; ; 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 4 ; Road movement multiplier 2 ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation) 2 ; # of food each citizen eats per turn 20 ; # 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 8 ; Fundamentalism pays support for all units past this 10 ; Communism is equivalent of this palace distance. 0 ; 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) 10 ; 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 Numidian alliance, 4,-2, no, no, 3, 2 ; AFl Hellenic education, 5, 1, nil, nil, 0, 3 ; Alp Destiny, 3,-2, Med, no, 0, 2 ; Amp Professional army, 4, 1, Amp, nil, 3, 2 ; Ast Iberian vassals, 4,-1, no, no, 3, 2 ; Ato NO-Automobile, 6,-1, no, no, 3, 4 ; Aut Civil engineering, 4, 1, nil, nil, 0, 4 ; Ban Bridge Building, 4, 0, nil, Cst, 0, 4 ; Bri Magna Graecia, 6,-1, Amp, nil, 3, 2 ; Bro Era of the diadochi, 5, 0, no, no, 1, 3 ; Cer Greek mercenaries, 5,-1, Too, nil, 1, 3 ; Che Forts, 4,-2, no, no, 1, 0 ; Chi Code of Laws, 4, 1, no, no, 0, 2 ; CoL NO-Combined Arms, 5,-1, no, no, 3, 0 ; CA General Levy, 5,-1, no, no, 0, 0 ; Cmb NO-communism, 5, 0, no, no, 2, 2 ; Cmn Syrracouse, 4, 1, Amp, nil, 1, 3 ; Cmp Military Disaster, 7,-1, Amp, nil, 2, 0 ; Csc Construction, 4, 0, nil, Ban, 0, 4 ; Cst Hellenistic world, 4, 0, Amp, nil, 0, 3 ; Cor Currency, 4, 1, no, no, 0, 1 ; Cur Democracy, 5, 1, no, no, 2, 2 ; Dem Acropolis, 4, 1, Amp, nil, 2, 1 ; Eco Invasion of Africa, 4, 0, no, no, 2, 0 ; E1 Polybius' history, 4, 1, Amp, nil, 3, 2 ; E2 Engineering, 4, 0, no, no, 0, 4 ; Eng Environmentalism, 3, 1, no, no, 3, 2 ; Env Democratic sympathies, 2,-1, U1, nil, 3, 3 ; Esp Explosives, 5, 0, no, no, 2, 4 ; Exp gdgh, 4,-1, no, no, 0, 0 ; Feu Major invasion of Africa,4,-1, no, no, 2, 0 ; Fli Arrest the Senators!,3,-2, Rec, nil, 3, 3 ; Fun Chain mail armour, 3, 0, Iro, nil, 3, 4 ; FP Genetic Engineering,3, 2, no, no, 3, 3 ; Gen Guerrilla Warfare, 4, 1, no, no, 3, 0 ; Gue Gunpowder, 8,-2, no, no, 1, 0 ; Gun Horseback Riding, 4,-1, no, no, 0, 0 ; Hor Urbanisation, 6, 0, Lab, nil, 0, 4 ; Ind Invention, 6, 0, no, no, 1, 4 ; Inv La Tene era, 5,-1, U2, nil, 3, 4 ; Iro Republican army, 4,-1, nil, Amp, 2, 0 ; Lab The Laser, 4, 0, no, no, 3, 3 ; Las Leadership, 5,-1, no, no, 1, 0 ; Ldr Spartan tacticians, 5, 2, Che, nil, 1, 3 ; Lit Full war support, 4,-2, Rec, nil, 3, 2 ; Too Star guides, 4,-1, Cor, nil, 3, 1 ; Mag Map Making, 6,-1, nil, nil, 3, 1 ; Map Masonry, 4, 1, no, no, 0, 4 ; Mas Mass Production, 5, 0, no, no, 3, 4 ; MP Siege vessels, 4,-1, Nav, nil, 2, 1 ; Mat pain in the ass, 4, 0, no, no, 1, 1 ; Med Siegecraft, 6,-2, Cor, nil, 2, 1 ; Met Miniaturization, 4, 1, no, no, 3, 4 ; Min NO-Mobile Warfare, 8,-1, no, no, 3, 0 ; Mob Monarchy, 5, 1, no, no, 0, 2 ; Mon Architecture, 5, 1, Ban, nil, 0, 4 ; MT Demagogy, 4, 0, Cer, nil, 3, 3 ; Mys War fleet, 6,-1, Map, nil, 1, 0 ; Nav Nuclear Fission, 6,-2, no, no, 3, 3 ; NF Nuclear Power, 3, 0, no, no, 3, 3 ; NP Philosophy, 6, 1, no, no, 1, 2 ; Phi Diplomatic influence,10,-1, Whe, nil, 1, 2 ; Phy NO-Greek mercenaries, 4, 1, no, no, 1, 3 ; Pla Naval rearmament, 1, 0, U1, nil, 1, 0 ; Plu Diplomatic influenceII,10, 0, Phy, nil, 1, 2 ; PT Diplomatic influenceIII,10, 1, PT, nil, 1, 2 ; Pot NO-Radio, 5,-1, no, no, 3, 4 ; Rad NO-Railroad, 6, 0, no, no, 2, 1 ; RR Influence the Senate,2, 1, U1, nil, 3, 3 ; Rec Diplomatic influenceIV,10, 0, Pot, nil, 1, 2 ; Ref Refrigeration, 3, 1, no, no, 3, 1 ; Rfg The Republic, 5, 1, no, no, 0, 2 ; Rep War theater:Sicily, 5,-2, Too, nil, 3, 2 ; Rob War