; ; CIVILIZATION GAME DATA 8/6/98 ; Copyright (c) 1999 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. ; All values entered in rules.txt are bounded by +/-127. ; However, this does not mean that all numbers within this ; range will work properly, for example, unit costs must ; not exceed 17. ; @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 10 ; Tech paradigm (higher # slows research) 20 ; Base time for engineers to transform terrain (x2) 3 ; Monarchy pays support for all units past this (max 8) 3 ; Communism pays support for all units past this (max 8) 8 ; Fundamentalism pays support for all units past this (max 8) 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%) 1 ; Value of each citizen to the Civilization Score. 20 ; Value of each wonder to the Civilization Score. 1 ; Reward for landing on A. Centauri first = this multiplier*(# of habitats)*(prob. of success) -10 ; Cost to Civilization Score (+ or -) for each extant non-AI controlled polluted tile. 1 ; For each turn of peace after turn 199, this amount *3 is added to Civilization Score. 5 ; Value to the Civilization Score of each future tech researched. 0 ; Penalty assessed to Civilization Score each time player betrays another race. 0 ; Cost to Civilization Score (+ or -) for each unit destroyed. 11111111 ; bitmask for goodie huts, right bit =map0, 0=no goodie huts 0 ; Helicopters pick up huts 0=no 1=yes ; ; 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, Cmb, Stl, 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, Mob, AFl, 3, 0 ; CA Combustion, 5,-1, Ref, Exp, 2, 4 ; Cmb Communism, 5, 0, Phi, Ind, 2, 2 ; Cmn Computers, 4, 1, Min, MP, 3, 4 ; Cmp Conscription, 7,-1, Dem, Met, 2, 0 ; Csc Construction, 4, 0, Mas, Cur, 0, 4 ; Cst Corporation, 4, 0, Ind, 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, Cor, 3, 4 ; E2 Engineering, 4, 0, Whe, Cst, 0, 4 ; Eng Environmentalism, 3, 1, Rec, SFl, 3, 2 ; Env Espionage, 2,-1, Cmn, 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, Cor, 3, 3 ; Gen Guerrilla Warfare, 4, 1, Cmn, Tac, 3, 0 ; Gue Gunpowder, 8,-2, Inv, Iro, 1, 0 ; Gun Horseback Riding, 4,-1, nil, nil, 0, 0 ; Hor Industrialization, 6, 0, RR, Ban, 2, 1 ; Ind Invention, 6, 0, Eng, Lit, 1, 4 ; Inv Iron Working, 5,-1, Bro, War, 0, 4 ; Iro Labor Union, 4,-1, MP, Gue, 3, 2 ; Lab Laser, 4, 0, NP, MP, 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, Aut, 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, Aut, 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, MP, 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 (Cst & Pot) 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, MP, Dem, 3, 2 ; Rec Refining, 4, 0, Che, Cor, 2, 4 ; Ref Refrigeration, 3, 1, E1, San, 3, 1 ; Rfg Republic, 5, 1, CoL, Lit, 0, 2 ; Rep Robotics, 5,-2, Cmp, Mob, 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, Ind, 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 Wheel, 4,-1, Hor, nil, 0, 4 ; Whe Writing, 4, 2, Alp, nil, 0, 3 ; Wri Future Technology, 1, 0, FP, Rec, 3, 3 ; ... User Def Tech A, 3, 0, no, no, 0, 0 ; U1 User Def Tech B, 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, Palace, 10, 0, Mas, Barracks, 4, 1, nil, Granary, 6, 1, Pot, Temple, 4, 1, Cer, MarketPlace, 8, 1, Cur, Library, 8, 1, Wri, Courthouse, 8, 1, CoL, City Walls, 8, 0, Mas, Aqueduct, 8, 