; ; CIVILIZATION GAME DATA ; Copyright (c) 1995 by MicroProse Software ; ; This file can be altered at your own risk to change ; the rules of the game. Keep in mind that altering the ; contents of this file may cause your game to malfunction, ; particularly if you use values outside the specified ; ranges. ; ; ; Cosmic Principles ; ; The following numbers control various key rules ; of the game. GREAT discretion is advised if you ; opt to change these. Values too far out of the ; expected range can cause the game to behave strangely. ; @COSMIC 3 ; Road movement multiplier 2 ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation) 2 ; # of food each citizen eats per turn 10 ; # of rows in food box (rows * city_size+1 = box) 10 ; # of rows in shield box 1 ; Settlers eat (govt <= Monarchy) 2 ; Settlers eat (govt >= Communism) 7 ; City size for first unhappiness at Chieftain level 14 ; Riot factor based on # cities (higher factor lessens the effect) 8 ; Aqueduct needed to exceed this size 12 ; Sewer System needed to exceed this size 10 ; Tech paradigm (higher # slows research) 20 ; Base time for engineers to transform terrain (x2) 3 ; Monarchy pays support for all units past this 3 ; Communism pays support for all units past this 8 ; Fundamentalism pays support for all units past this 1 ; Communism is equivalent of this palace distance. 100 ; Fundamentalism loses this % of science 50 ; Percent shield penalty for production type change 20 ; Max paradrop range 75 ; Mass/Thrust paradigm (increasing slows spaceship time) 0 ; Max effective science rate in fundamentalism (x10, so 5 = 50%) ; ; Civilization Advances ; ; Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category ; ; Ai Value = Basic value at which computer players ; view this advance (used in determining ; which discovery to pursue, which to ; acquire during exchanges, and value of ; gift during diplomacy). ; Modifier = Modifier to value based on the "civilized" ; aspect of a leader's personality. Positive ; values increase value for civilized leaders, ; decrease it for militaristic. Negative ; values vice versa. ; preq1, preq2 = Prerequisites ; ; Epoch = historical period ; 0 = Ancient ; 1 = Renaissance ; 2 = Industrial Revolution ; 3 = Modern ; ; Category = Knowledge category ; 0 = Military ; 1 = Economic ; 2 = Social ; 3 = Academic ; 4 = Applied ; @CIVILIZE Twice Removed, 4,-2, no, no, 3, 2 ; AFl Defender Tech, 0, 0, Hor, nil, 3, 2 ; Alp Infantry 1, 3,-2, Alp, nil, 3, 0 ; Amp Infantry 2, 4, 1, Amp, nil, 1, 0 ; Ast Infantry 3, 4,-1, Ast, nil, 2, 0 ; Ato Automobile, 6,-1, no, no, 3, 0 ; Aut Infantry 4, 4, 1, Ato, nil, 1, 0 ; Ban Bridge Building, 4, 0, no, no, 0, 0 ; Bri Armor 1, 6,-1, Alp, nil, 0, 0 ; Bro Ceremonial Burial, 5, 0, Alp, nil, 0, 2 ; Cer Armor 2, 5,-1, Bro, nil, 1, 0 ; Che Air 1, 4,-2, Alp, nil, 1, 0 ; Chi Air 2, 4, 1, Chi, nil, 0, 0 ; CoL Defense 1, 5,-1, Che, nil, 3, 