theater:Spain, 6,-2, Too, nil, 3, 2 ; Roc Sanitation, 4, 2, no, no, 2, 1 ; San Seafaring, 4, 1, Map, nil, 0, 1 ; Sea War theater:Italy, 4, 1, Too, nil, 3, 2 ; SFl War theater:Africa, 3,-2, Too, nil, 3, 2 ; Sth Hellenism, 4,-1, Amp, nil, 0, 3 ; SE Invasion of Spain, 4,-1, no, no, 2, 0 ; Stl Sea lanes, 4, 1, no, no, 1, 0 ; Sup Tactics, 6,-1, no, no, 2, 0 ; Tac Theology, 3, 2, no, no, 1, 2 ; The Theory of Gravity, 4, 0, no, no, 1, 3 ; ToG Trade, 4, 2, Cur, nil, 0, 1 ; Tra Psiloi, 5, 1, Cor, nil, 3, 2 ; Uni Heavy infantry tactics,4,-1, no, no, 3, 2 ; War Diplomatic initiatives,4,-1, U1, nil, 1, 2 ; Whe Writing, 4, 2, no, no, 0, 3 ; Wri Post-war Kosmos, 1, 0, nil, nil, 3, 3 ; FT Africa, 3, 0, Amp, nil, 3, 2 ; U1 Celtic Frenzy, 3, 0, Amp, no, 3, 4 ; U2 Corvus, 3, 0, Lab, nil, 1, 0 ; U3 Fall of Rome, 3, 0, no, no, 3, 0 ; X1 Victory, 3, 0, Amp, nil, 2, 0 ; X2 Not African, 3, 0, no, no, 0, 0 ; X3 Not Greek , 3, 0, no, no, 0, 0 ; X4 Not Gaulic, 3, 0, no, no, 0, 0 ; X5 Not Latin, 3, 0, no, no, 0, 0 ; X6 Not Italian, 3, 0, no, no, 0, 0 ; X7 ; ; Above 11 tech slots (U1 to X8) allow you to define your own ; civilization advances if desired. Supply the name, the AI ; value, and the prerequisites. ; ; Then use the "U1", "U2", etc. ; identifier to incorporate it into the tech chain as a ; prerequisite for other techs, units, city improvements. ; ; ; City Improvements ; ; cost(x10), upkeep, preq ; @IMPROVE Nothing, 1, 0, nil, Palace, 10, 0, nil, Barracks, 8, 1, nil, Granary, 6, 1, nil, Temple, 4, 1, nil, MarketPlace, 8, 1, nil, Library, 8, 1, Alp, Citadel, 10, 3, Eco, City Walls, 11, 0, Cor, Aqueduct, 8, 2, Cor, Treasury, 12, 1, Cor, Coloseum, 12, 3, Cor, University, 16, 3, no, Mass Transit, 16, 4, no, Amphitheater, 10, 4, MT, Workshop, 14, 1, Cor, Manufacturing Plant, 32, 6, no, SDI Defense, 20, 4, no, Recycling Center, 20, 2, no, Armoury, 14, 1, Ind, Hydro Plant, 24, 4, no, Nuclear Plant, 16, 2, no, Stock Exchange, 16, 4, no, Sewer System, 12, 2, Cor, Supermarket, 8, 3, no, Superhighways, 20, 5, no, Research Lab, 16, 3, no, SAM Missile Battery, 10, 2, no, Fortified Harbor, 8, 1, Cor, Solar Plant, 32, 4, no, Harbour, 6, 1, Cor, Shipyard, 16, 2, no, Seaport, 14, 4, no, Police Station, 6, 2, no, Port Facility, 8, 3, Nav, SS Structural, 8, 0, no, SS Component, 16, 0, no, SS Module, 32, 0, no, (Agriculture), 60, 0, Cor, Pyramids, 20, 0, no, Victory Triumph, 20, 0, X2, Great Harbor, 30, 0, U1, Naval superiority, 20, 0, U3, Great Library, 30, 0, no, Oracle, 30, 0, no, Fabian strategy, 30, 0, Csc, Spartan drill, 35, 5, Lit, General Levy, 30, 0, Lab, Marco Polo's Embassy, 20, 0, no, The Barca family, 40, 0, U1, Epipolae district, 30, 0, Cmp, Naval resurgence, 45, 8, Plu, Senate, 30, 0, Lab, Leonardo's Workshop, 40, 0, no, J. S. Bach's Cathedral, 40, 0, no, Isaac Newton's College, 40, 0, no, Adam Smith's Trading Co., 40, 0, no, Total war effort, 40, 1, Too, Statue of Liberty, 40, 0, no, Greek Council, 30, 0, SE, Grand Harbor, 50, 0, Cmp, Hoover Dam, 60, 0, no, Manhattan Project, 60, 0, no, United Nations, 60, 0, no, Apollo Program, 60, 0, no, SETI Program, 60, 0, no, Cure for Cancer, 60, 0, no, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; Pyramids nil, ; Victory Triumph nil, ; Great Harbor X1, ; Naval superiority no, ; Great Library no, ; Oracle nil, ; Fabian strategy nil, ; Spartan drill X1, ; General Levy Cmn, ; Marco Polo's Embassy nil, ; The Barca family nil, ; Epipolae district nil, ; Naval resurgence nil, ; Senate Aut, ; Leonardo's Workshop nil, ; J. S. Bach's Cathedral nil, ; