; ; CIVILIZATION GAME DATA ; Extended Original ; Copyright (c) 1999 by MicroProse Software ; ; You can alter this file 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 1 ; 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) 20 ; # 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 (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 ; Score value of each citizen 20 ; Score value of each wonder 1 ; Score value of spaceship, 1=# of habitats x prob. of success, 0=0 -10 ; Score value per player-controlled pollution 1 ; Score value (x3) per turn of peace after turn 199 5 ; Score value per Future Technology 0 ; Score penalty per betrayal 0 ; Score penalty per unit destroyed 00000011 ; 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, Rad, Too, 3, 4 ; AFl Alphabet, 5, 1, nil, nil, 0, 3 ; Alp Amphibious Warfare, 3,-2, Nav, Tac, 3, 0 ; Amp Astronomy, 4, 1, Mys, Mat, 1, 3 ; Ast Atomic Theory, 4,-1, ToG, Phy, 2, 3 ; Ato Automobile, 6,-1, Cmb, Stl, 3, 4 ; Aut Banking, 4, 1, Tra, Rep, 1, 1 ; Ban Bridge Building, 4, 0, Iro, Cst, 0, 4 ; Bri Bronze Working, 6,-1, nil, nil, 0, 4 ; Bro Ceremonial Burial, 5, 0, nil, nil, 0, 2 ; Cer Chemistry, 5,-1, Uni, Med, 1, 3 ; Che Chivalry, 4,-2, Feu, Hor, 1, 0 ; Chi Code of Laws, 4, 1, Alp, nil, 0, 2 ; CoL Combined Arms, 5,-1, Mob, AFl, 3, 0 ; CA Combustion, 5,-1, Ref, Exp, 2, 4 ; Cmb Communism, 5, 0, Phi, Ind, 2, 2 ; Cmn Computers, 4, 1, Min, MP, 3, 4 ; Cmp Conscription, 7,-1, Dem, Met, 2, 0 ; Csc Construction, 4, 0, Mas, Cur, 0, 4 ; Cst Corporation, 4, 0, Ind, Eco, 2, 1 ; Cor Currency, 4, 1, Bro, nil, 0, 1 ; Cur Democracy, 5, 1, Ban, Inv, 2, 2 ; Dem Economics, 4, 1, Uni, Ban, 2, 1 ; Eco Electricity, 4, 0, Met, Mag, 2, 4 ; E1 Electronics, 4, 1, E1, Cor, 3, 4 ; E2 Engineering, 4, 0, Whe, Cst, 0, 4 ; Eng Environmentalism, 3, 1, Rec, SFl, 3, 2 ; Env Espionage, 2,-1, Cmn, Dem, 3, 0 ; Esp Explosives, 5, 0, Gun, Che, 2, 4 ; Exp Feudalism, 4,-1, War, Mon, 0, 0 ; Feu Flight, 4,-1, Cmb, ToG, 2, 4 ; Fli Fundamentalism, 3,-2, MT, Csc, 2, 2 ; Fun Fusion Power, 3, 0, NP, Sup, 3, 3 ; FP Genetic Engineering, 3, 2, Med, Cor, 3, 3 ; Gen Guerrilla Warfare, 4, 1, Cmn, Tac, 3, 0 ; Gue Gunpowder, 8,-2, Inv, Iro, 1, 0 ; Gun Horseback Riding, 4,-1, nil, nil, 0, 0 ; Hor Industrialization, 6, 0, RR, Ban, 2, 1 ; Ind Invention, 6, 0, Eng, Lit, 1, 4 ; Inv Iron Working, 5,-1, Bro, War, 0, 4 ; Iro Labor Union, 4,-1, MP, Gue, 3, 2 ; Lab Laser, 4, 0, NP, MP, 3, 3 ; Las Leadership, 5,-1, Chi, Gun, 1, 0 ; Ldr Literacy, 5, 2, Wri, CoL, 0, 3 ; Lit Machine Tools, 4,-2, Stl, Tac, 2, 4 ; Too Magnetism, 4,-1, Phy, Iro, 1, 3 ; Mag Map Making, 6,-1, Alp, nil, 0, 1 ; Map Masonry, 4, 1, nil, nil, 0, 4 ; Mas Mass Production, 5, 0, Aut, Cor, 3, 4 ; MP Mathematics, 4,-1, Alp, Mas, 0, 3 ; Mat Medicine, 4, 0, Phi, Tra, 1, 1 ; Med Metallurgy, 6,-2, Gun, Uni, 1, 0 ; Met Miniaturization, 4, 1, Too, E2, 3, 4 ; Min Mobile Warfare, 8,-1, Aut, Tac, 3, 0 ; Mob Monarchy, 5, 1, Cer, CoL, 0, 2 ; Mon Monotheism, 5, 1, Phi, PT, 1, 2 ; MT Mysticism, 4, 0, Cer, nil, 0, 2 ; Mys Navigation, 6,-1, Sea, Ast, 1, 1 ; Nav Nuclear Fission, 6,-2, Ato, MP, 3, 3 ; NF Nuclear Power, 3, 0, NF, E2, 3, 3 ; NP Philosophy, 6, 1, Mys, Lit, 1, 2 ; Phi Physics, 4,-1, Nav, Lit, 1, 3 ; Phy Plastics, 4, 1, Ref, SFl, 3, 4 ; Pla Ultrastring Theory, 8, 0, nil, nil, 3, 3 ; Plu Polytheism, 4, 0, Cer, Hor, 0, 2 ; PT Pottery, 4, 1, nil, nil, 0, 1 ; Pot Radio, 5,-1, Fli, E1, 3, 4 ; Rad Railroad, 6, 0, SE, Bri, 2, 1 ; RR Recycling, 2, 1, MP, Dem, 3, 2 ; Rec Refining, 4, 0, Che, Cor, 2, 4 ; Ref Refrigeration, 3, 1, E1, San, 3, 1 ; Rfg Republic, 5, 1, CoL, Lit, 0, 2 ; Rep Robotics, 5,-2, Cmp, Mob, 3, 0 ; Rob Rocketry, 6,-2, AFl, E2, 3, 0 ; Roc Sanitation, 4, 2, Med, Eng, 2, 1 ; San Seafaring, 4, 1, Map, Pot, 0, 1 ; Sea Space Flight, 4, 1, Cmp, Roc, 3, 3 ; SFl Stealth, 3,-2, Sup, Rob, 3, 0 ; Sth Steam Engine, 4,-1, Phy, Inv, 2, 3 ; SE Steel, 4,-1, E1, Ind, 2, 4 ; Stl Superconductor, 4, 1, Pla, Las, 3, 3 ; Sup Tactics, 6,-1, Csc, Ldr, 2, 0 ; Tac Theology, 3, 2, MT, Feu, 1, 2 ; The Theory of Gravity, 4, 0, Ast, Uni, 1, 3 ; ToG Trade, 4, 2, Cur, CoL, 0, 1 ; Tra University, 5, 1, Mat, Phi, 1, 3 ; Uni Warrior Code, 4,-1, nil, nil, 0, 0 ; War Wheel, 4,-1, Hor, nil, 0, 4 ; Whe Writing, 4, 2, Alp, nil, 0, 3 ; Wri Future Technology, 1, 0, Sup, Rec, 3, 3 ; ... Robotic Warfare, 6,-2, Plu, Rob, 3, 0 ; U1 Quantum Transport, 8, 0, Plu, nil, 3, 4 ; U2 Telka Sumara, 5,-1, Plu, nil, 3, 4 ; U3 Teratogeny, 5,-1, Gen, U2, 3, 3 ; X1 Cybernetics, 4,-1, U1, Gen, 3, 4 ; X2 Boht Comaree, 4,-2, U3, X1, 3, 0 ; X3 Bioplasmas, 4,-2, X2, FP, 3, 0 ; X4 Hyperentropics, 7, 0, U2, X4, 3, 3 ; X5 Reality Engineering, 7, 0, X5, nil, 3, 4 ; X6 Transcendence, 9, 2, X6, X5, 3, 2 ; 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, Mas, Barracks, 4, 1, nil, Granary, 6, 1, Pot, Temple, 4, 1, Cer, MarketPlace, 8, 1, Cur, Library, 8, 1, Wri, Courthouse, 8, 1, CoL, City Walls, 8, 0, Mas, Aqueduct, 8, 2, Cst, Bank, 12, 3, Ban, Cathedral, 12, 3, MT, University, 16, 3, Uni, Mass Transit, 16, 4, MP, Colosseum, 10, 4, Cst, 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, Eco, Sewer System, 12, 2, San, Supermarket, 8, 3, Rfg, Superhighways, 20, 5, Aut, Research Lab, 16, 3, Cmp, SAM Missile Battery, 10, 2, Roc, Coastal Fortress, 8, 1, Met, Solar Plant, 32, 4, Env, Harbor, 6, 1, Sea, Offshore Platform, 16, 3, Min, Airport, 16, 3, Rad, Police Station, 6, 2, Cmn, Port Facility, 8, 3, Amp, Starport, 16, 3, Plu, SS Structural, 8, 0, SFl, SS Component, 16, 0, Pla, SS Module, 32, 0, Sup, (Capitalization), 60, 0, Cor, Pyramids, 20, 0, Mas, Hanging Gardens, 20, 0, Pot, Colossus, 20, 0, Bro, Lighthouse, 20, 0, Map, Great Library, 30, 0, Lit, Oracle, 30, 0, Mys, Fulda Gap, 30, 0, nil, Stalingrad's Legacy, 30, 0, nil, King Richard's Crusade, 30, 0, Eng, 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, Leonardo's Workshop, 40, 0, Inv, J. S. Bach's Cathedral, 40, 0, The, 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, Women's Suffrage, 60, 0, Ind, 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, Cure for Cancer, 60, 0, Gen, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; Pyramids RR, ; Hanging Gardens Fli, ; Colossus Mag, ; Lighthouse E1, ; Great Library The, ; Oracle nil, ; Great Wall Mob, ; Sun Tzu's War Academy Ind, ; King Richard's Crusade Cmn, ; Marco Polo's Embassy Plu, ; Michelangelo X5, ; Copernicus nil, ; Magellan nil, ; Shakespeare Aut, ; Da Vinci's Workshop nil, ; Bach X6, ; Newton nil, ; Smith's Trading Co. nil, ; Darwin nil, ; Statue of Liberty U1, ; Eiffel Tower nil, ; Women's Suffrage nil, ; Hoover Dam nil, ; Manhattan Project X1, ; United Nations nil, ; Apollo Plu, ; 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. ; ; 100000000000000 = Unit can spot submarines ; 010000000000000 = x2 on defense versus air (AEGIS) ; 001000000000000 = Destroyed after attacking (missiles) ; 000100000000000 = Free support for fundamentalism (fanatics) ; 000010000000000 = x2 on defense versus horse (pikemen) ; 000001000000000 = Alpine (treats all squares as road) ; 000000100000000 = Can make paradrops ; 000000010000000 = Can carry air units (carrier) ; 000000001000000 = Negates city walls (howitzer) ; 000000000100000 = Ship must stay near land (trireme) ; 000000000010000 = Can attack air units (fighter) ; 000000000001000 = Submarine advantages/disadvantages ; 000000000000100 = Can make amphibious assaults ; 000000000000010 = Ignore zones of control ; 000000000000001 = Two space visibility ; ; @UNITS Cruise Missiles, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Engineers, nil, 0, 2.,0, 0a,2d, 2h,1f, 4,0, 5, Exp, 000000000000000 Motor Rifles (C), nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Motor Rifles (A/B), nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 T-55, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 T-64, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 T-72, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Internal Security, nil, 0, 0.