2, Cst, Bank, 12, 3, Ban, Cathedral, 12, 3, MT, University, 16, 3, Uni, Mass Transit, 16, 4, MP, Colosseum, 10, 4, Cst, Factory, 20, 4, Ind, Manufacturing Plant, 32, 6, Rob, SDI Defense, 20, 4, Las, Recycling Center, 20, 2, Rec, Power Plant, 16, 4, Ref, Hydro Plant, 24, 4, E2, Nuclear Plant, 16, 2, NP, Stock Exchange, 16, 4, Eco, Sewer System, 12, 2, San, Supermarket, 8, 3, Rfg, Superhighways, 20, 5, Aut, Research Lab, 16, 3, Cmp, SAM Missile Battery, 10, 2, Roc, Coastal Fortress, 8, 1, Met, Solar Plant, 32, 4, Env, Harbor, 6, 1, Sea, Offshore Platform, 16, 3, Min, Airport, 16, 3, Rad, Police Station, 6, 2, Cmn, Port Facility, 8, 3, Amp, Transporter, 0, 0, no, SS Structural, 8, 0, SFl, SS Component, 16, 0, Pla, SS Module, 32, 0, Sup, (Capitalization), 60, 0, Cor, Pyramids, 20, 0, Mas, Hanging Gardens, 20, 0, Pot, Colossus, 20, 0, Bro, Lighthouse, 20, 0, Map, Great Library, 30, 0, Lit, Oracle, 30, 0, Mys, Great Wall, 30, 0, Mas, Sun Tzu's War Academy, 30, 0, Feu, King Richard's Crusade, 30, 0, Eng, Marco Polo's Embassy, 20, 0, Tra, Michelangelo's Chapel, 40, 0, MT, Copernicus' Observatory, 30, 0, Ast, Magellan's Expedition, 40, 0, Nav, Shakespeare's Theatre, 30, 0, Med, Leonardo's Workshop, 40, 0, Inv, J. S. Bach's Cathedral, 40, 0, The, Isaac Newton's College, 40, 0, ToG, Adam Smith's Trading Co., 40, 0, Eco, Darwin's Voyage, 40, 0, RR, Statue of Liberty, 40, 0, Dem, Eiffel Tower, 30, 0, SE, Women's Suffrage, 60, 0, Ind, Hoover Dam, 60, 0, E2, Manhattan Project, 60, 0, NF, United Nations, 60, 0, Cmn, Apollo Program, 60, 0, SFl, SETI Program, 60, 0, Cmp, Cure for Cancer, 60, 0, Gen, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; Pyramids RR, ; Hanging Gardens Fli, ; Colossus Mag, ; Lighthouse E1, ; Great Library The, ; Oracle Met, ; Great Wall Mob, ; Sun Tzu's War Academy Ind, ; King Richard's Crusade Cmn, ; Marco Polo's Embassy nil, ; Michelangelo nil, ; Copernicus nil, ; Magellan nil, ; Shakespeare Aut, ; Da Vinci's Workshop nil, ; Bach nil, ; Newton nil, ; Smith's Trading Co. nil, ; Darwin nil, ; Statue of Liberty nil, ; Eiffel Tower nil, ; Women's Suffrage nil, ; Hoover Dam nil, ; Manhattan Project nil, ; United Nations nil, ; Apollo nil, ; SETI 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 Settlers, Exp, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, nil, 000000000000000 Engineers, nil, 0, 2.,0, 0a,2d, 2h,1f, 4,0, 5, Exp, 000000000000000 Warriors, Feu, 0, 1.,0, 1a,1d, 1h,1f, 1,0, 1, nil, 000000000000000 Phalanx, Feu, 0, 1.,0, 1a,2d, 1h,1f, 2,0, 1, Bro, 000000000000000 Archers, Gun, 0, 1.,0, 3a,2d, 1h,1f, 3,0, 1, War, 000000000000000 Legion, Gun, 0, 1.,0, 4a,2d, 1h,1f, 4,0, 1, Iro, 000000000000000 Pikemen, Gun, 0, 1.,0, 1a,2d, 1h,1f, 2,0, 1, Feu, 000010000000000 Musketeers, Csc, 0, 1.,0, 3a,3d, 2h,1f, 3,0, 1, Gun, 000000000000000 Fanatics, nil, 0, 1.,0, 4a,4d, 2h,1f, 2,0, 1, Fun, 000100000000000 Partisans, nil, 0, 1.,0, 4a,4d, 2h,1f, 5,0, 1, Gue, 000001000000010 Alpine Troops,nil, 0, 1.,0, 5a,5d, 2h,1f, 5,0, 1, Tac, 000001000000000 Riflemen, nil, 0, 1.,0, 5a,4d, 2h,1f, 4,0, 1, Csc, 000000000000000 Marines, nil, 0, 1.,0, 8a,5d, 2h,1f, 6,0, 0, Amp, 000000000000100 Paratroopers, nil, 0, 1.,0, 6a,4d, 2h,1f, 6,0, 1, CA, 000000100000000 Mech. Inf., nil, 0, 3.,0, 6a,6d, 3h,1f, 5,0, 1, Lab, 000000000000000 Horsemen, Chi, 0, 2.,0, 2a,1d, 1h,1f, 