; RiverWar v4b2 ; @UNITS_ADVANCED invisible until attack turned on for Triggers by Boco ; ; CIVILIZATION GAME DATA 8/6/98 ; 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. ; 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 4 ; Road movement multiplier 2 ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation) 2 ; # of food each citizen eats per turn 16 ; # 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) 10 ; City size for first unhappiness at Chieftain level 20 ; Riot factor based on # cities (higher factor lessens the effect) 8 ; Aqueduct needed to exceed this size 14 ; Sewer System needed to exceed this size 1 ; Tech paradigm (higher # slows research) 0 ; 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) 1 ; Communism is equivalent of this palace distance. 80 ; 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) 2 ; Max effective science rate in fundamentalism (x10, so 5 = 50%) 2000000 ; Value of each citizen to the Civilization Score. 2500000 ; Value of each wonder to the Civilization Score. 0 ; Reward for landing on A. Centauri first = this multiplier*(# of habitats)*(prob. of success) 0 ; Cost to Civilization Score (+ or -) for each extant non-AI controlled polluted tile. 0 ; For each turn of peace after turn 199, this amount *3 is added to Civilization Score. 0 ; Value to the Civilization Score of each future tech researched. 0 ; Penalty assessed to Civilization Score each time player betrays another race. -2 ; Cost to Civilization Score (+ or -) for each unit destroyed. 11110111 ; 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 ; ; ai,modf,T1, T2, ep,cat, id - abbr @CIVILIZE Nature Tech, 4,-2, no, no, 0, 3 ; 00 - AFl -Alp, 5, 1, no, no, 3, 4 ; 01 - Alp (doubles literacy output) Egyptian Recruitment 2, 3,-2, CoL, nil, 2, 0 ; 02 - Amp British Troops 1, 4, 1, CoL, nil, 1, 0 ; 03 - Ast British Troops 2, 4,-1, Feu, Ast, 1, 0 ; 04 - Ato -Aut, 6,-1, no, no, 3, 4 ; 05 - Aut (increase pollution, city&people look to modern) Soudanese Irregulars, 4, 1, Ast, nil, 3, 0 ; 06 - Ban -Bri, 4, 0, no, no, 3, 4 ; 07 - Bri (allows RRengineers to build bridges) 21st Lancers 2, 6,-1, Cmb, nil, 1, 1 ; 08 - Bro -Cer, 5, 0, no, no, 3, 4 ; 09 - Cer (temples make one extra person happy) Ship Building 1, 5,-1, Fun, nil, 0, 1 ; 10 - Che Ship Building 2, 4,-2, Che, Amp, 0, 1 ; 11 - Chi Egyptian Recruitment 1, 4, 1, Fun, nil, 2, 0 ; 12 - CoL British Troops 3, 5,-1, Ato, nil, 1, 0 ; 13 - CA 21st Lancers 1, 5,-1, Ato, nil, 1, 1 ; 14 - Cmb -Cmn, 5, 0, no, no, 2, 2 ; 15 - Cmn Royal Artillery, 4, 1, Cmb, nil, 2, 1 ; 16 - Cmp -Csc, 7,-1, no, no, 2, 0 ; 17 - Csc -Cst, 4, 0, no, no, 3, 4 ; 18 - Cst -Cor, 4, 0, no, no, 2, 1 ; 19 - Cor -Cur, 4, 1, no, no, 0, 1 ; 20 - Cur -Dem, 5, 1, no, no, 2, 2 ; 21 - Dem -Eco, 4, 1, no, no, 2, 1 ; 22 - Eco -E1, 4, 0, no, no, 2, 4 ; 23 - E1 -E2, 4, 1, no, no, 3, 4 ; 24 - E2 -Eng, 4, 0, no, no, 0, 4 ; 25 - Eng -Env, 3, 1, no, no, 3, 2 ; 26 - Env -Esp, 2,-1, no, no, 3, 0 ; 27 - Esp Rail Engineers 4, 5, 0, Fli, nil, 0, 0 ; 28 - Exp Rail Engineers 2, 4,-1, Fun, nil, 0, 0 ; 29 - Feu Rail Engineers 3, 4,-1, Feu, nil, 0, 0 ; 30 - Fli Rail Engineers 1, 3,-2, X7, nil, 0, 0 ; 31 - Fun (schermpje of je revolutie wilt) Rail Engineers 5, 3, 0, Exp, nil, 0, 0 ; 32 - FP Rail Engineers 6, 3, 2, FP, nil, 0, 0 ; 33 - Gen -Gue, 4, 1, no, no, 3, 0 ; 34 - Gue -Gun, 8,-2, no, no, 1, 0 ; 35 - Gun -Hor, 4,-1, no, no, 0, 0 ; 36 - Hor -Ind, 6, 0, no, no, 3, 4 ; 37 - Ind -Inv, 6, 0, no, no, 1, 4 ; 38 - Inv -Iro, 5,-1, no, no, 0, 4 ; 39 - Iro -Lab, 