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 T-80, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Partisans, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Guards Mtr. Rifles, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Guards T-64, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Guards T-80, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 M113, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 M2 Bradley, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 AMX-30, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 FV342, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Marder, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Corps Artillery, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Police, nil, 0, 0.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 T-95 Bear, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Patton, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 AMX-30, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Centurion, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Leopard I, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Challenger, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Leopard II, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 M1A1 Abrams, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Arm. Cav, Regt., nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 S-Tank, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Légion Etrangère, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 MiG-21 Fishbed, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 MiG-23 Flogger, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Su-24, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Su-25, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 MiG-29 Fulcrum, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Tu-16, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Tu-22, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Tu-95 Blackjack, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 MiG-25, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 F-4 Phantom, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 F-16 Falcon, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 F-15 Eagle, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 F/A-18 Hornet, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 F-14 Tomcat, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Nuclear Msl., nil, 1, 16.,1, 99a,0d, 1h,1f, 16,0, 0, nil, 001000000000000 Harrier, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Tornado, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 F-104 Starfighter, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Mirage III, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Mirage F-1, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Mirage 2000, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Saab 35 Draken, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Saab 37 Viggen, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 F-117, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 A-10 Thunderbolt, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 F-111, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 B-52 Stratofortess, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 B-1 Lancer, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Infantry (N), nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Airborne (N), nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Marines, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 US Marines, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Infantry (W), nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Airborne (W), nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Naval Infantry, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Infantry (M), nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Infantry (S), nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Infantry (I), nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Alpine Infantry, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Attack Heli., nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 AH-64 Apache, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Mi-24 Hind, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Transport, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Destroyer, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Cruiser, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 AEGIS Cruiser, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Battleship, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Submarine, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 Carrier, nil, 0, 1.,0, 1a,1d, 1h,1f, 2,0, 0, nil, 000000000000000 ; ; Note: the above 11 unit types (extra land, ship, air, and test units) are ; available for user defined unit types. If these units are given prerequisites ; other than "no" they will appear in the game when the specified ; technology is reached. Use if you want to create your own unit types ; without sacrificing any of the predefined units. Be sure to define ; the "role" field accurately, so that the computer will understand how ; to make use of the new units in its own civilizations. ; ; There is no requirement that the extra units be used to ; create exactly one of each type; you could create three ; ground units. But the icons provided are for one of each. ; The 11 extra unit types have default icons provided by the game. ; To actually change the icons is a somewhat more difficult ; task. The icons are stored in "UNITS.GIF". ; ; Sound effects for these 11 units may be added by providing ; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and : Extra1.wav through extra8.wav for the 8 test units. These should be ; 8-bit, mono, and sampled at 22050hz. ; ; Ideas: ; ; Hovercraft, nil, 2, 8.,0, 0a,1d, 2h,2f, 7,1, 4, MP, 000000000000000 ; ; ; Terrain ; ; Movecost, defense, food, shields, trade, ; . . . Irrigate, bonus, #turns, ai-irrigate, ; . . . Mine, bonus, #turns, ai-mine ; . . . Transform ; ; defense = multiply by 50% to get % of normal combat factor defended at. ; (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3). ; ; Irrigate/Mine = yes, no, or type of terrain changed to ; Transform = Terrain type engineers can transform to ; ; bonus = # extra production from that change ; ; turns = # turns for settler to make change ; ; ai = Minimum govt level necessary for ; computer player to want to perform irrigate/mine ; 0 Never ; 1 Despotism ; 2 Monarchy ; 3 Communism ; 4 Fundamentalism ; 5 Republic ; 6 Democracy ; @TERRAIN Desert, 4,2, 0,1,0, yes, 1, 7, 0, no, 0, 0, 0, no, no, ; Drt Plains, 1,2, 1,1,0, yes, 1, 5, 3, yes, 4,24, 3, For, no, ; Pln Grassland, 1,2, 2,1,0, yes, 1, 5, 3, Pln, 0, 9, 3, For, no, ; Grs Forest, 2,5, 1,2,0, Pln, 0, 5, 5, no, 0, 0, 0, Grs, no, ; For Hills, 2,5, 1,0,0, no, 0, 0, 0, yes, 2,12, 0, no, no, ; Hil Mountains, 4,6, 0,1,0, no, 0, 0, 0, yes, 2,12, 0, no, no, ; Mou Tundra, 1,2, 1,0,0, no, 0, 0, 0, no, 0, 0, 0, no, no, ; Tun