; ; 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) 12 ; City size for first unhappiness at Chieftain level 120 ; 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 50 ; Tech paradigm (higher # slows research) 20 ; Base time for engineers to transform terrain (x2) 3 ; Monarchy pays support for all units past this 3 ; Communism pays support for all units past this 8 ; Fundamentalism pays support for all units past this 1 ; Communism is equivalent of this palace distance. 50 ; Fundamentalism loses this % of science 50 ; 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 Useless Tech 1, 4,-2, Afl, Afl, 3, 4 ; AFl 1 Useless Tech 2, 5, 1, Alp, Alp, 0, 3 ; Alp * Useless Tech 3, 3,-2, Amp, Amp, 3, 0 ; Amp Naval Advance #1, 4, 1, nil, nil, 1, 3 ; Ast 4 USE!!! Atomic Advance 1, 4,-1, no, no, 2, 3 ; Ato 5 Alternatively Science Advance 8 [Automobile], 6,-1, no, no, 3, 4 ; Aut 6 1/2 of Modern City Style Money Advance 3, 4, 1, no, no, 1, 1 ; Ban [Bridge Building], 4, 0, Bri, Bri, 0, 4 ; Bri 8 [Bridge building] Useless Tech 4, 6,-1, Bro, Bro, 0, 4 ; Bro * Activate Churches, 5, 0, nil, nil, 0, 2 ; Cer * 10 Activates Temples Useless Tech 5, 5,-1, Che, Che, 1, 3 ; Che Useless Tech 6, 4,-2, Chi, Chi, 1, 0 ; Chi Code of Laws, 4, 1, nil, nil, 0, 2 ; CoL Useless Tech 7, 5,-1, CA, CA, 3, 0 ; CA (Mob) Advance Science 3, 5,-1, no, no, 2, 4 ; Cmb 15 Paratrooper Pop Up from Game.txt GOV TECH (Communi.),5, 0, nil, nil, 2, 2 ; Cmn 16 Generates Partisans + Reduces Cathedral effect Useless Tech 8, 4, 1, Cmp, Cmp, 3, 4 ; Cmp Get Riflemen, 7,-1, Csc, Csc, 2, 0 ; Csc Factory Tech, 4, 0, Mas, Cur, 0, 4 ; Cst 19 Transform Pop Up from Game.txt (USE) Useless Tech 8, 4, 0, Cor, Cor, 2, 1 ; Cor 20 Activates the Freight Truck (Not Use) Wartime Econ Cntrl, 4, 1, nil, nil, 0, 1 ; Cur 21 USE!!! GOV TECH (Democra.),5, 1, nil, nil, 2, 2 ; Dem 22 GOVERNMENT - Courthouse happy effect Useless Tech 9, 4, 1, Eco, Eco, 2, 1 ; Eco Electricity, 4, 0, no, no, 2, 4 ; E1 Electronics, 4, 1, E2, E2, 3, 4 ; E2 25 1/2 of Modern City Style + Increases Colloseum Mfg Plant Tech, 4, 0, Whe, Cst, 0, 4 ; Eng 26 USE!!! Useless Tech 10, 3, 1, Env, Env, 3, 2 ; Env Espionage, 2,-1, no, no, 3, 0 ; Esp (Cmn) 28 Spy Pop Up from Game.txt Useless Tech 11, 5, 0, Exp, Exp, 2, 4 ; Exp 29 Activates Engineers Useless Tech 12, 4,-1, Exp, Exp, 0, 0 ; Feu 30 Professional Armies Useless Tech 13, 4,-1, Fli, Fli, 2, 4 ; Fli GOV TECH (Fundame.),3,-2, MT, Csc, 2, 2 ; Fun 32 GOVERNMENT Lead to FT Tech 2, 3, 0, FP, FP, 3, 3 ; FP 33 nuke plants meltdown free + ships move 25% more Useless Tech 14, 3, 2, Gen, Gen, 3, 3 ; Gen [Guerrilla Warfare],4, 1, Gue, Gue, 3, 0 ; Gue 35 Increases number of partisans w/ Communism [Gunpowder], 