0 ; CA Combustion, 5,-1, no, no, 2, 4 ; Cmb Communism, 5, 0, no, no, 2, 2 ; Cmn Air 3, 4, 1, CoL, nil, 3, 0 ; Cmp Money 1, 7,-1, Alp, nil, 2, 0 ; Csc Bunker Building, 4, 0, CA, nil, 0, 0 ; Cst The Corporation, 4, 0, no, no, 2, 1 ; Cor Money 2, 4, 1, Csc, nil, 0, 1 ; Cur Democracy, 5, 1, no, no, 2, 2 ; Dem Money 3, 4, 1, Cur, nil, 2, 1 ; Eco Industry 1, 4, 0, Alp, nil, 2, 1 ; E1 Electronics, 4, 1, no, no, 3, 4 ; E2 Industry 2, 4, 0, E1, nil, 0, 1 ; Eng Science 1, 3, 1, Alp, nil, 3, 3 ; Env Espionage, 2,-1, no, no, 3, 0 ; Esp Explosives, 5, 0, no, no, 2, 4 ; Exp Science 2, 4,-1, Env, nil, 0, 3 ; Feu Science 3, 4,-1, Feu, nil, 2, 3 ; Fli Fundamentalism, 3,-2, Hor, nil, 2, 2 ; Fun Fusion Power, 3, 0, no, no, 3, 3 ; FP Sea 1, 3, 2, Cmp, nil, 3, 0 ; Gen Guerrilla Warfare, 4, 1, no, no, 3, 0 ; Gue Gunpowder, 8,-2, no, no, 1, 0 ; Gun Once Removed, 4,-1, AFl, nil, 0, 0 ; Hor Industrialization, 6, 0, no, no, 2, 1 ; Ind Invention, 6, 0, no, no, 1, 4 ; Inv Robot Tech, 5,-1, no, no, 0, 4 ; Iro Labor Union, 4,-1, no, no, 3, 2 ; Lab The Laser, 4, 0, no, no, 3, 3 ; Las Leadership, 5,-1, no, no, 1, 0 ; Ldr Literacy, 5, 2, no, no, 0, 3 ; Lit Machine Tools, 4,-2, no, no, 2, 4 ; Too Magnetism, 4,-1, no, no, 1, 3 ; Mag Map Making, 6,-1, no, no, 0, 1 ; Map Masonry, 4, 1, no, no, 0, 4 ; Mas Mass Production, 5, 0, no, no, 3, 4 ; MP Mathematics, 4,-1, no, no, 0, 3 ; Mat Medicine, 4, 0, no, no, 1, 1 ; Med Metallurgy, 6,-2, no, no, 1, 0 ; Met Miniaturization, 4, 1, no, no, 3, 4 ; Min Mobile Warfare, 8,-1, no, no, 3, 0 ; Mob Monarchy, 5, 1, no, no, 0, 2 ; Mon Monotheism, 5, 1, no, no, 1, 2 ; MT Recreation 1, 4, 0, Cer, nil, 0, 2 ; Mys Navigation, 6,-1, no, no, 1, 1 ; Nav Nuclear Fission, 6,-2, no, no, 3, 3 ; NF Nuclear Power, 3, 0, no, no, 3, 3 ; NP Philosophy, 6, 1, no, no, 1, 2 ; Phi Physics, 4,-1, no, no, 1, 3 ; Phy Plastics, 4, 1, no, no, 3, 4 ; Pla Plumbing, 4, 0, no, no, 1, 4 ; Plu Polytheism, 4, 0, no, no, 0, 2 ; PT Pottery, 4, 1, no, no, 0, 1 ; Pot Airfield Building, 5,-1, Chi, nil, 3, 0 ; Rad Highway, 6, 0, E1, nil, 2, 0 ; RR Recycling, 2, 1, no, no, 3, 2 ; Rec Refining, 4, 0, no, no, 2, 4 ; Ref Refrigeration, 3, 1, no, no, 3, 1 ; Rfg The Republic, 5, 1, no, no, 0, 2 ; Rep Robotics, 5,-2, no, no, 3, 0 ; Rob Rocketry, 6,-2, no, no, 3, 0 ; Roc Sanitation, 4, 2, no, no, 2, 1 ; San Seafaring, 4, 1, no, no, 0, 1 ; Sea Space Flight, 4, 1, no, no, 3, 3 ; SFl Stealth, 3,-2, no, no, 3, 0 ; Sth Steam Engine, 4,-1, no, no, 2, 3 ; SE Steel, 4,-1, no, no, 2, 4 ; Stl Superconductor, 4, 1, no, no, 3, 3 ; Sup Tactics, 6,-1, no, no, 2, 0 ; Tac Recreation 2, 3, 2, Mys, nil, 1, 2 ; The Theory of Gravity, 4, 0, no, no, 1, 3 ; ToG Trade, 4, 2, no, no, 0, 1 ; Tra University, 5, 1, no, no, 1, 3 ; Uni Warrior Code, 4,-1, no, no, 0, 0 ; War The Wheel, 4,-1, no, no, 0, 4 ; Whe Writing, 4, 2, no, no, 0, 3 ; Wri a crossword puzzle, 0, 0, nil, nil, 3, 3 ; FT 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, Headquarters, 10, 0, nil, Army Barracks, 4, 1, Alp, Food Stores, 6, 1, Alp, Brewery, 4, 1, Cer, Civilian Stores, 8, 1, Csc, Research Lab, 8, 1, Env, Military Police, 8, 1, Alp, Fortifications, 8, 0, Alp, Quonset Huts, 8, 2, Alp, PT Army Store, 12, 3, Cur, KP Mess Hall, 12, 3, Mys, Design Workshop, 16, 3, Feu, Oil Stockpile 1, 16, 0, Alp, Movie Night, 10, 4, The, Ball Bearing Plant, 20, 4, E1, Refinery, 32, 6, Eng, Aerial Balloons, 20, 1, Alp, Oil Stockpile 2, 18, 0, Ast, Not In Use, 16, 4, no, Oil Power Station, 24, 4, Eng, Not In Use, 16, 2, no, Oil Trader, 16, 4, Eng, Military Housing, 12, 2, Alp, Oil Stockpile 3, 20, 0, Che, Black Market Trade, 20, 5, E1, Skunk Works, 16, 3, Fli, Flak Air Defense, 10, 1, Alp, Shore Guns, 8, 1, Gen, Not In Use, 32, 4, no, Sea Docks, 6, 1, Gen, Sea Harvester, 16, 3, Gen, Airfield, 16, 2, Alp, Stockade, 6, 2, Alp, Gun Boat HQ, 8, 3, Gen, Not In Use, 8, 0, no, Not In Use, 16, 0, no, Not In Use, 32, 0, no, Oil Stockpiling, 60, 0, nil, Prime Medical Care, 20, 0, Amp, Patriotic Vigor, 20, 0, nil, Trade Center, 20, 0, Csc, Fleet Plan, 20, 0, Gen, Not In Use, 30, 0, no, Baseball Leagues, 30, 0, Mys, Defensive Perimeter, 30, 0, Amp, Sgt Slaughter Training, 30, 0, Ast, Smelting Plant, 30, 0, Eng, Not In Use, 20, 0, no, A-1 Grub, 40, 0, The, Scientific Genius, 30, 0, Fli, Sonar Tracking, 40, 0, Gen, Military Lockdown, 30, 0, Ban, Logistical Miracle, 40, 0, Cmp, Do or Die Mentality, 40, 0, Che, Scientific Team, 40, 0, Fli, Subsidation, 40, 0, Eco, Research Breakthrough, 40, 0, Feu, Not In Use, 40, 0, no, Not In Use, 30, 0, no, Hard Labor Camps, 60, 0, Ast, Hi-Voltage Lines, 60, 0, Eng, Not In Use, 60, 0, no, Not In Use, 60, 0, no, High Altitude Recon, 60, 0, Cmp, Scientists Galore, 60, 0, Fli, Marx Brothers Movies, 60, 0, Mys, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; Prime Medical Care nil, ; Patriotic Vigor nil, ; Trade Center nil, ; Fleet Plan no, ; Not In Use nil, ; Baseball Leagues nil, ; Defensive Perimeter nil, ; Sgt Slaughter Training nil, ; Smelting Plant no, ; Not In Use nil, ; A-1 Grub nil, ; Scientific Genius nil, ; Sonar Tracking nil, ; Military Lockdown nil, ; Logistical Miracle nil, ; Do or Die Mentality nil, ; Scientific Team nil, ; Subsidation nil, ; Research Breakthrough no, ; Not In Use no, ; Not In Use nil, ; Hard Labor Camps nil, ; Hi-Voltage Lines no, ; Not In Use no, ; Not In Use nil, ; High Altitude Recon nil, ; Scientists Galore nil, ; Marx Brothers Movies ; ; 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 Combat Engineer,nil, 0, 3.,0, 1a,1d, 1h,1f, 1,0, 5, Alp, 000000000000011 Gate (Good), no, 0, 0.,0, 98a,98d,12h,5f, 99,0, 1, no, 000000000000000 Gate (Bad), no, 0, 0.,0, 10a,10d, 1h,1f, 99,0, 0, no, 010010000010000 Oil Barrels, no, 0, 1.,0, 0a,0d, 1h,1f, 99,0, 0, no, 000000000000010 Buffer, no, 0, 0.,0, 98a,98d,12h,5f, 1,0, 1, no, 000000000000000 