; ; CIVILIZATION GAME DATA ; Copyright (c) 1995 by MicroProse Software ; ; This file can be altered at your own risk to change ; the rules of the game. Keep in mind that altering the ; contents of this file may cause your game to malfunction, ; particularly if you use values outside the specified ; ranges. ; ; ; Cosmic Principles ; ; The following numbers control various key rules ; of the game. GREAT discretion is advised if you ; opt to change these. Values too far out of the ; expected range can cause the game to behave strangely. ; @COSMIC 3 ; Road movement multiplier 1 ; 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) 8 ; Aqueduct needed to exceed this size 12 ; 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 10 ; Fundamentalism pays support for all units past this 0 ; Communism is equivalent of this palace distance. 50 ; Fundamentalism loses this % of science 100 ; 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 Professional Armies,4,-2, Rad, nil, 3, 0 ; AFl 1 Basic Literacy, 5, 1, nil, nil, 3, 1 ; Alp 2 Doubles the literacy demographics. Great Royal Warf, 3,-2, Nav, Tac, 1, 0 ; Amp Low Charged Design, 4, 1, Sea, Mat, 1, 0 ; Ast Spanish Habsburg, 4,-1, Plu, no, 2, 2 ; Ato 5 [Automobile], 6,-1, no, no, 3, 4 ; Aut (6 1/2 of Modern + Increases population based pollution.) Metalworks, 4, 1, Tra, nil, 1, 4 ; Ban Bridge Building, 4, 0, Iro, Cst, 1, 4 ; Bri 8 Activates construction of roads in river squares. Pole Arms, 6,-1, nil, nil, 0, 0 ; Bro Rum Destillery, 5, 0, nil, nil, 0, 4 ; Cer 10 Activates Temples. Chemistry, 5,-1, Uni, Med, 3, 4 ; Che Improved Cavalry Tactics,4,-2,Feu,Hor,2,0 ; Chi Regional Governing, 4, 1, Alp, nil, 2, 4 ; CoL Maneuver Operations,5,-1, AFl, nil, 3, 0 ; CA Bureocracy, 5,-1, Ref, Exp, 2, 1 ; Cmb 15 Colonial Imperial Rule,5,1,MT, Lit, 2, 1 ; Cmn - 16 GOVERNMENT + Reduces Cathedrals + More partisans Sturdier Hulls, 4, 1, Min, MP, 1, 0 ; Cmp Weapon Craftmanship,7,-1, Met, nil, 0, 0 ; Csc Architecture, 4, 0, Mas, Cur, 1, 4 ; Cst 19 Allows settler units to build Fortresses. Mercantilism, 4, 0, Eco, nil, 0, 1 ; Cor 20 Activates Freight Truck Coinage, 4, 1, Bro, nil, 0, 1 ; Cur [Democracy], 5, 1, no, no, 2, 1 ; Dem - (22 GOVERNMENT + Courthouse happy effect under Democracy) Economics, 4, 1, Uni, Ban, 0, 1 ; Eco Privateering Companies,4,0,Met, Mag, 2, 4 ; E1 Profiteering, 4, 1, E1, Cor, 1, 4 ; E2 25 1/2 of Modern Style + 1 more happy citizen w/ collosseum. Manufactures, 4, 0, Whe, Cst, 2, 4 ; Eng Catholic Missions, 3, 1, Lab, nil, 3, 3 ; Env (27 Decreases population based pollution.) [Espionage], 2,-1, no, no, 2, 1 ; Esp Educational Engineering,5,0,Che,SFl, 1, 4 ; Exp (29 Allows terrain transformation.) The Musket, 4,-1, War, Mon, 0, 0 ; Feu 30 State Institutions, 4,-1, Cmb, ToG, 2, 1 ; Fli * 31 Reduces by 1/3 the bonus from caravans. [Fundamentalism], 