; ; CIVILIZATION GAME DATA ; Copyright (c) 1997 by MicroProse Software ; Amended for Bonaparte II scenario by John Ellis, 2001 ; 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 4 ; Road movement multiplier 2 ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation) 3 ; # of food each citizen eats per turn 60 ; # of rows in food box (rows * city_size+1 = box) 10 ; # of rows in shield box 1 ; Settlers eat (govt <= Monarchy) 1 ; Settlers eat (govt >= Communism) 8 ; City size for first unhappiness at Chieftain level 12 ; Riot factor based on # cities (higher factor lessens the effect) 7 ; Aqueduct (Refuse collection) needed to exceed this size 14 ; Sewer System (Reservoir) needed to exceed this size 20 ; Tech paradigm (higher # slows research) 20 ; Base time for engineers to transform terrain (x2) 4 ; Monarchy pays support for all units past this 6 ; Communism pays support for all units past this 6 ; Fundamentalism pays support for all units past this 40 ; Communism is equivalent of this palace distance. 70 ; Fundamentalism loses this % of science 50 ; Percent shield penalty for production type change 20 ; Max paradrop range 75 ; Mass/Thrust paradigm (increasing slows spaceship time) 8 ; Max effective science rate in fundamentalism (x10, so 5 = 50%) ; ; Civilization Advances ; ; Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category ; ; Ai Value = Basic value at which computer players ; view this advance (used in determining ; which discovery to pursue, which to ; acquire during exchanges, and value of ; gift during diplomacy). ; Modifier = Modifier to value based on the "civilized" ; aspect of a leader's personality. Positive ; values increase value for civilized leaders, ; decrease it for militaristic. Negative ; values vice versa. ; preq1, preq2 = Prerequisites ; ; Epoch = historical period ; 0 = Ancient ; 1 = Renaissance ; 2 = Industrial Revolution ; 3 = Modern ; ; Category = Knowledge category ; 0 = Military ; 1 = Economic ; 2 = Social ; 3 = Academic ; 4 = Applied ; @CIVILIZE Advanced Naval Design,1,-2, no, Env, 3, 0 ; AFl Agriculture, 3, 1, nil, nil, 0, 1 ; Alp Agricultural Reform,4, 2, CoL, Eco, 2, 1 ; Amp Artillery, 4,-2, Mat, Met, 3, 0 ; Ast Austrian Military, 1,-1, Pla, no, 1, 0 ; Ato Half of English Arch,1, 1, no, no, 1, 4 ; Aut Banking, 4, 1, Tra, Eco, 3, 1 ; Ban Bridge Building, 2, 0, Mat, Cst, 1, 4 ; Bri British Military, 1,-1, Pla, no, 2, 0 ; Bro Christianity, 1, 0, nil, nil, 1, 2 ; Cer