4,-1, no, no, 3, 2 ; 40 - Lab -Las, 4, 0, no, no, 3, 3 ; 41 - Las -Ldr, 5,-1, no, no, 1, 0 ; 42 - Ldr -Lit, 5, 2, no, no, 3, 4 ; 43 - Lit -Too, 4,-2, no, no, 2, 4 ; 44 - Too -Mag, 4,-1, no, no, 3, 4 ; 45 - Mag -Map, 6,-1, no, no, 3, 4 ; 46 - Map -Mas, 4, 1, no, no, 3, 4 ; 47 - Mas -MP, 5, 0, no, no, 3, 4 ; 48 - MP -Mat, 4,-1, no, no, 0, 3 ; 49 - Mat -Med, 4, 0, no, no, 3, 4 ; 50 - Med -Met, 6,-2, no, no, 1, 0 ; 51 - Met -Min, 4, 1, no, no, 3, 4 ; 52 - Min -Mob, 8,-1, no, no, 3, 0 ; 53 - Mob -Mon, 5, 1, no, no, 0, 2 ; 54 - Mon -MT, 5, 1, no, no, 3, 4 ; 55 - MT -Mys, 4, 0, no, no, 3, 4 ; 56 - Mys -Nav, 6,-1, no, no, 1, 1 ; 57 - Nav -NF, 6,-2, no, no, 3, 4 ; 58 - NF -NP, 3, 0, no, no, 3, 4 ; 59 - NP attack on Suakin, 9, 1, no, no, 0, 2 ; 60 - Phi -Phy, 4,-1, no, no, 1, 3 ; 61 - Phy -Pla, 4, 1, no, no, 3, 4 ; 62 - Pla -Plu, 4, 0, no, no, 1, 4 ; 63 - Plu -PT, 4, 0, no, no, 0, 2 ; 64 - PT -Pot, 4, 1, no, no, 0, 1 ; 65 - Pot -Rad, 5,-1, no, no, 3, 4 ; 66 - Rad -RR, 6, 0, no, no, 2, 1 ; 67 - RR -Rec, 2, 1, no, no, 3, 2 ; 68 - Rec -Ref, 4, 0, no, no, 2, 4 ; 69 - Ref -Rfg, 3, 1, no, no, 3, 1 ; 70 - Rfg -Rep, 5, 1, no, no, 0, 2 ; 71 - Rep -Rob, 5,-2, no, no, 3, 0 ; 72 - Rob -Roc, 6,-2, no, no, 3, 0 ; 73 - Roc -San, 4, 2, no, no, 2, 1 ; 74 - San -Sea, 4, 1, no, no, 0, 1 ; 75 - Sea -SFl, 4, 1, no, no, 3, 3 ; 76 - SFl -Sth, 3,-2, no, no, 3, 0 ; 77 - Sth -SE, 4,-1, no, no, 2, 3 ; 78 - SE -Stl, 4,-1, no, no, 2, 4 ; 79 - Stl -Sup, 4, 1, no, no, 3, 3 ; 80 - Sup -Tac, 6,-1, no, no, 2, 0 ; 81 - Tac -The, 3, 2, no, no, 3, 4 ; 82 - The -ToG, 4, 0, no, no, 1, 3 ; 83 - ToG -Tra, 4, 2, no, no, 3, 4 ; 84 - Tra -Uni, 5, 1, no, no, 3, 4 ; 85 - Uni Italian Tech, 4,-1, no, no, 1, 2 ; 86 - War Eth. Tech, 4,-1, no, no, 2, 2 ; 87 - Whe -Wri, 4, 2, no, no, 3, 4 ; 88 - Wri no more research, 1, 0, nil, nil, 3, 3 ; 89 - FT -U1, 3, 0, no, no, 0, 2 ; 90 - U1 Fashoda Incident, 3, 0, no, no, 0, 4 ; 91 - U2 Khartoum, 3, 0, no, no, 1, 4 ; 92 - U3 European Tech, 3, 0, no, no, 2, 3 ; 93 - X1 -X2, 3, 0, no, no, 2, 4 ; 94 - X2 -X3, 3, 0, no, no, 0, 2 ; 95 - X3 -X4, 3, 0, no, no, 0, 2 ; 96 - X4 French Tech, 3, 0, no, no, 3, 2 ; 97 - X5 Dervish Tech, 3, 0, no, no, 0, 3 ; 98 - X6 British Tech, 3, 0, no, no, 1, 3 ; 99 - 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, Governor's Palace, 10, 0, nil, Barracks, 4, 3, no, Granary, 6, 1, no, Naziriyah, 4, 2, nil, Suq, 8, 1, no, Khalwa, 8, 1, no, Emir's House, 8, 1, no, Zeriba, 8, 4, no, Hafr, 8, 2, no, Caravan Road, 12, 3, no, Mosque, 12, 3, no, -, 16, 3, no, -, 16, 4, no, Church, 10, 4, no, -, 20, 4, no, -, 32, 6, no, -, 20, 4, no, -, 20, 2, no, -, 16, 4, no, -, 24, 4, no, -, 16, 2, no, -, 16, 4, no, -, 12, 2, no, -, 8, 3, no, -, 20, 5, no, -, 16, 3, no, -, 10, 2, no, -, 8, 1, no, -, 32, 4, no, Harbour, 6, 1, no, Fishing Docks, 16, 3, no, -, 16, 3, no, -, 6, 2, no, -, 8, 3, no, -, 0, 0, no, -, 8, 0, no, -, 16, 0, no, -, 32, 0, no, (Caravan Financing), 60, 0, nil, Nubian Pyramids, 20, 0, nil, Jebel Al-Barkal, 20, 0, nil, Pharoanic Temples, 20, 0, nil, -, 20, 0, no, -, 30, 0, no, Legacy of Al-Mahdi al-Muntazar, 30, 0, nil, Gunpowder's Superiority, 30, 0, nil, Gate of the Soudan, 30, 0, nil, Islam, 30, 0, nil, Imperialism, 20, 0, nil, -, 40, 0, no, -, 30, 0, no, Mahdi's Tomb, 40, 0, nil, -, 30, 0, no, -, 40, 0, no, -, 40, 0, no, -, 40, 0, no, Kitchener's Army, 40, 0, nil, -, 40, 0, no, -, 40, 0, no, -, 30, 0, no, -, 60, 0, no, -, 60, 0, no, -, 60, 0, no, -, 60, 0, no, -, 60, 0, no, -, 60, 0, no, -, 60, 0, no, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; Pyramids