; ; CIVILIZATION GAME DATA - ANCIENT EMPIRES SERIES #2 (3500 BC) ; "Seeds of Greatness - The Early Empires" Scenario, v1.1 (5/00) ; ; 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 4 ; Road movement multiplier 2 ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation) 2 ; # of food each citizen eats per turn 20 ; # 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 >= Empire) 7 ; City size for first unhappiness at Chieftain level 15 ; 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 4 ; Empire pays support for all units past this 5 ; Theocracy pays support for all units past this 20 ; Empire is equivalent of this palace distance. 20 ; Theocracy loses this % of science 50 ; Percent shield penalty for production type change 10 ; Max paradrop range 75 ; Mass/Thrust paradigm (increasing slows spaceship time) 6 ; Max effective science rate in Theocracy (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 = Late Stone Age ; 1 = Copper Age ; 2 = Bronze Age ; 3 = Iron Age ; ; Category = Knowledge category ; 0 = Military ; 1 = Economic ; 2 = Social ; 3 = Academic ; 4 = Applied ; @CIVILIZE Pictographs, 4, 2, nil, nil, 0, 3 ; AFl Advanced Flight 0 Alphabet, 5, 1, AFl, nil, 0, 3 ; Alp Star Observations, 3, 1, Alp, nil, 1, 3 ; Amp Amphibious Warfare Astronomy, 4, 1, PT, Amp, 2, 3 ; Ast Aristocracy, 4, 1, Cmn, Ldr, 3, 2 ; Ato Atomic Theory Egyptian Culture, 1, 0, no, no, 0, 2 ; Aut *** Automobile 5 Food Surplus, 4, 1, E1, nil, 2, 1 ; Ban Banking Bridge Building, 4, 0, Rec, Mat, 3, 4 ; Bri Bronze Age, 7, 0, Mon, Cmp, 2, 4 ; Bro Bronze Working Ceremonial Burial, 5, 0, AFl, E2, 0, 2 ; Cer Chemistry, 5,-1, Lit, Mat, 3, 3 ; Che 10 Horse Training, 3, 1, Eco, War, 1, 0 ; Chi Chivalry Code of Laws, 4, 1, Cer, Wri, 1, 2 ; CoL Copper Age, 5, 0, Pot, Alp, 1, 4 ; CA Combined Arms Internal Revolt, 1, 0, no, no, 0, 0 ; Cmb Combustion Empire, 8, 0, Med, ToG, 2, 2 ; Cmn Communism 15 Use of Tin, 4, 1, CA, Esp, 1, 4 ; Cmp Computers Chariot Tactics, 6,-1, Met, Cmn, 2, 0 ; Csc Conscription Fortifications, 5, 0, Mas, Feu, 1, 4 ; Cst Construction Monetary Taxation, 4, 0, Cur, Cmn, 3, 1 ; Cor The Corporation Currency, 4, 1, Tra, nil, 3, 1 ; Cur 20 Democracy, 1, 0, no, no, 0, 0 ; Dem N/A Domestication, 4, 1, Pot, nil, 0, 1 ; Eco Economics The Plow, 4, 2, Eco, nil, 1, 1 ; E1 Electricity Class Structure, 3, 1, nil, nil, 0, 2 ; E2 Electronics Engineering, 4, 0, U3, Rec, 3, 4 ; Eng 25 Civic Planning, 3, 1, Med, Bro, 2, 4 ; Env Environmentalism Sickle Sword, 4,-1, Las, CA, 1, 0 ; Esp Espionage Explosives, 1, 0, no, no, 0, 0 ; Exp N/A Ranged Fire