Chemistry, 1,-1, Uni, nil, 3, 4 ; Che Code of Civil Law, 4,-2, nil, nil, 2, 3 ; Chi Citizens' Rights, 4, 1, Alp, Chi, 3, 2 ; CoL Fall of H.R.E., 0,-1, Env, nil, 2, 0 ; CA Fall of India, 0,-1, Env, nil, 2, 0 ; Cmb French Empire, 1, 0, Pla, no, 2, 0 ; Cmn Canals, 5, 1, Eng, Cur, 1, 4 ; Cmp Canal Network, 6,-1, Cmp, Cst, 3, 4 ; Csc Construction, 4, 0, Mas, Cur, 1, 4 ; Cst Cuirassiers, 1, 0, Pla, no, 1, 0 ; Cor Drainage, 4, 1, nil, nil, 0, 4 ; Cur Democracy, 1, 1, no, no, 2, 2 ; Dem Economics, 4, 1, Uni, Tra, 1, 1 ; Eco Enclosures, 4, 0, Amp, ToG, 3, 1 ; E1 Half of English Arch,1, 1, no, no, 0, 4 ; E2 Engineering, 4, 0, Mat, Phy, 1, 4 ; Eng Events, 1, 1, nil, Pla, 0, 3 ; Env East India Company, 2,-1, Tra, Lab, 3, 1 ; Esp French Shipwrights, 1, 0, no, no, 2, 4 ; Exp French Military, 1,-1, Pla, no, 3, 0 ; Feu Flying Artillery, 4,-1, Ast, Mob, 3, 0 ; Fli Popular Revolution, 1,-2, Pla, no, 3, 2 ; Fun Germanic Musketeers,1, 0, Pla, no, 2, 0 ; FP Green Dragoons, 1, 2, Pla, no, 1, 0 ; Gen Guerrilla Warfare, 1, 1, Pla, no, 0, 0 ; Gue Hussars (Red), 1,-2, Pla, no, 1, 0 ; Gun Hussars (Blue), 1,-1, Pla, no, 1, 0 ; Hor European Architecture,1,0, no, no, 1, 4 ; Ind Industrialisation, 6, 0, Min, ToG, 3, 4 ; Inv Iron Smelting, 5,-1, Met, Ref, 2, 4 ; Iro Joint Stock Company,4,-1, Eco, Ban, 3, 1 ; Lab Jägers, 1, 0, Roc, Tac, 2, 0 ; Las Lanciers, 1,-1, Pla, no, 1, 0 ; Ldr Literacy, 5, 2, nil, nil, 2, 3 ; Lit Kurassiers, 1,-2, Pla, no, 1, 0 ; Too Landwehr, 1,-1, Env, nil, 2, 0 ; Mag Merchant Shipping, 3,-1, Sea, Nav, 3, 3 ; Map Masonry, 2, 1, nil, nil, 1, 4 ; Mas Major Power, 1, 0, no, no, 3, 0 ; MP Mathematics, 4,-1, nil, nil, 1, 3 ; Mat Spare, 4, 0, no, no, 1, 1 ; Med Metallurgy, 5,-2, nil, Uni, 2, 4 ; Met Mechanics, 6,-2, SE, Iro, 3, 4 ; Min Mobility Doctrine, 5,-1, nil, Tac, 2, 0 ; Mob Monarchy, 1, 1, no, no, 0, 2 ; Mon Theology, 1, 2, Cer, Mys, 1, 2 ; MT Catholicism, 1, 2, Pla, no, 1, 2 ; Mys Naval Design, 4,-1, Sea, nil, 3, 3 ; Nav Napoleon's Mystique,1,-2, Env, nil, 3, 0 ; NF Navires Françaises, 1, 0, Exp, Nav, 3, 3 ; NP Prussian Military, 1, 1, Pla, no, 2, 0 ; Phi Physics, 3,-1, nil, nil, 3, 4 ; Phy Pedia Tech, 0, 1, no, no, 2, 3 ; Pla Fall of Paris, 1, 0, Env, no, 3, 0 ; Plu Polish Possessions, 1, 0, Pla, no, 1, 0 ; PT Talleyrand's Defection,1, 1,Env,Pla, 3, 2 ; Pot Village Building, 1,-1, no, no, 1, 4 ; Rad NO Railroad, 1, 0, no, no, 2, 1 ; RR Russian Military, 1, 1, Pla, no, 2, 0 ; Rec Refining, 4, 0, Che, Phy, 2, 4 ; Ref