; ; CIVILIZATION GAME DATA 8/6/98 ; 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. ; All values entered in rules.txt are bounded by +/-127. ; However, this does not mean that all numbers within this ; range will work properly, for example, unit costs must ; not exceed 17. ; @COSMIC 2 ; Road movement multiplier 2 ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation) 2 ; # of food each citizen eats per turn 10 ; # of rows in food box (rows * city_size+1 = box) 10 ; # of rows in shield box 1 ; Settlers eat (govt <= Monarchy) 2 ; Settlers eat (govt >= Communism) 7 ; City size for first unhappiness at Chieftain level 14 ; Riot factor based on # cities (higher factor lessens the effect) 5 ; Aqueduct needed to exceed this size 7 ; 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 (max 8) 3 ; Communism pays support for all units past this (max 8) 8 ; Fundamentalism pays support for all units past this (max 8) 0 ; 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%) 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. 11110111 ; 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 Advanced Flight, 4,-2, no, no, 3, 4 ; AFl 1 Learned Writing, 4, 2, nil, nil, 0, 3 ; Alp * Expanded Cossack Registry, 0, 0, Ato, CA, 0, 0 ; Amp 3 [Removes Roc Tech, Buildable Cossack units] Naval Advance 4, 4, 1, Sea, nil, 1, 3 ; Ast Control of Ukraine, 0, 0, Mob, nil, 0, 0 ; Ato 5 [Ukraine Techs ] [Automobile], 6,-1, no, no, 3, 4 ; Aut 6 1/2 of Modern City Style Guilds, 4, 1, Tra, Rep, 0, 1 ; Ban 7 [Tolls = Superhighways] Bridge Building, 4, 0, Mas, Cst, 0, 1 ; Bri 8 [Bridge building] Foreign Autorament, 4,-1, War, Feu, 3, 0 ; Bro * 9 [Infantry, etc] Orthodox Tolerance, 5, 0, nil, nil, 0, 2 ; Cer * 10 Activates Orthodox Churches Advance Science 2, 5,-1, no, no, 1, 3 ; Che Infantry Tactics, 4,-1, Tac, Bro, 3, 0 ; Chi 11 [Improved Infanty] Code of Laws, 4, 1, Alp, nil, 0, 2 ; CoL Ukraine Trade Pact, 0, 0, Ato, Ban, 0, 0 ; CA 14 [Removes Min Tech, Wonder?] Three Nation Republic,0, 0, Las, Amp, 0, 0 ; Cmb 15 [Cossack Ataman, Cossack Infantry] Communist Govt, 5, 0, Mob, nil, 2, 2 ; Cmn 16 Generates Partisans + Reduces Protestant effect Computers, 4, 1, no, no, 3, 4 ; Cmp Cossackness, 7,-1, Gun, nil, 2, 0 ; Csc 18 [Cossack hut tech] Construction, 4, 0, nil, nil, 0, 1 ; Cst 19 Transform Pop Up from Game.txt Capital Investment, 4, 1, Ind, Eco, 0, 1 ; Cor 20 [Loaner = Stock Exchange] Commerce, 4, 1, Bro, nil, 0, 1 ; Cur GOV TECH (Democra.),5, 1, Ban, Inv, 2, 2 ; Dem 22 GOVERNMENT - Courthouse happy effect Centralized Treasury,4,1, Uni, Ban, 0, 1 ; Eco 23 [Treasurer = Bank] Electricity, 4, 0, Met, Mag, 2, 4 ; E1 Catholic Rule, 4, 1, Rob, nil, 3, 4 ; E2 25 1/2 of Modern City Style + Increases Colloseum Engineering, 4, 0, Cst, Mat, 0, 1 ; Eng Environmentalism, 3, 1, no, no, 3, 2 ; Env Espionage, 2,-1, no, no, 3, 0 ; Esp (Cmn) 28 Spy Pop Up from Game.txt Advance Science 3-1,5, 0, Che, nil, 2, 4 ; Exp 29 Activates Engineers Army Advance 4, 4,-1, War, Mon, 0, 0 ; Feu 30 Professional Armies Advance Science 4, 4,-1, no, no, 2, 4 ; Fli GOV TECH (Fundame.),3,-2, MT, Csc, 2, 2 ; Fun 32 GOVERNMENT Lead to FT Tech 2, 3, 0, no, no, 3, 3 ; FP 33 nuke plants meltdown free + ships move 25% more Genetic Engineering,3, 2, no, no, 3, 3 ; Gen Citizen Army, 4,-1, Tac, Chi, 3, 0 ; Gue 35 Increases number of partisans w/ Communism SCEN TECH, 0, 0, nil, nil, 0, 0 ; Gun 36 = TWICE REMOVED Horseback Riding, 4,-1, Whe, nil, 1, 0 ; Hor * Islam, 0, 0, no, no, 0, 0 ; Ind 38 Islamic City Style Powdered Wigs, 0, 0, no, no, 0, 0 ; Inv 39 1/2 Western City style DO NOT USE, 4,-1, nil, nil, 1, 0 ; Iro 40 Mass Production 2, 4,-1, MP, nil, 3, 2 ; Lab Ecclesial Tolerance,0, 0, CA, Cer, 0, 0 ; Las 42 [Removes Sth Tech, Worder?] Army Advance 6, 5,-1, Chi, nil, 1, 0 ; Ldr (Gun) Fine Literature, 5, 2, Wri, nil, 0, 3 ; Lit Machine Tools, 4,-2, Stl, Tac, 2, 4 ; Too 45 Naval Advance 6, 4,-1, Nav, Phy, 1, 3 ; Mag Shipwrights, 4,-1, nil, nil, 2, 0 ; Map 47 Civs can exchange maps Architecture, 4, 0, Cst, Eng, 0, 1 ; Mas * Mass Production 1, 5, 0, Cor, nil, 3, 4 ; MP Mathematical Notation,4,-1,Alp, nil, 0, 3 ; Mat 50 [Lyceum = University] Advance Science 1, 4, 0, Phi, Tra, 1, 1 ; Med Grenadiers, 4,-1, Tac, Chi, 3, 0 ; Met 51 [Grenadiers] Cossack Poverty, 0, 0, Mob, nil, 0, 0 ; Min 52 [Renegade Cossacks 17th Century, 0, 0, Gun, nil, 0, 0 ; Mob 54 = ONCE REMOVED GOV TECH (Monarchy),5, 1, Cer, CoL, 0, 2 ; Mon 55 GOVERNMENT Protestant Tolerance,5,1, Phi, PT, 1, 2 ; MT Orthodox Rule, 4, 0, Gun, nil, 0, 2 ; Mys 57 Improves Temples Men Of War, 6,-1, Sea, nil, 2, 0 ; Nav 58 [Heavy Ships] Atomic Advance 2, 6,-2, Ato, MP, 3, 3 ; NF 59 Alows Nukes w/ Manhattan (Alt. Science Advance 9) Atomic Advance 3, 3, 0, NF, E2, 3, 3 ; NP 60 Extra ship move, Alt. Science Advance 10 Western Baroque, 0, 0, Mob, nil, 0, 0 ; Phi 61 Free tech(s) + Golden Age Pop Up from Game.txt Science Advance 4, 4,-1, Nav, Lit, 1, 3 ; Phy Plastics, 4, 1, Ref, SFl, 3, 4 ; Pla Military Tradition, 4,-1, Hor, nil, 1, 0 ; Plu (Cst & Pot) 64 Free Tech Religion/Happy 3, 4, 0, Mys, nil, 0, 2 ; PT 65 Well Building, 4, 1, nil, nil, 0, 1 ; Pot * [Radio], 5,-1, no, no, 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, MP, Dem, 3, 2 ; Rec Advance Science 3-2,4, 0, Che, Cor, 2, 4 ; Ref 70 Supermarkets, 3, 1, E1, San, 3, 1 ; Rfg 71 Farmland Pop Up from Game.txt GOV TECH (Republic),5, 1, CoL, Lit, 0, 2 ; Rep 72 GOVERNMENT Hussar Renewal, 4,-1, War, Hor, 3, 0 ; Rob 73 [Hussars] Cossack Ignominy, 0, 0, Mob, nil, 0, 0 ; Roc 74 [Renegade Cossacks In Ukraine] Sanitation, 4, 0, Eng, Cst, 0, 1 ; San 75 Warships, 4,-1, Map, nil, 2, 0 ; Sea 76 [Medium Ships] Space Flight, 4, 1, Cmp, Roc, 3, 3 ; SFl Cossack Heresy, 0, 0, Mob, nil, 0, 0 ; Sth 78 [Renegade Cossacks] Industry Advance 4, 4,-1, Phy, Eng, 2, 3 ; SE Steel, 4,-1, E1, Ind, 2, 4 ; Stl 80 Superconductor, 4, 1, Pla, Las, 3, 3 ; Sup Military Reforms, 4,-1, Csc, Ldr, 3, 0 ; Tac Protestant Rule, 3, 2, Rob, nil, 1, 2 ; The 83 Improves Cathedrals Science Advance 7, 4, 0, Uni, nil, 1, 3 ; ToG Barter, 4, 1, nil, nil, 0, 1 ; Tra 85 Activates Trading Colleges, 5, 2, Lit, Mat, 0, 3 ; Uni 86 [College = Research Lab] Hetman Leadership, 4,-1, Mon, Plu, 3, 0 ; War ; War * Husbandry, 4,-1, nil, nil, 1, 0 ; Whe Illuminated Script, 4, 2, Alp, MT, 0, 3 ; Wri Future Technology, 1, 0, FP, Rec, 3, 3 ; ... 90 DO NOT TOUCH THIS TECH! March on Kamieniec, 3, 0, nil, nil, 0, 0 ; U1 March on Lwow, 3, 0, no, no, 0, 0 ; U2 March on Krakow, 3, 0, no, no, 0, 0 ; U3 March on Vienna, 3, 0, no, no, 0, 0 ; X1 Thokoly's Rebellion,3, 0, X3, no, 0, 0 ; X2 Second Removed, 3, 0, no, no, 0, 0 ; X3 Three-Nation Commonwealth,3,0,no,no, 0, 0 ; X4 Cossack support, 3, 0, no, no, 0, 0 ; X5 Powder Weaponry, 3, 0, nil, nil, 0, 0 ; X6 99 [Cannons, etc] 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, Palace, 10, 0, nil, Armory, 4, 1, Plu, Granary, 6, 1, nil, Orthodox Church, 4, 1, Cer, MarketPlace, 8, 1, Cur, Library, 8, 1, nil, Starosta Grodowy, 8, 1, CoL, City Walls, 8, 0, nil, Aqueduct, 8, 2, nil, Bank, 12, 3, nil, Protestant Church, 12, 3, MT, Lyceum, 16, 3, Mat, Mass Transit, 