8,-2, no, no, 1, 0 ; Gun 36 Sells Barracks - 1/2 Renaissance People style Cavalry Advance 1, 4,-1, nil, nil, 0, 0 ; Hor * Industrialization, 6, 0, no, no, 2, 1 ; Ind 38 Industrial City Style Invention, 6, 0, no, no, 1, 4 ; Inv 39 1/2 Renaissance People style Useless Tech 15, 5,-1, Iro, Iro, 0, 4 ; Iro 40 Useless Tech 16, 4,-1, Lab, Lab, 3, 2 ; Lab Useless Tech 17, 4, 0, Las, Las, 3, 3 ; Las Army Advance 6, 5,-1, no, no, 1, 0 ; Ldr (Gun) Science Advance 3, 5, 2, Wri, CoL, 0, 3 ; Lit Useless Tech 18, 4,-2, no, no, 2, 4 ; Too 45 Naval Advance 6, 4,-1, no, no, 1, 3 ; Mag Naval Advance 2, 6,-1, Map, Map, 0, 1 ; Map 47 Civs can exchange maps Reindustrialization,4, 1, nil, nil, 0, 4 ; Mas * 48 USE!!! Useless Tech 19, 5, 0, MP, MP, 3, 4 ; MP Useless Tech 20, 4,-1, Mat, Mat, 0, 3 ; Mat 50 Free Tech Advance Science 1, 4, 0, no, no, 1, 1 ; Med Cannon Advance 1, 6,-2, no, no, 1, 0 ; Met (gun) Miniaturization, 4, 1, no, no, 3, 4 ; Min [Mobile Warfare], 8,-1, no, no, 3, 0 ; Mob 54 Sells Barracks GOV TECH (Monarchy),5, 1, no, no, 0, 2 ; Mon 55 GOVERNMENT Activate Cathedrals,5, 1, nil, nil, 1, 2 ; MT Religion/Happy 2, 4, 0, nil, nil, 0, 2 ; Mys 57 Improves Temples Naval Advance 5, 6,-1, Ast, nil, 1, 1 ; Nav 58 USE!!! Atomic Advance 2, 6,-2, no, no, 3, 3 ; NF 59 Alows Nukes w/ Manhattan (Alt. Science Advance 9) Atomic Advance 3, 3, 0, NP, NP, 3, 3 ; NP 60 Extra ship move, Alt. Science Advance 10 Philosophy, 6, 1, no, no, 1, 2 ; Phi 61 Free tech(s) + Golden Age Pop Up from Game.txt Science Advance 4, 4,-1, Nav, Lit, 1, 3 ; Phy 62 USE !!! Plastics, 4, 1, no, no, 3, 4 ; Pla Fall of SF, 4, 0, Plu, Plu, 1, 4 ; Plu (Cst & Pot) 64 Free Tech Religion/Happy 3, 4, 0, no, no, 0, 2 ; PT 65 Naval Advance 1, 4, 1, no, no, 0, 1 ; Pot * [Radio], 5,-1, Rad, Rad, 3, 4 ; Rad 67 [Airbase construction] + Airport Pop Up [Railroad], 6, 0, no, no, 2, 1 ; RR 68 Alows Railroad Building (Pop Up Message) Lead to FT Tech 1, 2, 1, no, no, 3, 2 ; Rec Advance Science 3-2,4, 0, no, no, 2, 4 ; Ref 70 Supermarkets, 3, 1, Rfg, Rfg, 3, 1 ; Rfg 71 Farmland Pop Up from Game.txt GOV TECH (Republic),5, 1, Rep, Rep, 0, 2 ; Rep 72 GOVERNMENT Robotics, 5,-2, no, no, 3, 0 ; Rob (Mob) Rocketry, 6,-2, no, no, 3, 0 ; Roc Sanitation, 4, 2, no, no, 2, 1 ; San 75 Naval Advance 3, 4, 1, no, no, 0, 1 ; Sea Space Flight, 4, 1, no, no, 3, 3 ; SFl Stealth, 3,-2, no, no, 3, 0 ; Sth Battleship tech, 4,-1, Phy, Eng, 2, 3 ; SE 79 USE!!! Steel, 4,-1, E1, Ind, 2, 4 ; Stl 80 Superconductor, 4, 1, Pla, Las, 3, 3 ; Sup Army Advance 8, 6,-1, Csc, nil, 2, 0 ; Tac Religious Conservatism,3, 2, The, The, 1, 2 ; The 83 Improves Cathedrals Science Advance 7, 4, 0, no, no, 1, 3 ; ToG Money Advance 2, 4, 2, no, no, 0, 1 ; Tra 85 Activates Trading Science Advance 5, 5, 1, nil, nil, 1, 3 ; Uni University Army Advance 3, 4,-1, no, no, 0, 0 ; War * Cavalry Advance 2, 4,-1, Hor, nil, 0, 4 ; Whe 88 USE!!! Science Advance 2, 4, 2, nil, nil, 0, 3 ; Wri Future Technology, 1, 0, nil, nil, 3, 3 ; ... 