Corn Exchanges, 5, 1, Lab, E1, 3, 1 ; Rfg Act of Settlement, 1, 1, Pla, no, 2, 3 ; Rep Rifle Infantry, 2, 2, Roc, Bro, 2, 0 ; Rob Sharpshooting, 3, 2, nil, nil, 2, 0 ; Roc Sanitation, 4, 2, Cur, Eng, 0, 4 ; San Seafaring, 4, 1, nil, nil, 3, 3 ; Sea Western European, 1, 1, Pla, no, 1, 2 ; SFl Spanish Military, 1,-2, Pla, no, 2, 0 ; Sth Steam Engine, 4,-1, nil, nil, 2, 4 ; SE Steam Power, 4,-1, SE, Whe, 2, 4 ; Stl Swedish Military, 1, 1, Pla, no, 2, 0 ; Sup Tactics, 4,-1, Mob, nil, 2, 0 ; Tac Protestantism, 3, 2, Pla, no, 2, 2 ; The Iron Foundries, 7, 0, Iro, Ref, 2, 4 ; ToG Trade, 4, 2, nil, nil, 1, 1 ; Tra University, 5, 1, Mat, Phi, 2, 3 ; Uni Trades Unions, 4,-1, Inv, CoL, 3, 2 ; War Weaving, 5,-1, nil, nil, 2, 4 ; Whe Uhlans, 1, 2, Pla, PT, 1, 0 ; Wri New Industrial Techs,1, 0, War, Rfg, 3, 3 ; ... Blue Dragoons, 1, 0, Pla, no, 1, 0 ; U1 Rational Humanism, 4,-2, CoL, Fun, 2, 3 ; U2 No Polish Possessions,3, 0, Pla, no, 0, 3 ; U3 Un-Britishness, 3, 0, Pla, no, 0, 3 ; X1 Un-Frenchness, 3, 0, Pla, no, 0, 3 ; X2 Un-Austrianness, 3, 0, Pla, no, 0, 3 ; X3 Un-Prussianness, 3, 0, Pla, no, 0, 3 ; X4 Un-Russianness, 3, 0, Pla, no, 0, 3 ; X5 Un-Spanishness, 3, 0, Pla, no, 0, 3 ; X6 Un-Swedishness, 3, 0, Pla, no, 0, 3 ; 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, Palace, 10, 0, no, Barracks, 4, 1, no, Grain Store, 6, 1, nil, Catholic Church, 6, 2, Mys, MarketPlace, 2, 0, nil, Library, 8, 1, Lit, Courthouse, 8, 1, nil, Non-Combatants, 0, 0, nil, Civic Water Supply, 6, 3, nil, Bank, 12, 3, Ban, Cathedral, 12, 4, MT, University, 16, 4, Uni, Mass Transit, 16, 4, no, Protestant Church, 6, 2, The, Iron Foundry, 12, 6, ToG, Factory, 20, 8, Inv, SDI Defense, 20, 4, no, Recycling Center, 20, 2, no, Steam Pump, 16, 5, SE, Municipal Canal, 20, 0, Cmp, Nuclear Plant, 20, 6, no, Stock Exchange, 16, 4, Lab, Reservoir, 14, 2, San, Corn Exchange, 8, 3, Rfg, Toll Roads, 4, 1, nil, Research Lab, 16, 3, no, Fortified Port, 8, 2, no, Coastal Battery, 6, 0, nil, Steam Powered Loom, 10, 2, Stl, Fishing Boats, 6, 2, Sea, Port, 18, 6, Map, Airport, 16, 3, no, County Jail, 6, 3, Rep, Port Facility, 8, 3, no, SS Structural, 8, 0, no, SS Component, 16, 0, no, SS Module, 32, 0, no, (Trade Fair), 60, 0, Tra, The Corn Laws, 20, 0, Rfg, Rodina, 20, 0, nil, Imperial Indian Trade, 20, 5, nil, British Admiralty, 20,40, nil, Scientific Community, 30, 0, U2, Inquisición Española, 30, 0, nil, Napoleonic Legend, 20, 0, NF, The Imperial Staff College,30, 