; ; 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 2 ; 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 10 ; Fundamentalism pays support for all units past this 0 ; Communism is equivalent of this palace distance. 50 ; Fundamentalism loses this % of science 100 ; 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%) ; ; 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 Imp Assault Helicopters,4,-2, U3, Gen, 1, 0 ; AFl 1 Transistor Radio, 5, 1, nil, nil, 2, 2 ; Alp 2 Doubles the literacy demographics. Elite Forces, 3,-2, Feu, nil, 0, 0 ; Amp Imp Supersonic Fighters,4, 1, Sea, Mat, 1, 0 ; Ast Nuclear Arms Race, 4,-1, ToG, Phy, 2, 3 ; Ato 5 United States Of America,6,-1, no, no, 0, 3 ; Aut 6 1/2 of Modern + Increases population based pollution. Financial Services, 4, 1, Tra, nil, 2, 1 ; Ban Modern Bridge Building, 4, 0, nil, nil, 1, 2 ; Bri 8 Activates construction of roads in river squares. Improved Aviation Engineering,6,-1,Exp,MP,1,0 ; Bro Movie Theaters, 5, 0, nil, nil, 2, 4 ; Cer 10 Activates Temples. Not WEST, 5,-1, no, no, 0, 3 ; Che Anti Personnell Carrier,4,-2, Feu, nil, 0, 0 ; Chi Optic Fiber, 4, 1, Alp, nil, 1, 2 ; CoL Improved Main Battle Tank,5,-1,Met, Gen, 2, 0 ; CA Reconnaissance Aircraft,5,-1, Uni, Exp, 3, 4 ; Cmb 15 [Communism], 5, 0, no, no, 3, 0 ; Cmn - 16 GOVERNMENT + Reduces Cathedrals + More partisans. Artificial Satellites, 4,1, Min, nil, 3, 2 ; Cmp Tracked APC, 7,-1, Chi, nil, 0, 0 ; Csc [Construction], 4, 0, no, no, 0, 4 ; Cst 19 Allows settler units to build Fortresses. Globalization, 4, 0, Eco, nil, 3, 1 ; Cor 20 Activates Freight Truck Currency Zones, 4, 1, nil, nil, 2, 1 ; Cur [Democracy], 5, 1, no, no, 2, 2 ; Dem - 22 GOVERNMENT + Courthouse happy effect under Democracy. World Economy, 4, 1, Uni, Ban, 2, 1 ; Eco Not SOVIET/USA, 4, 0, no, no, 0, 3 ; E1 Cellular Phones, 4, 1, nil, nil, 2, 4 ; E2 25 1/2 of Modern Style + 1 more happy citizen w/ collosseum. Industrial Robots, 4, 0, Mas, nil, 0, 1 ; Eng Sustainable Energies, 3, 1, Rec, SFl, 1, 2 ; Env 27 Decreases population based pollution. Intelligence Agency, 2,-1, Cmb, nil, 1, 4 ; Esp Modern Engineering, 5, 0, Uni, nil, 1, 2 ; Exp 29 Allows terrain transformation. Post War Infantry, 4,-1, nil, nil, 0, 0 ; Feu 30 [Flight], 4,-1, no, no, 2, 4 ; Fli 31 Reduces by 1/3 the bonus from caravans. [Socialism], 3,-2, no, no, 2, 2 ; Fun 32 GOVERNMENT. Tsjernobyl Lesson, 3, 0, Rec, nil, 3, 3 ; FP 33 Eliminates the threat of Nuclear Power Plant meltdown. Modern Warfare, 3, 2, Iro, NP, 0, 3 ; Gen [Guerrilla Warfare], 4, 1, no, no, 3, 0 ; Gue - 35 Activates Partisans [Gunpowder], 8,-2, no, no, 1, 0 ; Gun - 36 Sells Barracks + 1 more maintenance + 1/2 Renaissance. Post War Tank, 4,-1, nil, nil, 2, 0 ; Hor Europe, 6, 0, no, no, 0, 1 ; Ind 38 Ind City Style + Increases population based pollution + Oil. [Invention], 6, 0, no, no, 