2,0, 0, Hor, 000000000000000 Chariot, PT, 0, 2.,0, 3a,1d, 1h,1f, 3,0, 0, Whe, 000000000000000 Elephant, MT, 0, 2.,0, 4a,1d, 1h,1f, 4,0, 0, PT, 000000000000000 Crusaders, Ldr, 0, 2.,0, 5a,1d, 1h,1f, 4,0, 0, MT, 000000000000000 Knights, Ldr, 0, 2.,0, 4a,2d, 1h,1f, 4,0, 0, Chi, 000000000000000 Dragoons, Tac, 0, 2.,0, 5a,2d, 2h,1f, 5,0, 0, Ldr, 000000000000000 Cavalry, Mob, 0, 2.,0, 8a,3d, 2h,1f, 6,0, 0, Tac, 000000000000000 Armor, nil, 0, 3.,0, 10a,5d, 3h,1f, 8,0, 0, Mob, 000000000000000 Catapult, Met, 0, 1.,0, 6a,1d, 1h,1f, 4,0, 0, Mat, 000000000000000 Cannon, Too, 0, 1.,0, 8a,1d, 2h,1f, 4,0, 0, Met, 000000000000000 Artillery, Rob, 0, 1.,0, 10a,1d, 2h,2f, 5,0, 0, Too, 000000000000000 Howitzer, nil, 0, 2.,0, 12a,2d, 3h,2f, 7,0, 0, Rob, 000000001000000 Fighter, Sth, 1, 10.,1, 4a,3d, 2h,2f, 6,0, 3, Fli, 000000000010001 Bomber, Sth, 1, 8.,2, 12a,1d, 2h,2f, 12,0, 0, AFl, 000000000000001 Helicopter, nil, 1, 6.,0, 10a,3d, 2h,2f, 10,0, 0, CA, 100000000000001 Stlth Ftr., nil, 1, 14.,1, 8a,4d, 2h,2f, 8,0, 3, Sth, 000000000010001 Stlth Bmbr., nil, 1, 12.,2, 14a,5d, 2h,2f, 16,0, 0, Sth, 000000000000001 Trireme, Nav, 2, 3.,0, 1a,1d, 1h,1f, 4,2, 4, Map, 000000000100000 Caravel, Mag, 2, 3.,0, 2a,1d, 1h,1f, 4,3, 4, Nav, 000000000000000 Galleon, Ind, 2, 4.,0, 0a,2d, 2h,1f, 4,4, 4, Mag, 000000000000000 Frigate, E1, 2, 4.,0, 4a,2d, 2h,1f, 5,2, 2, Mag, 000000000000000 Ironclad, E1, 2, 4.,0, 4a,4d, 3h,1f, 6,0, 2, SE, 000000000000000 Destroyer, nil, 2, 6.,0, 4a,4d, 3h,1f, 6,0, 2, E1, 100000000000001 Cruiser, Roc, 2, 5.,0, 6a,6d, 3h,2f, 8,0, 2, Stl, 100000000000001 AEGIS Cruiser,nil, 2, 5.,0, 8a,8d, 3h,2f, 10,0, 2, Roc, 110000000000001 Battleship, nil, 2, 4.,0, 12a,12d, 4h,2f, 16,0, 2, Aut, 000000000000001 Submarine, nil, 2, 3.,0, 10a,2d, 3h,2f, 6,0, 2, Cmb, 000000000001001 Carrier, nil, 2, 5.,0, 1a,9d, 4h,2f, 16,0, 2, AFl, 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, 6,0, 0, Roc, 001000000000000 Nuclear Msl., nil, 1, 16.,1, 99a,0d, 1h,1f, 16,0, 0, Roc, 001000000000000 Diplomat, Esp, 0, 2.,0, 0a,0d, 1h,1f, 3,0, 6, Wri, 000000000000010 Spy, nil, 0, 3.,0, 0a,0d, 1h,1f, 3,0, 6, Esp, 000000000000011 Caravan, Cor, 0, 1.,0, 0a,1d, 1h,1f, 5,0, 7, Tra, 000000000000010 Freight, nil, 0, 2.,0, 0a,1d, 1h,1f, 5,0, 7, Cor, 000000000000010 Explorer, Gue, 0, 1.,0, 0a,1d, 1h,1f, 3,0, 0, Sea, 000001000000010 Extra Land, nil, 0, 1.,0, 1a,1d, 1h,1f, 5,0, 0, no, 000000000000000 Extra Ship, nil, 2, 4.,0, 4a,2d, 2h,1f, 5,1, 2, no, 000000000000000 Extra Air, nil, 1, 8.,4, 8a,8d, 2h,2f, 10,0, 0, no, 000000000000000 not used a, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 not used b, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 not used c, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 not used d, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 not used e, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 not used f, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 not used g, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 not used h, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 not used i, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 not used j, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 not used k, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 not used l, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 not used m, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 not used n, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 not used o, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 not used p, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 not used q, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 not used r, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 not used s, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 not used t, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 not used u, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 not used v, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 not used w, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 not used x, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 not used y, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 not used z, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 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, no, ; Drt Plains, 1,2, 1,1,0, yes, 1, 5, 1, For, 0,15, 0, Grs, no, ; Pln Grassland, 1,2, 2,1,0, yes, 1, 5, 2, For, 0,10, 0, Hil, no, ; Grs Forest, 2,3, 1,2,0, Pln, 0, 5, 5, no, 0, 0, 0, Grs, no, ; For Hills, 2,4, 1,0,0, yes, 1,10, 0, yes, 3,10, 1, Pln, no, ; Hil Mountains, 3,6, 0,1,0, no, 0, 0, 0, yes, 1,10, 6, Hil, no, ; Mou Tundra, 1,2, 1,0,0, yes, 1,10, 1, no, 0, 0, 0, Drt, no, ; Tun Glacier, 2,2, 0,0,0, no, 0, 0, 0, yes, 1,15, 3, Tun, no, ; Gla Swamp, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, no, ; Swa Jungle, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, no, ; Jun Ocean, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, no, ; Oce Oasis, 1,2, 3,1,0, Buffalo, 1,2, 1,3,0, Grassland, 1,2, 2,1,0, Pheasant, 2,3, 3,2,0, Coal, 2,4, 1,2,0, Gold, 3,6, 0,1,6, Game, 1,2, 3,1,0, Ivory, 2,2, 1,1,4, Peat, 2,3, 1,4,0, Gems, 2,3, 1,0,4, Fish, 1,2, 3,0,2, Desert Oil, 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, @TERRAIN1 Desert, 1,2, 0,1,0, yes, 1, 5, 5, yes, 1, 5, 3, Pln, no, ; Drt Plains, 1,2, 1,1,0, yes, 1, 5, 1, For, 0,15, 0, Grs, no, ; Pln Grassland, 1,2, 2,1,0, yes, 1, 5, 2, For, 0,10, 0, Hil, no, ; Grs Forest, 2,3, 1,2,0, Pln, 0, 5, 5, no, 0, 5, 0, Grs, no, ; For Hills, 2,4, 1,0,0, yes, 1,10, 0, yes, 3,10, 1, Pln, no, ; Hil Mountains, 3,6, 0,1,0, no, 1,10, 0, yes, 1,10, 6, Hil, no, ; Mou Tundra, 1,2, 1,0,0, yes, 1,10, 1, no, 0, 0, 0, Drt, no, ; Tun Glacier, 2,2, 0,0,0, no, 0, 0, 0, yes, 1,15, 3, Tun, no, ; Gla Swamp, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, no, ; Swa Jungle, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, no, ; Jun Ocean, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, no, ; Oce Oasis, 1,2, 3,1,0, Buffalo, 1,2, 1,3,0, Grassland, 1,2, 2,1,0, Pheasant, 2,3, 3,2,0, Coal, 2,4, 1,2,0, Gold, 3,6, 0,1,6, Game, 1,2, 3,1,0, Ivory, 2,2, 1,1,4, Peat, 2,3, 1,4,0, Gems, 2,3, 1,0,4, Fish, 1,2, 3,0,2, Desert Oil, 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, @TERRAIN2 Desert, 1,2, 0,1,0, yes, 1, 5, 5, yes, 1, 5, 3, Pln, no, ; Drt Plains, 1,2, 1,1,0, yes, 1, 5, 1, For, 0,15, 0, Grs, no, ; Pln Grassland, 1,2, 2,1,0, yes, 1, 5, 2, For, 0,10, 0, Hil, no, ; Grs Forest, 2,3, 1,2,0, Pln, 0, 5, 5, no, 0, 5, 0, Grs, no, ; For Hills, 2,4, 1,0,0, yes, 1,10, 0, yes, 3,10, 1, Pln, no, ; Hil Mountains, 3,6, 0,1,0, no, 1,10, 0, yes, 1,10, 6, Hil, no, ; Mou Tundra, 1,2, 