; ; CIVILIZATION GAME DATA ; Copyright (c) 1998 by MicroProse Software ; ; Edited by Vegard Bjørketun 2000-2001 for the ; "Casus Belli: Magna Bellum Borealis 1700-1721" Scenario ; ; 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 1 ; 1 in x chance Bomb Ketch lost (mod. by certain Wonders) 2 ; # of food each citizen eats per turn 20 ; # of rows in food box (rows * city_size+1 = box) 10 ; # of rows in shield box 0 ; Settlers eat (dynasty <= Holstein-Gottorp) 0 ; Settlers eat (dynasty >= Romanov) 15 ; City size for first unhappiness at Lieutenant level 45 ; Riot factor based on # cities (higher factor lessens the effect) 8 ; Drainage needed to exceed this size 12 ; Sewer System needed to exceed this size 85 ; Tech paradigm (higher # slows research) 50 ; Base time for engineers to transform terrain (x2) 1 ; Holstein-Gottorp monarchy pays support for all units past this 10 ; Romanov monarchy pays support for all units past this 5 ; Pfalz-Zweibrücken monarchy pay support for all units past this 60 ; Romanov monarchy is equivalent of this palace distance. 100 ; Pfalz-Zweibrücken monarchies loose this % of science 80 ; Percent shield penalty for production type change 1 ; Max paradrop range 75 ; Mass/Thrust paradigm (increasing slows spaceship time) 0 ; Max effective science rate of Pfalz-Zweibrücken (x10, so 5 = 50%) 1 ; Value of each citizen to the Civilization Score. 20 ; Value of each wonder to the Civilization Score. 1 ; Reward for landing on A. Centauri first = this multiplier*(# of habitats)*(prob. of success) -10 ; Cost to Civilization Score (+ or -) for each extant non-AI controlled polluted tile. 1 ; For each turn of peace after turn 199, this amount *3 is added to Civilization Score. 5 ; Value to the Civilization Score of each future tech researched. 0 ; Penalty assessed to Civilization Score each time player betrays another race. 0 ; Cost to Civilization Score (+ or -) for each unit destroyed. 11111111; bitmask for goodie huts, right bit =map0, 0=no goodie huts 0 ; Helicopters pick up huts 0=no 1=yes ; ; 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 Gunpowder, 0, 9, nil, nil, 1, 0 ; AFl Bayonet, 0, 9, nil, nil, 1, 0 ; Alp Musket, 0, 9, nil, nil, 1, 0 ; Amp Fortress Constr., 0, 9, nil, nil, 1, 0 ; Ast Special Vessels, 0, 9, U3, Env, 1, 0 ; Ato Not Swedish, 0, 9, no, no, 1, 0 ; Aut Army Strategy, 0, 9, nil, nil, 1, 3 ; Ban Cavalry Strategy, 0, 9, nil, nil, 1, 3 ; Bri Artillery Strategy, 0, 9, nil, nil, 1, 3 ; Bro Naval Strategy, 0, 9, nil, nil, 1, 3 ; Cer Fortified Cities, 0, 9, nil, nil, 1, 0 ; Che Terrain Combat, 0, 9, nil, nil, 1, 0 ; Chi Navigation, 0, 9, nil, nil, 1, 0 ; CoL The Line Fleet, 0, 9, Ato, Sup, 1, 0 ; CA Summer Uniforms, 0, 9, nil, nil, 1, 0 ; Cmb Winter Uniforms, 0, 9, nil, nil, 1, 0 ; Cmn Swedish Military, 0, 9, no, no, 1, 0 ; Cmp Autocracy, 0, 9, nil, nil, 1, 2 ; Csc Nobility, 0, 9, nil, nil, 1, 2 ; Cst The Catholic Church,0, 9, nil, nil, 1, 2 ; Cor The Lutheran Church,0, 9, nil, nil, 1, 2 ; Cur The Orthodox Church,0, 9, nil, nil, 1, 2 ; Dem Christianity, 0, 9, nil, nil, 1, 2 ; Eco Jewish Community, 0, 9, nil, nil, 1, 2 ; E1 Anti-Strelits, 0, 9, Rob, Rad, 1, 0 ; E2 National Assembly, 0, 9, nil, nil, 1, 