0, nil, Proto-Industrialisation, 30, 0, nil, Hagia Sophia, 20, 0, nil, Der Heiliges Römisches Reich, 40, 0,nil, The Royal Academy, 30,10, nil, Magellan's Expedition, 40, 0, no, The Brandenberg Arch, 30, 0, nil, Leonardo's Workshop, 40, 0, no, Trade Union Congress, 20, 0, War, L'Acadèmie Française, 20, 5, nil, Liberté-Egalité-Fraternité,20, 0, Fun, La Città eternal, 20, 0, nil, Statue of Liberty, 40, 0, no, Ministry of Tallyrand, 20, 0, nil, War Patriotism, 30,10, Rep, Canal Network, 90,30, Csc, Manhattan Project, 60, 0, no, United Nations, 60, 0, no, Apollo Program, 60, 0, no, Uppsala University, 20, 5, nil, Légion d'Honneur, 20, 0, Cmn, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; Pyramids nil, ; Hanging Gardens Cmb, ; Colossus nil, ; Lighthouse nil, ; Great Library U2, ; Oracle Plu, ; Great Wall Cmn, ; Sun Tzu's War Academy nil, ; King Richard's Crusade nil, ; Marco Polo's Embassy CA, ; Michelangelo nil, ; Copernicus nil, ; Magellan nil, ; Shakespeare nil, ; Da Vinci's Workshop nil, ; Bach nil, ; Newton NF, ; Smith's Trading Co. nil, ; Darwin nil, ; Statue of Liberty Pot, ; Eiffel Tower NF, ; Women's Suffrage nil, ; Hoover Dam nil, ; Manhattan Project nil, ; United Nations nil, ; Apollo nil, ; SETI Plu, ; 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 fundamentalism (fanatics) ; 001000000000000 = Destroyed after attacking (missiles) ; 010000000000000 = x2 on defense versus air (AEGIS) ; 100000000000000 = Unit can spot submarines ; ; @UNITS Labourers, nil, 0, 2.,0, 0a,1d, 2h,1f, 3,0, 5, nil, 000000000000000 ; Farmers, nil, 0, 1.,0, 0a,1d, 2h,1f, 7,0, 5, Alp, 000000000000000 ; Musketeers, X5, 0, 2.,0, 4a,4d, 4h,2f, 3,0, 1, Rec, 000000001000000 ; Grenadiers, X5, 0, 2.,0, 6a,4d, 4h,2f, 5,0, 0, Rec, 000000001000000 ; Imperial Guard, X5, 0, 2.,0, 8a,5d, 5h,3f, 5,0, 1, Env, 000000001000000 ; Landwehr, U3, 0, 2.,0, 4a,4d, 2h,3f, 2,0, 1, Mag, 000000001000000 ; Garde zu Fuss, X4, 0, 2.,0, 7a,5d, 5h,3f, 6,0, 1, Env, 000000001000000 ; Spy, nil, 0, 2.,0, 0a,0d, 2h,1f, 12,0, 6, nil, 001001000000011 ; Invasion Barges, nil, 2, 1.,0, 0a,5d, 1h,1f, 2,6, 4, Feu, 000000000100000 ; Partisans, X6, 0, 2.,0, 0a,3d, 4h,1f, 1,0, 0, Env, 000011000001011 ; Musketeers, X3, 0, 2.,0, 4a,4d, 4h,2f, 3,0, 1, Ato, 000000001000000 ; Grenadiers, X3, 0, 2.,0, 6a,4d, 4h,3f, 5,0, 0, Ato, 000000001000000 ; Régt. Léger, X2, 0, 2.,0, 6a,4d, 3h,3f, 4,0, 0, Feu, 000000001000010 ; Régt. de Ligne, X2, 0, 2.,0, 5a,4d, 3h,3f, 3,0, 0, Feu, 