; ; 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 1 ; 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) 2 ; 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 3 ; Fundamentalism pays support for all units past this 3 ; Communism is equivalent of this palace distance. 8 ; 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) 2 ; 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 A tech to bind them all,1, 0, no, no, 0, 0 ; AFl 0 Yet another tech, 1, 0, nil, AFl, 0, 0 ; Alp 1 Yari Ashigaru I Death, 1, 0, nil, AFl, 2, 0 ; Amp 2 Yari Ashigaru II, 1, 0, nil, Amp, 0, 0 ; Ast 3 Yari Ashigaru II Death, 1, 0, nil, AFl, 2, 0 ; Ato 4 xA no no tech, 1, 0, no, no, 0, 0 ; Aut 5 + Electronics = Modern Style City Yari Ashigaru III, 1, 0, nil, Ato, 0, 0 ; Ban 6 Bridge Building, 1, 0, nil, nil, 0, 4 ; Bri 7 Yari Samurai I Death, 1, 0, nil, AFl, 2, 0 ; Bro 8 Worship, 1, 0, nil, nil, 0, 2 ; Cer 9 Yari Samurai II, 1, 0, nil, Bro, 0, 0 ; Che 10 Yari Samurai II Death, 1, 0, nil, AFl, 2, 0 ; Chi 11 Yari Samurai III, 1, 0, nil, Chi, 0, 0 ; CoL 12 No-Dachi Samurai I, 1, 0, nil, Eco, 3, 1 ; CA 13 No-Dachi Sam. I Death, 1, 0, nil, AFl, 2, 0 ; Cmb 14 Shogunate, 1, 0, The, Las, 1, 3 ; Cmn 15 Allows Communist government, decreases effect of cathedrals, more partisans appear No-Dachi Samurai II, 1, 0, nil, Cmb, 3, 1 ; Cmp 16 No-Dachi Sam. II Death, 1, 0, nil, AFl, 2, 0 ; Csc 17 Fortress Defenseworks, 1, 0, nil, nil, 1, 3 ; Cst 18 Allows construction of Fortresses No-Dachi Samurai III, 1, 0, nil, Csc, 3, 1 ; Cor 19 Naginata I, 1, 0, nil, Che, 3, 1 ; Cur 20 Christian State, 1, 0, nil, Sup, 1, 3 ; Dem 21 Allows Democratic government, courthouses make one citizen content Naginata I Death, 1, 0, nil, AFl, 2, 0 ; Eco 22 Naginata II, 1, 0, nil, Eco, 3, 1 ; E1 23 xA no no tech, 1, 0, no, no, 0, 0 ; E2 24 + Automobile = Modern Style City, colloseums now make 1 additional citizen happy Naginata II Death, 1, 0, nil, AFl, 2, 0 ; Eng 25 Naginata III, 1, 0, nil, Eng, 3, 1 ; Env 26 Samurai Archer I Death, 1, 0, nil, AFl, 2, 0 ; Esp 27 Samurai Archer II, 1, 0, nil, Esp, 1, 0 ; Exp 28 Samurai Archer II Death,1, 0, nil, AFl, 2, 0 ; Feu 29 Samurai Archer III, 1, 0, nil, Feu, 1, 0 ; Fli 30 xA no no tech, 1, 0, no, no, 0, 0 ; Fun 31 Cavalry Archer I, 1, 0, nil, nil, 2, 4 ; FP 32 Makes nuclear plants safe Cavalry Archer I Death, 1, 0, nil, AFl, 2, 0 ; Gen 33 xA no no tech, 1, 0, no, no, 0, 0 ; Gue 34 Makes partisans appear xA no no tech, 1, 0, no, no, 0, 0 ; Gun 35 Sells all barracks, obsoletes all units left of the muskateer Cavalry Archer II, 1, 0, nil, Gen, 2, 4 ; Hor 36 xA no no tech, 1, 0, no, no, 0, 0 ; Ind 37 City