; ; 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 6 ; 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 2 ; Settlers eat (govt <= Monarchy) 2 ; Settlers eat (govt >= Communism) 7 ; City size for first unhappiness at Chieftain level 14 ; Riot factor based on # cities (higher factor lessens the effect) 6 ; Aqueduct needed to exceed this size 10 ; Sewer System needed to exceed this size 10 ; Tech paradigm (higher # slows research) 20 ; Base time for engineers to transform terrain (x2) 3 ; Monarchy pays support for all units past this 3 ; Communism pays support for all units past this 2 ; Fundamentalism pays support for all units past this 8 ; Communism is equivalent of this palace distance. 50 ; Fundamentalism loses this % of science 75 ; 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 Use of Heavy Cavalry,1,-2, nil, nil, 1, 0 ; AFl Rise of Literacy, 8, 1, nil, nil, 1, 3 ; Alp Philosophy of Legalism,3, 0, Alp, nil, 1, 3 ; Amp Craft of Iron Metallurgy,7, 1, nil, nil, 1, 4 ; Ast Practice of Banking,8, 0, Amp, Alp, 1, 1 ; Ato Spanish Tech, 6,-1, no, no, 1, 2 ; Aut Rise of Cultural Literacy,7, 1, Alp, Phi, 1, 3 ; Ban Construction, 4, 0, nil, nil, 1, 4 ; Bri Rise of Mediterranean Trade,6,-1, Cmb, Tra, 1, 1 ; Bro Rural Clergy, 1, 0, nil, nil, 1, 2 ; Cer Craft of Cannon Milling,8,-2, Fli, Lab, 1, 0 ; Che Rise of Banking Houses,1, 2, Mon, Ato, 1, 1 ; Chi Building of Toll Roads,2, 0, Chi, Eng, 1, 1 ; CoL Use of Light Cavalry,1,-2, nil, nil, 1, 0 ; CA Craft of Shipbuilding,8, 0, nil, nil, 1, 4 ; Cmb Tuscany, 5, 0, no, no, 1, 2 ; Cmn Signeury, 4, 0, nil, nil, 1, 1 ; Cmp Use of Heavy Cannons,8,-2, Che, Cor, 1, 0 ; Csc Art of Fortification building,8, 0, Che, Cur, 1, 0 ; Cst Art of Bell Manufacturing,2, 0, Ast, Cur, 1, 4 ; Cor Skill of Engineering,4, 1, Bri, Alp, 1, 4 ; Cur Democracy, 5, 1, no, no, 2, 2 ; Dem Use of Light Cannons,3, 0, Csc, Ban, 1, 0 ; Eco Rise of Warships, 6, 0, Cmb, Map, 1, 0 ; E1 Practice of Catholicism,4, 1, nil, nil, 1, 2 ; E2 Use of Overland Trade,2, 0, Map, Ato, 1, 1 ; Eng Building of the Trace Italienne,8, 1, Cst, Iro, 1, 0 ; Env Use of Mercenary Pikemen,8,-2, nil, nil, 1, 0 ; Esp Explosives, 5, 0, no, no, 2, 4 ; Exp Skill of Mercantile Companies,6, 2, Chi, Amp, 1, 1 ; Feu Use of Water milling power,2, 2, nil, nil, 1, 4 ; Fli France, 3,-2, no, no, 1, 2 ; Fun Art of Renaissance Sculpture,2, 0, Phi, Gen, 1, 3 ; FP Art of Renaissance Painting,2, 2, Hor, Ban, 1, 3 ; Gen Guerrilla Warfare, 4, 1, no, no, 3, 0 ; Gue Gunpowder, 1, 0, no, no, 1, 0 ; Gun Art of Renaissance Litrature,4,-1, Inv, nil, 1, 3 ; Hor Italian Tech, 6, 0, no, no, 2, 1 ; Ind