; ; CIVILIZATION GAME DATA ; Copyright (c) 1995 by MicroProse Software ; ; Fascist Patch Release 4.0 ; Authored by Steven A. Strayer ; ; 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 4 ; 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 20 ; 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 ; Communism pays support for all units past this 5 ; Fascism pays support for all units past this 0 ; Communism is equivalent of this palace distance. 30 ; Fascism loses this % of science 50 ; Percent shield penalty for production type change 10 ; Max paradrop range 75 ; Mass/Thrust paradigm (increasing slows spaceship time) 10 ; Max effective science rate in fascism (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 Rifles, 4,-2, Too, nil, 3, 4 ; AFl 18th Century, 5, 1, nil, nil, 0, 3 ; Alp Amphibious Warfare, 3,-2, Nav, Tac, 3, 0 ; Amp Naval Tactics, 4, 1, Mys, Mat, 1, 3 ; Ast Vaccinations, 4,-1, ToG, Phy, 2, 3 ; Ato [Automobile], 6,-1, no, no, 3, 4 ; Aut Foreign Markets, 4, 1, Tra, Rep, 1, 1 ; Ban Counter Siege, 4, 0, Sth, Las, 0, 4 ; Bri Modern Military, 6,-1, nil, nil, 0, 4 ; Bro Christianity, 5, 0, nil, nil, 0, 2 ; Cer Skilled Workers, 5,-1, Uni, Med, 1, 3 ; Che Improved Tactics, 4,-2, Feu, Hor, 1, 0 ; Chi Laws of State, 4, 1, Alp, nil, 0, 2 ; CoL Rifle Companies, 5,-1, AFl, nil, 3, 0 ; CA New Hull Designs, 5,-1, Nav, Too, 2, 4 ; Cmb Great Generals, 5, 0, Chi, FP, 3, 0 ; Cmn Better Cartography, 4, 1, Min, MP, 3, 4 ; Cmp New Formations, 7,-1, Dem, Uni, 2, 0 ; Csc Cottage Industries, 4, 0, Mas, Cur, 0, 4 ; Cst Trade Tariffs, 4, 0, Ban, Eco, 2, 1 ; Cor Coinage, 4, 1, Bro, nil, 0, 1 ; Cur Rights of Men, 5, 1, Ban, Inv, 2, 2 ; Dem National Mints, 4, 1, Uni, Ban, 2, 1 ; Eco Steam Power, 4, 0, Met, Mag, 2, 4 ; E1 Early Steam Engines,4, 1, E1, Cor, 3, 4 ; E2 Logistics, 4, 0, Whe, Cst, 0, 4 ; Eng NOT USED, 3, 1, no, no, 3, 2 ; Env NOT USED, 2,-1, no, no, 3, 0 ; Esp Engineering, 5, 0, Che, nil, 2, 4 ; Exp Patriotism, 4,-1, War, Mon, 0, 0 ; Feu NOT USED, 4,-1, no, no, 2, 4 ; Fli NOT USED, 3,-2, no, no, 2, 2 ; Fun Innovotive Concepts,3, 0, NP, Sup, 3, 3 ; FP The First Empire, 3, 2, no, Cor, 3, 3 ; Gen Peninsular War, 4, 1, no, no, 3, 0 ; Gue French Revolution, 8,-2, no, no, 3, 3 ; Gun Cavalry Formations, 4,-1, nil, nil, 0, 0 ; Hor Industrialisation, 6, 0, Sup, no, 2, 1 ; Ind 19th Century, 6, 0, Eng, Lit, 1, 4 ; Inv Officer Corps, 5,-1, Bro, War, 0, 4 ; Iro Wars of Liberation, 4,-1, no, no, 3, 2 ; Lab New Methods, 4, 0, NP, MP, 3, 3 ; Las Better Pay, 5,-1, Chi, nil, 1, 0 ; Ldr Renaissance Science,5, 2, Wri, CoL, 0, 3 ; Lit Better Weaponry, 4,-2, Stl, Tac, 2, 4 ; Too National Navies, 4,-1, Phy, Iro, 1, 3 ; Mag Seafaring, 6,-1, Alp, nil, 0, 1 ; Map Craftsmen, 4, 1, nil, nil, 0, 4 ; Mas National Economy, 5, 0, Cor, nil, 3, 4 ; MP Mathematical Ideas, 4,-1, Alp, Mas, 0, 3 ; Mat Medical Techniques, 4, 0, Phi, Tra, 1, 1 ; Med Cannon Foundry, 6,-2, Mat, Phi, 1, 0 ; Met Improved