; ; 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 14 ; # 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) 4 ; 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 5 ; Communism is equivalent of this palace distance. 33 ; Fundamentalism loses this % of science 100 ; Percent shield penalty for production type change 8 ; Max paradrop range 75 ; Mass/Thrust paradigm (increasing slows spaceship time) 8 ; 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 Aerospace Research, 4, 2, Cmp, Plu, 2, 3 ; AFl Fly by Wire, 0, 0, Rad, Fli, 1, 0 ; Alp Depleted Uranium Shell,3,-2, NP, Fli, 2, 0 ; Amp Neo-Capitalism, 0, 0, Rep, Bri, 3, 1 ; Ast Atomic Theory, 4,-1, nil, nil, 3, 3 ; Ato Ion Pulse Engine, 6,-1, Wri, SFl, 1, 4 ; Aut Space Program, 4, 0, AFl, nil, 2, 3 ; Ban Consumer Goods, 5, 0, Mob, nil, 2, 4 ; Bri Adv. Physics, 6, 1, E2, nil, 1, 4 ; Bro Phased Array Radar, 7,-1, Alp, Fli, 1, 0 ; Cer Satellite Communication,6,-1, SE, Phi, 2, 3 ; Che Mobile Warfare I, 6,-2, MP, nil, 2, 0 ; Chi Atomic Research, 6,-2, Ato, Uni, 3, 3 ; CoL Special Forces, 5,-1, Chi, Pot, 0, 0 ; CA Solar Power, 6, 2, Env, Met, 3, 2 ; Cmb Communism, 5, 0, Mon, nil, 0, 2 ; Cmn Computers, 5, 3, Min, Tac, 1, 3 ; Cmp ISS, 6, 3, War, nil, 2, 3 ; Csc Conscription, 6, 3, nil, nil, 0, 0 ; Cst The Corporation, 4, 0, Bri, nil, 2, 1 ; Cor Laser Targeting, 4,-1, Med, E2, 0, 3 ; Cur Liberal Democracy, 5, 1, Ast, nil, 0, 2 ; Dem Ceramic Composites, 4, 1, Pla, Uni, 2, 3 ; Eco Guided Missiles, 6,-1, CA, Plu, 0, 3 ; E1 Computer Aided Design,5, 1, Cmp, nil, 1, 3 ; E2 Civil Engineering, 4, 0, nil, nil, 0, 1 ; Eng Environmentalism, 4, 2, Rec, AFl, 3, 2 ; Env Espionage, 5,-2, Cmn, Rep, 0, 2 ; Esp Not EU-Western, 4,-1, no, no, 2, 0 ; Exp Naval Air Defense, 5,-1, Rad, nil, 3, 0 ; Feu Computer Networks, 6, 2, E2, Phi, 1, 3 ; Fli Fundamentalism, 4,-2, nil, nil, 0, 2 ; Fun Fusion Power, 3, 0, MT, SFl, 3, 3 ; FP Genetic Engineering,4, 3, Cmp, Env, 3, 4 ; Gen Education System, 5,-3, nil, nil, 1, 2 ; Gue Digital Info Storage,6,-2, Med, Pla, 1, 2 ; Gun Mars Program, 6,-1, Csc, Aut, 2, 3 ; Hor Cities1, 5, 2, no, no, 0, 1 ; Ind Monetary Info Syste,6, 0, Whe, ToG, 0, 4 ; Inv Chain Reaction, 5, 0, NF, nil, 3, 3 ; Iro Popular Entertainment,0, 0, nil, nil, 2, 2 ; Lab Force Shield, 8, 2, no, no, 1, 4 ; Las Liberalism, 0, 0, Mob, nil, 0, 2 ; Ldr Globalization, 6, 2, Fli, Mat, 3, 1 ; Lit Sanitation, 6,-2, Eng, nil, 3, 2 ; Too Magnetic Fields, 5,-1, ToG, Sup, 1, 4 ; Mag Space Walk, 6, 2, Ban, nil, 2, 3 ; Map