; 3. ; 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 8 ; Road movement multiplier 2 ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation) 0 ; # 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 4 ; Fundamentalism pays support for all units past this 1 ; Communism is equivalent of this palace distance. 0 ; Fundamentalism loses this % of science 50 ; Percent shield penalty for production type change 5 ; Max paradrop range 75 ; Mass/Thrust paradigm (increasing slows spaceship time) 8 ; 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 Significant Casualties,5,-1, nil, nil, 0, 0 ; AFl Prolonged War, 5,-1, AFl, nil, 1, 2 ; Alp Disease Control, 2, 1, Alp, nil, 1, 2 ; Amp International Trade,5, 0, Tra, nil, 1, 3 ; Ast Auto Industry Conversion,3, 0, Exp, nil, 2, 2 ; Ato Modern Cities1, 0, 0, nil, nil, 1, 4 ; Aut Munitions Specialization,3, 0, Exp, Ato, 2, 2 ; Ban Combat Engineering, 3,-1, nil, nil, 0, 2 ; Bri Censored Media, 3,-1, Alp, nil, 1, 2 ; Bro Spirits, 0, 0, nil, nil, 1, 2 ; Cer Public Approval, 4, 2, Bro, nil, 1, 2 ; Che Public Supression, 6,-2, Bro, nil, 1, 2 ; Chi Police-state Actions,5,-1, Chi, nil, 1, 2 ; CoL Civic Fundraising, 3, 1, Che, nil, 1, 3 ; CA Wartime Economy, 2,-1, Alp, nil, 1, 3 ; Cmb Communism, 0, 0, no, no, 2, 4 ; Cmn Weapons Development,6,-2, Alp, nil, 3, 0 ; Cmp Advanced Electronics,6,-1, Cmp, Mat, 0, 2 ; Csc Do Not Use, 6,-1, no, no, 0, 2 ; Cst Industrialization, 4, 0, nil, nil, 2, 2 ; Cor Electrification, 4, 0, Cor, nil, 2, 2 ; Cur Democracy, 0, 0, no, no, 3, 4 ; Dem Dam Construction, 4, 1, Cor, Cur, 0, 2 ; Eco Commercial Zoning, 6, 0, Cor, nil, 1, 3 ; E1 Modern Cities2, 0, 0, nil, nil, 1, 4 ; E2 Modern Navy, 4,-1, nil, nil, 3, 2 ; Eng Merchant Fleet Expansion,3, 0, Eng, NP, 3, 2 ; Env Warfleet Reconstruction,3,-1, Eng, NP, 3, 2 ; Esp Maximized Production,5, 0, Alp, nil, 2, 2 ; Exp Capital Ship Replacement,4,-1, NP, Esp, 3, 2 ; Feu Fleet Air Arm, 4,-1, NP, Esp, 3, 2 ; Fli Fascism, 0, 0, no, no, 0, 4 ; Fun Available Tech, 0, 0, no, no, 0, 2 ; FP Air Supremecy, 5,-1, nil, nil, 1, 0 ; Gen Bolshevism, 0, 0, no, no, 2, 4 ; Gue Advanced Infantry Tactics,7,-2, Sea, nil, 0, 0 ; Gun Additional Airfields,3,-1, Gen, Rad, 1, 0 ; Hor Soviet Cities, 0, 0, nil, no, 2, 4 ; Ind Tactical Airstrikes,4,-2, no, no, 1, 0 ; Inv Armoured Cockpit, 3,-2, no, no, 1, 0 ; Iro Tankbuster, 5,-2, Iro, no, 1, 0 ; Lab Bomber Fleet, 3,-1, nil, nil, 1, 0 ; Las Improved Bombsight, 3,-1, Las, nil, 1, 0 ; Ldr Increased Payload, 3,-1, Las, nil, 1, 0 ; Lit Strategic Bombing, 6,-1, Ldr, Lit, 1, 0 ; Too Advanced Aeronautics,6,-3, Cmp, no, 2, 0 ; Mag Combined