Artillery, 4, 1, Too, E2, 3, 4 ; Min [Mobile Warfare], 8,-1, no, no, 3, 0 ; Mob Divine Right, 5, 1, Cer, CoL, 0, 2 ; Mon Poor Laws, 5, 1, Phi, PT, 1, 2 ; MT Apprenticeships, 4, 0, Cer, nil, 0, 2 ; Mys New Ship Designs, 6,-1, Sea, Ast, 1, 1 ; Nav Government Support, 6,-2, Ato, MP, 3, 3 ; NF Government funding, 3, 0, NF, E2, 3, 3 ; NP Basic Education, 6, 1, Mys, Lit, 1, 2 ; Phi Improved Physics, 4,-1, Nav, Lit, 1, 3 ; Phy New Inventions, 4, 1, Ref, SFl, 3, 4 ; Pla Plumbing, 4, 0, no, no, 1, 4 ; Plu Radical Writers, 4, 0, Cer, Hor, 0, 2 ; PT Shipbuilding, 4, 1, nil, nil, 0, 1 ; Pot [Radio], 5,-1, no, no, 3, 4 ; Rad [Railroad], 6, 0, no, no, 2, 1 ; RR Ideas of Adam Smith,2, 1, MP, Dem, 3, 2 ; Rec Economic Growth, 4, 0, Che, Cor, 2, 4 ; Ref NOT USED, 3, 1, no, no, 3, 1 ; Rfg The Republic, 5, 1, CoL, Lit, 0, 2 ; Rep Robotics, 5,-2, no, no, 3, 0 ; Rob Great Britain, 6,-2, no, no, 3, 0 ; Roc Public Health, 4, 2, Med, Eng, 2, 1 ; San Naval Academy, 4, 1, Map, Pot, 0, 1 ; Sea Improved Map Making,4, 1, Cmp, AFl, 3, 3 ; SFl Siege Artillery, 3,-2, Min, SE, 3, 0 ; Sth Improved Smelting, 4,-1, Phy, Eng, 2, 3 ; SE Better Iron, 4,-1, E1, SE, 2, 4 ; Stl Early Factories, 4, 1, Pla, Las, 3, 3 ; Sup Elite Regiments, 6,-1, Csc, Ldr, 2, 0 ; Tac Town Militia, 3, 2, MT, Feu, 1, 2 ; The Surgical Techniques,4, 0, Ast, Uni, 1, 3 ; ToG Trade Routes, 4, 2, Cur, CoL, 0, 1 ; Tra Improved Ballistics,5, 1, Met, nil, 1, 3 ; Uni Military Training, 4,-1, nil, nil, 0, 0 ; War Agricultural reform,4,-1, Hor, nil, 0, 4 ; Whe Ancient Writers, 4, 2, Alp, nil, 0, 3 ; Wri 1850s, 1, 0, FP, Rec, 3, 3 ; FT User Def Tech A, 3, 0, no, no, 0, 0 ; U1 User Def Tech B, 3, 0, no, no, 3, 4 ; U2 User Def Tech C, 3, 0, no, no, 0, 0 ; U3 Not American, 3, 0, no, no, 0, 0 ; X1 Not French, 3, 0, no, no, 0, 0 ; X2 Not Prussian, 3, 0, no, no, 0, 0 ; X3 Not Coalition, 3, 0, no, no, 0, 0 ; X4 Not Austrian, 3, 0, no, no, 0, 0 ; X5 Not British, 3, 0, no, no, 0, 0 ; X6 Not Russian, 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, Seat of Government, 10, 0, Mas, Barracks, 4, 1, Csc, Food Stores, 6, 1, Tra, Local Militia, 4, 1, Alp, MarketPlace, 8, 1, Cur, Library, 8, 1, Wri, Local Government, 8, 1, CoL, City Walls, 8, 0, Mas, Warehouses, 8, 2, Eng, Banking Company, 12, 3, Ban, Church, 12, 3, Cer, University, 16, 3, Uni, Mass Transit, 16, 4, no, Local Tavern, 10, 4, Dem, Foundry, 20, 4, Met, Cotton Mill, 32, 6, Whe, SDI Defense, 20, 4, no, Recycling Center, 20, 2, no, Power Plant, 16, 4, no, Water Mill, 24, 4, Ind, Nuclear Plant, 16, 2, no, City Treasury, 16, 4, Eco, Sewer System, 12, 2, San, Plantation, 8, 3, Whe, Toll Roads, 20, 5, Eco, Research Lab, 16, 3, no, SAM Missile Battery, 10, 2, no, Coastal Battery, 8, 1, Sea, Solar Plant, 32, 4, no, Harbour, 6, 1, Sea, Offshore Platform, 16, 3, no, Airport, 16, 3, no, Garrison, 6, 2, Csc, Naval Shipyard, 8, 3, Mag, SS Structural, 8, 0, no, SS Component, 16, 0, no, SS Module, 32, 0, no, Income