3,-2, no, no, 3, 3 ; Fun (32 GOVERNMENT) Steam Engine, 3, 0, NP, Sup, 1, 4 ; FP (33 Eliminates the threat of Nuclear Power Plant meltdown.) Royal Privileges, 3, 2, Med, Cor, 2, 1 ; Gen [Guerrilla Warfare],4, 1, no, no, 3, 0 ; Gue - (35 Activates Partisans) [Gunpowder], 8,-2, no, no, 1, 0 ; Gun - (36 Sells Barracks + 1 more maintenance + 1/2 Renaissance) Cavalry Warfare, 4,-1, nil, nil, 2, 0 ; Hor Middle Eastern Architecture,6,0,no,no,2,1 ; Ind [38 Ind City Style + Increases population based pollution + Oil] Advanced Iron Casting,6,0, Eng, Lit, 1, 4 ; Inv * 39 1/2 Renaissance People + Reduces by 50% the bonus Matchlock Mechanism,5,-1, Bro, War, 0, 0 ; Iro 40 Diplomatic Policy, 4,-1, MP, nil, 2, 1 ; Lab England, 4, 0, Plu, no, 1, 2 ; Las Organized Regiments,5,-1, Chi, nil, 0, 0 ; Ldr Printing Press, 5, 2, Wri, CoL, 3, 1 ; Lit 44 Doubles literacy demographics. [Machine Tools], 4,-2, no, no, 2, 4 ; Too 45 Professional Navies,4,-1, Phy, Iro, 1, 0 ; Mag 46 Increases annual income demographics Tall Ships, 6,-1, Alp, Pot, 1, 0 ; Map 47 Allows civilizations to exchange maps. Agriculture, 4, 1, nil, nil, 1, 4 ; Mas Rennaissance Science,5,0, Cor, Eco, 1, 1 ; MP (49 Increases population based pollution.) Advanced Gunpowder, 4,-1, Alp, Mas, 3, 4 ; Mat 50 Medicine, 4, 0, Phi, Tra, 0, 4 ; Med 51 Decreases disease percentage 50%. Cannon, 6,-2, Uni, Rob, 3, 4 ; Met Transport Network, 4, 1, E2, Bri, 1, 4 ; Min [Mobile Warfare], 8,-1, no, no, 3, 0 ; Mob - (54 Sells Barracks + 1 more maintenance) Feudalism, 5, 1, Cer, CoL, 2, 1 ; Mon - 55 GOVERNMENT Reformation, 5, 1, Phi, PT, 3, 3 ; MT 56 1/3 activates Cathedrals Literature, 4, 0, Cer, nil, 3, 1 ; Mys 57 Improves Temples + 1/3 activates Cathedrals Fighting Sail Age, 6,-1, Sea, Ast, 1, 0 ; Nav * 58 Reduces triemes floundering + Reduces by 50% the bonus. Mercenaries, 6,-2, Plu, no, 0, 0 ; NF (59 Allows Nukes (w/ manhattan and Roc) + Uranium) Laws of Motion, 3, 0, E2, nil, 1, 4 ; NP 60 1 Extra ship move The Rennaissance, 6, 1, Mys, Lit, 0, 4 ; Phi 61 Free tech(s) by first civ to discover + 1/2 Renaissance Fine Arts, 4,-1, Nav, Lit, 3, 1 ; Phy Counter Reformation,4, 1, MT, Ref, 3, 3 ; Pla (63 Increases population based pollution.) [(No Way)], 4, 0, no, no, 1, 4 ; Plu 64 Free tech Tobacco Shops, 4, 0, Mys, Hor, 0, 4 ; PT 65 Shipbuilding, 4, 1, nil, nil, 1, 0 ; Pot Mechanics, 5,-1, Fli, E1, 1, 4 ; Rad (67 Activates airbase construction + Airlift popup if connected with Airport.) [Railroad], 6, 0, no, no, 2, 1 ; RR (68 Railroad + city squares to railroad + Reduces 1/3 caravan) Hydraulics, 2, 1, MP, nil, 1, 4 ; Rec Artillery Tactics, 4, 0, Che, Cor, 3, 4 ; Ref 70 Agricultural Reform,3, 1, E1, San, 2, 1 ; Rfg 71 Activates farm building + city squares upgraded to farmland Reformed Monarchy, 5, 1, no, no, 2, 1 ; Rep - (72 GOVERNMENT) Iron Foundry, 5,-2, Mas, nil, 1, 4 ; Rob Military Entrepeneurs,6,-2,AFl, E2, 3, 4 ; Roc Statesmanship, 4, 2, Med, Eng, 2, 1 ; San (75 Decreases population based pollution.) Four-Masted Sailing Ships,4,1,Map,Pot,1,0 ; Sea 76 Reduces the chances of triremes floundering. Colonialism, 4, 1, Plu, no, 2, 4 ; SFl Spanish Armada, 3,-2, Nav, Ato, 2, 2 ; Sth Military Engineering,4,-1, Phy, Inv, 1, 4 ; SE Naval Entrepeneurs, 4,-1, E1, E2, 0, 1 ; Stl 80 Iron Works, 4, 1, Pla, nil, 1, 4 ; Sup Elite Military Training,6,-1,Csc,Ldr,3, 4 ; Tac Theology, 3, 2, MT, Feu, 3, 3 ; The 83 1/3 activates Cathedrals + Improves Cathedrals by 1 Merchant Shipping, 4,0, Ast, Uni, 0, 1 ; ToG Trade Routes, 4, 2, Cur, CoL, 2, 4 ; Tra 85 Enables the display of demanded trade goods. University, 5, 1, Mat, Phi, 3, 1 ; Uni 86 Doubles literacy demographics. Craftmanship, 4,-1, nil, nil, 1, 4 ; War Knighthood, 4,-1, Hor, nil, 2, 0 ; Whe Scholarly Method, 4, 2, Alp, nil, 3, 1 ; Wri 89 Doubles the literacy demographics. Industrial Reovolution Tech,1,0,FP,Rec,2,4 ; ... 90 Reoccurring technology + Increases game score. Naval Supply System,3, 0, Stl, Cmp, 0, 1 ; U1 Not Spanish/Portugese,3,0, no, no, 2, 3 ; U2 * Sir Francis Drake, 3, 0, Las, Nav, 1, 2 ; U3 Not Other Europeans,3, 0, no, no, 2, 4 ; X1 Not Ottoman, 3, 0, no, no, 0, 3 ; X2 95 The British East India Company,3,0,Las,E1,1,2; X3 Not Portugese, 3, 0, no, no, 1, 3 ; X4 * Not French, 3, 0, no, no, 0, 2 ; X5 Not English, 3, 0, no, no, 1, 2 ; X6 Not Dutch, 3, 0, no, no, 3, 2 ; X7 100 ; ; 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, Royal Court, 8, 0, nil, Arsenal, 0, 1, no, Warehouse, 10, 1, Mas, Brewery, 3, 1, Cer, Trade Guilds, 5, 1, Cur, Quadrivium, 5, 1, Alp, Town Hall, 3, 1, CoL, Fortifications, 5, 0, War, Water Supply, 5, 2, Cst, Goldsmith, 8, 3, Ban, Cathedral, 8, 3, MT, Trivium, 12, 3, Wri, Sewer System, 12, 4, MP, Monastery, 8, 4, The, Iron Foundry, 30, 4, Rob, Iron Works, 40, 6, Sup, [SDI Defense], 20, 4, no, Unused, 20, 2, no, [Power Plant], 12, 4, no, Water Mill, 30, 4, E2, [Nuclear Plant], 16, 2, no, Business School, 12, 4, E2, Paved Street, 6, 2, Min, Land Reform, 6, 3, Rfg, Tax Census, 14, 5, Eco, University, 10, 3, Uni, [SAM Missile Battery], 10, 2, no, Coastal Fortification, 16, 1, Met, Royal Mint, 40, 4, Gen, Harbour, 8, 1, Sea, Docks, 12, 3, Stl, [Airport], 16, 3, no, Patriarch, 5, 2, Cmb, Shipyard, 16, 3, Amp, [SS Structural], 8, 0, no, [SS Component], 16, 0, no, [SS Module], 32, 0, no, (Mercantilism), 60, 0, Cor, [Pyramids], 20, 0, no, ... Discovery of the New World,20,0, nil, Trade Route to India, 20, 0, Tra, Sir Francis Drake, 20, 0, U3, [Great Library], 30, 0, no, Renaissance Humanism, 30, 0, Las, [Great Wall], 30, 0, no, Suleiman's Conquests, 30, 0, nil, Canal Network Hub, 30, 0, Min, Jesuit Order, 20, 0, Pla, Protestant Reformation, 40, 0, MT, Circumnavigation