Styles become industrial A no no tech, 1, 0, no, no, 0, 0 ; Inv 38 Stops goody huts from giving advances Cavalry Archer II Death,1, 0, nil, AFl, 2, 0 ; Iro 39 Cavalry Archer III, 1, 0, nil, Iro, 2, 4 ; Lab 40 Yari Cavalry I, 1, 0, nil, nil, 1, 4 ; Las 41 Yari Cavalry I Death, 1, 0, nil, AFl, 2, 0 ; Ldr 42 Yari Cavalry II, 1, 0, nil, Ldr, 1, 4 ; Lit 43 Yari Cavalry II Death, 1, 0, nil, AFl, 2, 0 ; Too 44 Yari Cavalry III, 1, 0, nil, Too, 1, 4 ; Mag 45 Heavy Cavalry I, 1, 0, nil, Ldr, 3, 4 ; Map 46 Allows players to exchange maps Heavy Cavalry I Death, 1, 0, nil, AFl, 2, 0 ; Mas 47 Heavy Cavalry II, 1, 0, nil, Mas, 3, 4 ; MP 48 Heavy Cavalry II Death, 1, 0, nil, AFl, 2, 0 ; Mat 49 Heavy Cavalry III, 1, 0, nil, Mat, 3, 4 ; Med 50 Warrior Monks I, 1, 0, nil, nil, 3, 1 ; Met 51 Warrior Monks I Death, 1, 0, nil, AFl, 2, 0 ; Min 52 Gun Manufacturing, 1, 0, nil, Plu, 2, 1 ; Mob 53 Sells all Barracks Feudalism, 1, 0, nil, nil, 1, 2 ; Mon 54 Allows monarchy government Shining Path, 1, 0, nil, nil, 0, 2 ; MT 55 Bushido, 1, 0, nil, nil, 0, 2 ; Mys 56 One additional citizen made content by a temple xA no no tech, 1, 0, no, no, 0, 0 ; Nav 57 Makes Triremes less Likely to Sink Warrior Monks II, 1, 0, nil, Min, 3, 1 ; NF 58 xA no no tech, 1, 0, no, no, 0, 0 ; NP 59 Ships move an extra square Portugeuese Arrival, 1, 0, ToG, Cmn, 1, 2 ; Phi 60 Free advance to the first civ to discover Warrior Monks II Death, 1, 0, nil, AFl, 2, 0 ; Phy 61 Warrior Monks III, 1, 0, nil, Phy, 3, 1 ; Pla 62 Arquebusiers I, 1, 0, nil, Phi, 2, 1 ; Plu 63 Arquebusiers I Death, 1, 0, nil, AFl, 2, 0 ; PT 64 Arquebusiers II, 1, 0, nil, PT, 2, 1 ; Pot 65 xA no no tech, 1, 0, no, no, 0, 0 ; Rad 66 Settlers may construct airbases xA no no tech, 1, 0, no, no, 0, 0 ; RR 67 Settlers may construct railroads Arquebusiers II Death, 1, 0, nil, AFl, 2, 0 ; Rec 68 Improved Rice Farming, 1, 0, The, nil, 0, 1 ; Ref 69 Settlers may construct farmland (x2 irrigation) Arquebusiers III, 1, 0, nil, Rec, 2, 1 ; Rfg 70 Reformation, 1, 0, Cmn, Tac, 1, 3 ; Rep 71 Allows republic government Musketeers I, 1, 0, nil, Mob, 2, 1 ; Rob 72 Musketeers I Death, 1, 0, nil, AFl, 2, 0 ; Roc 73 Musketeers II, 1, 0, nil, Roc, 2, 1 ; San 74 xA no no tech, 1, 0, no, no, 0, 0 ; Sea 75 Makes Triremes less Likely to Sink Muskateers II Death, 1, 0, nil, AFl, 2, 0 ; SFl 76 Musketeers III, 1, 0, nil, SFl, 2, 1 ; Sth 77 Expert Shipbuilding, 1, 0, nil, nil, 2, 3 ; SE 78 Steel Forging, 1, 0, nil, nil, 3, 0 ; Stl 79 Christian Philosophy, 1, 0, nil, Phi, 1, 2 ; Sup 80 Advanced Metalurgy, 1, 0, nil, Stl, 3, 0 ; Tac 81 Shinto Revival, 1, 0, nil, nil, 1, 1 ; The 82 Improves the effect of