2 ; Eng Artillery, 0, 9, no, no, 1, 0 ; Env Peasantry, 0, 9, nil, nil, 1, 2 ; Esp Mercantilism, 0, 9, nil, nil, 1, 1 ; Exp The Opera, 0, 9, nil, nil, 1, 2 ; Feu The Skerries Fleet, 0, 9, Bro, Bri, 1, 0 ; Fli Peasant Armament, 0, 9, no, no, 1, 0 ; Fun Prussian Military, 0, 9, no, no, 1, 0 ; FP The Theatre, 0, 9, nil, nil, 1, 2 ; Gen City Resistance, 0, 9, no, no, 0, 0 ; Gue Landauer Wagon, 0, 9, nil, nil, 1, 4 ; Gun Newspapers, 0, 9, nil, nil, 1, 4 ; Hor Middle Age Constr., 0, 9, no, no, 1, 4 ; Ind Men's Fashion, 0, 9, nil, nil, 1, 2 ; Inv Women's Fashion, 0, 9, nil, nil, 1, 2 ; Iro Officer's Corps, 0, 9, nil, nil, 1, 3 ; Lab War Academy, 0, 9, nil, nil, 1, 3 ; Las School System, 0, 9, nil, nil, 1, 2 ; Ldr Prison System, 0, 9, nil, nil, 1, 2 ; Lit Literacy, 0, 9, nil, nil, 1, 3 ; Too Manufacturing, 0, 9, nil, nil, 1, 1 ; Mag Diplomacy, 0, 9, nil, nil, 1, 3 ; Map Naval Gunnery, 0, 9, nil, nil, 1, 0 ; Mas Banking, 0, 9, nil, nil, 1, 1 ; MP Taxation, 0, 9, nil, nil, 1, 1 ; Mat Astrology, 0, 9, nil, nil, 1, 3 ; Med Iron Working, 0, 9, nil, nil, 1, 3 ; Met Field Hospital, 0, 9, nil, nil, 1, 0 ; Min Hospital, 0, 9, nil, nil, 1, 2 ; Mob Medicine, 0, 9, nil, nil, 1, 2 ; Mon Trade, 0, 9, nil, nil, 1, 1 ; MT University, 0, 9, nil, nil, 1, 2 ; Mys Explosives, 0, 9, nil, nil, 1, 0 ; Nav Mapmaking, 0, 9, nil, nil, 1, 3 ; NF Patriotism, 0, 9, no, no, 1, 2 ; NP Market Knowledge, 0, 9, nil, nil, 1, 1 ; Phi Secret Police, 0, 9, nil, nil, 1, 0 ; Phy Tobacco Smoking, 0, 9, nil, nil, 1, 4 ; Pla Mathematics, 0, 9, nil, nil, 1, 3 ; Plu Copper Coin, 0, 9, nil, nil, 1, 1 ; PT Silver Coin, 0, 9, nil, nil, 1, 1 ; Pot Gold Coin, 0, 9, nil, nil, 1, 1 ; Rad Bridge Construction,0, 9, nil, nil, 1, 4 ; RR Raincoat, 0, 9, nil, nil, 1, 2 ; Rec Tea Drinking, 0, 9, nil, nil, 1, 4 ; Ref Translation Service,0, 9, nil, nil, 1, 2 ; Rfg Potato Growing, 0, 9, nil, nil, 1, 4 ; Rep Russian Military, 0, 9, no, no, 1, 0 ; Rob Mines, 0, 9, nil, nil, 1, 0 ; Roc Philosophy, 0, 9, nil, nil, 1, 2 ; San The Clock, 0, 9, nil, nil, 1, 2 ; Sea Polish Military, 0, 9, no, no, 1, 0 ; SFl Danish Military, 0, 9, no, no, 1, 0 ; Sth Economic Reforms, 0, 9, nil, nil, 1, 1 ; SE Social Reforms, 0, 9, nil, nil, 1, 2 ; Stl Education Reforms, 0, 9, nil, nil, 1, 3 ; Sup Stock Company, 0, 9, nil, nil, 1, 1 ; Tac End of Witch Hunts, 0, 9, nil, nil, 1, 1 ; The Ballistic Science, 0, 9, nil, nil, 1, 0 ; ToG Brewery, 0, 9, nil, nil, 1, 4 ; Tra Public Brothels, 0, 9, nil, nil, 1, 1 ; Uni Farming, 0, 9, nil, nil, 1, 1 ; War Gardening, 0, 9, nil, nil, 1, 2 ; Whe Sanitation, 0, 9, nil, nil, 1, 2 ; Wri Military Study, 0, 9, nil, nil, 1, 2 ; ... Foreign Trade, 0, 9, nil, nil, 1, 1 ; U1 Bible Translation, 0, 9, nil, nil, 1, 1 ; U2 Foreign Embassies, 0, 9, nil, nil, 1, 3 ; U3 Extra Advance 1, 3, 0, no, no, 0, 0 ; X1 Extra Advance 2, 3, 0, no, no, 0, 0 ; X2 Extra Advance 3, 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 3 tech lots allow you to define your own civilization ; advances if desired. Supply the name, the AI value, and ; the prerequisites. ; ; Then use the "U1", "U2", or "U3" ; 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, Royal Palace, 99, 0, no, -, 0, 0, no, Corn Store, 11, 1, nil, Brothel, 9, 