of the Globe,30,0, Amp, Spanish Armada, 40, 0, Sth, Mona Lisa, 30, 0, nil, [Leonardo's Workshop], 40, 0, no, Fine Arts Academy, 40, 0, Phy, Silk Road to China, 40, 0, nil, British East India Company,40,0, X3, Age of Enlightment, 40, 0, FP, [Statue of Liberty], 40, 0, no, The Vatican, 30, 0, nil, Holy Inquision, 60, 0, Env, [Hoover Dam], 60, 0, no, [Manhattan Project], 60, 0, no, [United Nations], 60, 0, no, [Apollo Program], 60, 0, no, Naturalis Principia Mathematica,60,0,NP, United Provinces, 60,0, nil, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER no, ; [Pyramids] U1, ; Discovery of the New World E1, ; Trade Route to India nil, ; Sir Francis Drake no, ; [Great Library] nil, ; Renaissance Humanism no, ; [Great Wall] nil, ; Military Industrial Complexes nil, ; Canal Network Hub nil, ; Jesuit Order nil, ; Protestant Reformation nil, ; Circumnavigation of the Globe Stl, ; Spanish Armada nil, ; Mona Lisa no, ; [Leonardo's Workshop] nil, ; Fine Arts Academy nil, ; Silk Road to China nil, ; Treasure Fleet nil, ; Age of Enlightment no, ; [Statue of Liberty] nil, ; The Vatican no, ; Holy Inquision no, ; [Hoover Dam] no, ; [Manhattan Project] nil, ; United Nations no, ; [Apollo Program] nil, ; Philosophiae Naturalis Principia Mathematica nil, ; United Provinces ; ; 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 Workers, Exp, 0, 1.,0, 0a,1d, 2h,1f, 5,0, 5, SFl, 000000000000010 Engineers, nil, 0, 1.,0, 0a,2d, 2h,1f, 7,0, 5, Exp, 000000000000010 Light Janissaries, X2, 0, 1.,0, 4a,4d, 2h,1f, 2,0, 0, Bro, 000000001000000 Pikemen, Chi, 0, 1.,0, 2a,4d, 2h,1f, 5,0, 1, Bro, 000010000000000 Halberdiers, AFl, 0, 1.,0, 4a,4d, 2h,1f, 7,0, 0, Bro, 000010000000000 Crossbowmen, AFl, 0, 1.,0, 4a,4d, 2h,1f, 6,0, 1, War, 000000000000000 E Halberdiers, AFl, 0, 1.,0, 4a,4d, 2h,1f, 6,0, 1, Las, 000010000000000 Arquebusiers, AFl, 0, 1.,0, 5a,3d, 2h,1f, 8,0, 0, Iro, 000000000000000 Disease, nil, 0, 2.,0, 5a,0d, 2h,1f, 6,0, 0, no, 001000000000000 African Slaves, nil, 0, 2.,0, 0a,1d, 2h,1f, 7,0, 5, no, 000000000000010 Landsknechts, X1, 0, 1.,0, 5a,3d, 2h,1f, 6,0, 0, Iro, 000000000000000 Grenadiers, nil, 0, 1.,0, 6a,6d, 2h,1f, 8,0, 1, AFl, 000000000000000 Heavy Janissaries, X2, 0, 1.,0, 6a,3d, 2h,1f, 3,0, 0, Iro, 000000001000000 Armed Braves, nil, 0, 1.,0, 5a,4d, 2h,1f, 1,0, 1, no, 000000000000000 Ship-of-Line, nil, 2, 17.,0, 10a,8d, 2h,3f, 14,0, 2, U1, 100000000000001 German Knight, X1, 0, 2.,0, 5a,4d, 2h,2f, 10,0, 0, Whe, 000000000000000 Conquistadors, U2, 0, 2.,0, 6a,3d, 2h,1f, 9,0, 0, Hor, 000000000000000 Dragoons, nil, 0, 2.,0, 6a,5d, 2h,1f, 11,0, 0, AFl, 000000000000000 Knights, AFl, 0, 2.,0, 5a,3d, 2h,2f, 11,0, 0, Whe, 000000000000000 Mamluk Cavalry, X2, 0, 2.,0, 7a,5d, 2h,1f, 7,0, 0, AFl, 000000001000000 Spahis, X2, 0, 2.,0, 6a,3d, 2h,1f, 5,0, 0, Hor, 000000001000000 Reiter, X1, 0, 2.,0, 6a,4d, 