1, 4 ; Inv 39 1/2 Renaissance People + Reduces by 50% the bonus. Modern Battlefield Tactics,5,-1,Lab, MP, 0, 3 ; Iro 40 Hydropower, 4,-1, Mas, Env, 0, 1 ; Lab Cray Supercomputer, 4, 0, NF, MP, 2, 2 ; Las Not PRO-WESTERNERS, 5,-1, no, no, 0, 3 ; Ldr Television Satellite, 5, 2, Wri, CoL, 3, 2 ; Lit 44 Doubles literacy demographics. Nuclear Powered Ships, 4,-2, nil, nil,3, 0 ; Too 45 Fighter-Bombers, 4,-1, Ast, Eco, 1, 0 ; Mag 46 Increases annual income demographics. Supersonic Flight, 6,-1, Pot, Alp, 1, 0 ; Map 47 Allows civilizations to exchange maps. Modern Industries, 4, 1, nil, nil, 0, 1 ; Mas Consumer Society, 5, 0, Cor, Pla, 2, 2 ; MP 49 Increases population based pollution. Quantum Mechanics, 4,-1, Alp, Mas, 1, 2 ; Mat 50 Hepatitis-B vaccine, 4, 0, Phi, Tra, 0, 2 ; Med 51 Decreases disease percentage 50%. Main Battle Tank, 6,-2, Whe, ToG, 2, 0 ; Met Rocketry, 4, 1, Too, nil, 2, 3 ; Min [Mobile Warfare], 8,-1, no, no, 3, 0 ; Mob - 54 Sells Barracks + 1 more maintenance. [Monarchy], 5, 1, no, no, 0, 2 ; Mon - 55 GOVERNMENT. Religious Toleration, 5, 1, Phi, Mys, 2, 2 ; MT 56 1/3 activates Cathedrals. Integrated Circuit, 4, 0, Cer, nil, 2, 2 ; Mys 57 Improves Temples + 1/3 activates Cathedrals. [Navigation], 6,-1, no, no, 1, 1 ; Nav 58 Reduces triemes floundering + Reduces by 50% the bonus. Nuclear Weapons Delivery,6,-2, Ato, MP, 2, 3 ; NF 59 Allows Nukes (w/ manhattan and Roc) + Uranium. Submarine-Based Nukes, 3, 0, NF, Too, 3, 0 ; NP 60 1 Extra ship move. Personal Computer, 6, 1, Mys, Lit, 2, 2 ; Phi 61 Free tech(s) by first civ to discover + 1/2 Renaissance. Microprocessor, 4,-1, Lit, nil, 1, 2 ; Phy Nuclear Testing, 4, 1, Uni, SFl, 3, 3 ; Pla 63 Increases population based pollution. Infantry Fighting Vehicles,4,0,Tac, Gen, 0, 0 ; Plu Not CHINA, 4, 0, no, no, 0, 3 ; PT 65 Post War Aircraft Design,4,1, Rad, nil, 1, 0 ; Pot Jet Engine, 5,-1, nil, nil, 1, 0 ; Rad 67 Activates airbase construction + Airlift popup if connected with Airport. [Railroad], 6, 0, no, no, 1, 2 ; RR 68 Railroad + city squares to railroad + Reduces 1/3 caravan. Recycling, 2, 1, MP, NF, 2, 4 ; Rec Not COMMUNISTS, 4, 0, no, no, 0, 3 ; Ref 70 Modern Fertilizers, 3, 1, Mas, San, 1, 2 ; Rfg 71 Activates farm building + city squares upgraded to farmland. [Republic], 5, 1, no, no, 2, 0 ; Rep - 72 GOVERNMENT. Anti-Aircraft Warfare, 5,-2, Gen, E2, 1, 0 ; Rob Aerospace Engineering, 6,-2, nil, nil,3, 2 ; Roc Public Health Measure, 4, 2, Med, Eng, 2, 4 ; San 75 Decreases population based pollution. Supersonic Fighters, 4, 1, Map, nil, 1, 0 ; Sea 76 Reduces the chances of triremes floundering. Space Flight, 4, 1, Cmp, Roc, 3, 2 ; SFl Portable Surface-to-Air Missile,3,-2,Min,Rob,1,0 ; Sth Computer-Aided Design, 4,-1, Phy, Eng, 0, 1 ; SE Nuclear Powered Supercarriers,4,-1,NP,Las,3,0 ; Stl 80 Non-Proliferation Treaty,4,1, FP, Lab, 3, 3 ; Sup (81 