Operations,6,-1, Roc, nil, 0, 0 ; Map Available Tech, 3,-1, no, no, 3, 0 ; Mas Jet Engine, 5,-2, Mag, no, 3, 0 ; MP Terror Bombings, 4,-3, Ldr, nil, 1, 0 ; Mat Flak Weaponry, 3,-1, Mat, Gen, 3, 1 ; Med Fertilizers, 7, 0, nil, nil, 0, 2 ; Met Coastline Protection,4,-1, NF, Pla, 3, 2 ; Min Reich Collapse, 7,-2, no, no, 0, 3 ; Mob Monarchy, 0, 0, no, no, 1, 3 ; Mon Support of Clergy, 3, 1, nil, nil, 1, 2 ; MT Armoured Warfare, 4,-1, nil, nil, 0, 1 ; Mys Universal Carrier, 0, 0, no, no, 0, 1 ; Nav Fortification Design,6, 0, nil, nil, 0, 2 ; NF Mine Sweeping, 7,-1, Eng, nil, 3, 2 ; NP Pearl Harbour, 7, 0, no, no, 3, 3 ; Phi Armour Piercing Shell,4,-1, Mys, nil, 3, 0 ; Phy 75mm Gun, 3,-1, Mys, Phy, 3, 0 ; Pla Reliable Chasis, 3,-1, Mys, nil, 0, 1 ; Plu Medium Class AFV, 4,-1, Pla, Plu, 1, 1 ; PT Sloped Armour, 3,-1, PT, nil, 1, 1 ; Pot Additional Airbases,4,-1, Gen, nil, 1, 0 ; Rad Railroads, 0, 0, no, no, 0, 2 ; RR Advanced Ballistics,3,-1, Pot, nil, 3, 0 ; Rec Durable Suspension, 4,-1, Rec, nil, 1, 1 ; Ref Farming Industry, 7, 0, Met, nil, 0, 2 ; Rfg Third Republic, 0, 0, no, no, 2, 3 ; Rep Heavy Class AFV, 8,-2, Ref, nil, 2, 1 ; Rob General Conscription,1,-2, nil, nil, 0, 0 ; Roc Officer Corps, 4,-1, Roc, nil, 0, 0 ; San Weapons Training, 4,-1, San, nil, 0, 0 ; Sea IIIrd Reich, 0, 0, no, no, 0, 4 ; SFl Amphibious Assaults,4,-2, Map, nil, 3, 2 ; Sth Airborne Assaults, 4,-2, Map, nil, 0, 0 ; SE Artillery Support, 4,-1, nil, nil, 3, 0 ; Stl Massed Artillery, 8,-2, Stl, Rec, 3, 0 ; Sup Lend Lease Convoys, 7, 1, no, no, 3, 4 ; Tac Italian Fascism, 0, 0, no, no, 2, 3 ; The US Military Involvement,6,-1, Tac, no, 3, 4 ; ToG Euro Market Outlook,7, 2, nil, nil, 2, 3 ; Tra Submarine Advances, 6,-1, no, NP, 3, 2 ; Uni Unrestricted Sub Warfare,8,-2, Uni, no, 3, 2 ; War No Light Tanks, 0, 0, no, no, 1, 2 ; Whe Ploesti Destroyed, 0, 0, no, no, 1, 2 ; Wri Nuclear Program Investment,0, 0, Cmp, Csc, 1, 2 ; FT British Collapse, 0, 0, no, no, 1, 2 ; U1 Not Minors, 0, 0, no, no, 1, 2 ; U2 Not Finns, 0, 0, nil, nil, 2, 3 ; U3 Not American, 0, 0, nil, nil, 0, 4 ; X1 Not Axis, 0, 0, nil, nil, 0, 4 ; X2 Not Soviets, 0, 0, nil, nil, 2, 3 ; X3 Not Italians, 0, 0, nil, nil, 2, 3 ; X4 Not Strat Bomb Cmd, 0, 0, nil, nil, 2, 3 ; X5 Not Germans, 0, 0, nil, nil, 2, 3 ; X6 Not British, 0, 0, nil, nil, 2, 3 ; 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, Headquarters, 8, 0, nil, Training Facility, 10, 1, nil, Rations Depot, 6, 1, nil, Pub and Tavern, 3, 1, Cer, Bank, 8, 1, nil, School, 6, 1, nil, Gestapo Headquarters, 6, 4, nil, Anti-tank Defenses, 8, 0, NF, Farming, 6, 1, Met, Light