; ; 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 1 ; 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) 0 ; 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 Airial Bombing Doctrine,4,-2,U3,Sth, 0, 0 ; AFl 1 Zeppelin Technology,5, 1, nil, nil, 2, 2 ; Alp * 2 Doubles the literacy demographics. Modern Warfare, 3,-2, Tac, U1, 2, 3 ; Amp Powered Plane, 4, 1, Sea, Mat, 0, 0 ; Ast Internal Combustion Engine,4,-1,ToG,Phy,3,3 ; Ato 5 US Architecture, 6,-1, no, no, 0, 2 ; Aut 6 1/2 of Modern + Increases population based pollution. Corporations, 4, 1, Tra, nil, 0, 3 ; Ban Modern Bridge Engineering,4,0,nil,nil,0,4 ; Bri 8 Activates construction of roads (and railroads) in river squares. Franco-Prussian War Analysis,6,-1,nil,nil,2,3; Bro * Radiotelephone, 5, 0, nil, nil, 2, 4 ; Cer * 10 Activates Temples Steel Warships, 5,-1, Mas, nil, 2, 0 ; Che Amphibious Warfare, 4,-2, Feu, Ref, 2, 3 ; Chi Typewriter, 4, 1, Alp, nil, 2, 4 ; CoL Not Trade Commodity,5,-1, no, no, 0, 3 ; CA Oil Propulsion, 5,-1, Ref, Exp, 3, 3 ; Cmb 15 [Communism], 5, 0, no, no, 2, 2 ; Cmn 16 GOVERNMENT + Reduces Cathedrals + More partisans Imperial Jingoism, 4, 1, Min, MP, 3, 4 ; Cmp Chemical Warfare, 7,-1, Ldr, SE, 3, 0 ; Csc Industrial Engineering,4,0,Mas, Cur, 0, 4 ; Cst 19 Allows settler units to build Fortresses. Free Market Philosophy,4,0,Eco, nil, 0, 3 ; Cor 20 Activates Freight Truck? Colonialism, 4, 1, nil, nil, 0, 3 ; Cur [Democracy], 5, 1, no, no, 2, 2 ; Dem 22 GOVERNMENT + Courthouse happy effect under Democracy Enhanced Bureaucracy,4,1, Uni, Ban, 0, 3 ; Eco Enlightened People, 4, 0, Mag, nil, 1, 4 ; E1 Liberalism, 4, 1, E1, Cor, 1, 4 ; E2 25 1/2 of Modern Style + 1 more happy citizen with collosseum Deep Shaft Mining, 4, 0, Whe, Cst, 3, 3 ; Eng Dreadnoughts, 4,-1, Cmb, SE, 2, 0 ; Env 27 Decreases population based pollution. [Espionage], 2,-1, no, no, 3, 4 ; Esp Modern Engineering, 5, 0, Che, Lab, 0, 4 ; Exp 29 Allows terrain transformation if connected with Engineer unit. Russo-Jap. War Analysis,4,-1,War, nil,2,3 ; Feu 30 Tariff Protection, 4,-1, no, no, 0, 3 ; Fli -EVENT- 31 Reduces by 1/3 the bonus from caravans. [Socialism], 3,-2, no, no, 2, 2 ; Fun 32 GOVERNMENT [Fusion Power], 3, 0, no, no, 3, 3 ; FP 33 Eliminates the threat of Nuclear Power Plant meltdown. Modern Naval Warfare,3,2, Env, SFl, 2, 0 ; Gen [Guerrilla Warfare],4, 1, no, no, 3, 0 ; Gue 35 Activates Pratisans [Gunpowder], 8,-2, no, no, 1, 0 ; Gun 36 Sells Barracks + 1 more maintenance + 1/2 Renaissance People style Not Trade Goods, 4,-1, no, no, 3, 4 ; Hor * Russian Architechture,6,0, no, no, 1, 3 ; Ind 38 Industrial City Style + Increases population based pollution + Oil trade Long Depression, 6, 0, no, no, 0, 3 ; Inv -EVENT- 39 1/2 Renaissance People style + Reduces by 50% the bonus from caravans. Conscription, 5,-1, Bro, nil, 2, 3 ; Iro 40 Improved Machine Tools,4,-1,MP, Eng, 3, 3 ; Lab The Diode, 4, 0, NP, MP, 2, 4 ; Las Poison Gas, 5,-1, Chi, nil, 3, 0 ; Ldr Short-Wave Radio, 5, 2, Wri, CoL, 2, 4 ; Lit 44 Doubles literacy demographics. Radio Broadcasting, 4,-2, Tac, E2, 2, 4 ; Too 45 Fixed-Wing Aircraft,4,-1, Met, Phy, 0, 0 ; Mag 46 Increases annual income demographics Cargo Airships, 6,-1, Pot, Alp, 2, 2 ; Map 47 Allows civilizations to exchange maps. Second Industrial Rev.,4,1,nil, nil, 3, 3 ; Mas * Improved Steam Engine,5,0, Cor, nil, 3, 3 ; MP 49 Increases population based pollution. Aeronautics, 4,-1, Alp, Mas, 0, 0 ; Mat 50 Antibiotics, 4, 0, Phi, Tra, 3, 4 ; Med 51 Decreases disease percentage 50%. Wright Bros. Lesson,6,-2, SE, nil, 0, 0 ; Met Civilizing Missions,4, 1, Too, nil, 3, 4 ; 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 Colour Photography, 5, 1, Phi, PT, 1, 4 ; MT 56 1/3 activates Cathedrals Electricity, 4, 0, Cer, nil, 2, 4 ; Mys 57 Improves Temples + 1/3 activates Cathedrals Tariff Barriers, 6,-1, no, no, 0, 3 ; Nav -EVENT- 58 Reduces triemes floundering + Reduces by 50% the bonus from caravans. Petroleum Products, 6,-2, Ato, MP, 3, 3 ; NF 59 Uranium to appears as a trade item Gas Turbine, 3, 0, NF, E2, 3, 3 ; NP 60 1 Extra ship move Theory of Relativity,6,1, Mys, Lit, 3, 4 ; Phi 61 Free tech(s) by first civ to discover + 1/2 Renaissance People style Radio Receiver, 4,-1, Lit, nil, 2, 4 ; Phy Met The Bakelite, 4, 1, Ref, SFl, 3, 3 ; Pla 63 Increases population based pollution. Improved Fighters, 4, 0, U3, Amp, 0, 0 ; Plu Universal Suffrage, 4, 0, Mys, nil, 3, 4 ; PT 65 Non-Rigid Airships, 4, 1, nil, nil, 2, 2 ; Pot * AFB Construction, 5,-1, U1, nil, 0, 0 ; Rad 67 Activates airbase construction + Airlift popup if connected with Airport. [Railroad], 6, 0, no, no, 2, 1 ; RR 68 [Railroad + city squares upgraded to railroad + Reduces 1/3 caravan bonus] Vacuum Tube, 2, 1, SFl, Gen, 0, 4 ; Rec Diesel Electric Propulsion,4,0,Che,Cst,2,0 ; Ref 70 The Tractor, 3, 1, E1, San, 0, 4 ; Rfg 71 Activates farm building + city squares upgraded to farmland [Republic], 5, 1, no, no, 0, 2 ; Rep 72 GOVERNMENT Trade Unionism, 5,-2, Cmp, nil, 3, 4 ; Rob Carbon-Free Chromium,6,-2, AFl, E2, 3, 3 ; Roc Modern Sanitation, 4, 2, Med, Eng, 0, 4 ; San 75 Decreases population based pollution. Aerodromes, 4, 1, Map, Wri, 0, 0 ; Sea 76 Reduces the chances of triremes floundering. Stainless Steel, 4, 1, Cmp, Amp, 3, 3 ; SFl Military Necessities,3,-2, Sup, Rob, 2, 3 ; Sth Diesel Engine, 4,-1, Phy, Eng, 2, 0 ; SE Tank Warfare, 4,-1, Amp, AFl, 1, 0 ; Stl 80 Liquid-Fueled Rockets,4,1, Pla, Las, 3, 3 ; Sup Modern Inf. Tactics,6,-1, Csc, nil, 2, 3 ; Tac Talking Motion Picture,3,2,MT, nil, 1, 4 ; The 83 1/3 activates Cathedrals + Improves Cathedrals by 1 Heavier Than Air Tech,4,0, Ast, Uni, 0, 0 ; ToG New Imperialism, 4, 2, Cur, CoL, 0, 3 ; Tra 85 Enables the display of trade goods demanded by foreign cities. Wireless Telegraph, 5, 1, Phy, Mat, 2, 4 ; Uni 86 Doubles literacy demographics. Machine Guns, 4,-1, Iro, nil, 2, 3 ; War * Extractive Metallurgy,4,-1,nil, nil, 0, 4 ; Whe Thermionic Valve, 4, 2, Alp, nil, 0, 0 ; Wri 89 Doubles the literacy demographics. Future Technology, 1, 0, Rec, Sup, 3, 4 ; ... 90 Reoccurring technology + Increases game score. Airial Warfare Doctrine,3,0,Mag,Uni, 0, 0 ; U1 Fighting Monoplane, 3, 0, U1, Ref, 0, 0 ; U2 Fighting Biplane, 3, 0, U2, Env, 0, 0 ; U3 NOT ITALY, 3, 0, no, no, 3, 2 ; X1 NOT ENTENTE, 3, 0, no, no, 1, 1 ; X2 95 NOT OTTOMANS, 3, 0, no, no, 0, 1 ; X3 NOT RUSSIA, 3, 0, no, no, 3, 1 ; X4 NOT GERMANY, 3, 0, no, no, 1, 2 ; X5 NOT USA, 3, 0, no, no, 0, 2 ; X6 NOT JAPAN, 3, 0, no, no, 2, 1 ; 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, Military Academy, 60, 1, Iro, Hospital, 50, 1, Med, Power Plant, 10, 1, Mys, Textile Industry, 15, 1, Cur, Research Centre, 10, 1, Wri, Civil Administration, 10, 1, nil, Fortifications, 30, 0, Cst, Water Canal System, 10, 2, nil, Light Industries, 20, 3, Ban, Stadium, 20, 3, The, Communication Centre, 30, 3, Uni, no, 16, 4, no, Imperial Garrison, 20, 4, nil, Heavy Industries, 100, 4, Mas, Manufacturing Plant, 100, 6, Lab, no, 20, 4, no, no, 20, 2, no, Steel Mill, 100, 4, SFl, Oil Refineries, 50, 4, Mas, no, 16, 2, no, Investment Centre, 100, 4, Cor, Modern Sewer System, 20, 2, San, Industrialized Farming, 40, 3, Rfg, Improved Railway System, 100, 5, MP, no, 16, 3, no, no, 10, 2, no, Coastal Fortification, 40, 1, Che, no, 32, 4, no, Fishing Industry, 20, 1, nil, Industrial Port, 60, 3, Mas, Airforce Base, 80, 3, Plu, Propaganda Station, 20, 2, Cmp, Naval Base, 80, 3, Che, [SS Structural], 8, 0, no, [SS Component], 16, 0, no, [SS Module], 32, 0, no, (Import/Export), 60, 0, Tra, American Immigration, 30, 0, nil, Ukrainian Farming The Vatican, 20, 0, nil, The Vatican National Bank, 20, 0, Eco, High Seas Fleet, 20, 0, nil, High Seas Fleet Polish Annexation, 30, 0, nil, Suleiman's Conquests, 30, 0, nil, Imperial Palace Ruhrgebiet, 30, 0, nil, Holy City, 30, 0, nil, Prussian Militarism State Industry, 30, 0, SFl, State Industry Diplomatic Corp, 20, 0, Esp, British Empire, 40, 0, nil, British Empire Marconi Company, 30, 0, Uni, Grand Fleet, 40, 0, nil, Grand Fleet Winter Palace, 30, 0, nil, Winter Palace German Unification, 30, 0, nil, Free Enterprise, 40, 0, nil, Free Enterprise State University, 40, 0, Phi, Caucasus Oil, 40, 0, nil, Caucasus Oil Arms Race, 40, 0, Tac, Alsace-Lorr./Elsaß-Lothr.,30, 0, nil, Eiffel Tower, 30, 0, nil, Eiffel Tower Universal Suffrage, 60, 0, PT, Oil Burning Power, 60, 0, Lab, Colonial Crown Jewel, 30, 0, nil, Lombardia, 30, 0, nil, Austro-Hungarian Empire, 30, 0, nil, Trans-Continental Telegraph,60,0, Too, Meiji Restoration, 60, 0, nil, Meiji Restoration ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; American Immigration nil, ; The Vatican nil, ; National Bank Env, ; High Seas Fleet Mas, ; Polish Annexation nil, ; Suleiman's Conquests Mas, ; Ruhrgebiet Mas, ; Holy City nil, ; State Oil nil, ; Diplomatic Corp nil, ; British Empire nil, ; Marconi Company Env, ; Grand Fleet nil, ; Winter Palace Mas, ; German Unification nil, ; Free Enterprise nil, ; State University nil, ; Caucasus Oil nil, ; Arms Race Mas, ; Alsace-Lorraine/Elsaß-Lothringen nil, ; Eiffel Tower nil, ; Women's Suffrage nil, ; Oil Burning Power Mas, ; Colonial Crown Jewel Mas, ; Lombardia Mas, ; Austro-Hungarian Empire nil, ; Trans-Continental Telegraph nil, ; Meiji Restoration ; ; 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 Workers, Exp, 0, 1.,0, 0a,1d, 2h,1f, 12,0, 5, nil, 000000000000000 Engineers, nil, 0, 2.,0, 0a,2d, 2h,1f, 14,0, 5, Exp, 000000000000000 Imperial Conscripts,X7, 0, 1.,0, 6a,5d, 2h,1f, 8,0, 1, Iro, 000000000000000 US Conscripts, X6, 0, 1.,0, 6a,5d, 2h,1f, 10,0, 1, Iro, 000000000000000 Cordiale Conscripts,X2, 0, 1.,0, 5a,6d, 2h,1f, 10,0, 1, Iro, 000000000000000 Dual Alliance Conscripts,X5,0,1.,0,6a,6d, 2h,1f, 10,0, 1, Iro, 000000000000000 Turkish Conscripts,X3, 0, 1.,0, 5a,6d, 2h,1f, 8,0, 1, Iro, 000000000000000 Tzarist Conscripts,X4, 0, 1.,0, 5a,5d, 2h,1f, 10,0, 1, Iro, 000000000000000 Dual Alliance Infantry,X5,0,1.,0, 7a,7d, 2h,1f, 12,0, 1, Tac, 000000000000010 Irregulars, nil, 0, 1.,0, 6a,6d, 2h,1f, 12,0, 0, Gue, 000010001000010 Royal Conscipts, X1, 0, 1.,0, 6a,5d, 2h,1f, 8,0, 1, Iro, 000000000000000 Imperial Infantry, X7, 0, 1.,0, 7a,6d, 2h,1f, 10,0, 1, Tac, 000000000000010 US Infantry, X6, 0, 1.,0, 7a,6d, 2h,1f, 12,0, 1, Tac, 000000000000010 Cordiale Infantry, X2, 0, 1.,0, 6a,7d, 2h,1f, 12,0, 1, Tac, 000000000000010 Schütztruppe, X5, 0, 1.,0, 7a,5d, 2h,1f, 14,0, 1, Tac, 000001000000010 Nizamis Soldiers, X3, 0, 1.,0, 6a,7d, 2h,1f, 10,0, 1, Tac, 000001000000000 Tzarist Infantry, X4, 0, 1.,0, 6a,6d, 2h,1f, 12,0, 1, Tac, 000000000000010 Independent Conscripts,no,0,0.,0, 6a,6d, 2h,1f, 12,0, 1, no, 000000000000000 Bersaglieri, X1, 0, 1.,0, 6a,7d, 2h,1f, 14,0, 1, Tac, 000001001000010 Rebellious Workers,no, 0, 1.,0, 8a,8d, 2h,1f, 12,0, 0, no, 000010001000010 Sturmtruppen, X5, 0, 1.,0, 10a,4d, 2h,1f, 16,0, 1, Amp, 000001001000010 Royal Infantry, X1, 0, 1.,0, 7a,6d, 2h,1f, 10,0, 1, Tac, 000000000000010 Trench Mortar, nil, 0, 1.,0, 6a,2d, 2h,2f, 18,0, 0, Tac, 000000001000010 Field Artillery, nil, 0, 1.,0, 6a,3d, 2h,2f, 16,0, 0, Mas, 