Tax, 60, 0, Eco, Pyramids, 20, 0, no, Dome of the Rock, 20, 0, Tra, Saint Domingue, 20, 0, Bro, Lighthouse, 20, 0, no, Great Library, 30, 0, no, Taj Mahal, 30, 0, Mys, Great Wall, 30, 0, Mas, The Revolutionary Army, 30, 0, Feu, Early Industrialisation, 30, 0, Ind, Marco Polo's Embassy, 20, 0, Tra, Michelangelo's Chapel, 40, 0, Cer, Scientific Expedition, 30, 0, SFl, The British Admiralty, 40, 0, no, The Brandenburg Gate, 30, 0, Eco, Leonardo's Workshop, 40, 0, no, National Hero, 40, 0, Cmn, Institute of Science, 40, 0, Pla, Imperial Trade Routes, 40, 0, Eco, National Armoury, 40, 0, FP, Statue of Liberty, 40, 0, no, Russian Orthodoxy, 30, 0, Sea, US Government, 60, 0, nil, New smelting methods, 60, 0, no, Manhattan Project, 60, 0, no, United Nations, 60, 0, no, Apollo Program, 60, 0, no, SETI Program, 60, 0, no, Cure for Cancer, 60, 0, no, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; Pyramids no, ; Hanging Gardens no, ; Saint Domingue no, ; Lighthouse no, ; Great Library The, ; Taj Mahal Met, ; Great Wall Mob, ; The Revolutionary Army no, ; Early Industialisation Fun, ; Marco Polo's Embassy nil, ; Michelangelo's Chapel no, ; Copernicus' Observatory nil, ; The British Admiralty no, ; Shakespeare's Theatre no, ; Leonardo's Workshop no, ; National Hero no, ; Isaac Newton's College nil, ; Imperial Trade Routes no, ; Darwin's Voyage nil, ; Statue of Liberty nil, ; Eiffel Tower nil, ; US Government nil, ; New smelting methods nil, ; Manhattan Project nil, ; United Nations nil, ; Apollo Program nil, ; SETI Program 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 fascism (Stormtroopers) ; 001000000000000 = Destroyed after attacking (missiles) ; 010000000000000 = x2 on defense versus air (AEGIS) ; 100000000000000 = Unit can spot submarines ; ; @UNITS Slaves, Exp, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, nil, 000000000000000 Engineers, nil, 0, 2.,0, 0a,2d, 2h,1f, 4,0, 5, Exp, 000000000000000 Militia, Roc, 0, 1.,0, 2a,2d, 1h,1f, 3,0, 0, nil, 000000000000000 Fr.Infantry, X2, 0, 1.,0, 5a,4d, 2h,1f, 4,0, 1, War, 000000000000000 Siege Mortar, no, 0, 1.,0, 11a,2d, 1h,1f, 12,0, 0, Sth, 000000001000000 P Infantry, X3, 0, 1.,0, 5a,4d, 1h,1f, 5,0, 1, War, 000000000000000 Mine, nil, 1, 1.,1, 9a,1d, 1h,3f, 14,0, 0, Bri, 001000000000000 Landwehr, X3, 0, 1.,0, 5a,4d, 2h,1f, 3,0, 1, Lab, 000010000000000 German Inf., nil, 0, 1.,0, 5a,5d, 1h,1f, 4,3, 0, no, 000000000000000 Sp.Partisans, nil, 0, 1.,0, 6a,5d, 2h,1f, 6,0, 1, Gue, 000001000000011 Br. Infantry, X6, 0, 1.,0, 5a,4d, 2h,1f, 6,0, 1, War, 000000000000000 R Infantry, X7, 0, 1.,0, 5a,4d, 2h,1f, 5,0, 1, War, 000000000000000 US Marines, X1, 0, 1.,0, 6a,4d, 2h,1f, 7,0, 0, Amp, 000000000000100 Royal Marines,X6, 0, 1.,0, 6a,4d, 2h,1f, 8,0, 0, Amp, 000000000000100 A Infantry, X5, 0, 1.,0, 5a,4d, 2h,1f, 5,0, 0, War, 000000000000000 US Infantry, X1, 0, 1.,0, 5a,4d, 1h,1f, 5,0, 0, War, 000000000000000 Fr. Dragoons, X2, 0, 