cathedrals (dissipated by communism) 1542, 1, 0, nil, AFl, 3, 3 ; ToG 83 Trade, 1, 0, nil, nil, 0, 1 ; Tra 84 Makes it possible to see what goods can be traded Men of the Shadows I, 1, 0, nil, nil, 3, 2 ; Uni 85 Men of the Shadows II, 1, 0, Uni, nil, 3, 2 ; War 86 Legendary Geisha, 1, 0, SFl, War, 0, 0 ; Whe 87 A no no tech, 1, 0, no, no, 0, 0 ; Wri 88 General Research, 1, 0, nil, nil, 1, 3 ; ... 89 Accumulates (to 255?) Not Hojo, 1, 0, no, no, 0, 0 ; U1 90 Not Shimazu, 1, 0, no, no, 0, 0 ; U2 91 Not Mori, 1, 0, no, no, 0, 0 ; U3 92 Not Takeda, 1, 0, no, no, 0, 0 ; X1 93 Not Imagawa, 1, 0, no, no, 0, 0 ; X2 94 Not Oda, 1, 0, no, no, 0, 0 ; X3 95 Not Uesugi, 1, 0, no, no, 0, 0 ; X4 96 A no no tech, 1, 0, no, no, 0, 0 ; X5 97 A no no tech, 1, 0, no, no, 0, 0 ; X6 98 A no no tech, 1, 0, no, no, 0, 0 ; X7 99 ; ; 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, Legendary Palace, 10, 0, nil, Spear Dojo, 4, 1, nil, Storehouse, 6, 1, nil, Buddhist Shrine, 4, 0, nil, MarketPlace, 8, 0, nil, Tea House, 8, 1, nil, Palace, 8, 1, nil, Castle, 16, 8, nil, Aqueduct, 8, 2, nil, Portuguese Trading Post, 8, 3, Phi, Buddhist Temple, 6, 2, nil, Sword Dojo, 16, 3, Stl, unused, 16, 4, no, Tranquil Garden, 5, 2, nil, Armoury, 16, 4, nil, Swordsmith, 32, 6, no, unused, 16, 4, no, unused, 16, 4, no, Iron Mine, 12, 4, nil, unused, 16, 4, no, unused, 16, 4, no, Dutch Trading Post, 16, 4, Dem, Sewer System, 12, 2, Stl, Rice Warehouse, 12, 4, Ref, unused, 16, 4, no, War Dojo, 16, 3, Tac, unused, 16, 4, no, unused, 16, 4, no, unused, 16, 4, no, Port, 6, 1, nil, unused, 16, 4, no, Natural Harbor, 16, 0, no, Church, 6, 2, Phi, Drydock, 8, 3, SE, Transporter,0,0,no, unused, 16, 4, no, unused, 16, 4, no, unused, 16, 4, no, (Koku Production), 60, 0, nil, Sheltered Population, 16, 0, nil, Legendary Tranquil Garden,20, 0, nil, Sagami Province, 20, 0, nil, unused, 16, 4, no, Legendary Ninja House, 30, 0, nil, Buddhist Sanctuary, 30, 0, nil, Hojo Fortressworks, 30, 0, nil, Sword Mastery, 30, 0, nil, Legendary Swordsmith, 30, 0, Tac, unused, 16, 4, no, Legendary Shrine, 40, 0, The, Imperial City, 16, 4, nil, unused, 16, 4, no, Emperor's Mandate, 30, 0, nil, Legendary Armoury, 40, 0, nil, Emperor's Divine Light, 40, 0, nil, Legendary Tea House, 40, 0, nil, Legendary Farmland, 40, 0, nil, Legendary Portuguese Post,40, 0, Phi, unused, 16, 4, no, unused, 16, 4, no, Legendary Cathedral, 60, 0, Phi, unused, 16, 4, no, unused, 16, 4, no, unused, 16, 4, no, Ninja Sight, 60, 0, no, Way of the Warrior, 16, 0, nil, Seat of the Emperor, 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 Peasants, nil, 0, 8.,0, 0a,1d, 2h,1f, 4,0, 5, nil, 