Oil Field, 2,3, 0,1,40, no, 0, 0, 0, no, 0, 0, 0, no, no, ; Gla Urban, 1,3, 4,3,1, no, 0, 0, 0, no, 0, 0, 0, no, no, ; Swa Factories, 2,3, 1,3,0, no, 0, 0, 0, yes, 6,12, 3, no, no, ; Jun Ocean, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, no, ; Oce Oasis, 3,2, 3,1,0, Livestock, 1,2, 1,3,0, Grassland, 1,2, 2,1,0, Timber, 2,5, 1,3,0, Coal, 2,5, 1,4,0, Gold, 3,6, 0,1,6, Alpine, 1,2, 1,1,0, Refinery, 2,3, 0,2,60, Population, 2,3, 4,3,2, Production, 2,3, 1,4,1, Fish, 1,2, 3,0,2, Rocks, 3,4, 0,1,0, Wheat, 1,2, 3,1,0, Grassland, 1,2, 2,1,0, Trade Post, 2,5, 1,2,2, Bauxite, 2,5, 1,2,2, Iron, 3,6, 0,4,0, Alpine, 2,2, 1,1,0, Refinery, 2,3, 0,2,60, Population, 2,3, 4,3,2, Production, 2,3, 1,4,1, Sea Lane, 1,2, 2,2,3, @TERRAIN1 Wasteland, 2,2, 0,1,0, yes, 1, 5, 5, yes, 1, 5, 3, Pln, no, ; Drt Scrubland, 1,2, 1,1,0, yes, 1, 5, 1, For, 0,15, 6, Grs, no, ; Pln Grasses, 1,2, 2,1,0, yes, 1, 5, 1, Drt, 0,10, 0, For, no, ; Grs Woodlands, 2,3, 1,2,0, Pln, 0, 5, 5, no, 0, 5, 0, Grs, no, ; For Eternal Fog, 2,4, 1,0,1, no, 0, 0, 0, yes, 2,10, 1, Pln, no, ; Hil Mountains, 3,6, 0,1,0, no, 1,10, 0, yes, 1,10, 2, Swa, no, ; Mou Tundra, 1,2, 1,0,0, yes, 1,10, 1, no, 0, 0, 0, Drt, no, ; Tun Arctic, 2,2, 0,0,0, no, 0, 0, 0, yes, 1,15, 3, Tun, no, ; Gla No-man's Land, 2,3, 0,2,1, Pln, 0,15, 1, yes, 1, 5, 2, Grs, no, ; Swa Red Sands, 3,1, 0,1,1, no, 0, 0, 0, yes, 2,15, 2, Drt, no, ; Jun Misty Sea, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, no, ; Oce Fossils, 2,2, 0,2,3, Ruins, 1,3, 1,3,1, Chatapi, 1,2, 2,2,0, Shoat Lizards, 2,3, 3,2,0, Sandstorm, 3,4, 0,4,1, Dead City, 3,7, 0,2,3, Flame Stone, 1,2, 1,2,2, Artifacts, 2,2, 0,1,3, Lava Pit, 3,1, 0,4,3, Anomaly, 1,2, 0,0,5, Seabees, 1,2, 2,1,3, Monolith, 2,2, 0,1,5, Regiment Ivy, 1,2, 3,2,1, Chatapi, 1,2, 2,2,0, Methane, 2,3, 1,4,1, Fulminium, 2,4, 1,2,3, Transmetals, 3,6, 0,3,2, Menhirs, 1,2, 1,0,3, Pebble Wash, 2,2, 0,2,1, War Machine, 3,6, 0,5,1, Bioplasm, 3,2, 1,1,2, Sargasso, 3,1, 3,1,1, @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, ; Secondary Map Characteristics ; (modify at your own risk) ; ; 0, 1,2, 3,4, 5,6,7,8, D1,M1,F1, D2,M2,F2, D3,M3,F3 ; ; 0=map type: 1-subsea, 2-subdirt, 3-floating, 4-land dominant, 5-gas giant, 6-std ; 1=avg blob size (types 3 and 5 only) ; 2=avg # of blobs (types 3 and 5 only) ; 3=avg bridge length: 0-no bridges (types 3 and 5 only) ; 4=avg bridges per blob: 1-4 chance, 0-none (types 3 and 5 only) ; 5=# blue rooms ; 6=# ice rooms ; 7=# fire chambers ; 8=# storms ; DMF=desired length, minimum length, frequency ; specific effects depend on map type ; for AC game: ; DMF1=No, No, No ; DMF2=No, No, No ; DMF3=No, No, No @SECONDARY_MAPS 6, 0,0, 0,0, 0,0,0,0, 0,0,0, 0,0,0, 0,0,0, @GOVERNMENTS Anarchy, Mr., Ms. Despotism, Emperor, Empress Monarchy, King, Queen Communism, Comrade, Comrade Fundamentalism, High Priest, High Priestess 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, 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, NATO, NATO, -1, 0, 1, 4, Secretary-General, Secretary-General, 5, Speaker, Speaker Alexander, Hippolyta, 1, 6, 1, Greeks, Greek, 0, 1, -1, 6, Prime Minister, Prime Minister Pichi, Marendi, 0, 7, 2, Israelis, Israeli, 0, -1, -1, 0, Ik, Ek, 3, Kof, Ha'Kof, 4, Walapo, Awalapo, 5, Prime Minister, Prime Minister Gennady Yanayev,Catherine the Great, 1, 1, 3, Warsaw Pact, WarPac, 1, 1, 1, 3, General Secretary, General Secretary 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 Saddam Huessien, Elizabeth I, 1, 6, 3, Ba'ath, Ba'ath, -1, -1, -1, 4, President, President 6, Prime Minister, Prime Minister Lorath, Fanroff, 1, 7, 2, Brr'til, Brr'tilian, 0, 0, 0, 0, Olo, Alu, 3, Powa, Poelu, 4, Rurath, Ruoff, 5, Olido, Alidu, 6, Barit, Barit Cunobelin, Boadicea, 1, 1, 