16, 4, no, Catholic Church, 10, 4, E2, Factory, 20, 4, Ind, Manufacturing Plant, 32, 6, Rob, SDI Defense, 20, 4, Las, Recycling Center, 20, 2, Rec, Power Plant, 16, 4, Ref, Hydro Plant, 24, 4, E2, Nuclear Plant, 16, 2, NP, Stock Exchange, 16, 4, Cor, Sewer System, 12, 2, San, Supermarket, 8, 3, Rfg, Superhighways, 20, 5, Aut, College, 16, 3, Uni, SAM Missile Battery, 10, 2, Roc, Coastal Fortress, 8, 1, nil, Solar Plant, 32, 4, Env, Fishing Fleet, 6, 1, nil, Offshore Platform, 16, 3, Min, Airport, 16, 3, Rad, Police Station, 6, 2, Cmn, Port Facility, 8, 3, Amp, Transporter, 0, 0, no, SS Structural, 8, 0, SFl, SS Component, 16, 0, Pla, SS Module, 32, 0, Sup, (Capitalization), 60, 0, nil, Ukranian Steppe, 20, 0, nil, Sobieski's Victory, 20, 0, Pot, Port of Danzig, 20, 0, nil, Lighthouse, 20, 0, Map, Great Library, 30, 0, Lit, Patriarchate, 30, 0, nil, Fortress of Kamieniec, 30, 0, nil, Sun Tzu's War Academy, 30, 0, Feu, Wielicka Salt Mines, 30, 0, nil, Marco Polo's Embassy, 20, 0, Tra, Michelangelo's Chapel, 40, 0, MT, Copernicus' Observatory, 30, 0, Ast, Magellan's Expedition, 40, 0, Nav, Shakespeare's Theatre, 30, 0, Med, Polish Sejm, 40, 0, nil, Jasna Gora Monastery, 40, 0, nil, Isaac Newton's College, 40, 0, ToG, Adam Smith's Trading Co., 40, 0, Eco, Darwin's Voyage, 40, 0, RR, Statue of Liberty, 40, 0, Dem, Eiffel Tower, 30, 0, SE, Wawel Hill, 60, 0, nil, Hoover Dam, 60, 0, E2, Manhattan Project, 60, 0, NF, United Nations, 60, 0, Cmn, Apollo Program, 60, 0, SFl, SETI Program, 60, 0, Cmp, Duchy of Prussia, 60, 0, nil, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; Pyramids nil, ; Hanging Gardens nil, ; Colossus 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, ; Michelangelo nil, ; Copernicus nil, ; Magellan nil, ; Shakespeare nil, ; Da Vinci's Workshop nil, ; Bach nil, ; Newton nil, ; Smith's Trading Co. nil, ; Darwin nil, ; Statue of Liberty nil, ; Eiffel Tower nil, ; Women's Suffrage nil, ; Hoover Dam nil, ; Manhattan Project nil, ; United Nations nil, ; Apollo nil, ; SETI 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 Settlers, Exp, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, nil, 000000000000000 Engineers, nil, 0, 2.,0, 0a,2d, 2h,1f, 4,0, 5, Exp, 000000000000000 Musketeers [Pol], Chi, 0, 3.,0, 5a,4d, 2h,1f, 3,0, 0, nil, 000000000000000 Pikemen [Pol], Chi, 0, 3.,0, 4a,5d, 2h,1f, 3,0, 1, nil, 000000000000000 Raiders [Tar], nil, 0, 7.,0, 6a,3d, 2h,2f, 3,0, 1, nil, 000001000000000; Mercenary slot Infantry [Pol], nil, 0, 3.,0, 5a,5d, 2h,1f, 4,0, 1, Chi, 000000000000000 Infantry [Swd], nil, 0, 3.,0, 6a,6d, 2h,1f, 5,0, 0, nil, 000000000000000 Turkish Camp, nil, 0, 0.,0, 0a,11d, 2h,1f, 3,0, 0, nil, 000000000000000 Light Cavalry [Pol],nil,0, 7.,0, 5a,2d, 2h,1f, 9,0, 1, nil, 000001000000000 Partisans, nil, 0, 1.,0, 4a,4d, 2h,1f, 9,0, 1, Gue, 000001000000010 Dragoons [Pol], nil, 0, 7.,0, 5a,5d, 2h,1f, 8,0, 1, nil, 000000000000000 Cossacks, nil, 0, 7.,0, 7a,2d, 3h,2f, 4,0, 1, nil, 000001000000000 Pacerni, nil, 0, 7.,0, 7a,3d, 3h,2f, 10,0, 0, Hor, 000000000000000 Hussars [Pol], nil, 0, 7.,0, 12a,4d, 4h,2f, 20,0, 0, Rob, 000000000000000 Grenadiers, nil, 0, 3.,0, 6a,5d, 2h,2f, 6,0, 0, Met, 000000001000000 Cossacks*, nil, 0, 7.,0, 7a,2d, 2h,2f, 2,0, 0, nil, 000001000000000; Evil Barbarian Slot Infantry [Imp], nil, 0, 3.,0, 5a,5d, 2h,1f, 3,0, 1, nil, 000000000000000 Cuirassiers [Imp], nil, 0, 5.,0, 7a,3d, 3h,1f, 10,0, 0, nil, 000000000000000 Sloop, nil, 2, 8.,0, 6a,6d, 1h,2f, 6,2, 2, nil, 000000000000000; Mercenary slot Austrian Frontier, nil, 1, 0.,2, 0a,3d, 