000000000000000 nothing, nil, 0, 0.,0, 0a,2d, 2h,1f, 4,0, 5, no, 000000000000000 Yari Ashigaru I, Ast, 0, 9.,0, 1a,1d, 1h,1f, 1,0, 1, nil, 000010000000000 Yari Ashigaru II, Ban, 0, 9.,0, 2a,2d, 1h,1f, 1,0, 1, Ast, 000010000000000 Yari Ashigaru III, nil, 0, 9.,0, 3a,3d, 1h,1f, 1,0, 1, Ban, 000010000000000 Ninja Assassin, nil, 0, 9.,0, 10a,1d, 1h,6f, 6,0, 3, Uni, 111001000000110 Shinobi Observer, nil, 0, 9.,0, 0a,1d, 1h,1f, 3,0, 0, War, 100001000001011 not allowed at all, nil, 0, 0.,0, 1a,1d, 1h,1f, 1,0, 1, no, 000000000000000 Warrior Monks I, NF, 0, 9.,0, 2a,2d, 2h,1f, 6,0, 0, Met, 000100000000000 Cavalry Archers I, Exp, 0, 18.,0, 2a,3d, 2h,2f, 9,0, 1, FP, 000000001000010 ; Hor used to be Exp Cavalry Archers II, Lab, 0, 18.,0, 3a,4d, 2h,2f, 9,0, 0, Hor, 000000001000010 Cavalry Archers III, nil, 0, 18.,0, 4a,5d, 2h,2f, 9,0, 0, Lab, 000000001000010 Warrior Monks II, Pla, 0, 9.,0, 3a,3d, 2h,1f, 6,0, 0, NF, 000100000000000 Warrior Monks III, nil, 0, 9.,0, 4a,4d, 2h,1f, 6,0, 0, Pla, 000100000000000 P Ninja Assassin, X2, 0, 9.,0, 10a,1d, 1h,6f, 3,0, 3, War, 111001000000110 Yari Cavalry I, Lit, 0, 18.,0, 3a,3d, 2h,2f, 10,0, 0, Las, 000010000000010 Yari Cavalry II, Mag, 0, 18.,0, 4a,4d, 2h,2f, 10,0, 0, Lit, 000010000000010 Heavy Cavalry I, MP, 0, 18.,0, 5a,3d, 2h,2f, 12,0, 0, Map, 000000000000010 Yari Cavalry III, nil, 0, 18.,0, 5a,5d, 2h,2f, 10,0, 0, Mag, 000010000000010 not allowed at all, nil, 0, 0.,0, 1a,1d, 1h,1f, 1,0, 1, no, 000000000000000 Heavy Cavalry II, Med, 0, 18.,0, 6a,4d, 2h,2f, 12,0, 0, MP, 000000000000010 Heavy Cavalry III, nil, 0, 18.,0, 7a,5d, 2h,2f, 12,0, 0, Med, 000000000000010 unused, nil, 0, 0.,0, 1a,1d, 1h,1f, 1,0, 1, no, 000000000000000 P Samurai Archer, X4, 0, 9.,0, 4a,6d, 1h,1f, 3,0, 0, Exp, 000000001000000 Cannon, nil, 0, 8.,0, 24a,1d, 2h,1f, 11,0, 0, Sth, 000000001000000 unused, nil, 0, 0.,0, 1a,1d, 1h,1f, 1,0, 1, no, 000000000000000 unused, nil, 0, 0.,0, 1a,1d, 1h,1f, 1,0, 1, no, 000000000000000 Yari Samurai I, Che, 0, 9.,0, 2a,2d, 1h,1f, 3,0, 1, nil, 000010000000000 Yari Samurai II, CoL, 0, 9.,0, 3a,3d, 1h,1f, 3,0, 1, Che, 000010000000000 Yari Samurai III, nil, 0, 9.,0, 4a,4d, 1h,1f, 3,0, 1, CoL, 000010000000000 No-Dachi Samurai I, CA, 0, 9.,0, 5a,2d, 1h,2f, 5,0, 0, CA, 000000000000000 No-Dachi Samurai II, Cor, 0, 9.,0, 6a,3d, 1h,2f, 5,0, 0, Cmp, 000000000000000 No-Dachi SamuraiIII, nil, 0, 9.,0, 7a,4d, 1h,2f, 5,0, 0, Cor, 000000000000000 Busousen, nil, 2, 90.,0, 4a,4d, 2h,1f, 7,0, 2, nil, 000000000100000 Unsou Transport, nil, 2, 70.,0, 0a,1d, 2h,1f, 3,3, 4, nil, 000000000100000 unused, nil, 0, 0.,0, 1a,1d, 1h,1f, 1,0, 1, no, 000000000000000 Naginata I, nil, 0, 5.,0, 