Classical Rediscovery,2, 0, Bro, Ban, 1, 3 ; Inv Art of Renaissance Architecture,5,-1, Cur, FP, 1, 4 ; Iro Building of Foundries,1, 2, Ast, Feu, 1, 4 ; Lab Use of Mortars, 4, 0, Csc, Env, 1, 0 ; Las Use of Swiss Mercenaries,1, 0, Esp, Feu, 1, 0 ; Ldr Literacy, 5, 2, no, no, 0, 3 ; Lit Machine Tools, 4,-2, no, no, 2, 4 ; Too Magnetism, 4,-1, no, no, 1, 3 ; Mag Rise of Trade, 6, 0, nil, nil, 1, 1 ; Map Masonry, 4, 1, no, no, 0, 4 ; Mas Mass Production, 5, 0, no, no, 3, 4 ; MP Mathematics, 4,-1, no, no, 0, 3 ; Mat Medicine, 4, 0, no, no, 1, 1 ; Med Metallurgy, 6,-2, no, no, 1, 0 ; Met Miniaturization, 4, 1, no, no, 3, 4 ; Min Use of Arquebusiers,6,-2, nil, nil, 1, 0 ; Mob Dukedom, 5, 0, nil, nil, 1, 2 ; Mon Monotheism, 5, 1, no, no, 1, 2 ; MT The Franciscan Reform,1, 0, Cer, nil, 1, 2 ; Mys Navigation, 6,-1, no, no, 1, 1 ; Nav Invasion of Italy, 6,-2, no, no, 3, 3 ; NF Craft of Naval Architecture,4, 0, Iro, Eco, 1, 4 ; NP Rise of Humanism, 3, 1, Alp, Amp, 1, 3 ; Phi Physics, 4,-1, no, no, 1, 3 ; Phy Plastics, 4, 1, no, no, 3, 4 ; Pla Plumbing, 4, 0, no, no, 1, 4 ; Plu Polytheism, 4, 0, no, no, 0, 2 ; PT Pottery, 4, 1, no, no, 0, 1 ; Pot Radio, 5,-1, no, no, 3, 4 ; Rad Railroad, 6, 0, no, no, 2, 1 ; RR Recycling, 2, 1, no, no, 3, 2 ; Rec Refining, 4, 0, no, no, 2, 4 ; Ref Terra Firma, 3, 1, no, no, 1, 1 ; Rfg The Republic, 5, 1, no, no, 0, 2 ; Rep Robotics, 5,-2, no, no, 3, 0 ; Rob Rocketry, 6,-2, no, no, 3, 0 ; Roc Sanitation, 4, 2, no, no, 2, 1 ; San Seafaring, 4, 1, no, no, 0, 1 ; Sea Space Flight, 4, 1, no, no, 3, 3 ; SFl Stealth, 3,-2, no, no, 3, 0 ; Sth Steam Engine, 4,-1, no, no, 2, 3 ; SE Steel, 4,-1, no, no, 2, 4 ; Stl Superconductor, 4, 1, no, no, 3, 3 ; Sup Tactics, 6,-1, no, no, 2, 0 ; Tac Theology, 3, 2, no, no, 1, 2 ; The Theory of Gravity, 4, 0, no, no, 1, 3 ; ToG Rise of Regional Trade,4, 2, Map, Amp, 0, 1 ; Tra University, 5, 1, no, no, 1, 3 ; Uni Use of Arquebusiers, 6,-2, no, no, 1, 0 ; War The Wheel, 4,-1, no, no, 0, 4 ; Whe Writing, 4, 2, no, no, 0, 3 ; Wri The 16th Century, 1, 0, Env, NP, 1, 3 ; FT User Def Tech A, 3, 0, no, no, 0, 0 ; U1 User Def Tech B, 3, 0, no, no, 0, 0 ; U2 Messina Occupation, 3, 0, no, no, 1, 1 ; U3 Occupation of Pisa, 3, 0, no, no, 1, 1 ; X1 Venice Occupation, 3, 0, no, no, 1, 1 ; X2 No Barb, 3, 0, no, no, 0, 0 ; X3 No French, 3, 0, no, no, 0, 0 ; X4 No Hungarian, 3, 0, no, no, 0, 0 ; X5 No Spanish, 3, 0, no, no, 0, 0 ; X6 No Italian, 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, Palace, 12, 0, Bri, Barracks, 4, 1, no, Granary, 5, 1, Bri, Church, 3, 1, Cer, Market, 5, 1, Map, Scholars, 4, 1, Alp, Magistrate, 3, 