Industries, 12, 2, E1, Cathedral, 10, 2, MT, University, 16, 2, nil, Not Used, 18, 3, no, Propaganda Outlet, 10, 3, Bro, Steel Mill, 20, 4, Cor, Ammunition Plant, 32, 4, Ban, Not Used, 20, 4, no, Not Used, 8, 2, no, Power Grid, 18, 3, Cur, Hydro-electric Plant, 24, 3, Eco, Not Used, 25, 2, no, World Bank, 16, 3, Ast, Sewer System, 12, 1, Amp, Mechanized Farming, 8, 2, Rfg, Civilian Donations, 40, 4, CA, Research Lab, 32, 2, Cmp, AA Defenses, 10, 1, Csc, Shore Battery, 20, 1, Min, Not Used, 32, 4, no, Fishing Fleet, 10, 1, Env, Deep Water Port, 20, 2, Ast, Airfield, 16, 2, Hor, Secret Police Force, 6, 1, CoL, Naval Base, 15, 2, Esp, Not Used, 8, 0, no, Not Used, 16, 0, no, Not Used, 32, 0, no, War Bonds, 60, 0, Alp, Ukrainian Soil, 20, 0, nil, Pyramids Winston Churchill, 20, 0, nil, Hanging Gardens L'Arcde Triophe, 20, 0, nil, Colossus Kriegsmarine, 20, 0, nil, Lighthouse- "Z" Plan Effective Abwher, 30, 0, nil, Great Library- Amsterdam Red Oktyabr Factory, 30, 0, nil, Oracle Atlantic Wall, 100, 0, nil, Great Wall, Caen STAVKA, 30, 0, nil, Sun Tzu's War Academy Skoda Works, 30, 0, nil, King Richard's Crusade Nurenberg Rallies 1938, 30, 0, nil, Marco Polo's Embassy Ostfront Allies, 40, 0, nil, Michelangelo- Budapest Arc de Triomphe, 30, 0, nil, Copernicus The Royal Navy, 40, 0, nil, Magellan The Kremlin, 30, 0, nil, Shakespeare Free State of Danzig, 30, 0, nil, Da Vinci's Workshop Italian Loyalty, 40, 0, nil, Bach -Rome Peenemünde Complex, 40, 0, nil, Newton Polish Protectorate, 40, 0, nil, Smith's Trading - Warsaw Agressive Warfare, 200, 0, nil, Darwin Iosef Stalin, 40, 0, nil, Statue of Liberty Neutrality of Spain, 30, 0, nil, Eiffel Tower RAF Protection, 60, 0, nil, Women's Suffrage The Ploesti Oil Fields, 60, 0, nil, Hoover Dam The Vatican, 60, 0, nil, Manhattan Project Negotiated Surrender, 40, 0, Mob, United Nations The Admiralty, 8, 0, nil, Apollo Lend Lease Aid, 60, 0, ToG, SETI Adolf Hitler, 60, 0, nil, Cure for Cancer ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; Ukrainian Soil nil, ; Winston Churchill nil, ; Suez Canal Wri, ; Kriegsmarine The, ; Berlin-Rome Pact 1937 nil, ; Red Oktyabr Factory X1, ; Maginot Line Mob, ; The Wermacht Mob, ; Anschluss 1938 SFl, ; Nurenberg Rallies 1938 nil, ; Attatürk's Legacy nil, ; Arc de Triomphe War, ; The Royal Navy nil, ; The Kremlin nil, ; Free State of Danzig X1, ; The Third Republic Mob, ; Peenemünde Complex War, ; The British Empire Mob, ; Agressive Warfare Cmn, ; Iosef Stalin nil, ; Neutrality of Spain nil, ; RAF Protection Mob, ; The Ploesti Oil Fields The, ; The Vatican nil, ; Negotiated Surrender