Tactics,4,-1, Esp, nil, 1, 0 ; Feu Feudalism Bronze Weapons, 4,-1, Bro, Feu, 2, 0 ; Fli Flight 30 Theocracy, 1, 0, no, no, 0, 0 ; Fun N/A *** Fundamentalism Fishing, 3, 0, Eco, nil, 1, 1 ; FP Fusion Power Improved Harness, 3,-1, Whe, Hor, 1, 0 ; Gen Genetic Engineering Guerrilla Warfare, 4, 1, no, no, 0, 0 ; Gue N/A Eighteen Foot Pike, 5,-2, Min, nil, 3, 0 ; Gun Gunpowder (Sell Barracks) 35 Horseback Riding, 4,-1, Chi, nil, 1, 0 ; Hor Assyrian Culture, 1, 0, no, no, 0, 2 ; Ind *** Industrialization Persian Culture, 1, 0, no, no, 0, 2 ; Inv *** Invention Iron Age, 7, 0, Mys, Sth, 3, 4 ; Iro Iron Working Legion Tactics, 6,-1, X6, nil, 3, 0 ; Lab Labor Union 40 Leather Armor, 4,-1, War, nil, 1, 0 ; Las The Laser Leadership, 5,-1, Gun, nil, 3, 0 ; Ldr Literacy, 5, 2, Map, Phi, 3, 3 ; Lit Iron Weapons, 4,-2, Iro, NF, 3, 0 ; Too Machine Tools Heavy Keel, 4, 1, NP, Nav, 3, 0 ; Mag Magnetism 45 Map Making, 6,-1, Wri, Stl, 2, 1 ; Map Masonry, 4, 1, CA, nil, 1, 4 ; Mas Mass Production, 1, 0, no, no, 0, 0 ; MP N/A Mathematics, 4,-1, Phi, Too, 3, 3 ; Mat Civil Service, 4, 1, Mon, nil, 2, 2 ; Med Medicine 50 Metal Axle, 4,-2, ToG, nil, 2, 0 ; Met Metallurgy Military Training, 5, 0, Too, nil, 3, 0 ; Min Miniaturization Armored Horses, 4,-1, X3, Lab, 3, 0 ; Mob Mobile Warfare (Sell Barracks) Monarchy, 6, 1, CA, CoL, 1, 2 ; Mon Pantheon, 5, 1, Phi, Mys, 3, 2 ; MT Monotheism 55 Mysticism, 4, 0, PT, nil, 2, 2 ; Mys Navigation, 6,-1, SE, Map, 3, 1 ; Nav Naue Type II Sword, 8, 0, Csc, nil, 2, 0 ; NF Nuclear Fission Improved Galleys, 5, 0, Plu, Min, 3, 0 ; NP Nuclear Power Philosophy, 6, 1, Ast, Wri, 2, 3 ; Phi 60 Outrigger, 4, 1, Tac, Map, 2, 0 ; Phy Physics Plastics, 1, 0, no, no, 0, 0 ; Pla N/A Naval Tactics, 4, 1, Iro, Phy, 3, 0 ; Plu Plumbing Polytheism, 4, 0, Mon, ToG, 2, 2 ; PT Pottery, 4, 1, nil, nil, 0, 1 ; Pot 65 Radio, 1, 0, no, no, 0, 0 ; Rad N/A Special Units, 1, 0, Rad, nil, 0, 0 ; RR Railroad (Note: Not in Active Tech Tree) Construction, 5, 1, Iro, Cst, 3, 4 ; Rec Recycling Unit Tactics, 7,-1, Ldr, Rep, 3, 0 ; Ref Refining Crop Rotation, 3, 1, Env, Ban, 3, 1 ; Rfg Refrigeration 70 The Republic, 5, 1, Ato, Lit, 3, 2 ; Rep Fire Ship, 5,-1, Mag, X7, 3, 0 ; Rob Robotics Single-Rider Reins, 4, 0, U1, Too, 3, 0 ; Roc Rocketry Building Code, 4, 2, Env, Eng, 3, 4 ; San Sanitation Seafaring, 4, 1, Stl, Phy, 2, 1 ; Sea 75 History, 4, 1, Uni, The, 3, 3 ; SFl Space Flight Smelting Furnace, 3, 0, Bro, Fli, 2, 4 ; Sth Stealth Sea Trade, 4, 1, Sea, Tra, 2, 1 ; SE Steam Engine The Sail, 4, 0, FP, Amp, 1, 1 ; Stl Steel Synchronized Rowing,4, 1, War, Stl, 2, 0 ; Sup