X7, ; Jebel Al-Barkal X7, ; Pharoanic Temples nil, ; - nil, ; - X7, ; Mahdi's legacy nil, ; Gunpowder's Superiority X7, ; Gate of the Soudan X7, ; Islam X7, ; Imperialism nil, ; - nil, ; - nil, ; Mahdi's Tomb nil, ; - nil, ; - nil, ; - nil, ; - nil, ; Kitchener's Army nil, ; - nil, ; - nil, ; - nil, ; - nil, ; - nil, ; - nil, ; - nil, ; - nil, ; - nil, ; - ; ; 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 ; ; Submarines ; |AEGIS ; ||Missiles ; |||Fanatics ; ||||Pikemen ; |||||Alpine ; ||||||Paratrooper ; |||||||Carrier ; ||||||||Ignore City Walls ; |||||||||Trireme ; ||||||||||Fighter ; |||||||||||Submarine ; ||||||||||||Amphibious ; X4=pedia|||||||||||||Ignore ZOC ; \/ ||||||||||||||See 2 Squares ;Name Until,Dom,mf,rng,af,df, hp,fp, $$,ho,ro, preq ||||||||||||||| @UNITS Soudanese Inf. (R),no, 0, 1.,0, 4a,3d, 1h,1f, 12,0, 0, X7, 000000000000010 Rail Engineers, no, 0, 2.,0, 0a,2d, 2h,1f, 18,0, 5, Exp, 000000000000010 Dervish Infantry, no, 0, 1.,0, 5a,4d, 1h,1f, 6,0, 1, no, 000000000000010 Arab Riflemen, no, 0, 1.,0, 4a,4d, 1h,1f, 6,0, 0, X6, 000000000000010 Egyptian Inf., no, 0, 1.,0, 4a,3d, 1h,1f, 18,0, 0, X4, 000000000000010 Nubians, no, 0, 1.,0, 3a,3d, 1h,1f, 4,0, 1, X6, 000000000000010 Dervish Riflemen, no, 0, 1.,0, 4a,4d, 1h,1f, 6,0, 0, X6, 000000000000010 Beja Infantry, no, 0, 1.,0, 3a,3d, 1h,1f, 6,0, 1, X6, 000000000000010 Dinka Spearmen, no, 0, 1.,0, 3a,2d, 1h,1f, 2,0, 1, X6, 000000000000010 Indian Inf., no, 0, 1.,0, 5a,3d, 1h,1f, 18,0, 1, X4, 000000000000010 Regular Inf., no, 0, 1.,0, 6a,4d, 1h,1f, 18,0, 0, X4, 000000000000010 Highlander Inf., no, 0, 1.,0, 5a,3d, 1h,1f, 18,0, 0, X4, 000000000000010 Nuba Spearmen, no, 0, 1.,0, 3a,2d, 1h,1f, 3,0, 1, X6, 000000000000010 Soudanese Inf., no, 0, 1.,0, 5a,3d, 1h,1f, 12,0, 0, X4, 000000000000010 Col. Marchand, no, 0, 1.,0, 6a,3d, 2h,2f, 18,0, 0, no, 000000000000000 21st Lancers, no, 0, 2.,0, 6a,3d, 1h,1f, 18,0, 0, X4, 000000000000010 Senegalese Inf., no, 0, 1.,0, 5a,3d, 1h,1f, 18,0, 0, X5, 000000000000000 1st Bombay Lancers,no, 0, 2.,0, 6a,3d, 1h,1f, 18,0, 0, X4, 000000000000010 Eg. Camel Corps, no, 0, 2.,0, 5a,4d, 1h,1f, 18,0, 0, X4, 000000000000010 Sd. Camel Corps, no, 0, 2.,0, 5a,4d, 1h,1f, 18,0, 0, X4, 000000000000010 Br. Scouts, no, 0, 4.,0, 0a,2d, 1h,1f, 18,0, 0, X4, 000000000000010 Native Guides, no, 0, 1.,0, 0a,1d, 1h,1f, 12,0, 0, X7, 000001000000001 Brass Cannon, no, 0, 1.,0, 3a,1d, 1h,3f, 10,0, 0, X4, 000000000000000 Heavy Art., no, 0, 1.,0, 7a,1d, 1h,3f, 18,0, 0, X4, 000000000000010 Br. Horse Art., no, 0, 1.,0, 5a,1d, 1h,3f, 18,0, 0, X4, 000000000000010 Field Art., no, 0, 1.,0, 4a,1d, 1h,3f, 18,0, 0, X4, 000000000000010 Egypt. Horse Art., no, 0, 1.,0, 5a,1d, 1h,3f, 12,0, 0, X4, 000000000000010 Baggara Horsemen, no, 0, 1.,0, 5a,2d, 1h,1f, 6,0, 0, X6, 000001000000010 Raiders, no, 0, 1.,0, 4a,2d, 1h,1f, 18,0, 0, X6, 000001000000010 -, no, 0, 2.,0, 5a,4d, 1h,1f, 18,0, 0, no, 000000000000010 Fur Horsemen, no, 0, 1.,0, 5a,3d, 1h,1f, 10,0, 0, X6, 000001000000010 Egyptian Cav., no, 0, 2.,0, 5a,2d, 1h,1f, 18,0, 0, X4, 000000000000010 Dhow, no, 2, 1.,0, 0a,1d, 1h,1f, 6,0, 0, X6, 000000000000000 Old Gunboat, no, 2, 0.,0, 0a,2d, 1h,1f, 18,0, 0, no, 000000000000000 Steamer, no, 2, 6.,0, 5a,3d, 1h,2f, 18,2, 0, X4, 000000000000000 Gunboat, no, 2, 6.,0, 7a,4d, 1h,2f, 18,0, 0, X4, 000000000000000 Impassable1, no, 1, 0.,127,0a,1d, 1h,1f, 4,0, 3, no, 000000000000000 Impassable2, no, 1, 0.,127,0a,1d, 1h,1f, 4,0, 3, no, 000000000000000 Impassable3, no, 1, 0.,127,0a,1d, 1h,1f, 4,0, 3, no, 000000000000000 