000010000000000 Light Artillery, nil, 0, 1.,0, 7a,1d, 2h,2f, 20,0, 0, Eng, 000000000000000 Heavy Artillery, nil, 0, 1.,0, 8a,1d, 2h,2f, 24,0, 0, Tac, 000000000000000 Oriental Troops, nil, 0, 0.,0, 6a,6d, 2h,1f, 12,0, 1, no, 000000000000000 Siege Artillery, nil, 0, 1.,0, 10a,3d, 2h,2f, 30,0, 0, SFl, 000000000000000 Early Bomber, nil, 1, 5.,2, 9a,2d, 2h,3f, 28,0, 0, AFl, 000000000000000 Zeppelin, X5, 1, 8.,3, 6a,2d, 2h,3f, 20,0, 0, U1, 000000000000001 Monoplane, nil, 1, 5.,2, 5a,4d, 2h,2f, 16,0, 3, U2, 000000000010001 Early Biplane, Plu, 1, 4.,2, 6a,5d, 2h,2f, 18,0, 3, U3, 000000000010000 Late Biplane, nil, 1, 4.,2, 7a,6d, 2h,2f, 20,0, 3, Plu, 000000000010000 Albatros D-V, X5, 1, 4.,2, 7a,7d, 2h,2f, 22,0, 3, Plu, 000000000010000 Sopwith Camel, X2, 1, 5.,2, 7a,6d, 2h,2f, 22,0, 3, Plu, 000000000010000 Destroyer, nil, 2, 7.,0, 3a,5d, 3h,2f, 26,0, 4, SE, 100000000000000 Battleship, Env, 2, 8.,0, 7a,6d, 3h,2f, 36,0, 4, Che, 000000000000000 Armoured Cruiser, Env, 2, 9.,0, 5a,4d, 3h,2f, 30,0, 4, Che, 000000000000001 Battlecruiser, nil, 2, 10.,0, 8a,8d, 3h,2f, 40,0, 4, Cmb, 000000000000001 Dreadnought, nil, 2, 9.,0, 10a,10d, 3h,2f, 50,0, 4, Env, 010000000000001 Dreadnought Class, X2, 2, 9.,0, 11a,11d, 3h,2f, 50,0, 4, Env, 010000000000001 Super Dreadnought, nil, 2, 8.,0, 12a,12d, 3h,2f, 60,0, 4, Gen, 010000000000001 Aircraft Carrier, nil, 2, 6.,0, 1a,6d, 4h,2f, 40,0, 2, Gen, 000000010000001 Ocean Liner, nil, 2, 19.,0, 0a,4d, 2h,2f, 40,6, 4, MP, 000000000000000 Freighter, nil, 2, 14.,0, 0a,1d, 2h,2f, 22,3, 4, Che, 001000000000000 Oriental Rebels, no, 0, 2.,0, 8a,6d, 2h,1f, 12,0, 0, no, 000010001000000 Submarine, nil, 2, 6.,0, 4a,2d, 2h,3f, 22,0, 4, Ref, 000000000001001 U-Boot, X5, 2, 6.,0, 6a,3d, 2h,3f, 24,0, 4, SE, 000000000001001 Trade Commodities, CA, 0, 2.,0, 0a,1d, 1h,1f, 10,0, 7, Tra, 000000000000010 Trade Goods, Hor, 0, 2.,0, 0a,1d, 1h,1f, 10,0, 7, Tra, 000000000000010 Marines, nil, 0, 1.,0, 6a,4d, 2h,1f, 18,0, 1, Chi, 000000000000110 Royal Marines, X2, 0, 1.,0, 7a,6d, 2h,1f, 20,0, 0, Chi, 000000000000110 US Marines, X6, 0, 1.,0, 7a,4d, 2h,1f, 20,0, 0, Chi, 000000000000110 Native Uprising, no, 0, 1.,0, 8a,6d, 2h,1f, 10,0, 1, no, 000010001000010 Imperial Marines, X7, 0, 1.,0, 7a,5d, 2h,1f, 20,0, 0, Chi, 000000000000110 Armoured Car, nil, 0, 2.,0, 6a,7d, 2h,1f, 22,0, 0, Amp, 000010000000000 Early Tank, nil, 0, 2.,0, 8a,6d, 2h,1f, 26,0, 0, Stl, 000010001000010 Poison Gas, nil, 0, 1.,0, 8a,1d, 3h,2f, 16,0, 0, Csc, 001000000000000 Cossacks, X4, 0, 2.,0, 8a,6d, 2h,1f, 16,0, 0, Iro, 000000000000011 Cavalry, Gen, 0, 2.,0, 7a,6d, 2h,1f, 14,0, 0, Iro, 000000000000001 Spahis, X3, 0, 2.,0, 8a,5d, 2h,1f, 16,0, 0, Iro, 000000000000001 Maxim Machine Guns,nil, 0, 1.,0, 4a,6d, 2h,1f, 16,0, 1, War, 010010000000010 ; ; 