000000001000000 ; Old Guard, X1, 0, 2.,0, 8a,6d, 5h,4f, 5,0, 1, Env, 000000001000000 ; Hussars, nil, 0, 4.,0, 7a,2d, 3h,4f, 11,0, 0, Gun, 000000000000011 ; Dragoons, nil, 0, 3.,0, 6a,3d, 4h,2f, 7,0, 0, Gen, 100000000000010 ; Rifle Bttn., X1, 0, 2.,0, 5a,4d, 2h,3f, 5,0, 0, Rob, 100000001000010 ; Uhlans, U3, 0, 4.,0, 7a,3d, 2h,5f, 8,0, 0, Wri, 000000000000011 ; Fortress, nil, 1, 0.,0, 0a,16d,10h,1f, 12,0, 5, Pla, 000010000000000 ; Hussars, nil, 0, 4.,0, 6a,2d, 2h,4f, 7,0, 0, Hor, 000000000000011 ; Dragoons, X6, 0, 3.,0, 6a,3d, 3h,2f, 7,0, 0, nil, 100000000000010 ; Howitzer Bttry, nil, 0, 1.,0, 12a,1d, 10h,1f, 11,0, 0, Ast, 000000001000000 ; Jäger Bttn., SFl, 0, 2.,0, 4a,3d, 2h,2f, 3,0, 0, Las, 000000001000011 ; Foot Artillery, nil, 0, 1.,0, 10a,2d, 9h,1f, 9,0, 0, Ast, 000000001000000 ; Bonaparte, nil, 0, 3.,0, 12a,6d, 5h,4f, 1,0, 0, no, 000000001000011 ; Brig, nil, 2, 14.,0,10a,7d, 2h,2f, 5,0, 2, nil, 100000000001000 ; Dragons du Garde, X3, 0, 3.,0, 8a,5d, 5h,3f, 7,0, 0, Env, 100000000000010 ; Carabineros Reales, X6, 0, 3.,0, 7a,4d, 4h,3f, 7,0, 0, Env, 000000000000000 ; Guard Regiment, X7, 0, 2.,0, 7a,5d, 5h,3f, 5,0, 1, Env, 000000000000000 ; K.G.L., X1, 0, 2.,0, 5a,4d, 4h,4f, 8,0, 1, Env, 000000001000000 ; Garde du Corps, X4, 0, 3.,0, 10a,4d, 5h,3f, 10,0, 0, Env, 000000000000000 ; Line Infantry, X1, 0, 2.,0, 5a,4d, 4h,3f, 7,0, 1, Bro, 000000001000000 ; Merchantman, nil, 2, 10.,0, 0a,3d, 2h,1f, 6,1, 4, Nav, 000000000000000 ; Musketeer, X6, 0, 2.,0, 4a,3d, 3h,2f, 2,0, 1, nil, 000000001000000 ; East Indiaman, nil, 2, 12.,0, 12a,10d, 4h,1f, 10,1, 4, Esp, 000000000001000 ; Frigate, nil, 2, 14.,0, 18a,12d, 3h,2f, 8,0, 2, Nav, 100000000001001 ; Heavy Frigate, nil, 2, 14.,0, 24a,16d, 3h,3f, 9,0, 2, AFl, 100000000001001 ; Two Decker, nil, 2, 12.,0, 28a,20d, 4h,3f, 12,0, 2, Nav, 100000000001000 ; Three Decker, nil, 2, 12.,0, 32a,24d, 4h,4f, 18,0, 2, Nav, 100000000001000 ; Musketeers, nil, 0, 2.,0, 4a,4d, 4h,2f, 3,0, 1, FP, 000000001000000 ; Mamelukes, MP, 0, 5.,0, 6a,2d, 4h,3f, 3,0, 0, nil, 000010000000000 ; Bomb Ketch, nil, 2, 10.,0, 8a,4d, 3h,3f, 6,0, 0, Nav, 100000000000000 ; Wellington, nil, 0, 3.,0, 11a,5d, 5h,4f, 1,0, 0, no, 000000001000011 ; Jäger-Fusiliers, nil, 0, 2.,0, 6a,4d, 3h,2f, 4,0, 0, Rec, 000000001000010 ; Jannisaries, MP, 0, 2.,0, 3a,3d, 4h,2f, 1,0, 0, nil, 000000001000000 ; Dragoons, nil, 0, 3.,0, 6a,4d, 4h,2f, 7,0, 0, U1, 100000000000010 ; Foot Guards, X1, 0, 2.,0, 7a,6d, 5h,3f, 8,0, 1, Env, 