2a,5d, 1h,2f, 5,0, 1, Cur, 000000000000000 Naginata II, nil, 0, 5.,0, 3a,6d, 1h,2f, 5,0, 1, E1, 000000000000000 Naginata III, nil, 0, 5.,0, 4a,7d, 1h,2f, 5,0, 1, Env, 000000000000000 P No-Dachi Samurai, U2, 0, 9.,0, 8a,5d, 1h,2f, 5,0, 0, Cmp, 000000000000000 P Warrior Monks, U3, 0, 9.,0, 5a,5d, 2h,1f, 6,0, 0, NF, 000100000000000 P Yari Ashigaru, X3, 0, 9.,0, 2a,2d, 1h,1f,128,0, 1, nil, 000010000000000 not allowed at all, nil, 0, 0.,0, 1a,1d, 1h,1f, 1,0, 1, no, 000000000000000 Imperial Guard, nil, 0, 0.,0, 5a,6d, 2h,2f,128,0, 0, no, 000000001000010 unused, nil, 0, 0.,0, 1a,1d, 1h,1f, 1,0, 1, no, 000000000000000 not allowed at all, nil, 0, 0.,0, 1a,1d, 1h,1f, 1,0, 1, no, 000000000000000 P Shinobi, U1, 0, 9.,0, 0a,1d, 1h,1f, 12,0, 6, War, 100001000001011 Legendary Geisha, nil, 0, 9.,0, 0a,4d, 2h,1f, 20,0, 6, Whe, 000000000000000 Merchant, nil, 0, 12.,0, 0a,1d, 1h,1f, 5,0, 7, nil, 000000000000010 unused, nil, 0, 0.,0, 1a,1d, 1h,1f, 1,0, 1, no, 000000000000000 unused, nil, 0, 0.,0, 1a,1d, 1h,1f, 1,0, 1, no, 000000000000000 Arquebusier I, Pot, 0, 9.,0, 1a,3d, 1h,1f, 2,0, 1, Plu, 000000000000000 Arquebusier II, Rfg, 0, 9.,0, 2a,4d, 1h,1f, 2,0, 1, Pot, 000000000000000 Arquebusier III, nil, 0, 9.,0, 3a,5d, 1h,1f, 2,0, 1, Rfg, 000000000000000 Samurai Archer I, Exp, 0, 9.,0, 2a,3d, 1h,1f, 4,0, 0, nil, 000000001000000 Samurai Archer II, Fli, 0, 9.,0, 3a,4d, 1h,1f, 4,0, 0, Exp, 000000001000000 Samurai Archer III, nil, 0, 9.,0, 4a,5d, 1h,1f, 4,0, 0, Fli, 000000001000000 Musketeer I, San, 0, 9.,0, 3a,4d, 2h,1f, 8,0, 5, Rob, 000000000000000 Musketeer II, Sth, 0, 9.,0, 4a,5d, 2h,1f, 8,0, 5, San, 000000000000000 Musketeer III, nil, 0, 9.,0, 5a,6d, 2h,1f, 8,0, 5, Sth, 000000000000000 Daimyo, nil, 0, 18.,0, 5a,3d, 4h,2f,128,0, 0, no, 000000000000010 P Cavalry Archers, X1, 0, 18.,0, 5a,6d, 2h,2f, 8,0, 0, Hor, 000000001000010 ; ; 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 Logging, 2,2, 1,3,0, Swa, 0, 6, 0, no, 0, 0, 0, no,no, ; Drt Grassland, 1,2, 2,0,0, yes, 2, 4, 0, For, 0,15, 0, no,no, ; Pln Rich Farmland, 1,2, 6,0,8, no, 0, 0, 0, no, 0, 0, 0, no,no, ; Grs Forest, 2,3, 1,1,0, Drt, 0, 4, 5, no, 0, 5, 0, no,no, ; For Hills, 2,4, 1,1,0, yes, 1,10, 0, yes, 3,10, 1, no,no, ; Hil Mountains, 4,6, 0,2,0, no, 0, 0, 0, yes, 1,10, 6, no,no, ; Mou unused, 1,2, 1,0,0, no, 0, 0, 0, no, 0, 0, 0, no,no, ; Tun Boreal, 2,3, 1,1,0, Drt, 0, 4, 5, no, 0, 5, 0, no,no, ; Gla Plains, 1,2, 1,1,0, yes, 2, 4, 0, For, 0,15, 0, no,no, ; Swa Coniferous, 2,3, 0,1,0, Drt, 0, 4, 5, no, 0, 5, 0, no,no, ; Jun Ocean, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no,no, ; Oce Prime Timber, 2,2, 1,5,0, Wheat, 1,2, 3,0,0, Rich Farmland, 