1, Amp, City Walls, 12, 1, Bri, Water Supply, 3, 1, Bri, Bank, 12, 3, Ato, Cathedral, 12, 3, no, University, 17, 3, Ban, Treasury I, 10, 0, no, Cathedral, 11, 4, Bri, Iron Foundry, 27, 5, Lab, Cannon Factory, 32, 6, Che, Treasury II, 15, 0, no, Treasury III, 20, 0, no, no, 16, 4, no, Water Mills, 12, 2, Fli, no, 16, 2, no, Banking House, 30, 3, Chi, Sewer System, 10, 2, Cur, Provveditori, 8, 3, no, Toll Roads, 4, 2, CoL, no, 16, 3, no, Treasury IV, 10, 2, no, no, 8, 1, no, no, 32, 4, no, Fish Market, 3, 1, Map, Great Port City, 16, 0, no, no, 16, 3, no, no, 6, 2, no, no, 8, 3, no, no, 8, 0, no, no, 16, 0, no, no, 32, 0, no, (Excessive Taxation), 60, 0, nil, Pyramids, 20, 0, no, Sistene Chapel, 12, 0, Gen, City of Genoa, 20, 0, nil, City of Pisa, 20, 0, nil, Workshops of Leonardo, 20, 0, no, Oracle, 30, 0, no, Great Wall, 30, 0, no, Sun Tzu's War Academy, 30, 0, no, City of Belgrade, 30, 0, nil, Medici Spy Network, 20, 0, nil, Michelangelo's Chapel, 40, 0, no, Venetian Renaissance, 30, 0, nil, Venetian Navy, 40, 0, nil, City of Budapest, 30, 0, nil, Leonardo's Workshop, 40, 0, no, JS Bach, 40, 0, no, Florentine Renaissance, 40, 0, nil, Spanish Alliance, 40, 0, nil, Rediscovery of Neoplatonism,20, 0, Inv, Statue of Liberty, 40, 0, no, Papal Diplomacy, 30, 0, nil, The Council of Ten, 60, 0, nil, Hoover Dam, 60, 0, no, Manhattan Project, 60, 0, no, United Nations, 60, 0, no, Iberian Nautical Knowledge,60, 0, nil, SETI Program, 60, 0, no, Cure for Cancer, 60, 0, no, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; Pyramids nil, ; Sistene Chapel nil, ; City of Genoa X1, ; City of Pisa nil, ; Workshops of Leonardo nil, ; Oracle nil, ; Great Wall nil, ; Sun Tzu's War Academy nil, ; City of Belgrade nil, ; Medici Spy Network nil, ; Michelangelo's Chapel nil, ; Venetian Renaissance X2, ; Venetian Navy nil, ; City of Budapest nil, ; Leonardo's Workshop nil, ; JS Bach nil, ; Florentine Renaissance U3, ; Spanish Alliance nil, ; Rediscovery of Neoplatonism nil, ; Statue of Liberty nil, ; Papal Diplomacy nil, ; The Council of Ten nil, ; Hoover Dam nil, ; Manhattan Project nil, ; United Nations nil, ; Iberian Nautical Knowledge nil, ; SETI Program nil, ; Cure for Cancer ; ; Unit Types ; ; until, domain, move,rng, att,def hit,firepwr cost,hold, role, preq, flags ; ; until = Civ advance which renders unit obsolete ; Move = Movement rate (spaces per turn) ; Range = # of turns fuel carried (0 for non-air units) ; ; domain = Movement domain of unit : 0 = Ground ; 1 = Air ; 2 = Sea ; ; att = Attack factor (chance to score hit attacking) ; def = Defense factor (chance to score hit