11h,1f, 1,0, 5, nil, 000000000000000 Cuirassiers [Swd], nil, 0, 5.,0, 7a,3d, 3h,1f, 10,0, 0, Hor, 000000000000000 Polish Hetman, nil, 0, 6.,0, 10a,6d, 3h,2f, 1,0, 1, Tac, 000000000000000 Lithuanian Hetman, nil, 0, 6.,0, 10a,6d, 3h,2f, 1,0, 1, Mob, 000000000000000 Frigate, nil, 2, 8.,0, 8a,8d, 2h,2f, 8,0, 0, Sea, 000000000000000 Cannon, nil, 0, 3.,0, 10a,1d, 1h,4f, 8,0, 0, X6, 000000001000000 John Sobieski, nil, 0, 7.,0, 12a,6d, 3h,2f, 1,0, 0, Too, 000000000000000 Kara Mustafa Pasha,nil, 0, 2.,0, 12a,5d, 3h,2f, 7,0, 0, nil, 000000000010000 Bavarian Infantry, nil, 0, 3.,0, 5a,5d, 2h,1f, 3,0, 0, nil, 000000000000000 Saxon Infantry, nil, 0, 3.,0, 5a,5d, 2h,1f, 3,0, 0, nil, 000000000000000 Cossack Infantry, nil, 0, 3.,0, 3a,6d, 2h,1f, 4,0, 1, nil, 000000000000000 Infantry [Tar], nil, 0, 3.,0, 3a,5d, 1h,1f, 4,0, 1, nil, 000000000000000 Infantry [Mus], nil, 0, 3.,0, 4a,4d, 2h,1f, 3,0, 0, nil, 000000000000000 Reitars [Mus], nil, 0, 6.,0, 7a,3d, 3h,1f, 10,0, 1, Hor, 000000000000000 Strelets, nil, 0, 2.,0, 3a,5d, 1h,1f, 4,3, 1, nil, 000000001000000 Ship of the Line, nil, 2, 8.,0, 10a,10d, 3h,2f, 20,2, 4, Nav, 000000000000000 Hussars [Mus], nil, 0, 7.,0, 9a,3d, 2h,1f, 5,2, 2, Mag, 000000000000000 Lancers [Mus], nil, 0, 7.,0, 6a,2d, 3h,1f, 6,0, 2, SE, 000000000000000 Wallachian Cavalry,nil, 0, 6.,0, 6a,2d, 3h,1f, 6,0, 2, nil, 000000000000000 Transylvanian Inf.,nil, 0, 3.,0, 6a,6d, 3h,2f, 8,0, 2, nil, 000000000000000 Transylvanian Cav.,nil, 0, 7.,0, 6a,2d, 3h,2f, 10,0, 2, nil, 000000000000000 Wallachian Inf., nil, 0, 3.,0, 4a,5d, 4h,2f, 16,0, 2, nil, 000000000000000 Haiduk, nil, 0, 3.,0, 3a,5d, 2h,1f, 6,0, 2, Cmb, 000000000000000 Infantry [Br], nil, 0, 3.,0, 5a,5d, 2h,1f, 3,0, 1, Plu, 000000000000000 Dragoons [Br], nil, 0, 7.,0, 5a,5d, 2h,1f, 8,0, 1, Hor, 000000000000000 Dragoons [Swd], nil, 0, 7.,0, 5a,5d, 2h,1f, 8,0, 1, Hor, 000000000000000 John III Sobieski, nil, 0, 7.,1, 12a,7d, 3h,2f, 16,0, 0, Roc, 000000000000000 Diplomat, nil, 0, 3.,0, 0a,0d, 1h,1f, 3,0, 6, nil, 000000000000010 Infantry [Dan], nil, 0, 3.,0, 5a,5d, 2h,1f, 4,0, 1, nil, 000000000000000 Dragoons [Dan], nil, 0, 7.,0, 5a,5d, 2h,1f, 8,0, 1, nil, 000000000000000 Merchants, nil, 0, 6.,0, 0a,1d, 1h,1f, 5,0, 7, nil, 000000000000010 Cavalry [Dan], nil, 0, 5.,0, 7a,3d, 3h,1f, 10,0, 0, Hor, 000000000000000 Dragoons [Mus], nil, 0, 6.,0, 5a,5d, 2h,1f, 8,0, 1, Hor, 000000000000000 Sipahis, nil, 0, 6.,0, 8a,3d, 3h,2f, 10,0, 2, Hor, 000000000000000 Janissaries, nil, 0, 3.,0, 5a,5d, 2h,1f, 3,0, 1, nil, 000000000000000 Militia [Pol], nil, 0, 0.,0, 0a,4d, 2h,1f, 1,0, 2, nil, 000000000000000 Azabs, nil, 0, 3.,0, 4a,5d, 2h,1f, 2,0, 1, nil, 000000000000000 Turfekci, nil, 0, 3.,0, 5a,4d, 2h,1f, 2,0, 1, nil, 000000000000000 Moldavian Infantry,nil, 0, 3.,0, 5a,4d, 2h,1f, 3,0, 1, Plu, 000000000000000 Vybrannye Infantry,nil, 0, 3.,0, 4a,6d, 2h,1f, 3,0, 1, Plu, 000000000000000 Levy, nil, 0, 0.,0, 0a,4d, 2h,1f, 4,0, 1, nil, 000000000000000 Cuirassiers [Br], nil, 0, 5.,0, 7a,3d, 3h,1f, 10,0, 0, Hor, 000000000000000 Moldavian Cavalry, nil, 0, 7.,0, 6a,2d, 3h,2f, 10,0, 2, nil, 000000000000000 Italian City, nil, 1, 0.,2, 0a,99d,11h,1f, 1,0, 5, nil, 000000000000000 Bav. Cuirassiers, nil, 0, 5.,0, 7a,3d, 3h,1f, 10,0, 0, nil, 000000000000000 Saxon Cuirassiers, nil, 0, 5.,0, 7a,3d, 3h,1f, 10,0, 0, Hor, 000000000000000 Dragoons [Imp], nil, 0, 7.,0, 5a,5d, 2h,1f, 8,0, 1, Hor, 000000000000000 Hussars [Imp], nil, 0, 7.,0, 6a,4d, 2h,1f, 8,0, 1, nil, 000000000000000 Hussars [Hun], nil, 0, 7.,0, 6a,4d, 2h,1f, 8,0, 1, nil, 000000000000000 Infantry [Hun], nil, 0, 3.,0, 5a,5d, 2h,1f, 3,0, 1, Plu, 000000000000000 Hungarians [Imp], nil, 0, 3.,0, 5a,5d, 2h,1f, 3,0, 1, nil, 000000000000000 Militia [Swd], nil, 0, 0.,0, 0a,4d, 2h,1f, 1,0, 2, nil, 000000000000000 Seymen, nil, 0, 0.,0, 0a,4d, 2h,1f, 1,0, 2, nil, 000000000000000 Lipka Tartars, nil, 0, 7.,0, 7a,2d, 2h,2f, 3,0, 1, War, 000001000000000 Militia [Imp], nil, 0, 0.,0, 0a,4d, 2h,1f, 0,0, 1, nil, 000000000000000 Uhlans [Tar], nil, 0, 7.,0, 7a,2d, 2h,2f, 3,0, 0, Hor, 000001000000000 Ukrainian Ataman, nil, 0, 6.,0, 10a,6d, 3h,2f, 1,0, 1, Tac, 000000000000000 Cannon [Tur], nil, 0, 3.,0, 9a,1d, 1h,3f, 4,0, 0, X6, 000000000000000 Courland Reiters, nil, 0, 5.,0, 7a,3d, 3h,1f, 10,0, 0, Hor, 000000000000000 Courland Infantry, nil, 0, 3.,0, 5a,5d, 2h,1f, 4,0, 1, nil, 000000000000000 Sappers, nil, 0, 3.,0, 9a,2d, 2h,4f, 8,0, 0, Iro, 000000001000000 ; ; 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, no, ; Drt Plains, 1,2, 1,1,0, yes, 1, 5, 1, For, 0,15, 0, Grs, no, ; Pln Grassland, 1,2, 2,1,0, yes, 1, 5, 1, For, 0,10, 0, Hil, no, ; Grs Forest, 2,3, 1,2,0, Pln, 0, 5, 5, no, 0, 0, 0, Grs, no, ; For Hills, 2,4, 1,0,0, yes, 1,10, 0, yes, 3,10, 1, Pln, no, ; Hil Mountains, 3,6, 0,1,0, no, 0, 0, 0, yes, 1,10, 6, Hil, yes,; Mou Austrian/Italian Hills,2,4, 1,2,0, yes, 1,10, 1, no, 0, 0, 0, Tun, yes,; Tun Town, 2,3, 2,1,2, no, 0, 0, 0, no, 1,15, 3, no, no, ; Gla Swamp, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, yes,; Swa Orchard, 2,3, 1,2,1, Grs, 0,15, 6, For, 0,15, 0, Pln, no, ; Jun Ocean, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, no, ; Oce Oasis, 1,2, 3,1,0, Horses, 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, Trading Route,1,2, 2,2,3, @TERRAIN1 Desert, 1,2, 0,1,0, yes, 1, 5, 5, yes, 1, 5, 3, Pln, no, ; Drt Plains, 1,2, 1,1,0, yes, 1, 5, 1, For, 0,15, 0, Grs, no, ; Pln Grassland, 1,2, 2,1,0, yes, 1, 5, 2, For, 0,10, 0, Hil, no, ; Grs Forest, 2,3, 1,2,0, Pln, 0, 5, 5, no, 0, 5, 0, Grs, no, ; For Hills, 2,4, 1,0,0, yes, 1,10, 0, yes, 3,10, 1, Pln, no, ; Hil Mountains, 3,6, 0,1,0, no, 1,10, 0, yes, 1,10, 6, Hil, no, ; Mou Tundra, 1,2, 1,0,0, yes, 1,10, 1, no, 0, 0, 0, Drt, no, ; Tun Glacier, 2,2, 0,0,0, no, 0, 0, 0, yes, 1,15, 3, Tun, no, ; Gla Swamp, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, no, ; Swa Jungle, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, no, ; Jun Ocean, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, 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, @TERRAIN2 Desert, 1,2, 0,1,0, yes, 1, 5, 5, yes, 1, 5, 3, Pln, no, ; Drt Plains, 1,2, 1,1,0, yes, 1, 5, 1, For, 0,15, 0, Grs, no, ; Pln Grassland, 1,2, 2,1,0, yes, 1, 5, 2, For, 0,10, 0, Hil, no, ; Grs Forest, 2,3, 1,2,0, Pln, 0, 5, 5, no, 0, 5, 0, Grs, no, ; For Hills, 2,4, 1,0,0, yes, 1,10, 0, yes, 3,10, 1, Pln, no, ; Hil Mountains, 3,6, 0,1,0, no, 1,10, 0, yes, 1,10, 6, Hil, no, ; Mou Tundra, 1,2, 1,0,0, yes, 1,10, 1, no, 0, 0, 0, Drt, no, ; Tun Glacier, 2,2, 0,0,0, no, 0, 0, 0, yes, 1,15, 3, Tun, no, ; Gla Swamp, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, no, ; Swa Jungle, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, no, ; Jun Ocean, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, 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, @TERRAIN3 Desert, 1,2, 0,1,0, yes, 1, 5, 5, yes, 1, 5, 3, Pln, no, ; Drt Plains, 1,2, 1,1,0, yes, 1, 5, 1, For, 0,15, 0, Grs, no, ; Pln Grassland, 1,2, 2,1,0, yes, 1, 5, 2, For, 0,10, 0, Hil, no, ; Grs Forest, 2,3, 1,2,0, Pln, 0, 5, 5, no, 0, 5, 0, Grs, no, ; For Hills, 2,4, 1,0,0, yes, 1,10, 0, yes, 3,10, 1, Pln, no, ; Hil