Obsoletes Nukes) Wheeled APC, 6,-1, Csc, nil, 0, 0 ; Tac Audio Cassette, 3, 2, nil, nil, 2, 4 ; The 83 1/3 activates Cathedrals + Improves Cathedrals by 1. Deterrence Theory, 4, 0, Uni, Pla, 2, 3 ; ToG Central Banks, 4, 2, Cur, CoL, 2, 1 ; Tra 85 Enables the display of demanded trade goods. Electronic Communication,5,1, Phy, nil, 1, 4 ; Uni 86 Doubles literacy demographics. Not SUPERPOWERS, 4,-1, no, no, 0, 3 ; War Early Main Battle Tank, 4,-1, Hor, nil, 2, 0 ; Whe Mass Media, 4, 2, Alp, nil, 2, 2 ; Wri 89 Doubles the literacy demographics. Computer Age Tech, 1, 0, Rec, Sup, 0, 3 ; ... 90 Reoccurring technology + Increases game score. Multi-Fighters, 3, 0, Mag, Bro, 1, 0 ; U1 Modern Air Force, 3, 0, U1, Gen, 1, 0 ; U2 Assault Helicopters, 3, 0, nil, nil, 1, 0 ; U3 Not NON-ALIGNED, 3, 0, no, no, 0, 3 ; X1 Not ROGUE, 3, 0, no, no, 0, 3 ; X2 95 Not WARPAC, 3, 0, no, no, 0, 3 ; X3 Not CHINA/SOVIET, 3, 0, no, no, 0, 3 ; X4 Not AMERICAN NATO, 3, 0, no, no, 0, 3 ; X5 Not EUROPEAN NATO, 3, 0, no, no, 0, 3 ; X6 Not NATO, 3, 0, no, no, 0, 3 ; X7 100 ; ; 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, Capitol, 10, 0, nil, Eliminates pollution and waste and decreases it in nearby cities. Army Base, 75, 1, Feu, Veteran ground units, ground repair in one turn. Grain Silos, 16, 1, nil, ˝ of city’s food is depleted when it increases size Movie Theaters, 4, 1, Cer, Up to 2 disconents are made content Light Industry, 8, 1, Cur, Tax and Luxury +50% Regional Newspaper, 8, 1, Wri, Science +50% Secret Police, 8, 1, nil, Decreases corr. by 50%, city more resistant to diplos. Under Demo. one content becomes happy. City Fortifications, 30, 0, nil, Defence 300% vs ground attacks. Running Water, 8, 2, nil, Allows grow beyond 8. Liberalised Economy, 30, 3, Ban, Luxuries and Tax +50% (after Marketplace) Grand Place of Worship, 12, 3, MT, 4 unhappy made content (3 after communism) Communication Satellite, 16, 3, Uni, Science +50% (Library) Public Transport, 16, 4, MP, Eliminates pollution caused by population. Television Network, 10, 4, Lit, 3 unhappy made content (4 with Electronics) Heavy Industry, 100, 4, Mas, Resource production +50% Modernized Industry, 200, 6, Eng, +50% resources (with Factory) [SDI Defense], 20, 4, no, No nukes 3 squares from the city High-Speed Rail, 20, 2, Rec, Decreases factory pollution Computer-Aided Industry, 75, 4, SE, Factory + 50% Oil Industry, 100, 4, nil, Factory +50%, cleaner than power plant Nuclear Plant, 30, 2, Pla, Factory +50%, cleaner than power plant, but risk of meltdown before fusion. School of Economics, 80, 4, Eco, +50 Luxuries and taxes (after bank) Modernized Sewer System, 12, 2, San, City grow beyond 12 Industrial Farms, 15, 3, Rfg, Collect farm food (+50% food/square) Superhighways, 35, 5, Exp, Roads and railroads in city produce +50% trade Research Lab, 20, 3, Cmp, Science +50% (after University) [SAM Missile Battery], 10, 2, no, Air and missile defense is doubled Coastal Fortress, 40, 1, nil, Sea defense is doubled Renewable Energy, 40, 4, Env, Factory oputput +50%, cleaner than all plants. Fishing Industry, 10, 1, nil, All sea squares produce one more food Industrial Port, 50, 3, Mas, All sea squares produce one shield Military Airbase, 75, 3, Rad, Airlift between bases, veteran air units, one turn air repair Propaganda Centre, 6, 2, nil, Decreases unhappiness of troops away from the city by 1 Naval Base, 75, 3, Too, Veteran naval units, one turn naval repair. [SS Structural], 8, 0, no, [SS Component], 16, 0, no, [SS Module], 32, 0, no, (Currency Reserves), 60, 0, nil, Production into gold (trade) Ukrainian farming, 20, 0, nil, WARPAC, Ukrainian farming (Kiev) Statue of Liberty, 20, 0, nil, AME NATO, Statue of Liberty (NYC) North Sea Oil, 20, 0, nil, EUR NATO, North Sea Oil (Bergen) Global Power Projection Fleet,20,0, nil, AMR NATO, Global Power Fleet (Norfolk) *Great Library, 30, 0, no, OBSOLETED OBJECTIVE French Democratic Ideals, 30, 0, nil, EUR NATO, Democratic Ideals, (Paris) Iron Curtain, 30, 0, nil, WARPAC, Iron Curtain Soviet Militarism, 30, 0, nil, WARPAC, Soviet Militarism (Moskva) CKD, 30, 0, nil, WARPAC, Skoda (Praha) Western Intelligence, 20, 0, nil, AME NATO, Western Intelligence (Washington) Moon Landings, 40, 0, nil, AME NATO Soviet Space Agency, 30, 0, nil, WARPAC, Soviet Space Agency (Moskva) Submarine Force Doctrine, 40, 0, nil, WARPAC, Nuclear Submarines (Murmansk) Mother Russia Statue, 30, 0, nil, WARPAC, Leningrad *Leonardo's Workshop, 40, 0, no, OBSOLETED OBJECTIVE Hollywood, 40, 0, nil, AME NATO, Hollywood, (Los Angeles) Soviet Suppressed Science,40, 0, nil, WARPAC, Suppressed Science, (Leningrad) Siberian Minerals, 40, 0, nil, WARPAC, Siberian Minerals (Novosibirsk) -Darwin's Voyage, 40, 0, no, UNUSED FROM BEGINNING *Statue of Liberty, 40, 0, no, OBSOLETED OBJECTIVE Sino-Soviet Split, 30, 0, nil, CHINA Arsenal of Democracy, 60, 0, nil, AME NATO, Arsenal of Democracy Caucasus Oil, 60, 0, nil, WARPAC, Caucasus oil (Baku) Manhattan Project, 60, 0, nil, AME NATO, Hiroshima/Nagasaki Legacy NATO, 60, 0, nil, EUR NATO, NATO [Apollo Program], 60, 0, no, Removed Soviet Academy of Sciences,60,0, nil, WARPAC, Soviet Academy of Sciences (Moskva) Mao's Long March, 60, 0, nil, CHINA ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; Ukrainian farming nil, ; Statue of Liberty nil, ; North Sea Oil nil, ; Global Power Fleet nil, ; Great Library nil, ; French Democratic Ideals nil, ; Iron Curtain Stl, ; Soviet Militarism nil, ; CKD nil, ; Western Intelligence nil, ; Moon Landings nil, ; Soviet Space Agency nil, ; Submarine Force Doctrine nil, ; Communist Party HQ no, ; Da Vinci's Workshop nil, ; The Vatican nil, ; Suppressed Sciences nil, ; Siberian Minerals