1,0,0, yes, 1,10, 1, no, 0, 0, 0, Drt, no, ; Tun Glacier, 2,2, 0,0,0, no, 0, 0, 0, yes, 1,15, 3, Tun, no, ; Gla Swamp, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, no, ; Swa Jungle, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, no, ; Jun Ocean, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, no, ; Oce Oasis, 1,2, 3,1,0, Buffalo, 1,2, 1,3,0, Grassland, 1,2, 2,1,0, Pheasant, 2,3, 3,2,0, Coal, 2,4, 1,2,0, Gold, 3,6, 0,1,6, Game, 1,2, 3,1,0, Ivory, 2,2, 1,1,4, Peat, 2,3, 1,4,0, Gems, 2,3, 1,0,4, Fish, 1,2, 3,0,2, Desert Oil, 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, @TERRAIN3 Desert, 1,2, 0,1,0, yes, 1, 5, 5, yes, 1, 5, 3, Pln, no, ; Drt Plains, 1,2, 1,1,0, yes, 1, 5, 1, For, 0,15, 0, Grs, no, ; Pln Grassland, 1,2, 2,1,0, yes, 1, 5, 2, For, 0,10, 0, Hil, no, ; Grs Forest, 2,3, 1,2,0, Pln, 0, 5, 5, no, 0, 5, 0, Grs, no, ; For Hills, 2,4, 1,0,0, yes, 1,10, 0, yes, 3,10, 1, Pln, no, ; Hil Mountains, 3,6, 0,1,0, no, 1,10, 0, yes, 1,10, 6, Hil, no, ; Mou Tundra, 1,2, 1,0,0, yes, 1,10, 1, no, 0, 0, 0, Drt, no, ; Tun Glacier, 2,2, 0,0,0, no, 0, 0, 0, yes, 1,15, 3, Tun, no, ; Gla Swamp, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, no, ; Swa Jungle, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, no, ; Jun Ocean, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, no, ; Oce Oasis, 1,2, 3,1,0, Buffalo, 1,2, 1,3,0, Grassland, 1,2, 2,1,0, Pheasant, 2,3, 3,2,0, Coal, 2,4, 1,2,0, Gold, 3,6, 0,1,6, Game, 1,2, 3,1,0, Ivory, 2,2, 1,1,4, Peat, 2,3, 1,4,0, Gems, 2,3, 1,0,4, Fish, 1,2, 3,0,2, Desert Oil, 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, ; Secondary Map Characteristics ; (modify at your own risk) ; ; 0, 1,2, 3,4, 5,6,7,8, D1,M1,F1, D2,M2,F2, D3,M3,F3 ; ; 0=map type: 1-subsea, 2-subdirt, 3-floating, 4-land dominant, 5-gas giant, 6-std ; 1=avg blob size (types 3 and 5 only) ; 2=avg # of blobs (types 3 and 5 only) ; 3=avg bridge length: 0-no bridges (types 3 and 5 only) ; 4=avg bridges per blob: 1-4 chance, 0-none (types 3 and 5 only) ; 5=# blue rooms ; 6=# ice rooms ; 7=# fire chambers ; 8=# storms ; DMF=desired length, minimum length, frequency ; specific effects depend on map type ; for SF game: ; DMF1=Mts, Hil, No ; DMF2=For, Mts, Hil ; DMF3=Hil, No, No @SECONDARY_MAPS 6, 0,0, 0,0, 0,0,0,0, 0,0,0, 0,0,0, 0,0,0, ;6, 0,0, 0,0, 0,0,0,0, 0,0,0, 0,0,0, 0,0,0, ;6, 0,0, 0,0, 0,0,0,0, 0,0,0, 0,0,0, 0,0,0, @GOVERNMENTS Anarchy, Mr., Ms. Despotism, Emperor, Empress 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, 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, 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, 2, 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, 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 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 Build Transporter, j Go to, G @DIFFICULTY Chieftain Warlord Prince King Emperor Deity @ATTITUDES Worshipful Friendly Cordial Receptive Neutral Reserved Icy Hostile Enraged @CIVILIZE2 0 ; AFl 0 ; Alp 0 ; Amp 0 ; Ast 0 ; Ato 0 ; Aut 0 ; Ban 0 ; Bri 0 ; Bro 0 ; Cer 0 ; Che 0 ; Chi 0 ; CoL 0 ; CA 0 ; Cmb 0 ; Cmn 0 ; Cmp 0 ; Csc 0 ; Cst 0 ; Cor 0 ; Cur 0 ; Dem 0 ; Eco 0 ; E1 0 ; E2 0 ; Eng 0 ; Env 0 ; Esp 0 ; Exp 0 ; Feu 0 ; Fli 0 ; Fun 0 ; FP 0 ; Gen 0 ; Gue 0 ; Gun 0 ; Hor 0 ; Ind 0 ; Inv 0 ; Iro 0 ; Lab 0 ; Las 0 ; Ldr 0 ; Lit 0 ; Too 0 ; Mag 0 ; Map 0 ; Mas 0 ; MP 0 ; Mat 0 ; Med 0 ; Met 0 ; Min 0 ; Mob 0 ; Mon 0 ; MT 0 ; Mys 0 ; Nav 0 ; NF 0 ; NP 0 ; Phi 0 ; Phy 0 ; Pla 0 ; Plu (Cst & Pot) 0 ; PT 0 ; Pot 0 ; Rad 0 ; RR 0 ; Rec 0 ; Ref 0 ; Rfg 0 ; Rep 0 ; Rob 0 ; Roc 0 ; San 0 ; Sea 0 ; SFl 0 ; Sth 0 ; SE 0 ; Stl 0 ; Sup 0 ; Tac 0 ; The 0 ; ToG 4 ; Tra 0 ; Uni 0 ; War 0 ; Whe 0 ; Wri 0 ; ... 