2h,1f, 8,0, 0, Chi, 000000000000000 Horseback Warriors, nil, 0, 2.,0, 5a,5d, 2h,1f, 2,0, 0, no, 000000000000000 Bombard, Met, 0, 1.,0, 5a,1d, 2h,2f, 8,0, 0, Mat, 000000001000000 Field Cannon, Tac, 0, 1.,0, 6a,1d, 2h,2f, 10,0, 0, Met, 000000001000000 Royal Artillery, nil, 0, 1.,0, 8a,1d, 2h,2f, 12,0, 0, Tac, 000000001000000 African Savages, nil, 0, 1.,0, 3a,3d, 2h,1f, 1,0, 1, no, 000000000000000 Landsknechts, X1, 0, 1.,0, 4a,4d, 2h,1f, 5,0, 0, NF, 000000000000000 E Ship-of-Line, X6, 2, 18.,0, 12a,10d, 2h,3f, 12,0, 2, U1, 100000000000001 Frigate, nil, 2, 18.,0, 0a,8d, 2h,3f, 11,0, 2, Mag, 100000000001000 Caravel, nil, 2, 11.,0, 3a,2d, 2h,2f, 9,2, 4, Map, 100000000101000 Carrack, U2, 2, 14.,0, 0a,5d, 2h,2f, 8,2, 4, Sea, 100000000001000 War Galley, Stl, 2, 8.,0, 4a,4d, 2h,2f, 6,0, 2, Pot, 100000000101000 Caravel, U2, 2, 12.,0, 4a,3d, 2h,2f, 8,2, 4, Map, 100000000001000 Galleon, nil, 2, 15.,0, 5a,5d, 2h,2f, 10,4, 4, Ast, 100000000001000 War Galleon, nil, 2, 17.,0, 7a,6d, 2h,2f, 9,0, 2, Nav, 100000000001001 Samurai Warriors, nil, 0, 2.,0, 6a,4d, 2h,1f, 6,0, 0, no, 000000000000000 Native Savages, nil, 0, 1.,0, 3a,3d, 2h,1f, 1,0, 0, no, 000000000000000 Braves Cavalry, nil, 0, 2.,0, 4a,4d, 2h,1f, 2,0, 1, no, 000000000000000 Indians, nil, 0, 1.,0, 4a,4d, 2h,1f, 1,0, 1, no, 000000000000000 Asian Warriors, nil, 0, 0.,0, 5a,6d, 2h,1f, 4,0, 0, no, 000010000000000 Privateers, nil, 2, 5.,0, 7a,4d, 2h,2f, 8,0, 2, no, 100000000101000 Native Tribe Capitol,nil,0, 0.,0, 0a,8d, 2h,1f, 12,0, 1, no, 000000000000000 Fortress, nil, 0, 0.,0, 0a,14d, 2h,1f, 12,0, 1, War, 000010000000001 Fire Ship, nil, 2, 13.,0, 7a,0d, 2h,2f, 6,0, 2, Amp, 001000000000000 Merchantman, nil, 2, 18.,0, 0a,3d, 2h,2f, 9,4, 4, ToG, 100000000000000 Diplomat, nil, 0, 1.,0, 0a,0d, 1h,1f, 7,0, 6, Lab, 000000000000010 Lancers, AFl, 0, 2.,0, 7a,4d, 2h,1f, 10,0, 0, San, 000000000000000 Merhantmen, Cor, 0, 1.,0, 0a,1d, 2h,1f, 6,0, 7, Tra, 000000000000010 Colonial Goods, nil, 0, 2.,0, 0a,1d, 2h,1f, 8,0, 7, Cor, 000000000000010 Missionary, nil, 0, 2.,0, 0a,1d, 2h,1f, 5,0, 0, Env, 000001000000010 Fluyte, X7, 2, 19.,0, 0a,4d, 2h,2f, 7,4, 4, ToG, 100000000000000 Harquebusiers, AFl, 0, 2.,0, 6a,4d, 2h,1f, 10,0, 0, Chi, 000000000000000 Pirates, nil, 0, 1.,0, 6a,5d, 2h,1f, 4,0, 1, no, 000000000000000 Line Infantry, nil, 0, 1.,0, 5a,5d, 2h,1f, 7,0, 1, AFl, 000000000000000 Musketeers, nil, 0, 1.,0, 2a,5d, 2h,1f, 6,0, 1, Feu, 000000000000000 Man-o-War, nil, 2, 16.,0, 8a,7d, 2h,2f, 9,0, 2, Stl, 100000000001001 Improved Pikemen, AFl, 0, 1.,0, 3a,5d, 2h,1f, 7,0, 1, Chi, 000010000000000 F Knight, X5, 0, 2.,0, 6a,4d, 2h,2f, 12,0, 0, Whe, 000000000000000 Heavy Artillery, nil, 0, 1.,0, 10a,1d, 2h,2f, 14,0, 0, Roc, 000000001000000 East Indiaman, nil, 2, 19.,0, 4a,4d, 2h,3f, 9,6, 4, Stl, 100000000001000 Cuirassiers, nil, 0, 2.,0, 9a,4d, 2h,1f, 12,0, 0, CA, 