0, Celts, Celtic, -1, 1, 0, 4, Druid, Druid Ali Khamenei, Amaterasu, 0, 2, 2, Iranians, Iranian, -1, -1, -1, 2, Shogun, Shogun, 4, Ayatollah, Ayatollah, 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, Mux, Fute, 0, 7, 2, Treg, Tregin, -1, -1, 1, 0, Ed, Edi, 3, Ghec, Ghej, 4, Polt, Polti, 5, Kocim, Cimi, 6, Hafin, Hafini 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, J Go to, G @DIFFICULTY Chieftain Warlord Prince King Emperor Deity @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 4 ; 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 1 ; Plu 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 0 ; Tra 0 ; Uni 0 ; War 0 ; Whe 0 ; Wri 0 ; ... 2 ; U1 2 ; U2 3 ; U3 2 ; X1 2 ; X2 3 ; X3 2 ; X4 2 ; X5 2 ; X6 2 ; X7 ; Above--Group (0-7) for each advance ; 0=basic, 1=event given only, 2=advanced 3=alien only 4=human only ; Below--Codes determine each tribe's relation to the 8 possible Groups ; 0= can research, can own, 1=can't research, can own, 2=can't research, can't own @LEADERS2 01020000 ; Romans 01020000 ; Babylonians 01020000 ; Germans 01020000 ; Egyptians 01020000 ; Americans 01020000 ; Greeks 01002000 ; Gazpichi 01020000 ; Russians 01020000 ; Zulus 01020000 ; French 01020000 ; Aztecs 01020000 ; Chinese 01020000 ; English 01002000 ; Brr'til 01020000 ; Celts 01020000 ; Japanese 01020000 ; Vikings 01020000 ; Spanish 01020000 ; Persians 01020000 ; Carthaginians 01002000 ; Treg 01000000 ; Arabs 01000000 ; Incas ; Advanced unit fields ; A) 'tribe color 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 (reverse programmer notation) ; E) 'use transport site' mask: 1: can; 0: can't for each site type (reverse programmer notation) ; F) native transport ability: 1: can; 0: can't for each map relationship type (reverse programmer notation) ; 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 ; 00100000 engineer capabilities flag: 1 - has abilities ; 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, 0000000000000001, 0000000000000000, 00000000 ;Settlers 11111111, 00000000, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000 ;Engineers 01111111, 00000000, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000 ;Warriors 01111111, 00000000, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000 ;Phalanx 01111111, 00000000, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000 ;Archers 01111111, 00000000, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000 ;Legion 01111111, 00000000, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000 ;Pikemen 01111111, 00000000, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000 ;Musketeers 11111111, 00000000, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000 ;Fanatics 11111111, 00000000, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000 ;Partisans 01111111, 00000000, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000 ;Alpine Troops 01111111, 00000000, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000 ;Riflemen 01111111, 00000000, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000 ;Marines 01111111, 00000000, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000 ;Paratroopers 11111111, 00000000, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000 ;Mech. Inf. 01111111, 00000000, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000 ;Horsemen 01111111, 00000000, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000 ;Chariot 01111111, 00000000, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000 ;Elephant 01111111, 00000000, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000 ;Crusaders 01111111, 00000000, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000 ;Knights 01111111, 00000000, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000 ;Dragoons 01111111, 