Impassable4, no, 1, 0.,127,0a,1d, 1h,1f, 4,0, 3, no, 000000000000000 Impassable5, no, 1, 0.,127,0a,1d, 1h,1f, 4,0, 3, no, 000000000000000 Impassable6, no, 1, 0.,127,0a,1d, 1h,1f, 4,0, 3, no, 000000000000000 Impassable7, no, 1, 0.,127,0a,1d, 1h,1f, 4,0, 3, no, 000000000000000 -, no, 0, 1.,0, 0a,3d, 1h,1f, 5,8, 0, no, 000000000000000 -, no, 0, 1.,0, 8a,0d, 1h,1f, 6,0, 0, no, 000000000000000 OsmanDigna, no, 0, 1.,0, 9a,4d, 1h,1f, 16,0, 0, no, 000000000000000 Khalifa, no, 0, 1.,0, 6a,6d, 1h,1f, 10,0, 0, no, 000000000000000 Ahmed Fedil, no, 0, 1.,0, 6a,6d, 1h,1f, 10,0, 0, no, 000000000000000 Gen. Caneva, no, 0, 0.,0, 0a,0d, 1h,1f, 25,0, 1, no, 000000000000000 Italian Inf., no, 0, 0.,0, 0a,0d, 1h,1f, 25,0, 1, X4, 000000000000000 Native Inf., no, 0, 0.,0, 0a,0d, 1h,1f, 25,0, 1, War, 000000000000000 Soudanese Inf, no, 0, 1.,0, 4a,3d, 1h,1f, 12,0, 0, X6, 000000000000010 Menelik II, no, 0, 0.,0, 6a,4d, 1h,1f, 5,0, 1, no, 000000000000000 Eth. Riflemen, no, 0, 0.,0, 4a,3d, 1h,1f, 18,0, 1, Whe, 000000000000000 Osman Digna, no, 0, 1.,0, 6a,4d, 1h,1f, 18,0, 0, no, 000000000000000 the Khalifa, no, 0, 1.,0, 6a,6d, 1h,1f, 10,0, 0, no, 000000000000000 Sheikh-ed-Din, no, 0, 1.,0, 6a,5d, 1h,1f, 10,0, 0, no, 000000000000000 Ali Wad Helu, no, 0, 1.,0, 6a,5d, 1h,1f, 10,0, 0, no, 000000000000000 -, no, 0, 0.,0, 0a,1d, 1h,1f, 4,0, 1, no, 000000000000000 -, no, 0, 0.,0, 0a,1d, 1h,1f, 4,0, 1, no, 000000000000000 Br. Officer, no, 0, 2.,0, 6a,4d, 2h,2f, 18,0, 0, X4, 000000000000010 the Sirdar, no, 0, 2.,0, 6a,4d, 2h,2f, 18,0, 0, X4, 000000000000010 -, no, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 Regular Inf. 1, no, 0, 1.,0, 6a,4d, 1h,1f, 18,0, 0, no, 000000000000010 Regular Inf. 2, no, 0, 1.,0, 6a,4d, 1h,1f, 18,0, 0, no, 000000000000010 -, no, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 -, no, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 Regular Inf. 3, no, 0, 1.,0, 6a,4d, 1h,1f, 18,0, 0, no, 000000000000010 Regular Inf. 4, no, 0, 1.,0, 6a,4d, 1h,1f, 18,0, 0, no, 000000000000010 -, no, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 -, no, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 -, no, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 Krupp gun, no, 0, 1.,0, 1a,6d, 1h,1f, 18,0, 1, X4, 000000000000010 Maxim-Nordenfeldt, no, 0, 1.,0, 1a,6d, 1h,1f, 18,0, 1, X4, 000000000000010 -, no, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 Impassable, no, 1, 0.,127,0a,1d, 1h,1f, 4,0, 3, no, 000000000000000 DarfurTrigger, no, 0, 0.,0, 0a,1d, 1h,1f, 4,0, 6, no, 000000000000000 FedilTrigger, no, 0, 0.,0, 0a,1d, 1h,1f, 4,0, 6, no, 000000000000000 Trigger, no, 0, 0.,0, 0a,1d, 1h,1f, 4,0, 6, no, 000000000000000 FashodaTrigger, no, 0, 0.,0, 0a,1d, 1h,1f, 4,0, 6, 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 ; impassable? ; @TERRAIN Desert, 1,2, 0,1,0, no, 1, 5, 0, no, 1, 5, 0, no, no, ; Drt Savanna, 1,2, 1,1,0, no, 1, 5, 0, no, 0,15, 0, no, no, ; Pln Fertile Ground, 1,2, 1,1,0, yes, 1, 5, 0, no, 0,10, 0, no, no, ; Grs Trade Route, 1,2, 1,1,2, no, 1, 5, 0, no, 0, 5, 0, no, no, ; For Sand Dunes, 2,4, 1,0,0, no, 1,10, 0, no, 2,10, 0, no, no, ; Hil Hills, 3,6, 1,1,0, no, 1,10, 0, no, 1,10, 0, no, yes,; Mou Hills, 2,4, 1,0,0, no, 1,10, 0, no, 0, 0, 0, no, no, ; Tun Waterwells, 1,2, 0,0,0, no, 0, 0, 0, no, 1,15, 0, no, no, ; Gla Dry desert, 1,1, 1,0,0, Gla, 0, 0, 0, no, 0, 1, 0, no, yes,; Swa Impassable, 20,1, 1,0,0, no, 0,15, 0, no, 0,15, 0, no, yes,; Jun Water, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, no, ; Oce Oasis, 1,2, 