Superconductor 80 The Beak, 4, 1, Bro, Sup, 2, 0 ; Tac Tactics Mythology, 3, 1, MT, nil, 3, 2 ; The Theology Spoked Wheels, 6, 0, Fli, Gen, 2, 0 ; ToG Theory of Gravity Land Trade, 4, 2, Ban, Mon, 2, 1 ; Tra Trade Geometry, 4,-1, Mat, Nav, 3, 3 ; Uni University 85 Organized Warfare, 5,-1, nil, nil, 0, 0 ; War Warrior Code The Wheel, 4,-1, Chi, War, 1, 0 ; Whe Writing, 4, 2, Alp, nil, 1, 3 ; Wri Future Technology, 1, 0, Rob, San, 3, 3 ; ... Horseback Archery, 4,-1, Feu, Hor, 2, 0 ; U1 90 Battering Ram, 5,-1, Cst, Whe, 2, 0 ; U2 Siege Tactics, 4,-1, U2, Cmn, 2, 0 ; U3 Corvus, 5,-2, Mag, X5, 3, 0 ; X1 Siege Ship, 4,-1, Mat, Mag, 3, 0 ; X2 Cavalry Tactics, 4,-1, Ato, Roc, 3, 0 ; X3 95 Elephant Tactics, 4, 1, Min, nil, 3, 0 ; X4 Centurions, 6,-1, Ref, nil, 3, 0 ; X5 Cohorts, 6,-1, Eng, X5, 3, 0 ; X6 Greek Fire, 5, 0, Che, Mob, 3, 3 ; X7 99 ; Note: The Game will not accept an "X8" Row ; ; 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, nil, Barracks, 4, 1, Fli, Granary, 6, 1, E1, Temple, 4, 1, Cer, Barter System, 8, 1, Ban, ; MarketPlace School of Scribes, 8, 1, Wri, ; Library Governor's Palace, 8, 1, Med, ; Courthouse City Walls, 8, 1, War, Aqueduct, 8, 2, Env, MarketPlace, 12, 3, Tra, ; Stock Exchange Temple Complex, 12, 3, MT, ; Cathedral Library, 16, 3, PT, ; University Public Bath, 16, 4, San, ; Mass Transit Colosseum, 10, 4, Rec, Artisan Quarter, 16, 3, CA, ; Factory Foundry Complex, 24, 4, Sth, ; Manufacturing Plant SDI Defense, 20, 4, no, City Dump, 12, 2, Rec, ; Recycling Center Power Plant, 16, 4, no, Slave Market, 24, 4, Mon, ; Hydro Plant Nuclear Plant, 16, 2, no, Merchant Quarter, 16, 4, Cur, ; Stock Exchange Sewer System, 24, 2, San, Soil Fertilization, 8, 3, Rfg, ; Supermarket Trade Center, 20, 5, Cmn, ; Superhighways School of Philosophy, 16, 3, Phi, ; Research Lab Building Inspectors, 10, 2, San, ; SAM Missile Battery Claws of Archimedes, 20, 4, Mat, ; Coastal Fortress Solar Plant, 32, 4, no, Harbor, 6, 1, Stl, Fishing Fleet, 16, 3, SE, ; Offshore Platform Airport, 16, 3, no, Garrison Troops, 6, 2, Rep, ; Police Station Shipyard, 8, 3, Plu, ; Port Facility SS Structural, 8, 0, no, SS Component, 16, 0, no, SS Module, 32, 0, no, (Taxation System), 60, 0, Cor, ; I; (Capitalization) Pyramids, 30, 0, Cer, ; S Hanging Gardens, 30, 0, Mas, ; C Purple Dye of Tyre, 40, 0, SE, ; B; Colossus Lighthouse, 30, 0, Stl, ; B Great Library, 30, 0, Lit, ; I Oracle, 30, 0, Mys, ; B Ishtar Gate, 40, 0, Cst, ; C; Great Wall Sargon's Arsenal, 30, 0, U3, ; B; Sun Tzu's War Academy Cedars of Lebanon, 30, 0, Bro, ; B; King Richard's Crusade