Cmn, ; The Admiralty U1, ; Lend Lease Aid Mob, ; Adolf Hitler ; ; 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 G.I.'s, X1, 0, 1.,0, 7a,6d, 1h,1f, 2,0, 0, nil, 100100001000001 Infantry, X7, 0, 1.,0, 7a,6d, 1h,1f, 2,0, 0, nil, 100100001000001 Landser, X6, 0, 1.,0, 4a,5d, 1h,1f, 3,0, 1, nil, 100100001000000 Red Army, X3, 0, 1.,0, 5a,5d, 1h,1f, 1,0, 0, nil, 100000001000001 Jalkaväki, U3, 0, 1.,0, 7a,5d, 1h,1f, 1,0, 0, nil, 100000001000001 Soldati, X4, 0, 1.,0, 5a,4d, 1h,1f, 3,0, 0, nil, 100000001000000 Impassable Border,nil, 0, 0.,0, 1a,75d, 9h,1f, 1,0, 1, no, 000000000000000 PzKw VI auf B, no, 0, 2.,0, 15a,9d, 3h,3f, 30,0, 19, no, 100000000000001 Jagdpanzer V, X6, 0, 2.,0, 15a,6d, 3h,2f, 6,0, 19, nil, 100000000000000 PzKw VI, X6, 0, 2.,0, 13a,7d, 3h,2f, 7,0, 19, nil, 100000000000000 Kv-1, X3, 0, 2.,0, 14a,9d, 3h,2f, 5,0, 0, nil, 100000000000001 Sherman Firefly, X7, 0, 3.,0, 15a,6d, 3h,2f, 4,0, 3, nil, 100000000000001 Su-152, X3, 0, 2.,0, 18a,8d, 3h,2f, 4,0, 0, nil, 100000000000001 M-10, X1, 0, 2.,0, 18a,5d, 3h,3f, 4,0, 17, nil, 100000000000001 Achilles, X7, 0, 2.,0, 18a,5d, 3h,3f, 4,0, 10, nil, 100000000000001 T-34, X3, 0, 3.,0, 11a,7d, 3h,2f, 3,0, 16, nil, 100000000000011 M4A3 Sherman, X1, 0, 3.,0, 15a,6d, 3h,2f, 4,0, 8, nil, 100000000000001 Katyushas, X3, 0, 3.,0, 14a,4d, 2h,3f, 4,0, 0, nil, 100000001000001 StugG III, X2, 0, 3.,0, 10a,5d, 3h,2f, 4,0, 18, nil, 100000000000000 Hetzer 38t, no, 0, 3.,0, 10a,5d, 3h,2f, 1,0, 10, no, 100000000000000 Cruiser Mk VI, X7, 0, 2.,0, 11a,6d, 3h,2f, 3,0, 13, nil, 100000000000001 Churchill, X7, 0, 2.,0, 13a,6d, 3h,2f, 4,0, 8, nil, 100000000000001 Sexton, X7, 0, 2.,0, 14a,4d, 2h,3f, 4,0, 9, nil, 100000001000001 Is-2, X3, 0, 2.,0, 18a,11d, 4h,3f, 6,0, 1, nil, 100000000000001 105mm Hummel, X6, 0, 2.,0, 12a,3d, 2h,3f, 6,0, 19, nil, 100000001000001 Priest, X1, 0, 2.,0, 14a,4d, 2h,3f, 4,0, 15, nil, 100000001000001 150mm Long Tom, X1, 0, 2.,0, 16a,4d, 3h,4f, 6,0, 11, nil, 100000001000001 Me 262, X6, 1, 8.,1, 14a,5d, 2h,2f, 10,0, 3, Gen, 110000000010001 Lancaster, X5, 1, 15.,3, 14a,4d, 2h,3f, 8,0, 0, nil, 100000000000001 Halifax, X5, 1, 15.,3, 13a,4d, 2h,3f, 7,0, 0, nil, 100000000000001 Supermarine Spitfire, X7, 1, 13.,1, 9a,4d, 2h,2f, 6,0, 3, Gen, 100000000010001 B-17 G, X5, 1, 15.,3, 14a,4d, 2h,3f, 9,0, 0, nil, 100000000000001 B-24 Liberator, X5, 1, 15.,3, 13a,4d, 2h,3f, 8,0, 0, nil, 100000000000001 P-51 Mustang, X5, 1, 15.,3, 1a,4d, 2h,3f, 7,0, 0, Too, 100000000010001 P-47 Thunderbolt,X1, 1, 15.,1, 12a,2d, 3h,3f, 6,0, 0, nil, 100000000000001 Il-2 Sturmovik, X3, 1, 13.,1, 12a,5d, 3h,3f, 6,2, 0, nil, 100000000000001 