Outpost, nil, 0, 0.,0, 1a,5d, 1h,1f, 10,0, 1, CA, 010010100000001 Enlisted Men, nil, 0, 3.,0, 1a,2d, 1h,1f, 1,0, 1, Alp, 000000000000010 Rangers, nil, 0, 4.,0, 2a,2d, 1h,1f, 2,0, 0, Amp, 000000000000111 Drones, Alp, 0, 10.,0, 4a,4d, 1h,1f, 1,0, 0, Fun, 000101000000011 Partisans, nil, 0, 1.,0, 1a,1d, 1h,1f, 1,0, 0, Gue, 000000000000000 Heavy Gun, nil, 0, 3.,0, 3a,2d, 1h,1f, 3,0, 0, Bro, 000010000000001 Iron Men, nil, 0, 3.,0, 5a,4d, 1h,1f, 7,0, 0, Ban, 010010001000011 Paratroopers, nil, 0, 4.,0, 2a,2d, 1h,1f, 3,0, 0, Ato, 000000100000001 Recon, nil, 0, 10.,0, 0a,2d, 1h,1f, 3,0, 1, Bro, 100001000001011 Tank Corps, nil, 0, 6.,0, 6a,6d, 1h,1f, 9,0, 0, Che, 000010001000011 Fighter, nil, 1, 20.,2, 4a,3d, 1h,1f, 4,0, 0, Chi, 000000000010001 Mercenaries, nil, 1, 25.,2, 5a,5d, 1h,1f, 5,0, 0, CoL, 010000000010001 Light Bomber, nil, 1, 20.,3, 8a,4d, 1h,1f, 8,0, 0, CoL, 000000000000001 TV Rocket Bomb,nil, 1, 30.,2, 10a,1d, 1h,1f, 6,0, 0, Cmp, 011000000000001 Rocketeers, nil, 1, 8.,0, 4a,2d, 1h,1f, 6,0, 0, Ban, 000000100010111 Transport, nil, 2, 4.,0, 1a,1d, 1h,1f, 5,3, 4, Alp, 000000000000001 Gun Boat, nil, 2, 6.,0, 5a,3d, 1h,1f, 6,0, 0, Alp, 000000000000001 Automotons, Alp, 0, 12.,0, 5a,5d, 1h,1f, 1,0, 0, Fun, 000111001000011 Brainiacs, Alp, 0, 14.,0, 6a,6d, 1h,1f, 1,0, 0, Fun, 010111001000111 Spiders, Alp, 0, 16.,0, 3a,3d, 1h,1f, 1,0, 0, Fun, 000101000000111 War Wheel, Alp, 0, 18.,0, 10a,8d, 1h,1f, 1,0, 0, Fun, 010111001010111 Iron Giant, Alp, 0, 10.,0, 12a,10d, 1h,1f, 1,0, 0, Fun, 010111001010111 Gyrocopter, Alp, 1, 20.,0, 4a,4d, 1h,1f, 1,0, 0, Fun, 000100000010001 Gullwing, Alp, 1, 22.,0, 5a,5d, 1h,1f, 1,0, 3, Fun, 010100000010001 Zeppelin, Alp, 1, 15.,0, 8a,3d, 1h,1f, 1,0, 0, Fun, 000100000010011 Magnetic Mines,Alp, 2, 5.,1, 4a,1d, 1h,1f, 1,0, 2, Fun, 101100000001011 Torpedoes, Alp, 2, 7.,2, 6a,1d, 1h,1f, 1,0, 2, Fun, 001100000001001 Gate Good Exit,no, 0, 0.,0, 0a,30d, 1h,1f, 40,2, 1, no, 000000000000000 Oil Well 1, no, 0, 0.,0, 1a,1d, 1h,1f, 1,3, 1, no, 000000000000000 Cap Good 1, no, 0, 0.,0, 1a,1d, 1h,1f, 1,4, 1, no, 000000000000000 Cap Bad 1, no, 0, 0.,0, 1a,1d, 1h,1f, 1,2, 1, no, 000000000000000 Oil Well 2, no, 0, 0.,0, 1a,1d, 1h,1f, 1,0, 1, no, 000000000000000 Cap Good 2, no, 0, 0.,0, 1a,1d, 1h,1f, 1,0, 1, no, 000000000000000 Cap Bad 2, no, 0, 0.,0, 1a,1d, 1h,1f, 1,0, 1, no, 000000000000000 Oil Well 3, no, 0, 0.,0, 1a,1d, 1h,1f, 1,0, 1, no, 000000000000000 Cap Good 3, no, 0, 0.,0, 1a,1d, 1h,1f, 1,0, 1, no, 000000000000000 Cap Bad 3, no, 0, 0.,0, 1a,1d, 1h,1f, 1,0, 1, no, 000000000000000 Apartments, no, 0, 0.,0, 1a,3d, 1h,1f, 10,0, 1, no, 000000000000000 Law Office, no, 0, 0.,0, 1a,3d, 1h,1f, 10,8, 1, no, 000000000000000 Coffee Shop, no, 0, 0.,1, 1a,3d, 1h,1f, 10,0, 1, no, 000000000000000 Old Age Home, no, 0, 0.,1, 1a,3d, 1h,1f, 10,0, 1, no, 000000000000000 ApplianceStore,no, 0, 0.,0, 1a,3d, 1h,1f, 10,0, 1, no, 000000000000000 Robot Outpost,no, 0, 0.,0, 