nil, ; Darwin nil, ; Statue of Liberty nil, ; Sino-Soviet Split nil, ; Arsenal of Democracy nil, ; Caucasus Oil Sup, ; Manhattan Project nil, ; NATO nil, ; Apollo nil, ; Soviet Academy of Science nil, ; Mao's Long March ; ; 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 SAM, War, 0, 1.,0, 0a,11d, 2h,2f, 16,0, 1, Min, 010010000000000 AA Engineers, nil, 0, 2.,0, 0a,1d, 2h,2f, 16,0, 5, Exp, 000000000000010 ENG Centurion, X6, 0, 2.,0, 28a,17d, 2h,2f, 16,0, 0, Whe, 000001000000000 TANK Leopard 1, X6, 0, 2.,0, 30a,18d, 2h,2f, 18,0, 0, Met, 000000000000000 TANK T-64, X3, 0, 2.,0, 27a,17d, 2h,2f, 16,0, 0, Whe, 000001000000000 TANK M-48 Patton, Che, 0, 2.,0, 25a,15d, 2h,2f, 14,0, 0, Whe, 000001000000000 TANK M-60 Patton, X5, 0, 2.,0, 29a,16d, 2h,2f, 18,0, 0, Met, 000000000000000 TANK Terrorists, nil, 0, 2.,0, 30a,10d, 2h,2f, 10,0, 0, no, 001000001000010 TERROR Guerrillas, X2, 0, 2.,0, 9a,9d, 2h,2f, 10,0, 0, no, 000001001000010 INF Tracked APC, nil, 0, 2.,0, 20a,12d, 2h,2f, 16,0, 0, Csc, 000001001000010 MECH Wheeled APC, nil, 0, 4.,0, 20a,14d, 2h,2f, 16,0, 0, Tac, 000000001000010 MOT IFV, nil, 0, 3.,0, 24a,16d, 2h,2f, 20,0, 0, Plu, 000001001000010 IFV Leopard 2, X6, 0, 3.,0, 32a,20d, 2h,2f, 22,0, 0, CA, 000000000000000 TANK M1 Abrams, X5, 0, 3.,0, 31a,18d, 2h,2f, 22,0, 0, CA, 000000000000000 TANK T-80, X3, 0, 3.,0, 33a,20d, 2h,2f, 20,0, 0, CA, 000000000000000 TANK Jet Bomber, War, 1, 20.,2, 30a,8d, 2h,2f, 20,0, 0, Pot, 000000000000000 BOMB Fighter-Bomber, War, 1, 14.,2, 34a,12d, 2h,2f, 18,0, 0, Mag, 000000000000000 FTB Mobile SP Howitzer, nil, 0, 2.,0, 26a,10d, 2h,2f, 22,0, 0, Min, 000000001000000 HOW F-4 Phantom II (Int), Che, 1, 12.,2, 12a,12d, 2h,2f, 12,0, 3, Sea, 000000000010000 INT Revolutionists, nil, 0, 2.,0, 25a,10d, 2h,2f, 10,0, 0, no, 000000001000010 INF F/A-18 Hornet (Fgt), X5, 1, 13.,2, 18a,15d, 2h,2f, 18,0, 3, U2, 000000000010000 FGT F-15 Eagle (Fgt), X5, 1, 14.,2, 14a,12d, 2h,2f, 14,0, 3, Ast, 000000000010000 FGT F-16 Fighting Falcon (MFgt),X7,1,16.,2,16a,15d, 2h,2f, 14,0, 3, U1, 000000000010000 MFGT Rogue Troops, X2, 0, 0.,0, 0a,10d, 2h,2f, 4,0, 1, Feu, 000000001000000 INF Mirage 2000 (MFgt), X6, 1, 15.,2, 16a,16d, 2h,2f, 14,0, 3, U2, 000000000010000 MFGT Surface-To-Air Missile, nil, 0, 2.,0, 0a,10d, 2h,2f, 20,0, 1, Sth, 010010000000000 AA Howitzer, nil, 0, 1.,0, 30a,1d, 2h,2f, 20,0, 0, Min, 000000001000000 HOW Sukhoi Su-17 (Fgt), Ref, 1, 12.,2, 12a,10d, 2h,2f, 12,0, 3, Sea, 000000000010000 FGT Mikoyan Mig-21 (Int), X4, 1, 12.,2, 10a,12d, 2h,2f, 12,0, 3, Sea, 000000000010000 INT Mikoyan Mig-25 (Int), X4, 1, 14.,2, 12a,14d, 2h,2f, 12,0, 3, Ast, 000000000010000 INT Sukhoi Su-27 (MFgt), X3, 1, 17.,2, 17a,16d, 2h,2f, 14,0, 3, U1, 000000000010000 MFGT Mikoyan Mig-29 (Fgt), X4, 1, 14.,2, 18a,15d, 2h,2f, 16,0, 3, U2, 000000000010000 FGT Attack Helicopter, AFl, 1, 6.,0, 22a,8d, 2h,2f, 10,0, 0, U3, 