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, 1,2, 0,1,0, yes, 1,10, 2, yes, 1,15, 2, no, ; Drt Plains, 1,2, 1,1,0, yes, 1, 5, 2, yes, 2,15, 0, no, ; Pln Grassland, 1,2, 2,1,1, yes, 1, 5, 2, yes, 2,15, 0, no, ; Grs Forest, 2,3, 1,2,0, no, 0,10, 2, no, 0, 5, 0, Pln, ; For Hills, 2,3, 1,0,0, no, 1,10, 0, yes, 4,10, 2, no, ; Hil Mountains, 3,6, 0,1,0, no, 1,10, 0, yes, 1,15, 2, no, ; Mou Industrial Land,1,3, 9,10,6, no, 0, 0, 0, yes, 5,10, 2, no, ; Tun Subarctic, 2,2, 1,0,0, no, 0, 0, 0, yes, 1,15, 2, no, ; Gla Temp. Grassland,1,2, 2,1,0, yes, 1,10, 2, no, 0,10, 0, no, ; Swa Jungle, 2,3, 1,0,0, no, 0,15, 2, no, 0,15, 0, Swa, ; Jun Ocean, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, ; Oce Oasis, 1,2, 3,1,1, Farms, 1,2, 3,1,1, Grassland, 1,2, 2,1,0, Sawmill, 2,3, 1,4,1, Coal Mine, 2,3, 1,3,1, Copper Mine, 3,6, 0,3,2, Heavy Industrialization,1,3, 14,14,10 Research Centre,2,2, 1,1,4, Olive Farm, 2,3, 2,1,1, Gems, 2,3, 1,0,4, Fisheries, 1,2, 3,0,2, Desert Grass, 1,2, 0,2,0, Wheat Farm, 1,2, 4,1,0, Grassland, 1,2, 2,1,0, Steam Power Sawmill,2,3,1,6,2, Industrial Mine,2,3,1,6,2, Iron, 3,6, 0,3,0, Heavy Industrialization,1,3, 14,14,10 Arctic Wildlife,2,2, 4,2,0, Irrigation, 2,3, 4,0,0, Fruit, 2,3, 3,1,1, Merchant Route,1,2, 0,0,6, @GOVERNMENTS General Strike, Interim Leader,Interim Leader Autocracy, Great Leader, Great Leader Imperialism, King, Queen Communism, Premier, Premier Fascism, Supreme Leader,Supreme Leader Liberal Democracy, President, President Multiparty Democracy,Prime Minister,Prime Minister ; ; 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, 0, Babylonians, Babylonian, -1, -1, 1, Frederick, Maria Theresa, 0, 3, 3, Germans, German, 1, 1, 0, 2, Kaiser, Kaiser, 4, Führer, Führer, Ramesses, Cleopatra, 3, 4, 0, Egyptians, Egyptian, 0, 0, -1, 1, Sultan, Sultan, 4, Sultan, Sultan Abe Lincoln, E. Roosevelt, 0, 5, 3, Americans, American, -1, -1, 1, 2, President, President, 4, President, President Alexander, Hippolyta, 1, 6, 1, Greeks, Greek, 0, 1, -1, 6, Prime Minister, Prime Minister Mohandas Gandhi,Indira Gandhi, 0, 7, 1, Indians, Indian, 0, 1, 0, 2, King, Queen, Lenin, Catherine the Great, 1, 1, 1, Russians, Russian, 0, 1, 0, 1, Tzar, Tzarina, 2, Tzar, Tzarina Shaka, Shakala, 0, 2, 0, Zulus, Zulu, 1, 0, 0, Louis XIV, Joan of Arc, 0, 3, 3, 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, -1, 0, 0, 2, King, Queen, 4, King, Queen Genghis Khan, Bortei, 0, 7, 0, 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, Emperor, Empress, 4, 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, 0, 0, -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 Iron Ore, Coffee, Rifles, Silver, Arms, Coal, Sugar, Nitrates, Diamonds, Textiles, Machinery, Spice, Tools, Gold, Oil, 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