defending) ; hit = Hit points (damage x10 which can be taken before elimination) ; firepwr = # damage points caused per hit scored on enemy. ; ; cost = Cost (# of shield rows, usually of 10 shields each) ; hold = # of holds on ship (for carrying units) ; ; role = AI role (Generally affects the way in ; which computer players use the unit, but ; roles >= 5 will actually affect abilities ; of the unit) ; 0 = Attack ; 1 = Defend ; 2 = Naval Superiority ; 3 = Air Superiority ; 4 = Sea Transport ; 5 = Settle ; 6 = Diplomacy ; 7 = Trade ; ; preq = Prerequisite advance ; ; "Flags" control special advantages & restrictions. Not ; all of these flags "make sense" for all types of units ; (paradropping ships, for instance). Nonsensical variations ; may produce bizarre effects (or worse). You were warned. ; ; 000000000000001 = Two space visibility ; 000000000000010 = Ignore zones of control ; 000000000000100 = Can make amphibious assaults ; 000000000001000 = Submarine advantages/disadvantages ; 000000000010000 = Can attack air units (fighter) ; 000000000100000 = Ship must stay near land (trireme) ; 000000001000000 = Negates city walls (howitzer) ; 000000010000000 = Can carry air units (carrier) ; 000000100000000 = Can make paradrops ; 000001000000000 = Alpine (treats all squares as road) ; 000010000000000 = x2 on defense versus horse (pikemen) ; 000100000000000 = Free support for fundamentalism (fanatics) ; 001000000000000 = Destroyed after attacking (missiles) ; 010000000000000 = x2 on defense versus air (AEGIS) ; 100000000000000 = Unit can spot submarines ; ; @UNITS Peasants, nil, 0, 1.,0, 0a,1d, 1h,1f, 14,0, 5, Cmp, 000000000000000 Ballistic Fortress,nil, 0, 0.,0, 1a,20d, 4h,1f, 40,0, 1, Env, 100000000000001 Militia, nil, 0, 1.,0, 3a,4d, 2h,1f, 7,0, 1, nil, 000000000000000 Landscheckt Pikemen,nil, 0, 2.,0, 3a,6d, 3h,1f, 13,0, 1, Esp, 000010000000000 Spanish Pikemen,X6, 0, 2.,0, 3a,6d, 3h,1f, 12,0, 1, Esp, 000010000000000 Swiss Pikemen,nil, 0, 2.,0, 4a,6d, 3h,2f, 15,0, 1, Ldr, 000010000000000 Italian Pikemen,nil, 0, 1.,0, 3a,5d, 2h,1f, 8,0, 1, Ind, 000000000000000 mkteerslot, no, 0, 2.,0, 3a,6d, 3h,1f, 12,0, 1, no, 000000000000000 Fanatics, nil, 0, 1.,0, 4a,4d, 2h,1f, 2,0, 1, no, 000100000000000 Janissary Arquebusiers,nil, 0, 2.,0, 6a,2d, 3h,3f, 50,0, 0, no, 000000000000000 Landschecht arquebusiers,X7, 0, 2.,0, 6a,2d, 3h,2f, 10,0, 0, Mob, 000000000000000 Spanish Arquebusiers,X6, 0, 2.,0, 5a,1d, 3h,2f, 9,0, 0, Mob, 000000000000000 French Knights,X4, 0, 2.,0, 6a,3d, 2h,1f, 28,0, 0, AFl, 000000000000000 Horsesoundslot,nil, 0, 3.,0, 5a,1d, 2h,2f, 9,0, 1, no, 000000000000000 