IFV´s, 6,-1, Chi, nil, 0, 0 ; Mas Mass Production, 5, 2, Mob, nil, 0, 1 ; MP Multi-National Corp,5, 3, Ast, Cor, 3, 1 ; Mat Laser, 4,-1, Min, Met, 3, 4 ; Med Microwaves, 6,-1, Rad, nil, 0, 1 ; Met Microprocessor, 8, 3, Uni, Tac, 1, 3 ; Min Capitalism, 8, 2, Tra, nil, 2, 1 ; Mob Nationalism, 5, 1, nil, nil, 0, 2 ; Mon Anti-Matter, 5, 1, ToG, Sup, 1, 4 ; MT Non-Metallic Composites,5, 0, Met, E2, 2, 3 ; Mys Adv. Propulsion, 7,-2, The, Aut, 0, 3 ; Nav Nuclear Fission, 6,-2, CoL, nil, 3, 3 ; NF Nuclear Power, 3,-1, NF, Ato, 3, 3 ; NP Fibre Optics, 8, 3, Min, nil, 1, 3 ; Phi MIRVs, 5,-2, Iro, SE, 2, 3 ; Phy Plastics, 5, 1, Eng, AFl, 0, 1 ; Pla Rocketry, 4,-1, Rad, nil, 0, 3 ; Plu Genetic Manipulation,5, 0, Gen, E2, 3, 4 ; PT Air Advance I, 6,-2, nil, nil, 1, 0 ; Pot Radar, 5,-1, nil, nil, 1, 0 ; Rad No Railroad, 0, 0, no, no, 3, 4 ; RR Recycling, 4, 2, MP, nil, 3, 2 ; Rec Applied Genetics, 0, 0, PT, nil, 3, 4 ; Ref Bio-Tech, 5, 1, PT, nil, 3, 4 ; Rfg Parliamentary Democracy,5, 1, Mon, Ldr, 0, 2 ; Rep Robotics, 6, 1, E2, Pla, 1, 3 ; Rob Air Advance III, 6,-2, Sth, U1, 1, 0 ; Roc Special Composites, 6,-1, Bro, nil, 2, 4 ; San Artificial Intellig,4,-1, Gun, Ref, 0, 4 ; Sea Magnetohydrodynamic Reactor,0, 0, NP, Mag, 1, 4 ; SFl Stealth Tech, 6, 0, Mys, Amp, 1, 4 ; Sth Re-entry Vehicles, 5, 1, AFl, Eco, 2, 3 ; SE Modern Ships, 4,-1, nil, nil, 3, 0 ; Stl Superconductivity, 6, 2, Fli, Phi, 1, 4 ; Sup Magnetic Info Storage,6,-2, Met, Rad, 3, 3 ; Tac Quantum Physics, 0, 0, Bro, NP, 1, 4 ; The Quantum Computing, 5, 0, The, Sea, 1, 4 ; ToG Banking System, 0, 0, nil, nil, 1, 1 ; Tra Higher Education, 5, 2, Gue, nil, 1, 2 ; Uni Space Shuttle, 4, 1, SE, Map, 2, 3 ; War Electronic Trading, 6, 1, Gun, Che, 1, 1 ; Whe Field-effect electrostatic propulsion,6, 1, MT, ToG, 1, 4 ; Wri Future Technology, 1, 0, nil, nil, 3, 4 ; FT Air Advance II, 4, 1, Pot, Cer, 1, 0 ; U1 Not East, 0, 0, no, no, 0, 2 ; U2 Not West, 0, 0, no, no, 0, 2 ; U3 Neutral/Rogue, 0, 0, no, no, 0, 2 ; X1 Not Western, 0, 0, no, no, 0, 2 ; X2 Not EU, 0, 0, no, no, 0, 2 ; X3 Not Indian, 0, 0, no, no, 0, 2 ; X4 Not Russian, 0, 0, no, no, 0, 2 ; X5 Not Chinese, 0, 0, no, no, 0, 2 ; X6 Not USA, 0, 0, no, no, 0, 2 ; 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, Capital, 100,20, nil, Barracks, 14, 4, nil, Grain Storage, 8, 1, nil, Stadium, 14, 5, Lab, Foodshop, 9, 2, nil, Public School, 12, 2, Gue, Courthouse, 10, 2, nil, City Defenses, 16, 4, Eng, Waterworks, 10, 3, Eng, Federal Bank, 15, 