100000000000001 HELI Helicopter Gunship, nil, 1, 8.,0, 32a,10d, 2h,2f, 14,0, 0, AFl, 100000000000001 HELI Bulk Carrier, nil, 2, 9.,0, 0a,1d, 2h,2f, 18,2, 4, Too, 000000000000000 TRANSP Container Ship, War, 2, 10.,0, 0a,1d, 2h,2f, 22,4, 4, Eco, 000000000000000 TRANSP Destroyer, War, 2, 9.,0, 18a,18d, 2h,2f, 20,0, 2, Too, 100000000000001 DESTROY Frigate, War, 2, 9.,0, 21a,20d, 2h,2f, 30,0, 2, Too, 000000000000001 CRUISE AEGIS Cruiser, War, 2, 9.,0, 26a,25d, 2h,3f, 40,0, 2, Too, 010000000000001 ACRUISE Soviet NP Submarine, X3, 2, 8.,0, 15a,15d, 2h,2f, 20,0, 0, Too, 000000000001001 SOV SUB NP Submarine, War, 2, 6.,1, 14a,14d, 2h,2f, 18,0, 0, Too, 000000000001001 SUB Aircraft Carrier, War, 2, 9.,0, 0a,16d, 2h,2f, 45,0, 2, Too, 010000010000001 CARRIER NP Supercarrier, War, 2, 13.,0, 0a,25d, 2h,2f, 50,0, 2, Stl, 010000010000001 CARRIER Cruise Missile, War, 1, 15.,1, 30a,5d, 2h,2f, 10,0, 0, NP, 001000000000000 MSL MRBM, War, 1, 25.,1, 99a,0d, 1h,1f, 80,0, 0, NF, 001000000000000 NUKE ICBM, E1, 1, 60.,1, 99a,0d, 1h,1f,100,0, 0, NF, 001000000000000 NUKE Security Forces, War, 0, 3.,0, 12a,6d, 2h,2f, 6,0, 1, Feu, 000000000000010 INF Secret Agent, War, 0, 3.,0, 0a,0d, 1h,1f, 12,0, 6, Esp, 000001100000011 SPY T-55, Ref, 0, 2.,0, 26a,16d, 2h,2f, 16,0, 0, Whe, 000001000000000 TANK Freight, nil, 0, 2.,0, 0a,1d, 2h,2f, 14,0, 7, Cor, 000000000000010 TRADE T-72, X4, 0, 2.,0, 32a,16d, 2h,2f, 16,0, 0, Met, 000000000000000 TANK Long Range Heavy Bomber,E1, 1, 55.,2, 42a,12d, 2h,2f, 32,0, 0, Pot, 000000000000000 BOMB Close Ground Support (Bomb),nil,1,18.,2,36a,14d,2h,2f, 20,0, 0, U2, 000000000000000 FTB Marines, War, 0, 2.,0, 16a,8d, 2h,2f, 16,0, 0, Amp, 000000001000100 MARINE Non-Aligned Inf., X1, 0, 1.,0, 12a,10d, 2h,2f, 6,0, 1, Feu, 000000001000000 INF Light Troops, PT, 0, 3.,0, 12a,10d, 2h,2f, 6,0, 1, Feu, 000000001000010 INF Reconnaissance Aircraft,War, 1, 26.,2, 0a,1d, 1h,1f, 14,0, 3, Cmb, 000000000001001 REC Paratroopers, War, 0, 2.,0, 14a,9d, 2h,2f, 16,0, 0, Amp, 000000101000010 PARA Heavy Troops, X4, 0, 2.,0, 18a,14d, 2h,2f, 10,0, 1, Feu, 000000001000010 INF Heavy Troops, X7, 0, 2.,0, 20a,12d, 2h,2f, 12,0, 1, Feu, 000000001000010 INF Light Troops, X3, 0, 3.,0, 14a,8d, 2h,2f, 6,0, 1, Feu, 000000001000010 INF Light Troops, X7, 0, 3.,0, 14a,8d, 2h,2f, 8,0, 1, Feu, 000000001000010 INF ; ; 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, 2,3, 0,1,0, yes, 1, 5, 5, no, 1, 5, 3, no, ; Drt Plains, 1,2, 1,1,0, yes, 1, 5, 1, yes, 2,10, 0, no, ; Pln Grassland, 1,2, 2,1,0, yes, 1, 5, 2, yes, 2,10, 0, no, ; Grs Forest, 2,3, 1,2,0, Pln, 0, 5, 5, no, 0, 5, 0, no, ; For Hills, 2,3, 1,0,0, yes, 1,10, 0, yes, 5,10, 1, no, ; Hil Mountains, 3,6, 0,1,0, no, 3,10, 0, yes, 2,10, 6, no, ; Mou Subarctic, 2,4, 2,0,0, yes, 1,10, 1, yes, 4,20, 0, no, ; Tun Industrial Sector, 2,4,10,10,10, no, 0, 0, 0, yes, 5,10, 1, no, ; Gla Swamp, 2,3, 1,0,0, Grs, 