Mountains, 3,6, 0,1,0, no, 1,10, 0, yes, 1,10, 6, Hil, no, ; Mou Tundra, 1,2, 1,0,0, yes, 1,10, 1, no, 0, 0, 0, Drt, no, ; Tun Glacier, 2,2, 0,0,0, no, 0, 0, 0, yes, 1,15, 3, Tun, no, ; Gla Swamp, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, no, ; Swa Jungle, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, no, ; Jun Ocean, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, 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, Khan, Khan Monarchy, King, Queen Communism, Tsar, Tsarina Fundamentalism, Sultan, Sultan Republic, King, Queen 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 Adil Giray, Adil Giray, 0, 2, 2, Crimean Tartars,Tartar, 1, 1, -1, 1, Khan, Khan, 2, Khan, Khan, 4, Khan, Khan Frederick William,Frederick William,0,3, 3, House of Brandenburg,Brandenburg,-1, 1, -1, 1, Elector, Electress, 2, Elector, Electress, 4, Archbishop, Archbishop, 6, Chancellor, Chancellor Leopold I, Leopold I, 0, 4, 3, Imperials, Imperial, 1, 1, 1, 1, Emperor, Empress, 2, Emperor, Empress, 3, Emperor, Empress, 4, Archbishop, Archbishop Abe Lincoln, E. Roosevelt, 0, 5, 1, Americans, American, -1, 0, 1, 4, Reverend, Reverend, 5, Speaker, Speaker John III Sobieski,Hippolyta, 0, 6, 1, Poles and Lithuanians,Polish/Lithuanian, 0, 1, -1, Mohandas Gandhi,Indira Gandhi, 0, 7, 2, Indians, Indian, -1, -1, 0, 2, Maharaja, Maharaja, Alexis I, Alexis I, 0, 1, 3, Muscovites, Muscovite, 1, 0, -1, 1, Tsar, Tsarina, 2, Tsar, Tsarina, 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, 0, 6, 3, English, English, 0, 1, 0, 4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister Mehmed IV, Mehmed IV, 0, 7, 2, Turks, Ottoman, 1, 1, -1, 1, Sultan, Sultana, 2, Sultan, Sultana, 4, Sultan, Sultana Cunobelin, Boadicea, 0, 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, 0, 3, 3, Vikings, Viking, 1, 1, 0, 1, Warlord, Warlord Leopold I, Leopold I, 0, 4, 3, Imperials, Imperial, 1, 1, 1, 1, Emperor, Empress, 2, Emperor, Empress, 3, Emperor, Empress, 4, Archbishop, Archbishop Charles XI Pfalz,Charles XI Pfalz, 0, 5, 0, Swedes, Swedish, 0, 0, 0, 4, Reverend, Reverend 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 Build Transporter, + Go to, G @DIFFICULTY Castellan Voivod Hetman Marshal King Deus @ATTITUDES Worshipful Friendly Cordial Receptive Neutral Reserved Icy Hostile Enraged @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 ;House of Brandenburg,Brandenburg,1, -1, 1,2, Elector, Electress, 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 ;Muscovites, Muscovite, 1, 0, -1, 2, Tsar, Tsarina, 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 ;Ottoman Turks,Ottoman, 1, 1, -1, 1, Sultan, Sultaness 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 ;Imperials, Imperial, -1, 1, -1, 1, Emperor, Empress, 4, Archbishop, Archbishop 00000000 ;Swedes, Swedish, 0, -1, 0, 4, Reverend, Reverend 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, 10010000 ;Settlers 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Engineers 01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Pol. Musket 01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Pol. Pike 00000100, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Tartars 01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Polish Infantry 00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Swedish Infantry 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Turkish Camp 01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Light Cavalry 01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Partisans 