Diplomatic System, 30, 0, Med, ; B; Marco Polo's Embassy Temple of Karnak, 60, 0, MT, ; I; Michelangelo's Chapel Ziggurat of Ur, 30, 0, Amp, ; C; Copernicus' Observatory Pharoah Necho's Voyage, 40, 0, Plu, ; I; Magellan's Expedition Temple of Solomon, 30, 0, Mon, ; C; Shakespeare's Theatre Archimedes' Workshop, 60, 0, Uni, ; I; Leonardo's Workshop Temple of Artemis, 40, 0, PT, ; B; J. S. Bach's Cathedral Ptolemy's Observatory, 40, 0, Ast, ; B; Isaac Newton's College Palace of Knossos, 40, 0, Tra, ; B; Adam Smith's Trading Co. Arms Race, 40, 0, Iro, ; I; Darwin's Voyage Parthenon, 60, 0, Rep, ; I; Statue of Liberty Colossus, 30, 0, Bro, ; B; Eiffel Tower The Senate, 60, 0, Rep, ; I; Women's Suffrage Slave Labor System, 60, 0, Cmn, ; B; Hoover Dam Mausoleum, 30, 0, Uni, ; I; Manhattan Project (Eye-candy only!) Statue of Zeus, 30, 0, Mat, ; I; United Nations (Eye-candy only!) Journey of Herododtus, 60, 0, SFl, ; I; Apollo Program Aristotle's Academy, 60, 0, Phi, ; B; SETI Program Fertility Festival, 40, 0, Ban, ; B; Cure for Cancer ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; Pyramids nil, ; Hanging Gardens nil, ; Colossus nil, ; Lighthouse nil, ; Great Library nil, ; Oracle Cmb, ; Great Wall Cmb, ; Sun Tzu's War Academy nil, ; King Richard's Crusade nil, ; Marco Polo's Embassy nil, ; Michelangelo nil, ; Copernicus nil, ; Magellan nil, ; Shakespeare nil, ; 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 AFl, ; Manhattan Project AFl, ; 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 Farmers, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, nil, 000000000000000 ; Settlers Military Engineers,nil, 0, 2.,0, 4a,3d, 2h,1f, 8,0, 5, Iro, 000000000000000 ; Engineers Warriors, nil, 0, 0.,0, 0a,2d, 1h,1f, 2,0, 1, RR, 000000000000000 ; Warriors Spearmen, Too, 0, 1.,0, 2a,2d, 1h,1f, 2,0, 1, Las, 000000000000000 ; Phalanx Swordsmen, Fli, 0, 1.,0, 3a,2d, 1h,1f, 3,0, 0, Esp, 000000000000000 ; Archers Skirmishers, Fli, 0, 2.,0, 2a,1d, 1h,1f, 1,0, 0, nil, 000000000000000 ; Legion Bronze Infantry II,Too, 0, 1.,0, 5a,2d, 2h,2f, 4,0, 0, NF, 000010000000100 ; Pikemen Bronze Infantry I,Too, 0, 1.,0, 4a,2d, 1h,1f, 3,0, 0, Fli, 000000000000000 ; Musketeers Scythian Horde,nil, 0, 3.,0, 10a,4d, 3h,3f, 40,0, 0, RR, 000000000000000 ; Fanatics Slave Revolt, nil, 0, 1.,0, 2a,2d, 2h,1f, 3,0, 1, RR, 000001000000010 ; Partisans Iron Infantry II, Gun, 0, 1.,0, 6a,3d, 2h,2f, 5,0, 0, Min, 000010000000000 ; Alpine Troops Iron Infantry I, Ref, 0, 1.,0, 5a,3d, 2h,2f, 4,0, 1, Too, 000010000000000 ; Riflemen Armored Cavalry,nil, 0, 3.,0, 9a,4d, 2h,3f, 