00000000, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000 ;Cavalry 11111111, 00000000, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000 ;Armor 11111111, 00000000, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000 ;Catapult 11111111, 00000000, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000 ;Cannon 11111111, 00000000, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000 ;Artillery 11111111, 00000000, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000 ;Howitzer 11111111, 00000000, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000 ;Fighter 11111111, 00000000, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000 ;Bomber 11111111, 00000000, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000 ;Helicopter 11111111, 00000000, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000 ;Stlth Ftr. 11111111, 00000000, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000 ;Stlth Bmbr. 11111111, 00000000, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000 ;Trireme 11111111, 00000000, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000 ;Caravel 11111111, 00000000, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000 ;Galleon 11111111, 00000000, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000 ;Frigate 11111111, 00000000, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000 ;Ironclad 11111111, 00000000, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000 ;Destroyer 11111111, 00000000, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000 ;Cruiser 11111111, 00000000, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000 ;AEGIS Cruiser 11111111, 00000000, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000 ;Battleship 11111111, 00000000, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000 ;Submarine 11111111, 00000000, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000 ;Carrier 11111111, 00000000, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000 ;Transport 11111111, 00000000, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000 ;Cruise Msl. 01111111, 00000010, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000 ;Nuclear Msl. 01111111, 00000000, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000 ;Diplomat 11111111, 00000000, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000 ;Spy 11111111, 00000000, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000 ;Caravan 11111111, 00000000, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000 ;Freight 01111111, 00000000, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000 ;Explorer 10000000, 00000000, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000 ;Chon-ee 01111110, 00000010, 0, 0000000000000001, 0000000000000011, 0000000000000000, 00100000 ;Colonist 10000000, 00000001, 0, 0000000000000010, 0000000000000011, 0000000000000000, 00100000 ;Mupbu 11111110, 00000000,-1, 0000000000000000, 0000000000000011, 0000000000000000, 00000000 ;RA-MARU 10000000, 00000000, 0, 0000000000000000, 0000000000000010, 0000000000000000, 00000010 ;Sulka 11111110, 00000000,-1, 0000000000000000, 0000000000000011, 0000000000000000, 00000000 ;War Dog 11111110, 00000000, 0, 0000000000000000, 0000000000000011, 0000000000000000, 00000100 ;Kestrel 11111110, 00000000, 0, 0000000000000000, 0000000000000011, 0000000000000000, 00000000 ;Benthon 11111110, 00000000, 0, 0000000000000000, 0000000000000011, 0000000000000000, 01000010 ;Liwyathan 11111110, 00000000, 0, 0000000000000000, 0000000000000011, 0000000000000000, 01000010 ;Spithre 11111110, 00000000, 0, 0000000000000000, 0000000000000011, 0000000000000000, 01000110 ;Drakon 11111110, 00000000, 0, 0000000000000000, 0000000000000011, 0000000000000001, 00000001 ;Teleporter 11111110, 00000000, 0, 0000000000000000, 