Macchi C200, X4, 1, 8.,2, 8a,4d, 2h,2f, 5,0, 3, nil, 100000000010001 Battleship, nil, 2, 12.,0, 14a,10d, 5h,5f, 17,0, 2, Eng, 100000000001001 Heavy Cruiser, nil, 2, 15.,0, 10a,8d, 4h,2f, 15,0, 2, Eng, 100000000001001 Destroyer, nil, 2, 18.,0, 8a,6d, 3h,1f, 12,1, 2, Feu, 100000000000001 Type-XXI U-Boat, X6, 2, 5.,0, 12a,3d, 3h,2f, 10,0, 2, X5, 100000000001000 Bf 109, X2, 1, 9.,1, 10a,4d, 2h,2f, 6,0, 3, nil, 100000000010001 Fw190, X6, 1, 10.,1, 11a,5d, 2h,2f, 7,0, 3, nil, 100000000010001 Landing Crafts, nil, 2, 6.,0, 0a,4d, 2h,1f, 5,8, 4, nil, 100000000000001 Army Rangers, X1, 0, 1.,0, 7a,7d, 2h,1f, 4,0, 0, nil, 100001001000111 Paratroops, X7, 0, 1.,0, 7a,6d, 2h,1f, 4,0, 0, nil, 100000101000011 Combat Engineers,X1, 0, 1.,0, 7a,6d, 2h,1f, 3,0, 0, nil, 100100001000001 Heavy Infantry, X7, 0, 1.,0, 7a,6d, 2h,1f, 3,0, 0, nil, 100100001000001 Schwere Truppen, X6, 0, 1.,0, 7a,6d, 2h,1f, 4,0, 0, nil, 100000001000001 Critical Supplies, X6, 0, 2.,0, 0a,4d, 2h,1f, 4,0, 7, nil, 100000000000000 Airborne, X1, 0, 1.,0, 7a,6d, 2h,1f, 4,0, 0, nil, 100000101000011 Red Guards, X3, 0, 1.,0, 8a,6d, 2h,1f, 3,0, 0, nil, 100100001000011 88mm MP Gun, X6, 0, 2.,0, 9a,6d, 3h,2f, 5,0, 0, nil, 100000000000000 PzKw V, X6, 0, 3.,0, 11a,8d, 3h,2f, 7,0, 19, nil, 100000000000000 SdKfz-251, X6, 0, 3.,0, 5a,6d, 2h,1f, 5,0, 10, nil, 100000000000001 Motorized Troops, X3, 0, 3.,0, 6a,6d, 2h,1f, 3,0, 2, nil, 100000000000001 Mechanized Inf., X1, 0, 3.,0, 6a,6d, 2h,1f, 3,0, 14, nil, 100000000000001 Bren Gun Carrier, X7, 0, 3.,0, 6a,6d, 2h,1f, 3,0, 14, nil, 100000000000001 Sturmtruppen, X6, 0, 1.,0, 8a,6d, 2h,1f, 3,0, 0, nil, 100001001000011 PzKw IV, X6, 0, 3.,0, 10a,7d, 3h,2f, 6,0, 19, nil, 100000000000000 Volksturm, X6, 0, 2.,0, 9a,6d, 1h,4f, 2,0, 0, nil, 101110000000010 Nebelwerfer, X6, 0, 2.,0, 14a,2d, 2h,3f, 4,0, 0, nil, 100000000000001 ; ; 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 Riverbed, 4,0, 2,0,0, yes, 1, 5, 0, no, 1,15, 3, no, ; Drt Plains, 1,1, 1,1,0, yes, 1, 5, 1, Grs, 0,15, 0, Grs, ; Pln Grassland, 1,1, 2,1,0, yes, 1, 5, 2, For, 0,10, 0, Hil, ; Grs Forest, 2,2, 1,2,0, Pln, 0, 5, 5, no, 0, 5, 0, Grs, ; For Hills, 2,2, 1,0,0, yes, 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 Wooded Hills,2,3, 1,2,1, Hil, 1,10, 0, no, 0, 0, 0, Hil, ; Tun Taiga, 2,3, 1,1,1, no, 0, 0, 0, no, 1,15, 3, no, ; Gla Swamp, 2,0, 1,0,0, Grs, 0,15, 6, no, 0,15, 0, no, ; Swa Oil Field, 2,2, 0,3,2, no, 0,15, 6, no, 0, 5, 2, no, ; Jun Ocean, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, ; Oce Chapel, 1,2, 1,0,3, Wheat Field,1,2, 3,1,0, Grassland, 1,2, 2,1,0, Rural Village, 2,3, 1,3,1, Coal, 