000000001000000 ; Highlanders, X1, 0, 2.,0, 5a,4d, 4h,4f, 8,0, 1, Env, 000000001000000 ; Merchants, nil, 0, 2.,0, 0a,1d, 1h,1f, 3,0, 7, Tra, 000000000000010 ; Grenadiers, nil, 0, 2.,0, 6a,4d, 4h,3f, 6,0, 0, FP, 000000001000000 ; Cossacks, X5, 0, 5.,0, 6a,1d, 3h,3f, 4,0, 0, Rec, 000000000000011 ; Chasseurs à Chev, X2, 0, 4.,0, 5a,3d, 3h,3f, 6,0, 0, Feu, 000000000000011 ; Lt. Dragoons, X1, 0, 4.,0, 5a,3d, 3h,3f, 10,0, 0, Bro, 100000000000011 ; Ch-Léger Lanciers, X2, 0, 4.,0, 8a,3d, 3h,4f, 7,0, 0, Ldr, 000000000000011 ; Dragoon Guards, X1, 0, 3.,0, 10a,3d, 4h,3f, 12,0, 0, Bro, 000000000000000 ; Cuirassiers, nil, 0, 3.,0, 9a,3d, 5h,3f, 10,0, 0, Cor, 000000000000000 ; Kurasiers, nil, 0, 3.,0, 9a,3d, 5h,3f, 10,0, 0, Too, 000000000000000 ; Life Guards, X1, 0, 3.,0, 12a,4d, 4h,4f, 18,0, 0, Env, 000000000000000 ; Gren. à Cheval, X2, 0, 3.,0, 12a,4d, 4h,4f, 10,0, 0, Env, 000000000000000 ; Horse Artillery, nil, 0, 2.,0, 8a,3d, 8h,1f, 10,0, 0, Fli, 000000001000000 ; Chevalier Garde, X5, 0, 3.,0, 12a,4d, 4h,4f, 10,0, 0, Env, 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, 0,0,0, no, 1,40, 3, no, 1, 5, 3, Pln, ; Drt Scrub Grass,1,3, 1,0,0, yes, 1,20, 1, no, 0,15, 0, Gla, ; Pln Grassland, 1,3, 1,1,0, yes, 2,10, 2, no, 0,10, 0, Gla, ; Grs Forest, 4,2, 0,2,0, Pln, 0,30, 2, no, 0, 5, 0, Grs, ; For Hills, 2,4, 1,0,0, yes, 2,20, 1, yes, 4,30, 2, Hil, ; Hil Mountains, 6,6, 0,0,0, no, 1,50, 0, yes, 6,60, 2, Mou, ; Mou Invasion Coast, 6,2, 1,1,0, yes, 2,10, 2, no, 0, 0, 0, no, ; Tun Farmland, 2,3, 4,0,2, yes, 2,20, 1, yes, 1,15, 3, Tun, ; Gla Marshes, 2,2, 2,0,0, yes, 1,20, 3, no, 0,15, 0, Grs, ; Swa Wooded Hills,3,3, 1,1,0, Hil, 0,20, 2, yes, 4,35, 0, Hil, ; Jun Ocean, 1,7, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, Oce, ; Oce Oasis, 1,2, 3,1,0, Horses, 1,2, 1,6,4, Grassland, 1,2, 2,1,0, Timber, 2,3, 0,5,1, Sheep, 2,4, 3,2,3, Gold, 3,6, 0,6,9, Bear, 4,2, 1,1,4, Cattle, 2,2, 4,3,4, Peat, 2,3, 1,4,0, Copper Ore, 2,3, 0,4,4, Fishing Grounds,1,2, 5,0,2, Quicksand, 1,6, 0,0,0, Horses, 1,2, 1,6,4, Grassland, 1,2, 2,1,0, Deer, 2,3, 3,1,4, Wine, 2,4, 1,1,6, Iron, 3,6, 0,4,0, Reindeer, 4,2, 4,2,2, Livestock, 2,2, 4,3,4, Wild Fowl, 2,3, 3,0,3, Timber, 2,3, 0,4,1, Fishing Grounds,1,2, 5,0,2, @GOVERNMENTS Election time, Candidate, Ms. Autocracy, Emperor, Empress Monarchy, King, Queen Empire, Emperor, Comrade Military Dictatorship, Emperor, High Priestess Constitutional Monarchy, Prime Minister, Consul 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 