000000000000010 ; ; 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, 2,2, 0,1,0, yes, 1, 5, 5, no, 1, 5, 3, no, ; Drt Plains, 1,2, 1,1,0, yes, 1, 5, 1, no, 0,15, 0, no, ; Pln Grassland, 1,2, 2,1,0, yes, 1, 5, 2, no, 0,10, 0, no, ; Grs Forest, 2,3, 1,2,0, Pln, 0, 5, 5, no, 0, 5, 0, no, ; For Hills, 2,3, 1,0,0, no, 1,10, 0, yes, 3,10, 1, no, ; Hil Mountains, 3,6, 0,1,0, no, 1,10, 0, yes, 1,10, 6, no, ; Mou Tundra, 2,2, 1,0,0, yes, 1,10, 1, no, 0, 0, 0, no, ; Tun Center of Trade,1,3,6,5,30,no, 1, 5, 2, no, 0,10, 0, no, ; Gla Swamp, 2,3, 1,0,0, Grs, 0,15, 6, no, 0,15, 0, no, ; Swa Jungle, 2,3, 1,0,0, Grs, 0,15, 6, no, 0,15, 0, no, ; Jun Ocean, 1,2, 1,0,5, no, 0, 0, 0, no, 0, 0, 0, no, ; Oce Oasis, 1,2, 3,1,0, Wild Horses,1,2, 1,3,0, Grassland, 1,2, 2,1,0, Timber, 2,3, 3,2,0, Coal, 2,3, 1,2,0, Iron Ore, 3,6, 0,1,7, Sea Lions, 1,2, 3,1,0, Ivory, 2,2, 1,1,5, Peat, 2,3, 1,4,0, Native Tribe,2,3, 1,0,4, Fishing Banks,1,2,3,0,3, Cactuses, 1,2, 0,4,0, Wheat, 1,2, 3,1,0, Grassland, 1,2, 2,1,0, Moose, 2,3, 1,2,4, Olive Trees,2,3, 1,0,5, Iron, 3,6, 0,4,0, Polar Bears,1,2, 2,0,4, Noble Resources,1,3,6,5,30 Water Fowls,2,3, 3,0,5, Fruit, 2,3, 4,0,2, Fisheries, 1,2, 2,2,4, @GOVERNMENTS Anarchy, Emperor, Empress Islamic Sultanate,Sultan, Sultaniya Absolute Monarchy,King, Queen Colonial Imperium,Emperor, Empress [Removed], Prime Minister,Prime Minister [Removed], Consul, Consul [Removed], Lord Protector,Lord Protector ; ; 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, Dutch, Dutch, -1, -1, 1, Frederick, Maria Theresa, 0, 3, 3, Germans, German, 1, -1, 1, 4, Archbishop, Archbishop, 6, Chancellor, Chancellor Ramesses, Cleopatra, 1, 4, 0, Egyptians, Egyptian, 0, 0, 1, 1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh Abe Lincoln, E. Roosevelt, 0, 5, 1, Americans, American, -1, 0, 1, 4, Reverend, Reverend, 5, Speaker, Speaker Alexander, Hippolyta, 1, 6, 1, Greeks, Greek, 0, 1, -1, 6, Prime Minister, Prime Minister Mohandas Gandhi,Indira Gandhi, 0, 7, 2, Ottomans, Indian, -1, -1, 0, 2, Maharaja, Maharaja, Lenin, Catherine the Great, 0, 1, 1, Portugese, Portugese, 1, 0, -1, 2, King, Queen, 4, Patriarch, Matriarch Shaka, Shakala, 0, 2, 0, Zulus, Zulu, 1, 0, 0, Louis XIV, Joan of Arc, 0, 3, 2, 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, European, European, 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, 0, Habsburgs, Habsburg, -1, 1, -1, 4, Archbishop, Archbishop Xerxes, Scheherezade, 0, 5, 0, English, Englsih, 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 Cotton, Furs, Horses, Cloth, Sugar, Lumber, Ore, Tools, Wine, Silk, Silver, Tobacco, Cigars, Gold, Rum, Muskets, @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 Discoverer Explorer Conquistador Governor Viceroy King @ATTITUDES Worshipful Enthusiastic Cordial Receptive Neutral Uncooperative Icy Hostile Enraged