2,4, 0,3,1, Gold, 3,6, 0,1,6, Paper Mill, 2,3, 1,3,2, Furs, 2,3, 1,1,3, Reeds, 2,3, 1,2,1, Refinery Complex, 1,2, 0,6,6, Lighthouse, 1,2, 1,3,1, Small Farm, 1,2, 3,1,1, Sunflowers,1,2, 2,3,1, Grassland, 1,2, 2,1,0, Timber, 2,3, 1,3,1, Orchards, 2,4, 2,1,2, Iron, 3,6, 0,4,0, Kz Camp, 2,3, 0,4,2, Furs, 2,3, 1,1,3, Reeds, 2,3, 1,2,1, Refinery Complex, 1,2, 0,6,6, Fish, 1,2, 3,0,2, @GOVERNMENTS Anarchy, Doctor, Madam Despotism, King, Queen Monarchy, King, Queen Communism, Comrade, Comrade Fascism, Chancellor, Chancellor Republic, Premier, Mde. Premier Democracy, Prime Minister,Prime Minister ; ; 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, 0, Romans, Roman, 0, 1, 1, 1, Dictator, Dictator, 2, Imperator, Imperatrix Hammurabi, Ishtari, 0, 2, 0, Babylonians, Babylonian, -1, 0, 0, 2, King, King, 4, Il Duce, Il Duce Frederick, Maria Theresa, 0, 3, 1, Germans, German, -1, 0, 1, 4, Chancellor, Chancellor, 6, President, President Ramesses, Cleopatra, 1, 4, 0, Egyptians, Egyptian, 0, 0, 1, 1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh Abe Lincoln, E. Roosevelt, 0, 5, 0, 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, 0, Indians, Indian, -1, -1, 1, 2, King, King, 4, Dictator, Dictator Iosef Stalin, Catherine the Great, 1, 1, 1, Soviet Union,Soviet, 1, 1, -1, 1, Czar, Czar, 2, Czar, Czar, 4, Czar, Czarina Shaka, Shakala, 0, 2, 3, Zulus, Zulu, 1, 0, 0, Louis XIV, Joan of Arc, 0, 3, 3, French, French, 1, -1, 0, 4, Archbishop, Archbishop, 6, Premier, Premier Montezuma, Nazca, 0, 4, 2, Aztecs, Aztec, 0, -1, 1, Mao Tse Tung, Wu Zhao, 0, 5, 2, Chinese, Chinese, 0, 0, 1, 3, Chairman, Chairperson Winston Churchill,Elizabeth I, 1, 6, 0, English, English, 1, 1, -1, 2, King, King, 4, King, Queen, 6, Prime Minister, Prime Minister Genghis Khan, Bortei, 0, 7, 3, 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, Spanish, Spanish, 1, 1, -1, 1, Kaiser, Kaiser, 2, Kaiser, Kaiser, 4, Fuhrer, Fuhrer Xerxes, Scheherezade, 0, 5, 0, Persians, Persian, -1, -1, 1, 1, Sultan, Sultan, 2, Sultan, Sultan, 4, Sultan, Sultan Hannibal, Dido, 0, 6, 3, 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 Vodka, Machinery, Aluminium, Medical S, Rifles, Coal, Lager, Explosive, Wine, Ammunitio, Nitrates, Chemicals, Aircraft, Gold, Machine G, Bauxite, @ORDERS Entrench, F Entrenched, F Sleep, S Prepare Defenses, F Build Road, R Build Irrigation, I Develop Industry, m Transform, O Clean Pollution, p Build Airbase, E Go to, G @DIFFICULTY Bureaucrat Ambassador Prince King Emperor Megacrat @ATTITUDES Worshipful Enthusiastic Cordial Receptive Neutral Uncooperative Icy Hostile Enraged