0 ; U1 0 ; U2 0 ; U3 0 ; X1 0 ; X2 0 ; X3 0 ; X4 0 ; X5 0 ; X6 0 ; X7 @LEADERS2 00000000 ;Romans, Roman, 0, 1, 1, 1, Dictator, Dictator, 2, Imperator, Imperatrix 00000000 ;Babylonians, Babylonian, -1, -1, 1, 00000000 ;Germans, German, 1, -1, 1, 4, Archbishop, Archbishop, 6, Chancellor, Chancellor 00000000 ;Egyptians, Egyptian, 0, 0, 1, 1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh 00000000 ;Americans, American, -1, 0, 1, 4, Reverend, Reverend, 5, Speaker, Speaker 00000000 ;Greeks, Greek, 0, 1, -1, 6, Prime Minister, Prime Minister 00000000 ;Indians, Indian, -1, -1, 0, 2, Maharaja, Maharaja, 00000000 ;Russians, Russian, 1, 0, -1, 2, Czar, Czarina, 4, Patriarch, Matriarch 00000000 ;Zulus, Zulu, 1, 0, 0, 00000000 ;French, French, 1, 1, 1, 4, Archbishop, Archbishop, 6, Premier, Premier 00000000 ;Aztecs, Aztec, 0, -1, 1, 00000000 ;Chinese, Chinese, 0, 0, 1, 3, Chairman, Chairperson 00000000 ;English, English, 0, 1, 0, 4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister 00000000 ;Mongols, Mongol, 1, 1, -1, 00000000 ;Celts, Celtic, -1, 1, 0, 4, Druid, Druid 00000000 ;Japanese, Japanese, 1, -1, -1, 2, Shogun, Shogun, 6, Prime Minister, Prime Minister 00000000 ;Vikings, Viking, 1, 1, 0, 1, Warlord, Warlord 00000000 ;Spanish, Spanish, -1, 1, -1, 4, Archbishop, Archbishop 00000000 ;Persians, Persian, 0, -1, 0, 2, Shah, Shah, 4, Ayatollah, Ayatollah 00000000 ;Carthaginians, Carthaginian, 0, 0, -1, 00000000 ;Sioux, Sioux, 0, 0, 0, 1, Chief, Chief, 2, Great Chief, Great Chief 00000000 ; Saladin, ..., 0, 5, Arabs, Arab, 1, 0, 1, 4, Ayatollah, Ayatollah, 2, Sultan, Sultana 00000000 ; Atawallpa, ..., 0, 1, Incas, Inca, -1, 1, 1, ; Advanced unit fields ; A) 'tribe may build' mask: 0 - can't; 1 - can ; B) 'not allowed on map' mask: 1 - not allowed on map ; C) minimum bribe amount: n - minimum bribe; 0 - don't care; -1 - can't bribe ; D) 'build transport site' mask: 1: can; 0: can't for each site type ; E) 'use transport site' mask: 1: can; 0: can't for each site type ; F) native transport ability: 1: can; 0: can't for each map relationship type ; G) General flags ; 00000001 invisible until attack: 1 - invisible ; 00000010 non-disbandable (human players only): 1 - cannot disband ; 00000100 0-range-air-unit damage override: 1 - override damage ; 00001000 barbarian units can't be bought off: 1 - can't buy off ; 00010000 impassable terrain override: 1 - override impassable terrain ; 01000000 barbarian unit will not expire: 1 - no expire ; 10000000 override .SPR file for this unit: 1 - don't use .SPR ; A B C D E F G @UNITS_ADVANCED 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Settlers 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Engineers 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Warriors 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Phalanx 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Archers 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Legion 