET, nil, 0, 2.,0, 12a,15d, 3h,2f, 7,0, 0, U1, 000000000000000 M113 APC RMAF,nil, 0, 2.,0, 12a,15d, 3h,2f, 7,0, 0, U2, 000000000000000 AAV-7A1, nil, 0, 2.,0, 12a,15d, 4h,6f, 7,0, 0, U1, 000010000000100 Mistral SAM, nil, 0, 1.,0, 5a,3d, 2h,3f, 5,0, 0, U1, 010000000010000 SA-7 SAM, nil, 0, 1.,0, 4a,3d, 2h,3f, 5,0, 0, U2, 010000000010000 M163 Vulcan, nil, 0, 2.,0, 6a,4d, 2h,3f, 5,0, 0, U2, 010000000010000 Milan AT ET, nil, 0, 1.,0, 18a,2d, 2h,5f, 4,0, 0, U1, 000010000000000 Milan AT RMAF,nil, 0, 1.,0, 18a,2d, 2h,5f, 4,0, 0, U2, 000010000000000 BMR-600 APC, nil, 0, 3.,0, 12a,12d, 3h,2f, 7,0, 0, U1, 000000000000000 VAB-VCI APC, nil, 0, 3.,0, 12a,12d, 3h,2f, 7,0, 0, U2, 000000000000000 AS532B SPuma, nil, 2, 1.,4, 0a,6d, 2h,2f, 11,1, 4, U1, 000000100000000 Chaparral SAM,nil, 0, 2.,0, 10a,5d, 2h,3f, 7,0, 0, U2, 010000000010000 Field Artillery,nil, 0, 1.,0, 30a,2d, 2h,5f, 2,0, 0, U3, 000000001000000 155mm M109A1, nil, 0, 2.,0, 30a,4d, 2h,5f, 2,0, 0, U2, 000000001000000 155mm M109A3, nil, 0, 2.,0, 35a,4d, 2h,5f, 2,0, 0, U1, 000000001000000 Eurocopter Tigre,nil, 1, 10.,0, 18a,6d, 3h,5f, 14,0, 0, U1, 100000000000001 SA342L Gazelle,nil, 1, 10.,0, 14a,4d, 3h,5f, 14,0, 0, U2, 000000000000001 Bo-105 HOT, nil, 1, 10.,0, 14a,4d, 3h,5f, 14,0, 0, U1, 100000000000001 Eurofighter, nil, 1, 21.,2, 12a,10d, 4h,6f, 14,0, 3, U1, 100000000010001 F/A-18 Hornet,nil, 1, 21.,2, 16a,8d, 3h,6f, 14,0, 0, U1, 100000000010001 LCVP Craft, nil, 2, 6.,0, 0a,1d, 1h,1f, 2,2, 4, U3, 100000000000000 LCM Craft, nil, 2, 6.,0, 0a,2d, 2h,1f, 18,4, 4, U3, 100000000000000 Galicia Class,nil, 2, 10.,0, 0a,8d, 2h,1f, 18,10, 4, U1, 100000000000000 Patrol Boat, nil, 2, 6.,0, 6a,6d, 2h,2f, 18,0, 2, U2, 000000000001000 Serviola Class,nil, 2, 10.,0, 14a,10d, 4h,4f, 18,0, 2, U1, 100000000000000 Descubierta Class,nil, 2, 12.,0, 28a,16d, 6h,6f, 18,0, 2, U3, 100000000000000 Floreal Class,nil, 2, 12.,0, 30a,16d, 6h,6f, 18,0, 2, U2, 100000000000000 Sta Maria Class,nil, 2, 12.,0, 30a,16d, 6h,6f, 18,0, 2, U1, 100000000000000 F100 Frigate, nil, 2, 12.,0, 15a,16d, 6h,6f, 18,0, 2, U1, 110000000010001 S-60 Delfín, nil, 2, 8.,0, 14a,8d, 5h,8f, 18,0, 2, U1, 100000000001000 S-70 Galerna, nil, 2, 8.,0, 16a,10d, 5h,8f, 18,0, 2, U1, 100000000001000 P. de Asturias,nil, 2, 12.,0, 0a,16d, 8h,8f, 18,5, 2, U1, 100000010000000 MM 40 Exocet, nil, 1, 6.,1, 30a,0d, 1h,10f, 9,0, 0, U2, 101000000000000 AV-8B Harrier II,nil, 1, 22.,2, 12a,6d, 3h,6f, 9,0, 3, U1, 100000000010001 F-5E Tiger II,nil, 1, 21.,2, 12a,5d, 2h,4f, 9,0, 3, U2, 000000000010001 Mirage F.1M, nil, 1, 21.,2, 12a,6d, 3h,6f, 11,0, 3, U1, 100000000010001 Mirage F.1E, nil, 1, 21.,2, 12a,6d, 3h,6f, 11,0, 3, U2, 000000000010001 State Police, nil, 0, 0.,0, 2a,2d, 2h,2f, 2,0, 1, MP, 000000000000000 CN-235 RMAF, nil, 2, 1.,4, 0a,6d, 2h,2f, 11,2, 4, U2, 000000100000000 CN-235 EA, nil, 2, 1.,4, 0a,6d, 2h,2f, 11,2, 4, U1, 