1, nil, Marketplace, 16, 1, nil, Library, 18, 1, Aut, Court of Law, 12, 1, Aut, Shelter, 0, 0, nil, Drainage, 20, 2, nil, Bank, 30, 2, nil, Cathedral, 40, 3, nil, University, 50, 3, Aut, -, 0, 0, no, Church, 25, 1, nil, Iron Foundry, 50, 3, nil, -, 0, 0, no, -, 0, 0, no, -, 0, 0, no, -, 0, 0, no, Water Wheel, 30, 4, nil, Iron Works, 60, 3, nil, Stock Exchange, 70, 4, nil, Sewer System, 50, 2, nil, -, 0, 0, no, Corn Exchange, 30, 3, nil, -, 0, 0, no, -, 0, 0, no, Coastal Fortress, 30, 5, no, -, 0, 0, no, Fishing Boats, 14, 1, nil, Merchant Fleet, 40, 3, nil, -, 0, 0, no, Prison, 14, 1, Aut, -, 0, 0, no, Transporter,0,0,no, -, 0, 0, no, -, 0, 0, no, -, 0, 0, no, (Mercantilism), 60, 0, Ato, Heart of the Ukraine, 20, 0, nil, Russian Patriotism, 20, 0, nil, Colonial Trade, 20, 5, nil, Tzar's Voyage 1697-1698, 20, 0, nil, -, 0, 0, no, Scandinavian Pietism, 30, 5, nil, -, 0, 0, no, Carolean Tactics, 150,5, nil, The Window to the West, 30, 0, nil, The Szeym Polski, 20, 0, nil, Crown of Poland, 40, 0, nil, University of Upsala, 30, 0, nil, Naval Warfare Institute, 120,0, nil, Dominium Maris Baltici, 40, 5, nil, -, 0, 0, no, Cathedral of Vasiliy, 40, 0, nil, -, 0, 0, no, The Sound Duty, 40, 5, nil, -, 0, 0, no, -, 0, 0, no, -, 0, 0, no, National Prison System, 120,5, nil, -, 0, 0, no, -, 0, 0, no, The Åbo War Academy, 60, 0, nil, -, 0, 0, no, -, 0, 0, no, Electorate of Brandenburg,80, 0, nil, ; ; Expiration advancements for Wonders of the War ; @ENDWONDER nil, ; Heart of the Ukraine nil, ; Russian Patriotism nil, ; Colonial Trade nil, ; Tzar's Voyage 1697-1698 nil, ; - nil, ; Scandinavian Pietism nil, ; - nil, ; Carolean Tactics nil, ; The Window to the West nil, ; The Szeym Polski nil, ; Crown of Poland nil, ; University of Upsala nil, ; Naval Warfare Institute nil, ; Dominium Maris Baltici nil, ; - nil, ; Cathedral of Vasiliy nil, ; - nil, ; The Sound Duty nil, ; - nil, ; - nil, ; - nil, ; National Prison System nil, ; - nil, ; - nil, ; The Åbo War Academy nil, ; - nil, ; - nil, ; Electorate of Brandenburg ; ; 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 ships ; ; @UNITS Königliche Garde, no, 0, 2.,0, 9a,5d, 2h,2f, 1,0, 0, NP, 000000000000100 von Münnich, no, 0, 5.,0, 12a,5d, 3h,3f, 1,0, 0, NP, 000000000000011 12-Pd Field Piece, no, 0, 4.,0, 10a,1d, 2h,3f, 14,0, 0, Env, 000000000000010 Fürstliche Garde, no, 0, 2.,0, 9a,5d, 2h,2f, 1,0, 0, NP, 000000000000110 Infanterie, no, 0, 1.,0, 5a,4d, 2h,2f, 5,0, 1, FP, 000000000000000 Infanteri, no, 0, 1.,0, 5a,4d, 2h,2f, 7,0, 1, Sth, 000000000000010 Pechóta Zhóka, no, 0, 1.,0, 3a,4d, 2h,1f, 4,0, 1, Rob, 000010000000010 Bomb Ketch, no, 2, 2.,0, 5a,0d, 1h,3f, 10,0, 2, Fli, 000000000100000 Blizzard, no, 1, 0.,2, 0a,9d, 9h,1f, 1,0, 0, NP, 100000000000001 Enraged Citizens, no, 0, 1.,0, 0a,2d, 2h,1f, 1,0, 1, Gue, 000000000000000 Preobrazhenskoye, no, 0, 2.,0, 10a,5d, 2h,2f, 1,0, 0, NP, 000000000000110 von Anhalt-Dessau, no, 0, 5.,0, 12a,5d, 4h,2f, 1,0, 0, NP, 000000000000011 Grenaders, no, 0, 2.,0, 7a,5d, 2h,2f, 12,0, 0, Sth, 000000000000110 af Gottorp, no, 0, 4.,0, 10a,5d, 2h,3f, 1,0, 0, NP, 000000000000011 Koningens Lifgarde,no, 0, 2.,0, 8a,5d, 2h,2f, 1,0, 0, NP, 000000000000110 Dragony, no, 0, 3.,0, 