3, Tra, Cathedral, 17, 4, nil, University, 20, 4, Uni, Mag-Lev, 24, 6, Mag, Cinema Complex, 14, 4, Lab, Factory Complex, 26, 6, Mob, Fusion Plant, 34, 8, FP, Energy Field, 100,14, Nav, Recycling Center, 20, 5, Rec, Oil Refinery, 26, 6, Ast, Hydro-Electric Dam, 28, 5, CoL, Quantum Factory, 38, 8, ToG, Stock Exchange, 20, 6, Mob, Sewage System, 14, 3, Too, Industrial Farm, 14, 5, Rfg, Highways System, 22, 7, Eng, Research Center, 22, 8, ToG, AA Defenses, 13, 4, Pot, Coastal Battery, 14, 4, Stl, Solar Wind Generators, 36, 5, Cmb, Harbor, 8, 1, nil, Offshore Platform, 24, 7, Mat, International Airport, 20, 5, Pot, Satellite TV Station, 16, 5, Che, Naval Base, 16, 6, Stl, SS Structural, 14, 0, Wri, SS Component, 26, 0, Whe, SS Module, 32, 0, Whe, (Currency Reserves), 60, 0, Mob, GM Crops, 50, 0, Rfg, Ka'abla, 20, 0, nil, Globalization, 120, 0, Lit, US Naval Admiralty, 20,50, Stl, Global Info Net, 60, 0, Lit, Internet, 50,50, Fli, Forbidden City, 30, 0, nil, People´s Rebublic Army, 20, 0, nil, Arabian Oil Fields, 80,80, nil, European Union, 20, 0, nil, World Trade Organization, 40,40, nil, Cure for Cancer, 80, 0, Ref, GPS Network, 160, 0, Che, Kremlin, 20, 0, nil, Taj Majal, 100, 0, nil, Tianamen Square, 25, 0, nil, Indian IT Industry, 70, 0, nil, MISYS, 20, 0, Inv, Space Station, 90, 0, Ban, Quantum Physics Center, 55, 0, ToG, Vatican City, 30, 0, nil, Secret Police, 90, 0, Esp, Yangtze River Dam, 255,60, no, Manhattan Project, 60, 0, NF, UN Security Council, 20, 0, nil, Mars Program, 90, 0, Hor, SETI Program, 20, 0, AFl, Mao´s Long March, 10, 0, nil, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; GM Crops nil, ; Ka'abla nil, ; Globalization nil, ; US Naval Admiralty Eng, ; Global Info Net nil, ; Internet Eng, ; Forbidden City nil, ; People´s Rebublic Army nil, ; Arabian Oil Fields nil, ; European Union nil, ; World Trade Organization nil, ; Cure for Cancer nil, ; GPS Network nil, ; Kremlin nil, ; Taj Majal nil, ; Tianamen Square nil, ; Indian IT Industry nil, ; MISYS nil, ; Space Station nil, ; Quantum Physics Center nil, ; Vatican City nil, ; Secret Police nil, ; Yangtze River Dam nil, ; Manhattan Project nil, ; UN Security Council nil, ; Mars Program nil, ; SETI Program 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 Infantry, X1, 0, 0.,0, 4a,4d, 2h,2f, 9,0, 1, Cst, 000000001000000 Engineers, nil, 0, 2.,0, 0a,1d, 1h,1f, 16,0, 5, Eng, 000000000000000 US Army, X7, 0, 2.,0, 5a,4d, 3h,2f, 10,0, 1, Cst, 000000001000000 Russian Army, X5, 