Spanish Ginetes,X6, 0, 4.,0, 4a,2d, 2h,1f, 11,0, 0, CA, 100000000000011 Spanish Knights,X6, 0, 2.,0, 6a,3d, 2h,1f, 27,0, 0, AFl, 000000000000000 Berber Horsemen,nil, 0, 3.,0, 4a,2d, 2h,2f, 50,0, 0, no, 000001000000011 Knights, nil, 0, 2.,0, 5a,3d, 2h,1f, 30,0, 0, AFl, 000000000000000 Sipahis, nil, 0, 5.,0, 15a,6d, 3h,2f, 120,0, 0, no, 100000000000001 no, X3, 0, 3.,0, 4a,3d, 2h,2f, 19,0, 0, no, 000010000000001 no, no, 0, 3.,0, 5a,2d, 2h,1f, 8,0, 0, no, 000000000000000 no, no, 0, 2.,0, 5a,1d, 2h,1f, 10,0, 0, no, 000000000000000 Armor, nil, 0, 3.,0, 10a,5d, 3h,1f, 8,0, 0, no, 000000000000000 Heavy Cannons,nil, 0, 1.,0, 9a,1d, 3h,2f, 32,0, 0, Csc, 000000001000000 Light Cannons,nil, 0, 1.,0, 8a,2d, 2h,2f, 18,0, 0, Eco, 000000000000000 no, nil, 0, 1.,0, 10a,1d, 2h,2f, 5,0, 0, no, 000000000000000 Siege Guns, nil, 0, 1.,0, 10a,1d, 1h,1f, 20,0, 0, no, 000000001000000 Janissaries, X3, 0, 1.,1, 2a,7d, 3h,1f, 20,0, 1, nil, 100010000000000 Bomber, Sth, 1, 8.,2, 12a,1d, 2h,2f, 12,0, 0, no, 000000000000001 Helicopter, nil, 1, 6.,0, 10a,3d, 2h,2f, 10,0, 0, no, 100000000000001 Stlth Ftr., nil, 1, 14.,1, 8a,4d, 2h,2f, 8,0, 3, no, 000000000010001 Stlth Bmbr., nil, 1, 12.,2, 14a,5d, 2h,2f, 16,0, 0, no, 000000000000001 Sword and Buckler Men,X6, 0, 2.,0, 7a,3d, 2h,2f, 9,1, 0, no, 000010000000000 Armed Merchant,nil, 2, 6.,0, 2a,2d, 2h,1f, 22,1, 4, Cmb, 100000000001001 Warship, nil, 2, 5.,0, 5a,5d, 2h,1f, 26,0, 2, E1, 100000000001001 Muslim Warship,X3, 2, 4.,0, 4a,4d, 2h,1f, 15,0, 0, nil, 100000000001001 Sforza Spy, nil, 0, 4.,0, 0a,1d, 1h,1f, 20,0, 6, no, 100001000000011 Papal Spy, nil, 0, 4.,0, 0a,1d, 1h,1f, 20,0, 6, no, 100001000000011 Spanish Spy, nil, 0, 4.,0, 0a,1d, 1h,1f, 20,0, 6, no, 100001000000011 Venetian Spy, nil, 0, 4.,0, 0a,1d, 1h,1f, 20,0, 6, no, 100001000000011 Hungarian Spy,nil, 0, 4.,0, 0a,1d, 1h,1f, 20,0, 6, no, 100001000000011 Barbary Pirate,X3, 2, 6.,0, 3a,3d, 2h,1f, 15,0, 0, nil, 100000000001001 Supply Train, nil, 0, 2.,0, 0a,1d, 1h,1f, 10,0, 4, Eng, 000000010000000 Muslim Warship,X3, 2, 4.,0, 4a,4d, 2h,1f, 15,0, 2, nil, 100000000001001 Cruise Msl., nil, 1, 12.,1, 18a,0d, 1h,3f, 6,0, 0, no, 001000000000000 Nuclear Msl., nil, 1, 16.,1, 99a,0d, 1h,1f, 16,0, 0, no, 001000000000000 French Spy, nil, 0, 4.,0, 0a,0d, 1h,1f, 20,0, 6, no, 100001000000011 Medici Spy, nil, 0, 4.,0, 0a,1d, 1h,1f, 20,0, 6, no, 100001000000011 Trade Merchant,nil, 0, 4.,0, 0a,1d, 1h,1f, 7,0, 7, Tra, 000000000000011 Timber, nil, 0, 1.,0, 0a,1d, 1h,1f, 10,0, 7, no, 000000000000000 Explorer, Gue, 0, 1.,0, 0a,1d, 1h,1f, 3,0, 0, no, 000001000000010 Spanish Crossbowmen,Mob, 0, 2.,0, 5a,2d, 2h,1f, 8,0, 0, Aut, 