Metternich, Louise, 0, 1, 3, Austrians, Austrian, -1, -1, 1, 1, Count, Empress, 2, Count, Empress, 3, Count, Empress Alexander, Catherine, 0, 2, 3, Russians, Russian, 1, 1, -1, 1, Czar, Czarina, 2, Czar, Czarina Napoleon, Josephine, 0, 3, 3, French, French, 1, 1, -1, 4, Citizen, Citizen, 6, Emperor, Empress Ferdinand, Isabella, 0, 4, 3, Spanish, Spanish, -1, -1, 1, 4, Inquisitor, Inquisitor Charles, Ingrid, 0, 5, 3, Swedes, Swedish, 1, -1, -1, 1, King, Queen, 2, Emperor, Empress Pitt, Victoria, 0, 6, 3, British, British, 1, -1, -1, 4, Lord Protector, Lady Protector, 6, Prime Minister, Queen Frederick, Margaret, 0, 7, 3, Prussians, Prussian, -1, -1, 1, 1, Crown Prince, Crown Princess 2, Crown Prince, Crown Princess Montezuma, Nazca, 0, 1, 0, Aztecs, Aztec, 1, 1, -1, Chingachook, Pocahontes, 0, 2, 0, Coastal Indians, Coastal Indians, 1, 1, -1, 1, Chief, Chief, 2, Great Chief, Great Chief Louis, Joan of Arc, 0, 3, 3, French, French, -1, 1, 1, 4, Archbishop, Archbishop, 6, Premier, Premier Philip, Isabella, 1, 4, 3, Spanish, Spanish, -1, 1, 1, 4, Archbishop, Archbishop Atawalpa, Tarawa, 0, 5, 0, Incas, Inca, -1, -1, -1, 1, King, Queen, 2, Emperor, Empress Charles, Elizabeth, 1, 6, 3, English, English, -1, 1, 1, 4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister Sitting Bull, Sacajawea, 0, 7, 0, Plains Indians, Plains Indian, 1, 1, 1, 1, Chief, Chief, 2, Great Chief, Great Chief Montezuma, Nazca, 0, 1, 0, Aztecs, Aztec, 1, 1, -1, Chingachook, Pocahontes, 0, 2, 0, Coastal Indians, Coastal Indians, 1, 1, -1, 1, Chief, Chief, 2, Great Chief, Great Chief Louis, Joan of Arc, 0, 3, 3, French, French, -1, 1, 1, 4, Archbishop, Archbishop, 6, Premier, Premier Philip, Isabella, 1, 4, 3, Spanish, Spanish, -1, 1, 1, 4, Archbishop, Archbishop Atawalpa, Tarawa, 0, 5, 0, Incas, Inca, -1, -1, -1, 1, King, Queen, 2, Emperor, Empress Charles, Elizabeth, 1, 6, 3, English, English, -1, 1, 1, 4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister Sitting Bull, Sacajawea, 0, 7, 0, Plains Indians, Plains Indian, 1, 1, 1, 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 Manufactures, Muskets, Salted Fish, Tallow, Salt, Coal, Copper, Dye, Horses, Furs, Silver, Sugar, Iron, Mutton, Fruit, State Secrets, @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 Ensign Captain Colonel General (PBEM) Marshal Emperor @ATTITUDES Worshipful Enthusiastic Cordial Receptive Neutral Uncooperative Icy Hostile Enraged