2.,0, 6a,3d, 1h,2f, 6,0, 0, Hor, 000000000000000 Hussars, no, 0, 2.,0, 7a,3d, 1h,1f, 7,0, 0, Csc, 000000000000010 Irish Rebels, nil, 0, 2.,0, 6a,3d, 1h,1f, 4,0, 0, no, 000001000000011 A Cavalry, X5, 0, 2.,0, 6a,3d, 2h,1f, 6,0, 0, Hor, 000000000000000 Fr.Cuirassiers,X2, 0, 2.,0, 7a,4d, 4h,2f, 7,0, 0, Gen, 000000000000000 P Cavalry, X3, 0, 2.,0, 6a,3d, 2h,1f, 7,0, 0, Hor, 000000000000000 R. Dragoons, X7, 0, 2.,0, 6a,3d, 2h,1f, 6,0, 0, Hor, 000000000000000 Br. Artillery,X6, 0, 1.,0, 8a,2d, 2h,2f, 9,0, 0, Met, 000000000000000 Fr. Artillery,X2, 0, 1.,0, 9a,2d, 2h,2f, 10,0, 0, Met, 000000000000000 Light Artillery,nil, 0, 1.,0, 8a,1d, 2h,2f, 9,0, 0, Met, 000000000000000 Rifle Company,nil, 0, 1.,0, 6a,6d, 3h,2f, 9,0, 0, CA, 000000000000001 Field Artillery,nil, 0, 1.,1, 10a,2d, 2h,2f, 10,0, 0, Min, 000000000000000 Trafalgar 1805,no, 2, 0.,2, 0a,7d, 2h,3f, 15,0, 2, no, 000000000001001 Dutch Infantry,nil, 0, 1.,0, 5a,5d, 2h,1f, 6,0, 1, no, 000000000000000 European Inf.,X4, 1, 0.,0, 5a,5d, 1h,1f, 4,0, 1, War, 000000000010001 Bavarian Inf.,no, 0, 1.,2, 5a,5d, 2h,2f, 10,0, 0, no, 000000000000001 Danish Fleet, nil, 2, 0.,0, 0a,1d, 1h,1f, 15,2, 1, no, 000000000100000 Shore Party, no, 0, 1.,0, 5a,3d, 2h,1f, 6,2, 0, Amp, 000000000000100 Br.Dragoons, X6, 0, 2.,0, 6a,3d, 2h,2f, 8,0, 0, Hor, 000000000000000 Frigate, Roc, 2, 12.,0, 5a,2d, 2h,1f, 6,1, 2, Mag, 000000000001001 Br. Frigate, X6, 2, 12.,0, 5a,2d, 2h,2f, 6,1, 2, Nav, 000000000001001 Irish Infantry,no, 0, 1.,0, 5a,5d, 3h,2f, 10,0, 1, no, 000000000000001 B.Ship-of-Line,X6, 2, 10.,0, 6a,6d, 3h,2f, 8,1, 2, Nav, 000000000001001 Ship-of-Line, Roc, 2, 10.,0, 6a,5d, 3h,2f, 8,1, 2, Mag, 000000000001001 Man-O'-War, Roc, 2, 8.,0, 7a,7d, 4h,2f, 18,1, 2, Mag, 000000000001001 Sloop, nil, 2, 14.,0, 4a,3d, 3h,2f, 4,0, 2, Mag, 100000000001001 Fort, no, 1, 0.,0, 0a,7d, 4h,2f, 40,0, 1, no, 000000000000000 Transport, nil, 2, 12.,0, 0a,3d, 3h,1f, 14,3, 4, Map, 000000000000000 Port. Infantry,no, 0, 1.,1, 5a,5d, 1h,3f, 5,0, 0, no, 000000000000000 Africans, nil, 0, 4.,1, 6a,2d, 1h,1f, 16,0, 0, no, 001000000000000 Saxon Infantry,no, 0, 1.,0, 6a,5d, 1h,2f, 10,0, 0, no, 000000000000000 Constitution Class,X1, 2, 8.,0, 8a,8d, 5h,1f, 22,1, 2, Cmb, 000000000001011 Rocket Corps, nil, 0, 1.,0, 5a,5d, 2h,3f, 11,0, 0, FP, 000010001000000 Goods, no, 0, 2.,0, 0a,1d, 1h,1f, 5,0, 7, Ban, 000000000000010 Oriental Army,no, 0, 1.,6, 2a,6d, 2h,1f, 4,0, 1, no, 000000000000001 Br.Man-O'-War,X6, 2, 8.,0, 9a,7d, 4h,2f, 18,1, 2, Nav, 000000000001001 US Dragoons, X1, 0, 2.,0, 6a,3d, 2h,2f, 6,0, 0, Hor, 000000000000000 H Infantry, X5, 0, 1.,1, 5a,4d, 2h,2f, 5,0, 0, Tac, 000000000000001 SA Rebels, nil, 0, 1.,1, 6a,5d, 2h,2f, 8,0, 0, no, 000000000000011 Polish Lancers,nil, 0, 2.,0, 7a,3d, 2h,1f, 10,0, 0, no, 000000000000000 Rifle Battalion,X6, 0, 1.,0, 6a,6d, 4h,2f, 7,0, 0, AFl, 000000000000011 Warparty, nil, 0, 1.,2, 4a,4d, 4h,1f, 4,0, 0, no, 000001000000011 Rebel Slaves, nil, 0, 