90 DO NOT TOUCH THIS TECH! Union Tech, 3, 0, no, no, 0, 0 ; U1 Commonwealth tech, 3, 0, no, no, 0, 0 ; U2 Extra Tech, 3, 0, no, no, 0, 0 ; U3 Not Union, 3, 0, no, no, 0, 0 ; X1 Not Commonwealth, 3, 0, no, no, 0, 0 ; X2 Not Generic, 3, 0, no, no, 0, 0 ; X3 Extra Advance 4, 3, 0, no, no, 0, 0 ; X4 Extra Advance 5, 3, 0, no, no, 0, 0 ; X5 Extra Advance 6, 3, 0, no, no, 0, 0 ; X6 Extra Advance 7, 3, 0, no, no, 0, 0 ; X7 ; ; Above 11 tech slots (U1 to X8) allow you to define your own ; civilization advances if desired. Supply the name, the AI ; value, and the prerequisites. ; ; Then use the "U1", "U2", etc. ; identifier to incorporate it into the tech chain as a ; prerequisite for other techs, units, city improvements. ; ; ; City Improvements ; ; cost(x10), upkeep, preq ; @IMPROVE Nothing, 1, 0, nil, Capitol, 10, 0, nil, Barracks, 4, 1, nil, Granary, 6, 1, nil, Church, 4, 1, nil, MarketPlace, 8, 1, nil, Library, 8, 1, nil, Courthouse, 8, 1, nil, Urban Foritifications, 8, 0, nil, Aqueduct, 8, 2, nil, Bank, 12, 3, nil, Cathedral, 12, 3, nil, University, 16, 3, nil, Mass Transit, 16, 4, nil, Colosseum, 10, 4, nil, Factory, 20, 4, Cst, Manufacturing Plant, 32, 6, Eng, SDI Defense, 20, 4, no, Recycling Center, 20, 2, no, Power Plant, 16, 4, Ref, Hydro Plant, 24, 4, E2, Nuclear Plant, 16, 2, NP, Stock Exchange, 16, 4, nil, Sewer System, 12, 2, nil, Supermarket, 8, 3, nil, Superhighways, 20, 5, nil, Research Lab, 16, 3, nil, SAM Missile Battery, 10, 0, nil, Coastal Fortress, 8, 1, nil, Solar Plant, 32, 4, nil, Harbor, 6, 1, nil, Offshore Platform, 16, 3, nil, Airport, 16, 3, nil, Police Station, 6, 2, nil, Port Facility, 8, 3, nil, SS Structural, 8, 0, no, SS Component, 16, 0, no, SS Module, 32, 0, no, (Capitalization), 60, 0, nil, The Heartland, 20, 0, nil, Gateway Arch, 20, 0, nil, Hollywood, 20, 0, nil, Lighthouse, 20, 0, nil, Great Library, 30, 0, nil, Oracle, 30, 0, nil, Great Wall, 30, 0, nil, Sun Tzu's War Academy, 30, 0, nil, King Richard's Crusade, 30, 0, nil, Marco Polo's Embassy, 20, 0, nil, St. Patrick's Cathedral, 40, 0, nil, Copernicus' Observatory, 30, 0, nil, Golden Gate Bridge, 40, 0, nil, Shakespeare's Theatre, 30, 0, nil, Leonardo's Workshop, 40, 0, nil, Eternal Word Television, 40, 0, nil, Isaac Newton's College, 40, 0, nil, Adam Smith's Trading Co., 40, 0, nil, Darwin's Voyage, 40, 0, nil, Statue of Liberty, 40, 0, nil, Liberty Bell, 30, 0, nil, Washington Monument, 60, 