12,0, 0, Mob, 100000000000000 ; Marines Cyrus II, nil, 0, 4.,0, 12a,5d, 2h,3f, 50,0, 0, RR, 100000000000001 ; Paratroopers Alexander, nil, 0, 5.,0, 14a,5d, 2h,4f, 50,0, 0, RR, 100000000000001 ; Mech. Inf. Horsemen, Roc, 0, 4.,0, 2a,1d, 1h,1f, 3,0, 0, Hor, 100000000000000 Early Chariot,Gen, 0, 3.,0, 3a,1d, 1h,1f, 2,0, 0, Whe, 000000000000000 ; Chariot Light Cavalry,nil, 0, 5.,0, 4a,1d, 2h,1f, 3,0, 0, Roc, 100000000000000 ; Elephant Chariot II, Gun, 0, 4.,0, 5a,2d, 1h,1f, 5,0, 0, ToG, 100000000000000 ; Crusaders Chariot I, Met, 0, 3.,0, 4a,1d, 1h,1f, 4,0, 0, Gen, 100000000000000 ; Knights Sea Peoples, nil, 0, 1.,0, 6a,2d, 2h,2f, 20,0, 0, RR, 100100000000100 ; Dragoons Desert Raiders,nil,0, 3.,0, 8a,2d, 2h,2f, 20,0, 0, RR, 000000000000000 ; Cavalry Siege Tower, nil, 0, 1.,0, 9a,1d, 1h,2f, 10,0, 0, U3, 000000001000000 ; Armor Ladder Tower, U3, 0, 1.,0, 4a,1d, 1h,1f, 2,0, 0, Whe, 000000001000000 ; Catapult Battering Ram,nil, 0, 1.,0, 7a,1d, 1h,1f, 5,0, 0, U2, 000000001000000 ; Cannon Catapult, nil, 0, 2.,0, 6a,1d, 1h,1f, 6,0, 0, Mat, 000000001000000 ; Artillery Armored Tower,nil, 0, 1.,0, 14a,2d, 2h,2f, 16,0, 0, Eng, 000010001000000 ; Howitzer Phalanx I, Ref, 0, 2.,0, 7a,3d, 2h,2f, 6,0, 0, Gun, 000000000000000 ; Fighter Phalanx II, Ref, 0, 2.,0, 9a,3d, 2h,2f, 8,0, 0, Ldr, 000000000000000 ; Bomber Legion I, nil, 0, 2.,0, 8a,4d, 2h,2f, 8,0, 1, Ref, 000000000000000 ; Helicopter Legion II, nil, 0, 2.,0, 10a,4d, 2h,2f, 10,0, 0, X5, 000000000000000 ; Stlth Ftr. Minos, nil, 2, 4.,0, 8a,3d, 2h,2f, 50,0, 2, RR, 100000000001011 ; Stlth Bmbr. Early Galley, Plu, 2, 3.,0, 2a,1d, 1h,1f, 10,2, 2, RR, 100000000100010 ; Trireme Troop Galley, nil, 2, 5.,0, 0a,2d, 2h,1f, 5,3, 4, Plu, 100000000100010 ; Caravel Early Sail, SE, 2, 3.,0, 0a,1d, 1h,1f, 2,1, 4, Stl, 100000000000010 ; Galleon Quinquireme, nil, 2, 6.,0, 7a,4d, 3h,3f, 8,2, 2, X1, 100000000000010 ; Frigate Quadrireme, X1, 2, 6.,0, 6a,3d, 2h,2f, 7,1, 2, Mag, 100000000000010 ; Ironclad Trikonter, Tac, 2, 3.,0, 4a,1d, 1h,1f, 3,0, 2, Sup, 100000000101010 ; Destroyer Pentekonter, Phy, 2, 4.,0, 4a,2d, 1h,1f, 4,0, 2, Tac, 100000000101010 ; Cruiser Bireme I, NP, 2, 4.,0, 5a,2d, 1h,2f, 4,0, 2, Phy, 100000000101010 ; AEGIS Cruiser Trireme, NP, 2, 4.,0, 6a,3d, 2h,2f, 6,0, 2, Plu, 100000000101010 ; Battleship Bireme II, nil, 2, 6.,0, 5a,3d, 2h,2f, 5,0, 2, NP, 100000000001011 ; Submarine Dromon, nil, 2, 5.,0, 8a,2d, 1h,3f, 8,0, 2, Rob, 100000000000010 ; Carrier Merchant Ship,nil, 2, 4.,0, 0a,1d, 1h,1f, 3,1, 4, SE, 100000000000010 ; Transport Earthquake, nil, 1, 31.,1, 10a,0d, 1h,1f, 20,0, 0, RR, 001000001000001 ; Cruise Msl. Storm, nil, 1, 31.,1, 10a,0d, 1h,1f, 40,0, 0, RR, 001000000000001 ; Nuclear Msl. Royal Envoy, nil, 0, 2.,0, 0a,0d, 1h,1f, 5,0, 6, Cmn, 100000000000010 ; Diplomat Palace Guard, nil, 0, 0.,0, 1a,4d, 2h,2f, 5,0, 1, RR, 000000000000000 ; Spy Greek Fire, nil, 0, 0.,0, 1a,4d, 3h,1f, 8,0, 1, X7, 000000000000000 ; Caravan Caravan, nil, 0, 3.,0, 0a,1d, 1h,1f, 5,0, 7, Tra, 000000000000010 ; Freight Heavy Cavalry,nil, 0, 3.,0, 6a,3d, 2h,2f, 8,0, 0, X3, 100000000000000 ; Explorer War Elephant, nil, 0, 3.,0, 7a,3d, 2h,2f, 12,0, 0, X4, 000000000000000 ; Extra Land Ballista, nil, 0, 2.,0, 7a,1d, 1h,2f, 8,0, 0, Uni, 000000001000000 ; Extra Ship Siege Galley, nil, 2, 4.,0, 10a,1d, 2h,2f, 12,0, 2, X2, 100000001000010 ; Extra Air Mursilis I, nil, 0, 4.,0, 9a,3d, 2h,2f, 50,0, 0, RR, 100000000000001 ; Test Unit 1 Chariot III, Gun, 0, 4.,0, 7a,2d, 1h,1f, 8,0, 0, Met, 100000000000000 ; Test Unit 2 Chariot IV, Gun, 0, 4.,0, 9a,2d, 2h,2f, 10,0, 0, Csc, 100000000000000 ; Test Unit 3 Ramesses II, nil, 0, 4.,0, 10a,4d, 2h,2f, 50,0, 0, RR, 100000000000001 ; Test Unit 4 Ashurbanipal, nil, 0, 4.,0, 10a,4d, 3h,2f, 50,0, 0, RR, 100000000000001 ; Test Unit 5 Hammurabi, nil, 0, 4.,0, 9a,4d, 2h,2f, 50,0, 0, RR, 100000000000001 ; Test Unit 6 Legion III, nil, 0, 2.,0, 12a,4d, 3h,3f, 12,0, 0, X6, 000000000000000 ; Test Unit 7 Legion IV, nil, 0, 2.,0, 14a,4d, 4h,4f, 16,0, 0, Lab, 000000000000001 ; Test Unit 8 ; ; 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 Empire ; 4 N/A - Theocracy ; 5 Republic ; 6 N/A - Democracy ; @TERRAIN Desert, 1,2, 0,1,0, yes, 1, 5, 5, yes, 1, 5, 3, Pln, ; Drt Plains, 1,2, 1,1,0, yes, 1, 5, 1, For, 0,15, 0, Grs, ; Pln Grassland, 1,2, 2,1,0, yes, 1, 5, 1, no, 0,10, 0, no, ; Grs Forest, 2,3, 1,2,0, no, 0, 5, 0, no, 0, 5, 0, Pln, ; For Hills, 2,4, 1,0,0, yes, 1,10, 5, yes, 3,10, 1, no, ; Hil Mountains, 3,6, 0,1,0, no, 0,10, 0, yes, 1,10, 5, no, ; Mou Olives, 2,4, 2,2,3, yes, 1,10, 1, no, 0,10, 0, no, ; Tun Dunes, 6,3, 0,0,0, no, 0,15, 0, no, 0,15, 0, no, ; Gla Swamp, 2,3, 1,0,0, Grs, 0,15, 5, For, 0,15, 5, no, ; Swa Copper, 2,4, 1,4,7, no, 0,15, 0, yes, 1,15, 2, no, ; Jun Ocean, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, ; Oce Oasis, 1,2, 3,1,0, Game Birds, 1,2, 2,3,0, ; Buffalo Grassland, 1,2, 2,1,0, Wild Boar, 2,3, 3,2,0, Gems, 2,4, 1,2,0, ; Coal Gold, 3,6, 0,1,6, Sheep, 2,4, 3,3,5, ; Yaks Dunes, 6,3, 0,0,0, ; Ivory Peat, 2,3, 1,4,0, Silver, 2,4, 1,4,9, ; Gems 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, Deer, 2,3, 2,2,1, ; Silk Wine, 2,4, 1,0,4, Iron, 3,6, 0,4,0, Game, 2,4, 3,2,3, ; Furs Date Palms, 1,2, 