0, 2.,0, 5a,4d, 2h,2f, 9,0, 1, Cst, 000000001000000 EU Army, X3, 0, 2.,0, 5a,4d, 2h,2f, 10,0, 1, Cst, 000000001000000 People´s Army,X6, 0, 2.,0, 4a,4d, 2h,2f, 8,0, 1, Cst, 000000001000000 Indian Army, X4, 0, 2.,0, 4a,4d, 2h,2f, 8,0, 1, Cst, 000000001000000 Helicopter, nil, 1, 8.,0, 6a,3d, 2h,2f, 11,0, 0, CA, 100000000000001 Terrorists, X1, 0, 2.,0, 8a,1d, 2h,3f, 4,0, 0, Fun, 001101001000011 Civilians, nil, 0, 0.,0, 0a,0d, 1h,1f, 1,0, 6, no, 000000000000010 Western Army, X2, 0, 2.,0, 5a,4d, 2h,2f, 9,0, 1, Cst, 000000001000000 Stinger, nil, 0, 2.,0, 3a,4d, 2h,1f, 9,0, 1, Plu, 010000000010000 Marines, nil, 0, 2.,0, 7a,4d, 2h,3f, 11,0, 0, CA, 000001001000100 Paratroopers, nil, 0, 2.,0, 7a,4d, 2h,2f, 11,0, 0, CA, 000000101000000 F-18, X7, 1, 9.,3, 12a,5d, 3h,4f, 18,0, 3, U1, 000000000010001 T-55, Cur, 0, 3.,0, 9a,3d, 2h,2f, 12,0, 0, Chi, 000000001000000 Howitzer, nil, 0, 2.,0, 20a,4d, 2h,3f, 15,0, 0, Cur, 000000001000000 SAM AA, nil, 0, 1.,0, 3a,5d, 2h,2f, 14,0, 1, E1, 010000000010000 CA Infantry, no, 0, 2.,0, 7a,4d, 3h,2f, 9,0, 1, no, 000000001000010 Cruise Missile,nil, 1, 12.,1, 20a,0d, 4h,8f, 17,0, 0, E1, 001000001010000 M1A1 Abrams, X7, 0, 3.,1, 15a,5d, 4h,2f, 18,0, 0, Amp, 000000001000000 T-90, X5, 0, 3.,0, 15a,5d, 4h,3f, 18,0, 0, Cur, 000000001000000 Leopard 2A5, X3, 0, 3.,0, 14a,5d, 3h,2f, 17,0, 0, Cur, 000000001000000 Arjun, X4, 0, 3.,0, 13a,4d, 3h,2f, 16,0, 0, Cur, 000000001000000 Type 85, X6, 0, 3.,0, 13a,4d, 3h,2f, 15,0, 0, Cur, 000000001000000 T-72, no, 0, 3.,0, 11a,4d, 2h,2f, 15,0, 0, Chi, 000000001000000 Challenger II,Exp, 0, 3.,0, 14a,4d, 3h,2f, 17,0, 0, Chi, 000000001000000 F-16, U3, 1, 11.,2, 14a,5d, 3h,5f, 19,0, 3, U1, 000000000010001 Su-27 Flanker,U2, 1, 11.,2, 14a,5d, 3h,5f, 19,0, 3, U1, 000000000010001 EuroFighter, X3, 1, 12.,3, 16a,6d, 3h,5f, 22,0, 3, Roc, 000000000010001 Mig-29, U2, 1, 10.,2, 12a,5d, 3h,4f, 17,0, 3, Alp, 000000000010001 Mirage 2000, Exp, 1, 10.,2, 12a,5d, 3h,4f, 17,0, 3, U1, 000000000010001 F-22 Raptor, X7, 1, 13.,3, 17a,6d, 3h,5f, 23,0, 3, Roc, 000000000010001 Su-37, X5, 1, 13.,3, 17a,6d, 3h,5f, 23,0, 3, Roc, 000000000010001 Mig-21, U1, 1, 9.,2, 10a,3d, 3h,3f, 15,0, 3, Pot, 010000000010001 B-2, X7, 1, 18.,3, 21a,5d, 3h,6f, 28,0, 0, Sth, 010000001000001 Transport, nil, 2, 9.,0, 0a,4d, 2h,1f, 14,6, 4, CA, 000000000000000 Frigate, nil, 2, 11.,0, 8a,6d, 2h,3f, 16,0, 2, Stl, 100000000000001 Destroyer, nil, 2, 10.,0, 10a,7d, 3h,4f, 19,0, 2, Stl, 000000000000001 Cruiser, nil, 2, 9.,0, 13a,9d, 4h,4f, 23,0, 2, Feu, 