0, nil, Hoover Dam, 60, 0, nil, Manhattan Project, 60, 0, nil, The Mall, 60, 0, nil, Apollo Program, 60, 0, nil, SETI Program, 60, 0, nil, Space Needle, 60, 0, nil, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; The Heartland nil, ; Gateway Arch nil, ; Hollywood nil, ; Lighthouse nil, ; Great Library nil, ; Oracle nil, ; Great Wall nil, ; Sun Tzu's War Academy nil, ; King Richard's Crusade nil, ; Marco Polo's Embassy nil, ; St. Patrick's Cathedral nil, ; Copernicus' Observatory nil, ; Golden Gate Bridge nil, ; Shakespeare's Theatre nil, ; Leonardo's Workshop nil, ; Eternal Word Television nil, ; Isaac Newton's College nil, ; Adam Smith's Trading Co. nil, ; Darwin's Voyage nil, ; Statue of Liberty nil, ; Liberty Bell nil, ; Washington Monument nil, ; Hoover Dam nil, ; Manhattan Project nil, ; The Mall nil, ; Apollo Program nil, ; SETI Program nil, ; Space Needle ; ; 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 State Trooper,no, 0, 0.,0, 0a,4d, 2h,1f, 5,0, 1, no, 000000000000000 Engineers, nil, 0, 2.,0, 0a,2d, 2h,1f, 4,0, 5, Exp, 000000000000000 Vz. Infantry, U3, 0, 1.,0, 5a,5d, 2h,1f, 5,0, 1, U3, 000000000000000 CNA Infantry, X2, 0, 1.,0, 5a,5d, 2h,1f, 5,0, 1, U2, 000000000000000 Gurkha Mercs, no, 0, 1.,0, 6a,5d, 2h,1f, 5,0, 1, no, 000001000000000 Légion étrangčre,U3, 0, 1.,0, 6a,4d, 2h,1f, 6,0, 1, U3, 000000100000000 PLA Infantry, U3, 0, 1.,0, 5a,5d, 2h,1f, 5,0, 1, U3, 000000000000000 PLA Airborne, U3, 0, 1.,0, 6a,4d, 2h,1f, 6,0, 1, U3, 000000100000000 PLA Marines, U3, 0, 1.,0, 8a,5d, 2h,1f, 6,0, 0, U3, 000000000000100 Partisans, nil, 0, 1.,0, 5a,4d, 2h,1f, 5,0, 1, Gue, 000001000000010 US Mtn. Inf., X1, 0, 1.,0, 5a,5d, 2h,1f, 6,0, 1, U1, 000001000000000 Generic Inf, X3, 0, 1.,0, 5a,5d, 2h,1f, 5,0, 1, U3, 000000000000000 US Marines, X1, 0, 1.,0, 8a,5d, 2h,1f, 6,0, 0, U1, 000000000000100 US Airborne, X1, 0, 1.,0, 6a,4d, 2h,1f, 6,0, 1, Cst, 000000100000000 US Mech. Inf.,X1, 0, 3.,0, 6a,7d, 3h,1f, 10,0, 1, Eng, 000000000000000 Rafale, U2, 1, 22.,2, 12a,3d, 2h,2f, 18,0, 3, U2, 000000000010001 Fr. Mech Inf.,U3, 0, 3.,0, 6a,7d, 3h,1f, 10,0, 1, U3, 000000000000000 Type 86 IFV, U3, 0, 3.,0, 6a,7d, 3h,1f, 10,0, 1, U3, 000000000000000 Gen. Mech Inf,X3, 0, 3.,0, 6a,7d, 3h,1f, 10,0, 1, U3, 000000000000000 CNA Mech Inf, X2, 0, 3.,0, 6a,7d, 3h,1f, 10,0, 1, Eng, 000000000000000 Generic Tank, X3, 0, 3.,0, 9a,6d, 3h,1f, 12,0, 0, nil, 000000000000000 Type 90, U3, 0, 3.,0, 9a,6d, 3h,1f, 12,0, 0, U3, 000000000000000 M1A2 Abrams, X1, 0, 3.,0, 9a,6d, 3h,1f, 12,0, 0, Eng, 000000000000000 Mtn Artillery,nil, 0, 1.,0, 12a,2d, 3h,2f, 6,0, 0, Cst, 000001001000000 Airborne Arty,nil, 0, 1.,0, 12a,2d, 3h,2f, 7,0, 0, Cst, 000000101000000 Towed Arty, nil, 0, 1.,0, 