0,20, 6, no, 0,15, 0, no, ; Swa Jungle, 2,3, 1,0,0, Grs, 0,20, 6, no, 0,15, 0, no, ; Jun Ocean, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, ; Oce Desert Village, 1,3, 3,1,0, Chemical Facilities, 1,2, 1,3,6, Grassland, 1,2, 2,1,0, Paper Mill, 2,2, 1,2,4, Factory Complexes, 2,3, 1,6,3, Coal Working, 3,6, 0,6,4, Coal, 1,4, 3,1,0, Super Industries, 1,4, 15,15,15, Turf, 2,3, 3,2,2, Rubber, 2,4, 4,0,10, Trade Route, 1,2, 2,0,8, Oil, 1,2, 2,4,20, Factory Complexes, 1,2, 3,5,2, Grassland, 1,2, 2,1,0, Mill, 2,2, 1,4,2, Industrialized Mine, 2,3, 1,6,3, Ruhr/Ural Industry, 3,4, 0,30,60, Minerals, 1,4, 0,2,3, Super Industries, 1,4, 15,15,15, Turf, 2,3, 3,2,2, Rubber, 2,4, 4,0,10, Fisheries, 1,2, 4,2,4, @GOVERNMENTS Anarchy, Mr., Ms. (Despotism), Emperor, Empress Military Junta, Military Junta,Military Junta Communism, Premier, Premier Socialism, High Priest, High Priestess Democracy, President,President (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, 0, 0, 1, Dictator, Dictator, 2, Imperator, Imperatrix Hammurabi, Ishtari, 0, 2, 0, Babylonians, Babylonian, 0, 0, 0, Frederick, Maria Theresa, 0, 3, 1, Germans, German, 1, 1, -1, 4, Comandante, Comandante, 6, Chancellor, Chancellor Ramesses, Cleopatra, 1, 4, 0, Egyptians, Egyptian, 0, 0, 0, 1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh Abe Lincoln, E. Roosevelt, 0, 5, 3, Americans, American, -1, 0, 1, 4, Reverend, Reverend, 5, President, President Alexander, Hippolyta, 1, 6, 1, Greeks, Greek, 0, 0, 0, 6, Prime Minister, Prime Minister Mohandas Gandhi,Indira Gandhi, 0, 7, 3, Indians, Indian, -1, -1, 1, 2, Leader, Leader, Lenin, Catherine the Great, 1, 1, 0, Russians, Russian, 0, 0, -1, 2, Czar, Czarina, 4, Patriarch, Matriarch Shaka, Shakala, 0, 2, 0, Zulus, Zulu, 0, 0, 0, Louis XIV, Joan of Arc, 0, 3, 3, French, French, 0, 0, 0, 4, Archbishop, Archbishop, 6, Premier, Premier Montezuma, Nazca, 0, 4, 0, Aztecs, Aztec, 0, 0, 0, Mao Tse Tung, Wu Zhao, 0, 5, 2, Chinese, Chinese, 0, 0, 0, 3, Chairman, Chairperson Henry VIII, Elizabeth I, 1, 6, 3, English, English, -1, -1, 1, 4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister Genghis Khan, Bortei, 0, 7, 0, Mongols, Mongol, 0, 0, 0, Cunobelin, Boadicea, 1, 1, 0, Celts, Celtic, 0, 0, 0, 4, Druid, Druid Tokugawa, Amaterasu, 0, 2, 2, Japanese, Japanese, 0, 0, -1, 2, Shogun, Shogun, 6, Prime Minister, Prime Minister Canute, Gunnhild, 1, 3, 3, Vikings, Viking, 0, 0, 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, 0, 0, 2, Shah, Shah, 4, Ayatollah, Ayatollah Hannibal, Dido, 0, 6, 1, Carthaginians,Carthaginian,0, 0, 0, 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 Armaments, Chemicals, Lumber, Copper, Gold, Industrial Equipment, Aluminium, Coal, Synthetics, Electronics, Textiles, Wheat, Energy, Steel, Iron Ore, Petroleum Products, @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