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Pikemen 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Musketeers 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Fanatics 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Partisans 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Alpine Troops 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Riflemen 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Marines 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Paratroopers 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Mech. Inf. 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Horsemen 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Chariot 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Elephant 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Crusaders 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Knights 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Dragoons 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Cavalry 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Armor 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Catapult 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Cannon 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Artillery 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Howitzer 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Fighter 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Bomber 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Helicopter 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Stlth Ftr. 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Stlth Bmbr. 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Trireme 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Caravel 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Galleon 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Frigate 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Ironclad 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Destroyer 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Cruiser 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;AEGIS Cruiser 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Battleship 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Submarine 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Carrier 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Transport 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Cruise Msl. 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Nuclear Msl. 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Diplomat 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Spy 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Caravan 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Freight 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Explorer 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Extra Land 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Extra Ship 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Extra Air 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Test Unit 1 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Test Unit 2 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Test Unit 3 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Test Unit 4 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Test Unit 5 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Test Unit 6 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Test Unit 7 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Test Unit 8 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Test Unit 9 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Test Unit 10 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Test Unit 11 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Test Unit 12 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Test Unit 13 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Test Unit 14 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Test Unit 15 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Test Unit 16 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Test Unit 17 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Test Unit 18 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Test Unit 19 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Test Unit 20 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Test Unit 21 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Test Unit 22 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Test Unit 23 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Test Unit 24 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Test Unit 25 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Test Unit 26 ; 0-15 define legal transport possibilities ; art matched in threes 0/3/6/9/12/15; 1/4/7/10/13; 2/5/8/11/14 @MAP_TRANSPORT_RELATIONSHIPS 0,1 ; 0/1 0,2 ; 1/2 0,3 ; 2/3 1,2 ; 3/1 1,3 ; 4/2 2,3 ; 5/3 0,0 ; 6/1 0,0 ; 7/2 0,0 ; 8/3 0,0 ; 9/1 0,0 ; 10/2 0,0 ; 11/3 0,0 ; 12/1 0,0 ; 13/2 0,0 ; 14/3 0,0 ; 15/1 ; map, primary unit type, secondary unit type @INITIAL_SETTINGS 0,0,3 ;Romans 0,0,3 ;Babylonians 0,0,3 ;Germans 0,0,3 ;Egyptians 0,0,3 ;Americans 0,0,3 ;Greeks 0,0,3 ;Indians 0,0,3 ;Russians 0,0,3 ;Zulus 0,0,3 ;French 0,0,3 ;Aztecs 0,0,3 ;Chinese 0,0,3 ;English 0,0,3 ;Mongols 0,0,3 ;Celts 0,0,3 ;Japanese 0,0,3 ;Vikings 0,0,3 ;Spanish 0,0,3 ;Persians 0,0,3 ;Carthaginians 0,0,3 ;Sioux @SOUNDS ; Settlers ; Engineers Warrior.wav ; Warriors ; Phalanx Archers.wav ; Archers ; Legion Warrior.wav ; Pikemen ; Musketeers Fanatics.wav ; Fanatics Partisans.wav ; Partisans Marines.wav ; Alpine Troops Riflemen.wav ; Riflemen Marines.wav ; Marines ; Paratroopers ; Mech. Inf. ; Horsemen Chariot.wav ; Chariot Elephant.wav ; Elephant ; Crusaders ; Knights ; Dragoons ; Cavalry Oldcannons.wav ; Armor ; Catapult Oldcannons.wav ; Cannon ; Artillery ; Howitzer ; Fighter ; Bomber ; Helicopter ; Stlth Ftr. ; Stlth Bmbr. Trireme.wav ; Trireme ; Caravel ; Galleon ; Frigate ; Ironclad ; Destroyer ; Cruiser ; AEGIS Cruiser ; Battleship ; Submarine ; Carrier Transport.wav ; Transport ; Cruise Msl. ; Nuclear Msl. ; Diplomat Spysilencer.wav ; Spy ; Caravan ; Freight ; Explorer ; Extra Land ; Extra Ship ; Extra Air ; New Unit a ; New Unit b ; New Unit c ; New Unit d ; New Unit e ; New Unit f ; New Unit g ; New Unit h ; New Unit i ; New Unit j ; New Unit k ; New Unit l ; New Unit m ; New Unit n ; New Unit o ; New Unit p ; New Unit q ; New Unit r ; New Unit s ; New Unit t ; New Unit u ; New Unit v ; New Unit w ; New Unit x ; New Unit y ; New Unit z @RIVERS River, ; map 1 River, ; map 2 River, ; map 3 River, ; map 4 ; please do not remove this line