01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Pol. Dragoons 01000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Cossacks 01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Pacerni 01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Husaria 01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Pol. Grenadier 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Renegade Cossack 00010000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Imperial Infantry 00010000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Imperial Curiass. 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Sloop 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000100 ;Austrian Frontier 00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Swedish Curiass. 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Polish Hetman 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Lithuanian Hetman 11111011, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Frigate 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00010000 ;Cannon 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Sobieski 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Pasha 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Bavarian Infantry 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Saxon Infantry 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00010000 ;Cossack Infantry 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Khan garrison 00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Moscow Infantry 00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Moscow Cavalry 00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Strelets 11111011, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000 ;Ship of the Line 00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Moscow Hussars 00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Moscow Lancers 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Wallachian Cavalry 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Transylvanian Infantry 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Transylvanian Cavalry 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Wallachian Infantry 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Haiduk 00001000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Brandenberg Infantry 00001000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Brandenberg Dragoon 00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Swedish Dragoon 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;John III Sobieski 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00010000 ;Diplomat 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Danish Infantry 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Danish Dragoon 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Freight 11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Danish Curiasser 00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Moscow Dragoon 10000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Siphahi 10000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Janissary 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Polish Militia 10000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Azabs 10000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Turfekci 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Moldavians 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Moscow Guard 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Levy 00001000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Brandenberg Curiasser 