3,1,0, Lions, 1,2, 1,3,0, Fertile Ground, 1,2, 1,1,0, Palm Trees, 1,2, 1,3,2, -, 2,4, 1,0,0, Coal, 3,6, 1,3,0, -, 2,4, 1,0,0, -, 1,2, 0,0,0, -, 1,1, 1,0,0, -, 20,1, 1,0,0, Hippos, 1,2, 2,0,3, Camels, 1,2, 0,4,0, Giraffes, 1,2, 2,2,0, Fertile Ground, 1,2, 1,1,0, Camels, 1,2, 2,3,2, Waterwell, 2,4, 2,0,3, Salt, 3,6, 1,1,3, -, 2,4, 2,0,0, -, 1,2, 0,0,0, -, 1,1, 1,0,0, -, 20,1, 1,0,0, Papyrus, 1,2, 1,3,2, @TERRAIN1 Desert, 1,2, 0,1,0, no, 1, 5, 0, no, 1, 5, 0, no, no, ; Drt Savanna, 1,2, 1,1,0, no, 1, 5, 0, no, 0,15, 0, no, no, ; Pln Fertile Ground, 1,2, 1,1,0, yes, 1, 5, 0, no, 0,10, 0, no, no, ; Grs Trade Route, 1,2, 1,1,2, no, 1, 5, 0, no, 0, 5, 0, no, no, ; For Sand Dunes, 2,4, 1,0,0, no, 1,10, 0, no, 2,10, 0, no, no, ; Hil Hills, 3,6, 1,1,0, no, 1,10, 0, no, 1,10, 0, no, yes,; Mou Hills, 2,4, 1,0,0, no, 1,10, 0, no, 0, 0, 0, no, no, ; Tun Waterwells, 1,2, 0,0,0, no, 0, 0, 0, no, 1,15, 0, no, no, ; Gla Dry desert, 1,1, 1,0,0, Gla, 0, 0, 0, no, 0, 1, 0, no, yes,; Swa Impassable, 20,1, 1,0,0, no, 0,15, 0, no, 0,15, 0, no, yes,; Jun Water, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, no, ; Oce Oasis, 1,2, 3,1,0, Lions, 1,2, 1,3,0, Fertile Ground, 1,2, 1,1,0, Palm Trees, 1,2, 1,3,2, -, 2,4, 1,0,0, Coal, 3,6, 1,3,0, -, 2,4, 1,0,0, -, 1,2, 0,0,0, -, 1,1, 1,0,0, -, 20,1, 1,0,0, Hippos, 1,2, 2,0,3, Camels, 1,2, 0,4,0, Giraffes, 1,2, 2,2,0, Fertile Ground, 1,2, 1,1,0, Camels, 1,2, 2,3,2, Waterwell, 2,4, 2,0,3, Salt, 3,6, 1,1,3, -, 2,4, 2,0,0, -, 1,2, 0,0,0, -, 1,1, 1,0,0, -, 20,1, 1,0,0, Papyrus, 1,2, 1,3,2, @TERRAIN2 Desert, 1,2, 0,1,0, no, 1, 5, 0, no, 1, 5, 0, no, no, ; Drt Savanna, 1,2, 1,1,0, no, 1, 5, 0, no, 0,15, 0, no, no, ; Pln Fertile Ground, 1,2, 1,1,0, yes, 1, 5, 0, no, 0,10, 0, no, no, ; Grs Trade Route, 1,2, 1,1,2, no, 1, 5, 0, no, 0, 5, 0, no, no, ; For Sand Dunes, 2,4, 1,0,0, no, 1,10, 0, no, 2,10, 0, no, no, ; Hil Hills, 3,6, 1,1,0, no, 1,10, 0, no, 1,10, 0, no, yes,; Mou Hills, 2,4, 1,0,0, no, 1,10, 0, no, 0, 0, 0, no, no, ; Tun Waterwells, 1,2, 0,0,0, no, 0, 0, 0, no, 1,15, 0, no, no, ; Gla Dry desert, 1,1, 1,0,0, Gla, 0, 0, 0, no, 0, 1, 0, no, yes,; Swa Impassable, 20,1, 1,0,0, no, 0,15, 0, no, 0,15, 0, no, yes,; Jun Water, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, no, ; Oce Oasis, 1,2, 3,1,0, Lions, 1,2, 1,3,0, Fertile Ground, 1,2, 1,1,0, Palm Trees, 1,2, 1,3,2, -, 2,4, 1,0,0, Coal, 3,6, 1,3,0, -, 2,4, 1,0,0, -, 1,2, 0,0,0, -, 1,1, 1,0,0, -, 20,1, 1,0,0, Hippos, 1,2, 2,0,3, Camels, 1,2, 0,4,0, Giraffes, 1,2, 2,2,0, Fertile Ground, 1,2, 1,1,0, Camels, 1,2, 2,3,2, Waterwell, 2,4, 2,0,3, Salt, 3,6, 1,1,3, -, 2,4, 2,0,0, -, 1,2, 0,0,0, -, 1,1, 1,0,0, -, 20,1, 1,0,0, Papyrus, 1,2, 1,3,2, @TERRAIN3 Desert, 1,2, 0,1,0, no, 1, 5, 0, no, 1, 5, 0, no, no, ; Drt Savanna, 1,2, 1,1,0, no, 1, 5, 0, no, 0,15, 0, no, no, ; Pln Fertile Ground, 1,2, 1,1,0, yes, 1, 5, 0, no, 0,10, 0, no, no, ; Grs Trade Route, 1,2, 1,1,2, no, 1, 5, 0, no, 0, 5, 0, no, no, ; For Sand Dunes, 2,4, 1,0,0, no, 1,10, 0, no, 2,10, 0, no, no, ; Hil Hills, 3,6, 1,1,0, no, 1,10, 0, no, 1,10, 0, no, yes,; Mou Hills, 2,4, 1,0,0, no, 1,10, 0, no, 0, 0, 0, no, no, ; Tun Waterwells, 1,2, 0,0,0, no, 0, 0, 0, no, 1,15, 0, no, no, ; Gla Dry desert, 1,1, 1,0,0, Gla, 0, 0, 0, no, 0, 1, 0, no, yes,; Swa Impassable, 20,1, 1,0,0, no, 0,15, 0, no, 0,15, 0, no, yes,; Jun Water, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, no, ; Oce Oasis, 1,2, 3,1,0, Lions, 1,2, 1,3,0, Fertile Ground, 1,2, 1,1,0, Palm Trees, 1,2, 1,3,2, -, 2,4, 1,0,0, Coal, 3,6, 1,3,0, -, 2,4, 1,0,0, -, 1,2, 