1,2, 2,1,0, Prime Timber, 2,3, 1,3,0, Iron, 2,4, 1,4,0, Silver, 4,6, 0,1,8, unused, 1,2, 3,1,0, Prime Timber, 2,3, 1,3,0, Wheat, 1,2, 3,1,0, Prime Timber, 2,3, 1,3,0, Fish, 1,2, 3,0,2, Prime Timber, 2,2, 1,5,0, Wheat, 1,2, 3,0,0, Rich Farmland, 1,2, 2,1,0, Prime Timber, 2,3, 1,3,0, Copper, 2,4, 1,4,4, Gold, 4,6, 0,1,8, unused, 1,2, 2,0,3, Prime Timber, 2,3, 1,3,0, Wheat, 1,2, 3,1,0, Prime Timber, 2,3, 1,3,0, Whales, 1,2, 2,2,3, @GOVERNMENTS Anarchy, Mr., Ms. Despotism, Daimyo, Daimyo Feudalism, Daimyo, Daimyo Shogunate, Shogun, Shogun Fundamentalism, Daimyo, Daimyo Reform, Daimyo, Daimyo Christian State,Daimyo, Daimyo ; ; 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, Shimazu, Shimazu, 1, 1, -1, 1, Dictator, Dictator, 2, Imperator, Imperatrix Hammurabi, Ishtari, 0, 2, 0, Babylonians, Babylonian, 1, 1, -1, Frederick, Maria Theresa, 0, 3, 3, Mori, Mori, 1, 1, -1, 4, Archbishop, Archbishop, 6, Chancellor, Chancellor Ramesses, Cleopatra, 1, 4, 0, Oda, Oda, 1, 1, -1, 1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh Abe Lincoln, E. Roosevelt, 0, 5, 1, Imagawa, Imagawa, 1, 1, -1, 4, Reverend, Reverend, 5, Speaker, Speaker Alexander, Hippolyta, 1, 6, 1, Greeks, Greek, 1, 1, -1, 6, Prime Minister, Prime Minister Mohandas Gandhi,Indira Gandhi, 0, 7, 2, Indians, Indian, 1, 1, -1, 2, Maharaja, Maharaja, Lenin, Catherine the Great, 1, 1, 3, Russians, Russian, 1, 1, -1, 2, Czar, Czarina, 4, Patriarch, Matriarch Shaka, Shakala, 0, 2, 0, Hojo, Hojo, 1, 1, -1, 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, 1, 1, -1, Mao Tse Tung, Wu Zhao, 0, 5, 2, Chinese, Chinese, 1, 1, -1, 3, Chairman, Chairperson Henry VIII, Elizabeth I, 1, 6, 3, Takeda, Takeda, 1, 1, -1, 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, -1, 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, -1, 1, Warlord, Warlord Philip II, Isabella, 1, 4, 3, Spanish, Spanish, 1, 1, -1, 4, Archbishop, Archbishop Xerxes, Scheherezade, 0, 5, 0, Persians, Persian, 1, 1, -1, 2, Shah, Shah, 4, Ayatollah, Ayatollah Hannibal, Dido, 0, 6, 1, Carthaginians, Carthaginian, 0, 0, -1, Sitting Bull, Sacajawea, 0, 7, 0, Uesugi, Uesugi, 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 Gems, Wool, Beads, Cloth, Handicrafts, Books, Copper, Dye, Rice, Tea, Silver, Perfume, Silver, Gold, Pearls, Mercury, @ORDERS Fortify, F Fortified, F Sleep, S Build Fortress, F Build Road, R Build Irrigation, I Build Mine, m Transform, O Clean Pollution, p Build Airbase, E Build Transporter, j Go to, G @DIFFICULTY Peasant Ronin Samurai Shogun Daimyo Emperor @ATTITUDES Worshipful Enthusiastic Cordial Receptive Neutral Uncooperative Icy Hostile Enraged