3,2,2, ; Glacier Oil Crocodile, 2,3, 2,1,2, ; Spice Volcano, 2,4, 0,2,3, ; Fruit Game Fish, 1,2, 2,2,3, ; Whales @GOVERNMENTS Anarchy, Strongman, Strongman Despotism, Lord, Lady Monarchy, King, Queen Empire, High King, High Queen Theocracy, Priest King, Priest Queen Republic, Consul, Consul Democracy, Archon, Archon ; ; 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 = Minoan ; 3 = Persian ; ; 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 Mursilis I, Hatti, 0, 1, 0, Hittite, Hittites, 1, 1, -1, Hammurabi, Ishtar, 0, 2, 0, Babylonian, Babylonians, 0, 1, 1, 1, Lugal, Lugalli Tushratta, Tatu-Hepa, 0, 3, 0, Mitanni, Mitanni, 1, 1, 0, Ramesses II, Hatshepsut, 0, 4, 0, Egyptian, Egyptians, 0, 1, 1, 1, Nomarch, Nomarche, 2, Pharaoh, Pharaoh, 3, Great Pharaoh, Great Pharaoh Cyaxares, Roxana, 0, 5, 3, Mede, Medes, 1, 1, -1, 3, Great King, Great Queen Agamemnon, Clytemnestra, 0, 6, 1, Greek, Greeks, 1, 1, 0, 3, Emperor, Empress, 6, Citizen, Citizen Hiram, Astarte, 0, 7, 2, Phoenician, Phoenicians, 0, 1, 1, Midas, Medea, 0, 1, 0, Phrygian, Phrygians, 1, 1, -1, Nabopolassar, Kashaya, 0, 2, 0, Chaldean, Chaldeans, 0, 1, 1, 1, Lugal, Lugalli Odaenathus, Zenobia, 1, 3, 0, Aramaean, Aramaeans, 1, 1, 0, 4, High Priest, High Priestess Kashta, Amenirdis, 0, 4, 0, Kush, Kushite, 0, 1, 1, 2, Pharaoh, Pharaoh, 3, Great Pharaoh, Great Pharaoh Arsaces I, Jazmin, 0, 5, 3, Parthian, Parthians, -1, 1, 1, 2, Sultan, Sultana, 3, Great Sultan, Great Sultana Caesar, Livia, 0, 6, 1, Roman, Romans, 1, 1, -1, 2, Dictator, Dictator, 3, Imperator, Imperatrix Minos, Ariadne, 0, 7, 2, Minoan, Minoans, 1, 1, 1, 1, Sea Lord, Sea Lady Croesus, Hurri, 0, 1, 0, Hurrian, Hurrians, 0, 1, 1, Naram-Sin, Inanna, 0, 2, 0, Sumerian, Sumerians, 0, 1, 1, 1, Lugal, Lugalli Sargon II, Semiramis, 0, 3, 0, Assyrian, Assyrians, 1, 1, -1, Piankhi, Sheba, 0, 4, 0, Nubian, Nubians, 0, 1, -1, 2, Pharaoh, Pharaoh, 3, Great Pharaoh, Great Pharaoh Cyrus II, Scheherezade, 0, 5, 3, Persian, Persians, 1, 1, -1, 3, Great King, Great Queen Tarquin, Latona, 0, 6, 1, Etruscan, Etruscans, -1, 1, 1, 3, Emperor, Empress Hannibal, Dido, 0, 7, 2, Carthaginian, Carthaginians, 0, 1, -1, 3, Emperor, Empress ; ; Trading Commodities ; @CARAVAN Hides, Wool, Olives, ; Beads Cloth, Salt, Timber, ; Coal Copper, Dye, Wine, Papyrus, ; Silk Silver, Spice, Gems, Gold, Tin, ; Oil Slaves, ; 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 Town, E Go to, G @DIFFICULTY Chieftain Warlord Prince King Emperor Deity @ATTITUDES Worshipful Enthusiastic Cordial Receptive Neutral Uncooperative Icy Hostile Enraged