12a,2d, 3h,2f, 5,0, 0, Cst, 000000001000000 Mobile Hwtzr, nil, 0, 3.,0, 12a,2d, 3h,2f, 12,0, 0, Eng, 000000001000000 F-16 Falcon, X1, 1, 22.,2, 12a,3d, 2h,2f, 18,0, 3, Cst, 000000000010001 B-52 Bomber, nil, 1, 30.,2, 16a,3d, 2h,2f, 18,0, 0, Cst, 000000000000001 Blackhawk, nil, 1, 6.,0, 10a,3d, 2h,2f, 10,0, 0, Eng, 100000000000001 F-22 Raptor, X1, 1, 34.,2, 18a,4d, 2h,2f, 26,0, 3, Eng, 000000000010001 B-2 Spirit, nil, 1, 40.,2, 20a,5d, 2h,2f, 30,0, 0, Eng, 000000000000001 F-23 Black Widow II,X2, 1, 34.,2, 18a,4d, 2h,2f, 14,0, 3, Eng, 000000000010001 Chinese AAV, U3, 0, 3.,0, 7a,6d, 3h,1f, 9,0, 1, U3, 000000000000100 Hugo Chávez, X2, 0, 3.,0, 9a,9d, 2h,2f, 1,0, 0, X2, 000000000000000 Carrier, nil, 2, 5.,0, 1a,9d, 4h,2f, 30,4, 2, Eng, 000000010000001 Vz. Su-37, U3, 1, 34.,2, 18a,4d, 2h,2f, 25,0, 3, U3, 000000000010001 Destroyer, nil, 2, 11.,0, 5a,5d, 3h,1f, 8,0, 2, nil, 100000000000001 F-15E Strike Eagle,X2, 1, 12.,2, 12a,3d, 2h,2f, 7,0, 3, Cst, 000000000010001 AEGIS Cruiser,nil, 2, 9.,0, 8a,8d, 3h,2f, 12,0, 2, Cst, 110000000000001 Battleship, nil, 2, 8.,0, 14a,14d, 4h,2f, 20,0, 2, SE, 000000000000001 Submarine, nil, 2, 11.,0, 10a,2d, 3h,2f, 12,0, 2, Eng, 000000000001001 Nimitz CVN, X1, 2, 8.,0, 1a,9d, 4h,2f, 30,4, 2, Eng, 000000010000001 Transport, nil, 2, 10.,0, 9a,9d, 3h,1f, 16,4, 2, SE, 000000000001000 Cruise Msl., nil, 1, 40.,1, 25a,0d, 1h,3f, 9,0, 0, Eng, 001000000000000 CNA Marines, X2, 0, 1.,0, 8a,5d, 2h,1f, 6,0, 0, U2, 000000000000100 Rick Santorum,X1, 0, 2.,0, 0a,9d, 2h,2f, 1,0, 1, X1, 010000000000000 Hill. Clinton,X2, 0, 2.,0, 0a,9d, 2h,2f, 1,0, 1, X2, 010000000000000 CNA Airborne, X2, 0, 1.,0, 6a,4d, 2h,1f, 6,0, 1, Cst, 000000100000000 Mercenary, X3, 0, 3.,0, 4a,6d, 2h,1f, 5,0, 1, U3, 000000000000000 Alan Keyes, X1, 0, 2.,0, 0a,9d, 2h,2f, 1,0, 1, X1, 010000000000000 Barak Obama, X2, 0, 2.,0, 0a,9d, 2h,2f, 1,0, 1, X2, 010000000000000 CNA Mtn. Inf.,X2, 0, 1.,0, 5a,5d, 2h,1f, 6,0, 1, U2, 000001000000000 F-35 JSF, nil, 1, 19.,1, 9a,3d, 2h,2f, 13,0, 3, Cst, 100000000010001 J-10 Fighter, AFl, 1, 12.,2, 12a,3d, 2h,2f, 18,0, 3, AFl, 000000000010001 J-XX Fighter, Sth, 1, 14.,2, 18a,4d, 2h,2f, 25,0, 3, Sth, 000000000010001 Black Eagle, X2, 0, 3.,0, 9a,6d, 3h,1f, 12,0, 0, Eng, 000000000000000 Leclerc, U3, 0, 3.,0, 9a,6d, 3h,1f, 12,0, 0, U3, 000000000000000 Mi-17 Chopper,U3, 1, 6.,0, 10a,3d, 2h,2f, 10,0, 0, U3, 100000000000001 USMC AAV, X1, 0, 3.,0, 7a,6d, 3h,1f, 10,0, 1, Eng, 000000000000100 CNA AAV, X2, 0, 3.,0, 7a,6d, 3h,1f, 10,0, 1, Eng, 000000000000100 US Infantry, X1, 0, 1.,0, 5a,5d, 2h,1f, 5,0, 1, U1, 000000000000000 ; ; 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, 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, 1,4, 0,0,0, no, 