010000000000000 Adv. Fighter, nil, 1, 12.,3, 15a,5d, 3h,5f, 21,0, 3, Roc, 000000000010001 SSBN Submarine,nil, 2, 12.,0, 11a,6d, 3h,4f, 15,0, 2, NP, 100000000001001 155 mm, nil, 0, 2.,0, 17a,2d, 2h,3f, 14,0, 0, nil, 000000001000000 C-130, nil, 2, 1.,3, 0a,6d, 2h,1f, 20,3, 4, Pot, 000000100000000 M2 Bradley, X7, 0, 4.,0, 3a,6d, 5h,3f, 14,0, 1, Mas, 000000000000000 Carrier, nil, 2, 10.,0, 0a,9d, 3h,2f, 50,0, 4, Feu, 010000010000001 Arab Army, X1, 0, 2.,0, 3a,5d, 3h,2f, 8,0, 1, Cst, 000000001000000 R Terrorists, X1, 0, 2.,0, 0a,4d, 2h,2f, 8,0, 6, Fun, 000101000000011 Freight Truck,nil, 0, 3.,0, 0a,1d, 3h,2f, 15,0, 7, Mob, 000000001000010 Rebel Forces, X1, 0, 2.,0, 7a,4d, 3h,2f, 8,0, 1, Cst, 000000001000010 ICBM, nil, 1, 42.,1, 99a,0d, 4h,4f, 99,0, 0, Phy, 001000000000010 JSF, nil, 1, 15.,3, 19a,7d, 4h,5f, 26,0, 3, Wri, 000000000010001 Tu-22, U2, 1, 16.,3, 19a,3d, 3h,6f, 25,0, 0, U1, 010000001000001 IDS Tornado, Exp, 1, 16.,2, 17a,3d, 3h,5f, 22,0, 0, U1, 010000001000001 Su-25 Frogfoot,U2, 1, 14.,2, 15a,3d, 3h,5f, 18,0, 0, Pot, 010000001000001 J-10, X6, 1, 12.,3, 15a,6d, 3h,5f, 21,0, 3, Roc, 000000000010001 Assault Helicopter,nil, 1, 8.,0, 9a,4d, 3h,3f, 14,0, 0, U1, 100000000000001 Harrier, Exp, 1, 9.,3, 11a,5d, 3h,3f, 17,0, 3, U1, 000000000010001 AWACS, nil, 1, 10.,8, 0a,1d, 3h,1f, 25,0, 0, U1, 110000000001001 BMP-3, X5, 0, 4.,0, 3a,6d, 5h,3f, 14,0, 1, Mas, 000000000000000 APC, nil, 0, 4.,0, 3a,6d, 4h,3f, 13,0, 1, Mas, 000000000000000 Secret Agent, nil, 0, 2.,0, 0a,1d, 2h,1f, 8,0, 6, Esp, 000001000000010 ; ; 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 Dictatorship ; 2 Monarchy Parliamentary ; 3 Communism ; 4 Fundamentalism ; 5 Liberal Democracy ; 6 Democracy ; @TERRAIN Desert, 2,2, 0,1,0, yes, 1, 5, 2, no, 1, 5, 2, Pln, ; Drt Steppe, 1,2, 1,1,0, yes, 1, 5, 1, For, 0,15, 1, Grs, ; Pln Grassland, 1,2, 2,1,0, yes, 1, 5, 2, yes, 0,15, 1, Hil, ; Grs Forest, 2,3, 1,2,0, Pln, 0, 5, 2, no, 0, 5, 0, Grs, ; For Hills, 2,4, 2,1,1, yes, 1,10, 0, yes, 5,10, 1, Pln, ; Hil Mountains, 3,6, 0,1,0, no, 1,10, 0, yes, 1,10, 2, Hil, ; Mou Tundra, 2,2, 1,0,0, yes, 1,10, 1, no, 0, 0, 0, Drt, ; Tun Industrial, 1,2, 4,7,2, yes, 4,10, 0, yes,10,15, 2, Tun, ; Gla Swamp, 2,3, 1,0,0, Grs, 0,15, 2, For, 0,15, 2, Pln, ; Swa Jungle, 2,3, 1,0,0, Grs, 0,15, 2, For, 0,15, 2, Pln, ; Jun Ocean, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, ; Oce Oasis, 1,2, 3,1,0, Buffalo, 1,2, 1,3,0, Grassland, 1,2, 2,1,0, Bird, 2,3, 3,2,0, Coal, 2,4, 0,5,6, Gold, 3,6, 0,2,7, Penguin, 