6a,2d, 2h,2f, 7,0, 0, Rob, 000000000000011 Kawaleria Polski, no, 0, 3.,0, 6a,2d, 1h,1f, 10,0, 0, SFl, 000000000000011 Stenbock, no, 0, 2.,0, 10a,5d, 4h,2f, 1,0, 0, NP, 000000000000010 Dragons, no, 0, 3.,0, 7a,1d, 2h,2f, 12,0, 0, Sth, 000000000000011 Town, no, 0, 0.,0, 0a,2d, 3h,1f, 1,0, 5, NP, 000000000000001 Kyrassiers, no, 0, 3.,0, 8a,3d, 2h,2f, 16,0, 0, Sth, 000000000000011 Dragoneren, no, 0, 3.,0, 6a,2d, 2h,2f, 10,0, 0, FP, 000000000000001 Pik Infanteri, no, 0, 1.,0, 3a,4d, 2h,1f, 4,0, 1, Cmp, 000010000000010 Hestegarde, no, 0, 4.,0, 9a,5d, 2h,3f, 18,0, 0, Sth, 000000000000010 Fortress, no, 1, 0.,0, 0a,8d, 4h,2f, 1,0, 0, NP, 100000000000001 36-Pd Piece, SFl, 0, 1.,0, 18a,2d, 2h,4f, 18,0, 0, Env, 000000000000010 18-Pd Piece, no, 0, 2.,0, 12a,3d, 2h,3f, 16,0, 0, Env, 000000000000010 Kavaleria Pika, no, 0, 3.,0, 9a,2d, 2h,3f, 13,0, 0, Rob, 000000000000011 Galley, no, 2, 8.,0, 3a,4d, 2h,2f, 10,0, 2, Fli, 000000000001000 Garde zu Pferd, no, 0, 4.,0, 10a,5d, 2h,3f, 17,0, 0, FP, 000000000000000 Pechóta Rósskiý, no, 0, 1.,0, 5a,4d, 2h,2f, 4,0, 1, Rob, 000000000000010 Infanteri, no, 0, 1.,0, 5a,4d, 2h,3f, 5,0, 1, Cmp, 000000000000010 Frigate, no, 2, 7.,0, 3a,5d, 3h,2f, 12,0, 2, Ato, 100000000001001 Three Decker, no, 2, 6.,0, 6a,6d, 3h,3f, 18,0, 2, CA, 000000000001000 Pyechota Polski, no, 0, 1.,0, 3a,3d, 2h,1f, 3,0, 1, SFl, 000000000000110 Two Decker, no, 2, 6.,0, 4a,6d, 3h,2f, 15,0, 2, CA, 000000000001000 Tordenskiold, no, 2, 7.,0, 8a,6d, 4h,3f, 1,0, 2, NP, 100000000001001 Privateer, no, 2, 9.,0, 2a,2d, 2h,2f, 6,0, 2, Ato, 000000000001001 Hakkapeliittas, no, 0, 3.,0, 8a,2d, 3h,2f, 15,0, 0, Cmp, 000000000000011 Uhlanen, no, 0, 3.,0, 9a,2d, 2h,3f, 14,0, 0, FP, 000000000000001 Transport Ship, no, 2, 4.,0, 0a,1d, 2h,1f, 12,1, 4, Ato, 000000000000000 Mazepa, no, 0, 5.,0, 10a,4d, 3h,3f, 1,0, 0, NP, 000000000000010 Sächsiche Truppen, no, 0, 2.,0, 7a,3d, 2h,2f, 9,0, 0, SFl, 000000000000110 Lifgardists, no, 0, 2.,0, 9a,5d, 2h,2f, 15,0, 0, Cmp, 000000000000110 Garrison, no, 0, 0.,0, 0a,5d, 2h,2f, 1,0, 5, NP, 000000000000001 Ottomans, no, 0, 2.,0, 15a,4d, 2h,5f, 18,0, 0, NP, 000001001000011 Strelits, E2, 0, 2.,0, 7a,5d, 2h,2f, 14,0, 0, Rob, 000000000000110 Grenadiärs, no, 0, 2.,0, 7a,5d, 2h,2f, 10,0, 0, Cmp, 000000000000110 Menshikov, no, 0, 5.,0, 12a,5d, 4h,2f, 1,0, 0, NP, 000000000000011 Trade Wagon, no, 0, 2.,0, 0a,1d, 1h,1f, 5,0, 7, Fli, 000000000000010 Lewenhaupt, no, 0, 5.,0, 12a,5d, 4h,2f, 1,0, 0, NP, 000000000000010 Dragons, no, 0, 3.,0, 6a,2d, 2h,2f, 8,0, 0, Cmp, 000000000000011 Lifdrabants, no, 0, 4.,0, 10a,5d, 3h,2f, 1,0, 0, NP, 000000000000111 Kossaky, no, 0, 3.,0, 9a,2d, 1h,2f, 7,0, 0, Rob, 000000000000011 Reventlow, no, 0, 2.,0, 10a,5d, 4h,2f, 1,0, 0, NP, 000000000000010 Sächsiche Dragonen,no, 0, 4.,0, 8a,3d, 2h,2f, 15,0, 0, SFl, 000000000000010 Kurassiery, no, 0, 3.,0, 8a,3d, 2h,2f, 14,0, 0, Rob, 000000000000011 Silver Mine, no, 0, 0.,0, 0a,4d, 4h,1f, 1,0, 5, NP, 000000000000000 Silver Mine, no, 0, 0.,0, 0a,4d, 4h,1f, 1,0, 5, NP, 000000000000000 Poniatowszky, no, 0, 4.,0, 12a,3d, 4h,3f, 1,0, 0, NP, 000000001000011 von Flemming, no, 0, 4.,0, 10a,5d, 3h,2f, 1,0, 0, NP, 000000000000011 Gathenhielm Raider,no, 2, 9.,0, 3a,3d, 3h,2f, 1,0, 2, NP, 000000000001001 ; ; Note: the above 3 unit types (extra land, ship, air) 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 3 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 three units may be added by providing ; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV. 