000000100000000 C-130 RMAF, nil, 2, 1.,4, 0a,6d, 2h,2f, 11,4, 4, U2, 000000100000000 C-130 EA, nil, 2, 1.,4, 0a,6d, 2h,2f, 11,4, 4, U1, 000000100000000 SA330C Puma, nil, 2, 1.,4, 0a,6d, 2h,2f, 11,1, 4, U2, 000000100000000 DD Alpha Jet, nil, 1, 18.,2, 10a,5d, 3h,5f, 15,0, 0, U2, 000000000000001 P-3C Orion, nil, 1, 20.,2, 12a,6d, 3h,6f, 11,0, 0, U1, 100000000000001 Bell UH-1 Huey,nil, 1, 10.,0, 8a,3d, 2h,3f, 14,0, 0, U3, 100000000000001 MIM-23 Hawk SAM,nil, 0, 1.,0, 12a,5d, 2h,3f, 7,0, 0, U1, 010000000010000 Inf. de Marina,nil, 0, 1.,0, 15a,10d, 3h,6f, 2,0, 0, U1, 000000000000110 EZAPAC, nil, 0, 1.,0, 10a,6d, 2h,5f, 1,0, 0, U1, 000001100000010 Gend. Royale, nil, 0, 1.,0, 13a,8d, 2h,6f, 1,0, 0, U2, 000001000000110 ; ; 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, 1,1, 0,1,0, yes, 1, 5, 5, yes, 1, 5, 3, Pln, ; Drt Plains, 1,1, 2,1,0, yes, 1, 5, 1, yes, 5,15, 0, Grs, ; Pln Grassland, 1,1, 2,1,0, yes, 1, 5, 2, yes, 5,10, 0, Hil, ; Grs Forest, 2,2, 1,2,0, Pln, 0, 5, 5, no, 0, 5, 0, Grs, ; For Hills, 2,3, 1,0,0, yes, 1,10, 0, yes, 5,10, 1, Pln, ; Hil Mountains, 3,4, 0,1,0, no, 1,10, 0, yes, 5,10, 6, Hil, ; Mou Arid, 1,1, 1,1,0, yes, 1,10, 1, no, 0, 0, 0, Drt, ; Tun Hills, 2,3, 1,0,0, no, 0, 0, 0, yes, 5,15, 3, Tun, ; Gla Plains, 2,1, 2,0,1, Grs, 0,15, 6, For, 0,15, 0, Pln, ; Swa Forest, 2,2, 1,0,1, Grs, 0,15, 6, For, 0,15, 0, Pln, ; Jun Sea, 1,1, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, ; Oce Dunes, 1,1, 0,1,0, Wheat, 1,1, 4,0,2, Grassland, 1,2, 2,1,0, Trees, 2,2, 2,1,2, Mine, 2,3, 0,4,4, Mountains, 3,4, 0,1,0, Urban, 1,1, 3,1,3, Mining, 2,3, 0,4,4, Farms, 2,1, 4,0,3, Forest, 2,2, 1,0,2, Rock, 1,1, 0,1,1, Oasis, 1,1, 4,0,4, Wheat, 1,1, 3,1,0, Grassland, 1,2, 2,1,0, House, 2,2, 1,1,2, Trees, 2,2, 2,0,2, Mountains, 3,4, 0,4,0, Sand dunes, 1,1, 0,1,0, Industry, 2,1, 0,4,0, Farming, 2,1, 3,0,4, Forest, 2,2, 4,0,1, Fishing, 1,1, 2,2,3, @GOVERNMENTS Anarchy, Mr., Ms. Despotism, King, Queen Monarchy, King, Queen Communism, Comrade, Comrade Fundamentalism, High Priest, High Priestess Republic, Consul, Consul 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, 1, 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, 1, Americans, American, -1, 0, 1, 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, 1, Indians, Indian, -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, 0, 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, 3, 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 Ammunition, Machinery, Tank Supplies, Machine Tools, Explosives, Aircraft Supplies, Rifles, Machine Guns, Rubber Tires, Aluminum, Engines, 155mm Shells, Machine Parts, Ammunition, Truck Engines, Rubber Tires, @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 Soldado Cabo Sargento Teniente Capitán Comandante @ATTITUDES Worshipful Enthusiastic Cordial Receptive Neutral Uncooperative Icy Hostile Enraged