1,2, 3,1,0, Seal, 3,3, 1,1,2, Mud, 2,3, 1,4,0, Gems, 3,3, 0,2,20, Whales, 1,2, 3,0,3, Oil Field, 3,3, 0,15,20, Wheat, 1,2, 3,1,0, Grassland, 1,2, 2,1,0, Moose, 2,3, 2,3,4, Factory, 2,2, 1,10,4, Iron, 3,3, 0,10,20, Furs, 1,2, 1,1,3, Penguin, 2,2, 3,1,0, Mud, 2,3, 1,3,0, Banana, 2,3, 4,0,1, Fish, 1,2, 3,0,3, @GOVERNMENTS Anarchy, Mr., Ms. Dictatorship, General, Leader Parliamentary, Prime Minister,Prime Minister Communism, Chairman, Chairman Fundamentalism, Ayatollah, Ayatollah Liberal Democr, President, President Democracy, Chancellor, Chancellor ; ; 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 lor, Joseph Stalin, 0, 1, 0, None, Russians, 1, 1, -1, Russian, Hiro Hito, 1, 2, 1, None, Japanese, -1, -1, -1, 4, Emperor, Empress Empress, Adolf Hitler, 0, 3, 1, None, Germans, 1, 1, -1, German, Ukendte Leder, 0, 4, 2, None, Neutrals, -1, -1, 1, Neutral, Franklin D. Roosevelt,0, 5, 1, None, United States, 1, 1, -1, United States,Winston Churchill, 0, 6, 0, None, British, 1, 1, -1, 6, Prime Minister, Prime Minister Prime Minister,Chiang Kai-Shek, 0, 7, 2, None, Chinese, 0, 0, 1, 2, General, General General, Niccolo Machiavelli, 0, 1, 0, None, Rebels, 1, 0, -1, Rebel, Fredrich Engels, 0, 2, 0, None, Radicals, 1, 0, 0, Radical, Jean Rousseau, 0, 3, 0, None, Nationals, 1, 1, 1, National, Alexis Tocqueville, 0, 4, 0, None, Revolution, 0, -1, 1, 1, General, General General, Pierre Proudhon, 0, 5, 0, None, Federals, 0, 0, 1, Federal, Francisco Suarez, 0, 6, 1, None, Liberals, 0, 1, 0, Liberal, Protobon Marx, 0, 7, 3, None, Republics, 1, 1, -1, 1, General, General General, Niccolo Machiavelli, 0, 1, 0, None, Rebels, 1, 0, -1, Rebel, Fredrich Engels, 0, 2, 0, None, Radicals, 1, 0, 0, Radical, Jean Rousseau, 0, 3, 0, None, Nationals, 1, 1, 1, National, Alexis Tocqueville, 0, 4, 0, None, Revolution, 0, -1, 1, 1, General, General General, Pierre Proudhon, 0, 5, 0, None, Federals, 0, 0, 1, Federal, Francisco Suarez, 0, 6, 0, None, Liberals, 0, 1, 0, Liberal, Protobon Marx, 0, 7, 3, None, Republics, 1, 1, -1, 1, General, General 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, IT, Steel, Agriculture/Cereals, Textiles, Oil/Gas, Cattle, Synthetic, Electronics, Aluminium, Mfg. Goods, Automobile/Transportation, Industrial Machinery, Iron/Coal, 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 Councillor Senator Minister General President World Leader @ATTITUDES Worshipful Supportive Cordial Receptive Neutral Uncooperative Icy Hostile Enraged