000000000000000 Mercenary Crossbowmen,Mob, 0, 2.,0, 5a,1d, 2h,1f, 7,1, 0, Ind, 000000000000000 Barb Pirate, X3, 2, 6.,4, 3a,3d, 2h,1f, 15,0, 0, nil, 100000000001000 Gonsalvo de Cordoba,nil, 0, 3.,0, 8a,6d, 3h,2f, 100,0, 0, no, 100010001000001 Francis I, nil, 0, 4.,0, 7a,6d, 2h,1f, 100,0, 0, no, 100010000000000 Suleiman the Magnificent,nil, 0, 5.,0, 75a,50d, 8h,6f, 120,0, 0, no, 100010001000001 Galleon, nil, 2, 8.,0, 7a,7d, 3h,2f, 25,3, 2, NP, 100000010001000 Gallease, nil, 2, 3.,0, 7a,4d, 4h,1f, 100,0, 2, no, 100000000001000 Bombardment, nil, 1, 1.,1, 5a,0d, 1h,1f, 10,0, 0, Las, 001000000010000 Fluyte, nil, 2, 9.,0, 0a,3d, 3h,1f, 21,3, 4, NP, 100000000000000 Khair-ed-Din, nil, 2, 6.,0, 12a,7d, 5h,2f, 125,0, 2, no, 100000000001001 ; ; 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 Town, 1,2, 2,2,3, no, 1,10, 1, no, 0, 0, 0, no, ; Tun Major Town, 1,2, 3,3,4, no, 0, 0, 0, no, 1,15, 3, no, ; Gla Swamp, 4,1, 1,0,0, no, 0,15, 6, no, 0,15, 0, no, ; 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, Fertile lands,1,2, 3,1,0, Grassland, 1,2, 2,1,0, Timber, 2,2, 1,3,1, Vinyards, 2,3, 3,1,4, 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, Banks, 1,2, 3,0,2, Desert Oil, 1,2, 0,4,0, Fertile lands,1,2, 4,1,1, Grassland, 1,2, 2,1,0, Timber, 2,2, 1,2,2, Vinyards, 2,3, 2,0,4, Iron, 5,4, 0,5,1, Furs, 1,2, 2,0,3, Special, 1,2, 4,7,9, Spice, 2,3, 3,0,4, Fruit, 2,3, 4,0,1, Banks, 1,2, 4,0,2, @GOVERNMENTS Municipal, Prince, Princess Hungary, King, Queen Dukedom, Duke, Duchess Venice, Duke, Duchess France, King, Queen Republic, Consul, 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 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, Wulf, Maria Theresa, 0, 3, 3, Goths, Gothic, 1, -1, 1, 1, Warlord, Warlord, 2, High Lord, High Lord, 4, Archbishop, Archbishop, 5, High Marshall, High Marshall, 6, High Marshall, High Marshall 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, 3, 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, 2, Chinese, Chinese, 0, 0, 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, 2, Japanese, Japanese, 1, -1, -1, 2, Shogun, Shogun, 6, Prime Minister, Prime Minister Canute, Gunnhild, 1, 3, 3, Vikings, Viking, 1, 1, 0, 1, Warlord, Warlord Philip II, Isabella, 1, 4, 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 Lumber, Wool, Olive oil, Cloth, Salt, Iron, Bronze, Silver, Wine, Silk, Oriental wares, Spice, Gems, Gold, Sulphur, Saltpetre, @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 Count Prince Duke King Pope Emperor @ATTITUDES Worshipful Enthusiastic Cordial Receptive Neutral Uncooperative Icy Hostile Enraged