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 Interregnum ; 1 Wettin ; 2 Holstein-Gottorp ; 3 Romanov ; 4 Pfalz-Zweibrücken ; 5 Oldenburg ; 6 Hohenzollern ; @TERRAIN Desert, 1,2, 0,0,0, no, 0,0, 0, no, 0,0, 0, Tun,no, ; Drt Plains, 1,2, 0,0,0, yes, 2,0, 0, no, 0,0, 0, Grs,no, ; Pln Grassland, 1,2, 1,1,0, yes, 2,0, 0, no, 0,0, 0, no,no, ; Grs Forest, 6,3, 0,2,0, no, 0,0, 0, no, 0,0, 0, Tun,no, ; For Hills, 2,3, 0,0,0, yes, 2,0, 0, yes, 4,0, 0, no,no, ; Hil Mountains, 6,3, 0,0,0, no, 0,0, 0, yes, 5,0, 0, no,no, ; Mou Scrub, 1,2, 1,0,0, no, 0,0, 0, no, 0,0, 0, Grs,no, ; Tun Wooded Hills,6,3, 1,1,0, no, 0,0, 0, yes, 3,0, 0, Hil,no, ; Gla Swamp, 3,2, 1,0,0, yes, 1,0, 0, no, 0,0, 0, Grs,no, ; Swa Jungle, 8,3, 2,0,0, no, 0,0, 0, no, 2,0, 0, Tun,no, ; Jun Ocean, 1,3, 1,0,1, no, 0,0, 0, no, 0,0, 0, no,no, ; Oce Oasis, 1,2, 3,0,3, Horse Herds,1,2, 0,4,4, Cattle, 1,2, 5,2,2, Timber, 6,3, 0,5,2, Sheep, 2,2, 4,2,4, Gold, 6,3, 0,1,12, Goats, 1,2, 4,1,2, Iron Deposits,6,3, 0,4,3, Peat Beds, 3,3, 0,3,0, Fruit, 8,3, 3,0,2, Game Fish, 1,2, 2,0,3, Quicksand, 8,1, 0,0,0, Farm, 2,2, 4,3,2, Cattle, 1,2, 5,2,2, Deer, 6,3, 3,1,1, Surface Coal,2,2, 0,4,1, Silver, 6,3, 0,2,8, Berries, 1,2, 2,0,1, Turkeys, 6,3, 4,0,1, Reeds, 3,3, 1,1,1, Village, 1,4, 2,1,6, Fishing Grounds,1,2, 3,0,2, @GOVERNMENTS Interregnum, Lord, Lord Wettin, Król, Król Holstein-Gottorp, Hertug, Hertug Romanov, Tzar, Tzar Pfalz-Zweibrücken, Konung, Konung Oldenburg, Koning, Koning Hohenzollern, König, König ; ; 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 = Interregnum, 6 = Hohenzollern) ; ; male, female = titles for leader of government ; @LEADERS Peter I, , 0, 1, 3, Russians, Russian, 1, 1,-1, -, , 0, 2, 3, -, -, -1,-1, 1, Friedrich I, , 0, 3, 3, Prussians, Prussian, -1, 0,-1, Carl XII, , 0, 4, 3, Swedes, Swedish, 1, 1,-1, Friderich IV,, 0, 5, 3, Danes and Norwegians, Danish, 1, 1,-1, August II, , 0, 6, 3, Poles and Saxons, Polish, 1, 1,-1, Friderich, , 0, 7, 3, Holstein-Gottorp, Holstein, 1, 1,-1, Peter I, , 0, 1, 3, Russians, Russian, 1, 1,-1, -, , 0, 2, 3, -, -, -1,-1, 1, Friedrich I, , 0, 3, 3, Prussians, Prussian, -1, 0,-1, Carl XII, , 0, 4, 3, Swedes, Swedish, 1, 1,-1, Friderich IV,, 0, 5, 3, Danes and Norwegians, Danish, 1, 1,-1, August II, , 0, 6, 3, Poles and Saxons, Polish, 1, 1,-1, Friderich, , 0, 7, 3, Holstein-Gottorp, Holstein, 1, 1,-1, Peter I, , 0, 1, 3, Russians, Russian, 1, 1,-1, -, , 0, 2, 3, -, -, -1,-1, 1, Friedrich I, , 0, 3, 3, Prussians, Prussian, -1, 0,-1, Carl XII, , 0, 4, 3, Swedes, Swedish, 1, 1,-1, Friderich IV,, 0, 5, 3, Danes and Norwegians, Danish, 1, 1,-1, August II, , 0, 6, 3, Poles and Saxons, Polish, 1, 1,-1, Friderich, , 0, 7, 3, Holstein-Gottorp, Holstein, 1, 1,-1, Saladin, , 0, 5, Arabs, Arab, 1, 0, 1, Atawallpa, , 0, 1, Incas, Inca, -1, 1, 1, ; ; Trading Commodities ; @CARAVAN