1.,0, 5a,5d, 2h,2f, 4,0, 0, no, 000001000000010 K.G.L, nil, 0, 1.,0, 5a,6d, 2h,2f, 7,0, 0, no, 000010000000000 Highlanders, X6, 0, 1.,0, 6a,5d, 2h,2f, 10,0, 0, Tac, 000010000000000 Imperial Guard,nil, 0, 1.,0, 6a,6d, 2h,1f, 14,0, 0, Tac, 000010000000000 ; ; 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 Imperialism ; 2 Monarchy ; 3 Communism ; 4 Fascism ; 5 Republic ; 6 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, 2, For, 0,10, 0, Hil, ; Grs Forest, 2,3, 1,2,0, Pln, 0, 5, 5, no, 0, 5, 0, Grs, ; For Hills, 2,4, 1,0,0, yes, 1,10, 0, yes, 3,10, 1, Pln, ; Hil Mountains, 3,6, 0,1,0, no, 1,10, 0, yes, 1,10, 6, Hil, ; Mou Tundra, 1,2, 1,0,0, yes, 1,10, 1, no, 0, 0, 0, Drt, ; Tun Glacier, 2,2, 0,0,0, no, 0, 0, 0, yes, 1,15, 3, Tun, ; Gla Swamp, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, ; Swa Jungle, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, 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, Pheasant, 2,3, 3,2,0, Coal, 2,4, 1,2,0, Gold, 3,6, 0,1,6, Game, 1,2, 3,1,0, Ivory, 2,2, 1,1,4, Peat, 2,3, 1,4,0, Gems, 2,3, 1,0,4, Fish, 1,2, 3,0,2, Oil, 1,2, 0,4,0, Wheat, 1,2, 3,1,0, Grassland, 1,2, 2,1,0, Silk, 2,3, 1,2,3, Wine, 2,4, 1,0,4, Iron, 3,6, 0,4,0, Furs, 1,2, 2,0,3, Oil, 2,2, 0,4,0, Spice, 2,3, 3,0,4, Fruit, 2,3, 4,0,1, Whales, 1,2, 2,2,3, @GOVERNMENTS Revolution!, Citizen., Citizen. Absolute Monar, King, Queen Constitutional, King, Queen Consulate Dict, First Consul,First Consul Fascism, Emperor, Empress Republic, 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, 1, 1, 1, Dictator, Dictator, 2, Imperator, Imperatrix Hammurabi, Ishtari, 0, 2, 2, Babylonians, Babylonian, 0, -1, 1, Adolf Hitler, Eva Braun, 0, 3, 3, Germans, German, 1, 0, 0, 1, Kaiser, Kaiserina, 2, Kaiser, Kaiserina, 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, 2, Americans, American, -1, 0, 1, 4, General, General, 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, 0, Russians, Russian, 1, 0, -1, 1, Czar, Czarina, 2, Czar, Czarina, 4, Patriarch, Matriarch Shaka, Shakala, 0, 2, 0, Zulus, Zulu, 1, 0, 0, Louis XIV, Joan of Arc, 0, 3, 3, French, French, 1, 1, 1, 4, Emperor, Emperor, 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, 0, 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, 1, King, Queen Cunobelin, Boadicea, 1, 1, 0, Celts, Celtic, -1, 1, 0, 1, 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, 2, Spanish, Spanish, -1, 1, -1, 4, Generalisimo, Generalisimo 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, Atawallpa, Sacajawea, 0, 7, 0, Incas, Inca, -1, 1, 1, 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, Muskets, Cloth, Powder, Timber, Iron Ore, Dye, Wine, Tea, Horses, Cotton, Furniture, Gold, Oil, Explosive, @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, A Go to, G @DIFFICULTY Chieftain Warlord Prince King Emperor Deity @ATTITUDES Worshipful Enthusiastic Cordial Receptive Neutral Uncooperative Icy Hostile Enraged