0000000000000011, 0000000000000000, 00000000 ;Cyborg 11111110, 00000000, 0, 0000000000000000, 0000000000000011, 0000000000000001, 00000000 ;Plasman 11111110, 00000000, 0, 0000000000000000, 0000000000000011, 0000000000000001, 00000010 ;Entrix 11111110, 00000000,-1, 0000000000000000, 0000000000000011, 0000000000000001, 00000000 ;Magog 11111110, 00000000,-1, 0000000000000000, 0000000000000011, 0000000000000000, 00000000 ;Xaos Missile 11111110, 00000000, 0, 0000000000000000, 0000000000000011, 0000000000000001, 00000100 ;Dreadnought 11111110, 00000000,-1, 0000000000000000, 0000000000000011, 0000000000000000, 00000000 ;Eightball 00000000, 00000000, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000 ;Spare 1 00000000, 00000000, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000 ;Spare 2 00000000, 00000000, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000 ;Spare 3 10000000, 00000000, 0, 0000000000000000, 0000000000000010, 0000000000000000, 00000000 ;Hoy Groot 10000000, 00000000, 0, 0000000000000000, 0000000000000010, 0000000000000000, 00000000 ;Pronat 10000000, 00000000,-1, 0000000000000000, 0000000000000010, 0000000000000000, 00000100 ;Ongshawk 10000000, 00000000,-1, 0000000000000000, 0000000000000010, 0000000000000000, 00000000 ;Honata 10000000, 00000000,-1, 0000000000000000, 0000000000000010, 0000000000000000, 00000000 ;Jiraki 10000000, 00000000,-1, 0000000000000000, 0000000000000010, 0000000000000000, 00000000 ;Denshuk 10000000, 00000000,-1, 0000000000000000, 0000000000000010, 0000000000000000, 00000000 ;Wuk Turr ; 0-15 define legal transport possibilities ; art matched in threes 0/3/6/9/12/15; 1/4/7/10/13; 2/5/8/11/14 @MAP_TRANSPORT_RELATIONSHIPS 0,1 ; 0/1 Human Transporter 0,1 ; 1/2 Alien Transporter 0,0 ; 2/3 None 0,0 ; 3/1 None 0,0 ; 4/2 None 0,0 ; 5/3 None 0,0 ; 6/1 None 0,0 ; 7/2 None 0,0 ; 8/3 None 0,0 ; 9/1 None 0,0 ; 10/2 None 0,0 ; 11/3 None 0,0 ; 12/1 None 0,0 ; 13/2 None 0,0 ; 14/3 None 0,0 ; 15/1 None @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 1,0,51 ; Gazpichi 0,0,3 ; Russians 0,0,3 ; Zulus 0,0,3 ; French 0,0,3 ; Aztecs 0,0,3 ; Chinese 0,0,3 ; English 1,0,51 ; Brr'til 0,0,3 ; Celts 0,0,3 ; Japanese 0,0,3 ; Vikings 0,0,3 ; Spanish 0,0,3 ; Persians 0,0,3 ; Carthaginians 1,0,51 ; Treg ; Combat sounds @SOUNDS ; Settlers ; Engineers Warrior.wav ; Warriors ; Phalanx Archers.wav ; Archers ; Legion Warrior.wav ; Pikemen ; Musketeers Fanatics.wav ; Fanatics Partisans.wav ; Partisans Marines.wav ; Alpine Troops Riflemen.wav ; Riflemen Marines.wav ; Marines ; Paratroopers ; Mech. Inf. ; Horsemen Chariot.wav ; Chariot Elephant.wav ; Elephant ; Crusaders ; Knights ; Dragoons ; Cavalry Newarmor.wav ; Armor ; Catapult Oldcannons.wav ; Cannon ; Artillery ; Howitzer ; Fighter ; Bomber ; Helicopter ; Stlth Ftr. ; Stlth Bmbr. Trireme.wav ; Trireme ; Caravel ; Galleon ; Frigate ; Ironclad ; Destroyer ; Cruiser ; AEGIS Cruiser ; Battleship ; Submarine ; Carrier Transport.wav ; Transport ; Cruise Msl. ; Nuclear Msl. ; Diplomat Spysilencer.wav ; Spy ; Caravan ; Freight ; Explorer Flytrap.wav ; Chon-ee ; Colonist ; Mupbu Excelsior.wav ; RA-MARU Plasm.wav ; Sulka Havoc.wav ; War Dog Gyrfalcon.wav ; Kestrel Dreadnought.wav ; Benthon Unspeakable.wav ; Liwyathan Spider.wav ; Spithre Typhoeus.wav ; Drakon Bolter.wav ; Teleporter Pasticcio.wav ; Cyborg Repeller.wav ; Plasman Singulon.wav ; Entrix Adamastor.wav ; Magog Stinger.wav ; Xaos Missile Bulldog.wav ; Dreadnought NePlusUltra.wav ; Eightball ; Spare 1 ; Spare 2 ; Spare 3 Pedipalpi.wav ; Hoy Groot Raia.wav ; Pronat Keeing.wav ; Ongshawk Porpoise.wav ; Honata Otterine.wav ; Jiraki Tree.wav ; Denshuk Wolves.wav ; Wuk Turr @RIVERS River, ; map 1 River, ; map 2 River, ; map 3 River, ; map 4 ; please do not remove this line