Livestock, Copper, Gold, Iron, Timber, Tobacco, Wool, Coffee, Leatherwork, Cotton, Beer, Wine, Textiles, Silver, Spices, Linen, @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 Build Transporter, j Go to, G @DIFFICULTY Lieutenant Captain Major Colonel General Field Marshal @ATTITUDES Trusting Enthusiastic Cordial Receptive Neutral Uncooperative Suspicious Icy Hostile @CIVILIZE2 0 ; AFl 0 ; Alp 0 ; Amp 0 ; Ast 0 ; Ato 0 ; Aut 0 ; Ban 0 ; Bri 0 ; Bro 0 ; Cer 0 ; Che 0 ; Chi 0 ; CoL 0 ; CA 0 ; Cmb 0 ; Cmn 0 ; Cmp 0 ; Csc 0 ; Cst 0 ; Cor 0 ; Cur 0 ; Dem 0 ; Eco 0 ; E1 0 ; E2 0 ; Eng 0 ; Env 0 ; Esp 0 ; Exp 0 ; Feu 0 ; Fli 0 ; Fun 0 ; FP 0 ; Gen 0 ; Gue 0 ; Gun 0 ; Hor 0 ; Ind 0 ; Inv 0 ; Iro 0 ; Lab 0 ; Las 0 ; Ldr 0 ; Lit 0 ; Too 0 ; Mag 0 ; Map 0 ; Mas 0 ; MP 0 ; Mat 0 ; Med 0 ; Met 0 ; Min 0 ; Mob 0 ; Mon 0 ; MT 0 ; Mys 0 ; Nav 0 ; NF 0 ; NP 0 ; Phi 0 ; Phy 0 ; Pla 0 ; Plu (Cst & Pot) 0 ; PT 0 ; Pot 0 ; Rad 0 ; RR 0 ; Rec 0 ; Ref 0 ; Rfg 0 ; Rep 0 ; Rob 0 ; Roc 0 ; San 0 ; Sea 0 ; SFl 0 ; Sth 0 ; SE 0 ; Stl 0 ; Sup 0 ; Tac 0 ; The 0 ; ToG 4 ; Tra 0 ; Uni 0 ; War 0 ; Whe 0 ; Wri 0 ; ... 0 ; U1 0 ; U2 0 ; U3 0 ; X1 0 ; X2 0 ; X3 0 ; X4 0 ; X5 0 ; X6 0 ; X7 @LEADERS2 00000000 ;Romans, Roman, 0, 1, 1, 1, Dictator, Dictator, 2, Imperator, Imperatrix 00000000 ;Babylonians, Babylonian, -1, -1, 1, 00000000 ;Germans, German, 1, -1, 1, 4, Archbishop, Archbishop, 6, Chancellor, Chancellor 00000000 ;Egyptians, Egyptian, 0, 0, 1, 1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh 00000000 ;Americans, American, -1, 0, 1, 4, Reverend, Reverend, 5, Speaker, Speaker 00000000 ;Greeks, Greek, 0, 1, -1, 6, Prime Minister, Prime Minister 00000000 ;Indians, Indian, -1, -1, 0, 2, Maharaja, Maharaja, 00000000 ;Russians, Russian, 1, 0, -1, 2, Czar, Czarina, 4, Patriarch, Matriarch 00000000 ;Zulus, Zulu, 1, 0, 0, 00000000 ;French, French, 1, 1, 1, 4, Archbishop, Archbishop, 6, Premier, Premier 00000000 ;Aztecs, Aztec, 0, -1, 1, 00000000 ;Chinese, Chinese, 0, 0, 1, 3, Chairman, Chairperson 00000000 ;English, English, 0, 1, 0, 4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister 00000000 ;Mongols, Mongol, 1, 1, -1, 00000000 ;Celts, Celtic, -1, 1, 0, 4, Druid, Druid 00000000 ;Japanese, Japanese, 1, -1, -1, 2, Shogun, Shogun, 6, Prime Minister, Prime Minister 00000000 ;Vikings, Viking, 1, 1, 0, 1, Warlord, Warlord 00000000 ;Spanish, Spanish, -1, 1, -1, 4, Archbishop, Archbishop 00000000 ;Persians, Persian, 0, -1, 0, 2, Shah, Shah, 4, Ayatollah, Ayatollah 00000000 ;Carthaginians, Carthaginian, 0, 0, -1, 00000000 ;Sioux, Sioux, 0, 0, 0, 1, Chief, Chief, 2, Great Chief, Great Chief 00000000 ; Saladin, ..., 0, 5, Arabs, Arab, 1, 0, 1, 4, Ayatollah, Ayatollah, 2, Sultan, Sultana 00000000 ; Atawallpa, ..., 0, 1, Incas, Inca, -1, 1, 1, ; Advanced unit fields ; A) 'tribe may build' mask: 0 - can't; 1 - can ; B) 'not allowed on map' mask: 1 - not allowed on map ; C) minimum bribe amount: n - minimum bribe; 0 - don't care; -1 - can't bribe ; D) 'build transport site' mask: 1: can; 0: can't for each site type ; E) 'use transport site' mask: 1: can; 0: can't for each site type ; F) native transport ability: 1: can; 0: can't for each map relationship type ; G) General flags ;00000001 invisible until attack: 1 - invisible ;00000010 non-disbandable (human