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Voynik 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000100 ;Italian Town 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Bavarian Curiasser 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Saxon Curiasser 00010000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Imperial Dragoon 00010000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Imperial Hussar 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Rebel(?) Hussar 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Hungarian Infantry 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Militia 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Seymen 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Lipka Tartars 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000 ;Cossack Inf 00000100, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Tartar Uhlan 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Ataman 10000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Turkish Cannon 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;New Unit w 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;New Unit x 00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;New Unit y 10000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;Turkish Sapper @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 ; Settlers ; Engineers Lineinfantry.wav ; Polish Musketeers swordfight.wav ; Phalanx TartarCav.wav ; Archers gun_and_sword.wav; Legion gun_and_sword.wav; Pikemen ; Musketeers Cavalry.wav ; Fanatics gun_and_sword.wav; Partisans Dragoons.wav ; Polish Dragoons Cavalry.wav ; Cossacks Cavalry.wav ; Pacerni Cavalry.wav ; Polish Hussars Lineinfantry.wav; Grenadiers Cavalry.wav ; Cossacks gun_and_sword.wav;Imperial Infantry Cavalry.wav ; Imperial Cuirassiers Lineinfantry.wav; Crusaders ; Knights Cavalry.wav ; Dragoons General.wav ; Lithuanian Hetman General.wav ; Polish Hetman Cannon.wav ; Catapult Cannon.wav ; Cannon General.wav ; Hetman Sobieski General.wav ; Howitzer gun_and_sword.wav;Bavarian Inf. gun_and_sword.wav;Saxon Inf. gun_and_sword.wav;Helicopter swordfight.wav ; Tartar Inf gun_and_sword.wav;Russian Inf Cavalry.wav ; Russian Cav Lineinfantry.wav; Strelets ; Galleon Cavalry.wav ; Russian Hussars Cavalry.wav ; Russian Pacerni Cavalry.wav ; Wallachian Cav gun_and_sword.wav;Trans. Inf Cavalry.wav ; Trans. Cav swordfight.wav ; Wallachian Inf. gun_and_sword.wav;Haiduk gun_and_sword.wav;Brandenberg Inf. Dragoons.wav ; Brandenberg Dragoons Dragoons.wav ; Swedish Dragoons General.wav ; King Sobieski ; Diplomat gun_and_sword.wav;Danish Infantry Dragoons.wav ; Danish Dragoons ; Freight Cavalry.wav ; Danish Cavalry Dragoons.wav ; Russian Dragoons Cavalry.wav ; Sipahis Lineinfantry.wav; Jannisaries ; New Unit a swordfight.wav ; Azab Lineinfantry.wav; Turfekci swordfight.wav ; Moldavian Infantry gun_and_sword.wav;Moscow Guard ; Levy Cavalry.wav ; Brandenberg Curiasser swordfight.wav ; Voynik ; New Unit h Cavalry.wav ; Bavarian Cavalry Cavalry.wav ; Saxon Cavalry Dragoons.wav ; Imperial Dragoons Cavalry.wav ; Imperial Hussars Cavalry.wav ; Hungarian Hussars gun_and_sword.wav;Hungarian Infantry gun_and_sword.wav;Imperian Hungarians ; Militia ; Ottoman Garrison TartarCav.wav ; Lipka Tartars ; Imperial Militia Cavalry.wav ; Tartar Uhlans General.wav ; Ataman Cannon.wav ; Turkish Cannon Cavalry.wav ; Courland Cavalry Lineinfantry.wav; Courland Infantry ; Sapper @RIVERS River, ; map 1 River, ; map 2 River, ; map 3 River, ; map 4 ; please do not remove this line