1,10, 1, no, 0, 0, 0, Tun, ; Tun Urban, 3,6, 5,2,2, yes, 1, 5, 2, no, 0, 0, 0, no, ; 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, Desert 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, Glacier 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 Anarchy, Mr., Ms. Despotism, Emperor, Empress Monarchy, King, Queen Chavisimo, Comrade, Comrade Fundamentalism, High Priest, High Priestess War 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, 0, Romans, Roman, 0, 1, 1, 1, Dictator, Dictator, 2, Imperator, Imperatrix Hammurabi, Ishtari, 0, 2, 0, Babylonians, Babylonian, -1, -1, 1, Frederick, Maria Theresa, 0, 3, 1, Germans, German, 1, 1, -1, 4, Archbishop, Archbishop, 6, Chancellor, Chancellor Ramesses, Cleopatra, 1, 4, 0, Egyptians, Egyptian, 0, 0, 1, 1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh Abe Lincoln, E. Roosevelt, 0, 5, 1, Americans, American, -1, 0, 1, 4, Reverend, Reverend, 5, Speaker, Speaker Alexander, Hippolyta, 1, 6, 1, Greeks, Greek, 0, 1, -1, 6, Prime Minister, Prime Minister Mohandas Gandhi,Indira Gandhi, 0, 7, 2, Indians, Indian, -1, -1, 0, 2, Maharaja, Maharaja, Lenin, Catherine the Great, 1, 1, 0, Russians, Russian, 1, 0, -1, 2, Czar, Czarina, 4, Patriarch, Matriarch Shaka, Shakala, 0, 2, 0, Zulus, Zulu, 1, 0, 0, Louis XIV, Joan of Arc, 0, 3, 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, 0, Chinese, Chinese, 1, 1, -1, 3, Chairman, Chairperson Henry VIII, Elizabeth I, 1, 6, 3, English, English, 0, 1, 0, 4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister 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, 0, Japanese, Japanese, -1, -1, 1, 2, Shogun, Shogun, 6, Prime Minister, Prime Minister Canute, Gunnhild, 1, 3, 3, Vikings, Viking, 1, 1, 0, 1, Warlord, Warlord Philip II, Isabella, 1, 4, 3, Spanish, Spanish, -1, 1, -1, 4, Archbishop, Archbishop Xerxes, Scheherezade, 0, 5, 0, Persians, Persian, 0, -1, 0, 2, Shah, Shah, 4, Ayatollah, Ayatollah Hannibal, Dido, 0, 6, 1, Carthaginians,Carthaginian, 0, 0, -1, Sitting Bull, Sacajawea, 0, 7, 0, Sioux, Sioux, 0, 0, 0, 1, Chief, Chief, 2, Great Chief, Great Chief Saladin, ..., 0, 5, Arabs, Arab, 1, 0, 1, 4, Ayatollah, Ayatollah, 2, Sultan, Sultana Atawallpa, ..., 0, 1, Incas, Inca, -1, 1, 1, ; ; Trading Commodities ; @CARAVAN Hides, Wool, Beads, Cloth, Salt, Coal, Copper, Dye, Wine, Silk, Silver, Spice, Gems, Gold, Oil, Uranium, @ORDERS Fortify, F Fortified, F Sleep, S Build Fortress, F Build Road, R Build Irrigation, I Build Mine, m Transform, O Clean Pollution, p Build Airbase, E Go to, G @DIFFICULTY Chieftain Warlord Prince King Emperor Deity @ATTITUDES Worshipful Enthusiastic Cordial Receptive Neutral Uncooperative Icy Hostile Enraged