2a,2d, 1h,1f, 1,0, 1, no, 000000000000000 Caravan, no, 0, 1.,0, 0a,1d, 1h,1f, 5,0, 7, no, 000000000000010 Royal Navy, no, 1, 20.,0, 10a,5d, 1h,1f, 1,0, 3, no, 011010001010011 Rick Steele, no, 0, 3.,0, 8a,8d, 1h,1f, 3,0, 0, no, 110011001010111 Blonde in Distress,nil, 0, 3.,0, 0a,1d, 1h,1f, 5,0, 0, no, 000000000000010 Crawler, Alp, 0, 1.,0, 2a,2d, 1h,1f, 1,1, 0, Fun, 001100000000010 Extra Air, nil, 1, 8.,4, 8a,8d, 2h,2f, 10,0, 0, no, 000000000000000 Test Unit 1, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 Test Unit 2, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 Test Unit 3, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 Test Unit 4, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 Test Unit 5, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 Test Unit 6, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 Test Unit 7, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 Test Unit 8, nil, 1, 42.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000011 ; ; 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 Sheet Metal,1,2, 1,1,0, yes, 1, 5, 0, yes, 1, 5, 0, no, ; Drt Grasses, 1,2, 1,1,0, yes, 1, 5, 0, yes, 1, 5, 0, no, ; Pln Sandy Grass,1,2, 1,1,0, yes, 1, 5, 0, yes, 1, 5, 0, no, ; Grs Trees, 2,3, 1,1,0, yes, 1, 5, 0, yes, 1, 5, 0, no, ; For Sand, 2,4, 1,1,0, yes, 1, 5, 0, yes, 1, 5, 0, no, ; Hil Shoreline, 3,6, 1,1,0, no, 1,10, 0, no, 1,10, 6, no, ; Mou Ramp, 1,2, 1,1,0, no, 1,10, 1, no, 0, 0, 0, no, ; Tun Ramp, 1,2, 1,1,0, no, 0, 0, 0, no, 1,15, 3, no, ; Gla Metro Area, 1,4, 1,1,0, yes, 1, 5, 0, yes, 1, 5, 0, no, ; Swa Beach, 2,3, 1,1,0, yes, 1, 5, 0, yes, 1, 5, 0, no, ; Jun Water, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, ; Oce Machinery, 1,2, 3,1,0, Rockpile, 1,2, 1,3,0, Grassland, 1,2, 2,1,0, More Trees!,2,3, 3,2,0, More Sand!, 2,4, 1,2,0, More Sand!, 3,6, 0,1,6, More Trees!,1,2, 3,1,0, Junk, 2,2, 1,1,4, Chemical Plant,2,3, 1,4,0, Beach Rocks,2,3, 1,0,4, Fish, 1,2, 3,0,2, Sheet Metal,1,2, 0,4,0, Town, 1,2, 3,1,0, Grassland, 1,2, 2,1,0, More Trees!,2,3, 1,2,3, More Sand!, 2,4, 1,0,4, More Sand!, 3,6, 0,4,0, Junk, 1,2, 2,0,3, Junk, 2,2, 0,4,0, Manufacturing,2,3, 3,0,4, Crater, 2,3, 4,0,1, Whales, 1,2, 2,2,3, @GOVERNMENTS Anarchy, Mr., Ms. Civil Govt, Mayor, Mayor Military, Commander, Commander Communism, Comrade, Comrade Binary, Evil, Evil 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, 0, 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, 0, 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, 0, 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, 1, English, English, 0, 1, 0, 4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister Genghis Khan, Bortei, 0, 7, 1, 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 Go to, G @DIFFICULTY Chieftain Warlord Prince King Emperor Deity @ATTITUDES Worshipful Enthusiastic Cordial Receptive Neutral Uncooperative Icy Hostile Enraged