0,0,0, -, 1,1, 1,0,0, -, 20,1, 1,0,0, Hippos, 1,2, 2,0,3, Camels, 1,2, 0,4,0, Giraffes, 1,2, 2,2,0, Fertile Ground, 1,2, 1,1,0, Camels, 1,2, 2,3,2, Waterwell, 2,4, 2,0,3, Salt, 3,6, 1,1,3, -, 2,4, 2,0,0, -, 1,2, 0,0,0, -, 1,1, 1,0,0, -, 20,1, 1,0,0, Papyrus, 1,2, 1,3,2, ; map type: 1-underwater; 2-underground; 3-floating; 4-land dominant; 5-gas giant ; blob size,blob density ; bridge length,bridge chance ; blue rooms, ice chambers,fire chambers,storms ; range1-3 - coral, vent, empty ; desired length,minimum length,frequency ; 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 ; 1, 60,80, 3,2, 0,0,0,0, 9,4,30, 15,10,50, 0,0,0, ; 2, 0,0, 30,2, 30,30,60,0, 0,0,0, 0,0,0, 0,0,0, ; 3, 15,30, 0,0, 0,0,0,0, 0,0,0, 0,0,0, 0,0,0, @GOVERNMENTS Anarchy, Soldier, Soldier Despotism, Commander, Commander Monarchy, Lieutenant, Lieutenant Communism, Colonel, Colonel Mahdism, Khalifa, Khalifa Monarchy, General, General Republic, Major, Major ; ; 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, Hammurabi, Ishtari, 0, 2, 0, Babylonians, Babylonian, -1, -1, 1, Frederick, Maria Theresa, 0, 3, 3, Germans, German, 1, -1, 1, Ramesses, Cleopatra, 1, 4, 0, Egyptians, Egyptian, 0, 0, 1, Abe Lincoln, E. Roosevelt, 0, 5, 1, Americans, American, -1, 0, 1, Alexander, Hippolyta, 1, 6, 1, Greeks, Greek, 0, 1, -1, Mohandas Gandhi,Indira Gandhi, 0, 7, 2, Indians, Indian, -1, -1, 0, Lenin, Catherine the Great, 1, 1, 3, Russians, Russian, 1, 0, -1, Shaka, Shakala, 0, 2, 0, Zulus, Zulu, 1, 0, 0, Louis XIV, Joan of Arc, 0, 3, 3, French, French, 1, 1, 1, Montezuma, Nazca, 0, 4, 0, Aztecs, Aztec, 0, -1, 1, Mao Tse Tung, Wu Zhao, 0, 5, 2, Chinese, Chinese, 0, 0, 1, Henry VIII, Elizabeth I, 1, 6, 3, English, English, 0, 1, 0, Genghis Khan, Bortei, 0, 7, 0, Mongols, Mongol, 1, 1, -1, Cunobelin, Boadicea, 1, 1, 0, Celts, Celtic, -1, 1, 0, Tokugawa, Amaterasu, 0, 2, 2, Japanese, Japanese, 1, -1, -1, Canute, Gunnhild, 1, 3, 3, Vikings, Viking, 1, 1, 0, Philip II, Isabella, 1, 4, 3, Spanish, Spanish, -1, 1, -1, Xerxes, Scheherezade, 0, 5, 0, Persians, Persian, 0, -1, 0, Hannibal, Dido, 0, 6, 1, Carthaginians, Carthaginian, 0, 0, -1, Sitting Bull, Sacajawea, 0, 7, 0, Sioux, Sioux, 0, 0, 0, Saladin, ..., 0, 5, Arabs, Arab, 1, 0, 1, Atawallpa, ..., 0, 1, Incas, Inca, -1, 1, 1, ; ; Trading Commodities ; @CARAVAN Gold, Diorite, Smaragd, Granite, Sandstone, Amethyst, Copper, Dye, Turquoise, Ivory, Salt, Spice, Gems, Gold, Slaves, Oil, @ORDERS Entrench, E Entrenched, E Sleep, S Build Zeriba, Z Build Railroad, R Build Irrigation, I Build Mine, m Transform, O Clean Pollution, p Build Fortress, e Build Transporter, + Go to, G @DIFFICULTY Sergeant Lieutenant Captain Major Colonel General @ATTITUDES Worshipful Friendly Cordial Receptive Neutral Reserved Icy Hostile Enraged @CIVILIZE2 1 ; AFl 1 ; Alp 1 ; Amp 1 ; Ast 1 ; Ato 1 ; Aut 1 ; Ban 1 ; Bri 1 ; Bro 1 ; Cer 1 ; Che 1 ; 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 1 ; Exp 1 ; Feu 1 ; Fli 1 ; Fun 1 ; FP 1 ; 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 0 ; Tra 0 ; Uni 0 ; War 0 ; Whe 0 ; Wri 2 ; ... 