players only): 1 - cannot disband ;00000100 0-range-air-unit damage override: 1 - override damage ;00001000 barbarian units can't be bought off: 1 - can't buy off ;00010000 impassable terrain override: 1 - override impassable terrain ;01000000 barbarian unit will not expire: 1 - no expire ;10000000 override .SPR file for this unit: 1 - don't use .SPR ; A B C D E F G @UNITS_ADVANCED 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Settlers 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Engineers 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Warriors 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Phalanx 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Archers 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Legion 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Pikemen 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Musketeers 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000001 ;Fanatics 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Partisans 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Alpine Troops 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Riflemen 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Marines 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Paratroopers 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Mech. Inf. 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Horsemen 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Chariot 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Elephant 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Crusaders 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Knights 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Dragoons 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Cavalry 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Armour 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Catapult 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Cannon 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Artillery 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Howitzer 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Fighter 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Bomber 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Helicopter 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Stlth Ftr. 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Stlth Bmbr. 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Trireme 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Caravel 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Galleon 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Frigate 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Ironclad 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Destroyer 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Cruiser 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;AEGIS Cruiser 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Battleship 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Submarine 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Carrier 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Transport 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Cruise Msl. 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Nuclear Msl. 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Diplomat 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Spy 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Caravan 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Freight 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Explorer 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Extra Land 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Extra Ship 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Extra Air 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Test Unit 1 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Test Unit 2 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Test Unit 3 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Test Unit 4 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Test Unit 5 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Test Unit 6 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Test Unit 7 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Test Unit 8 @MAP_TRANSPORT_RELATIONSHIPS 1,2 3,4 1,3 ; map, primary unit type, secondary unit type @INITIAL_SETTINGS 0,0,3 ;Romans 0,0,3 ;Babylonians 0,0,3 ;Germans 0,0,3 ;Egyptians 0,0,3 ;Americans 0,0,3 ;Greeks 0,0,3 ;Indians 0,0,3 ;Russians 0,0,3 ;Zulus 0,0,3 ;French 0,0,3 ;Aztecs 0,0,3 ;Chinese 0,0,3 ;English 0,0,3 ;Mongols 0,0,3 ;Celts 0,0,3 ;Japanese 0,0,3 ;Vikings 0,0,3 ;Spanish 0,0,3 ;Persians 0,0,3 ;Carthaginians 0,0,3 ;Sioux @SOUNDS Riflemen.wav ; Königliche Garde Riflemen.wav ; von Münnich OldCannons.wav ; 12-Pd Field Piece Riflemen.wav ; Fürstliche Garde Riflemen.wav ; Infanterie Riflemen.wav ; Infanteri Swordfgt.wav ; Pechóta Zhóka Medexpl.wav ; Bomb Ketch ; Blizzard ; Enraged Citizens Riflemen.wav ; Preobrazhenskoye Swrdhors.wav ; von Anhalt-Dessau Riflemen.wav ; Grenaders Swrdhors.wav ; af Gottorp Riflemen.wav ; Koningens Lifgarde Swrdhors.wav ; Dragony Swrdhors.wav ; Kawaleria Polski Swordfgt.wav ; Stenbock Swrdhors.wav ; Dragons ; Town Swrdhors.wav ; Kyrassiers Swrdhors.wav ; Dragoneren Swordfgt.wav ; Pik Infanteri Swrdhors.wav ; Hestegarde ; Fortress OldCannons.wav ; 36-Pd Piece OldCannons.wav ; 18-Pd Piece Swrdhors.wav ; Kavaleria Pika NavBttle.wav ; Galley Swrdhors.wav ; Garde zu Pferd Riflemen.wav ; Pechóta Rósskiý Riflemen.wav ; Infanteri NavBttle.wav ; Frigate NavBttle.wav ; Three Decker Riflemen.wav ; Pyechota Polski NavBttle.wav ; Two Decker NavBttle.wav ; Tordenskiold NavBttle.wav ; Privateer Swrdhors.wav ; Hakkapeliittas Swrdhors.wav ; Uhlanen ; Transport Ship Swrdhors.wav ; Mazepa Riflemen.wav ; Sächsiche Truppen Riflemen.wav ; Lifgardists ; Garrison Riflemen.wav ; Ottomans Riflemen.wav ; Strelits Riflemen.wav ; Grenadiärs Riflemen.wav ; Menshikov ; Trade Wagon Swrdhors.wav ; Lewenhaupt Swrdhors.wav ; Dragons Swrdhors.wav ; Lifdrabants Swrdhors.wav ; Kossaky Swordfgt.wav ; Reventlow Swrdhors.wav ; Sächsiche Dragonen Swrdhors.wav ; Kurassiery ; Silver Mine ; Silver Mine OldCannons.wav ; Poniatowszky Swrdhors.wav ; von Flemming NavBttle.wav ; Gathenhielm Raider @RIVERS River, ; map 1 River, ; map 2 River, ; map 3 River, ; map 4 ; please do not remove this line