0 ; U1 0 ; U2 0 ; U3 0 ; X1 0 ; X2 0 ; X3 0 ; X4 0 ; X5 0 ; X6 0 ; X7 ; Above--Group (0-7) for each advance ; Below--Codes determine each tribe’s relation to the 8 possible Groups ; 0= can research, can own, 1=can’t research, can own, 2=can’t research, can’t own ; Count groups from left to right - 0 1 2 3 4 5 6 7 @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 ; NB: van rechts naar links ipv links naar rechts! ; 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 ; 00100000 unit acquires engineering abilities: 1 - engineer ; 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 00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;B Soudanese Inf. (R) 00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00010010 ;B Rail Engineers 00010000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;D Dervish Infantry 00010000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;D Arab Riflemen 00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;B Egyptian Inf. 00010000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;D Nubians 00010000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;D Dervish Riflemen 00010000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;D Beja Infantry 00010000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;D Dinka Spearmen 00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;B Indian Inf. 00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;B Regular Inf. 00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;B Highlander Inf. 00010000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;D Nuba Spearmen 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0 Soudanese Inf. 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0 Col. Marchand 00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;B 21st Lancers 00001000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;F Senegalese Inf. 00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;B 1st Bombay Lancers 00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00010010 ;B Eg. Camel Corps 00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00010010 ;B Sd. Camel Corps 00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00010010 ;B Br. Scouts 01101010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00010010 ;BFIA Native Guides 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0 Brass Cannon 00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;B Heavy Art. 00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;B Br. Horse Art. 00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;B Field Art. 00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;B Egypt. Horse Art. 00010000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00010010 ;D Baggara Horsemen 00010000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010010 ;D Raiders 00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00010010 ;0 - 00010000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00010010 ;D Fur Horsemen 00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;B Egyptian Cav. 00010000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;D Dhow 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0 Old Gunboat 00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;B Steamer 00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;B Gunboat 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0 Impassable1 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0 Impassable2 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0 Impassable3 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0 Impassable4 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0 Impassable5 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0 Impassable6 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0 Impassable7 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0 - 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0 - 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0 OsmanDigna 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0 Khalifa 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0 Ahmed Fedil 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0 Gen. Caneva 00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;I Italian Inf. 00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;I Native Inf. 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0 Soudanese Inf 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0 Menelik II 01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;A Eth. Riflemen 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0 Osman Digna 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0 the Khalifa 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0 Sheikh-ed-Din 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0 Ali Wad Helu 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0 - 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0 - 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0 Br. Officer 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0 the Sirdar 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0 - 00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;B Regular Inf. 1 00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;B Regular Inf. 2 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0 - 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0- 00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;B Regular Inf. 3 00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;B Regular Inf. 4 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0 - 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0 - 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0 - 00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0 Krupp gun 00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0 Maxim-Nordenfeldt 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0 - 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010 ;0 Impassable 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000011 ;0 DarfurTrigger 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000011 ;0 FedilTrigger 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000011 ;0 Trigger 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000011 ;0 FashodaTrigger @MAP_TRANSPORT_RELATIONSHIPS 1,2 3,4 1,3 ; 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 ; Soudanese Inf. (R) ; Rail Engineers ; Dervish Infantry ; Arab Riflemen ; Egyptian Inf. ; Nubians ; Dervish Riflemen ; Beja Infantry ; Dinka Spearmen ; Indian Inf. ; Regular Inf. ; Highlander Inf. ; Nuba Spearmen ; Soudanese Inf. ; Col. Marchand ; 21st Lancers ; Senegalese Inf. ; 1st Bombay Lancers ; Eg. Camel Corps ; Sd. Camel Corps ; Br. Scouts ; Native Guides ; Brass Cannon ; Heavy Art. ; Br. Horse Art. ; Field Art. ; Egypt. Horse Art. ; Baggara Horsemen ; Raiders ; - ; Fur Horsemen ; Egyptian Cav. ; Dhow ; Old Gunboat ; Steamer ; Gunboat ; Impassable1 ; Impassable2 ; Impassable3 ; Impassable4 ; Impassable5 ; Impassable6 ; Impassable7 ; - ; - ; OsmanDigna ; Khalifa ; Ahmed Fedil ; Gen. Caneva ; Italian Inf. ; Native Inf. ; Soudanese Inf ; Menelik II ; Eth. Riflemen ; Osman Digna ; the Khalifa ; Sheikh-ed-Din ; Ali Wad Helu ; - ; - ; Br. Officer ; the Sirdar ; - ; Regular Inf. 1 ; Regular Inf. 2 ; - ; - ; Regular Inf. 3 ; Regular Inf. 4 ; - ; - ; - ; Krupp gun ; Maxim-Nordenfeldt ; - ; Impassable ; DarfurTrigger ; FedilTrigger ; Trigger ; FashodaTrigger @RIVERS River, ; map 1 River, ; map 2 River, ; map 3 River, ; map 4 ; please do not remove this line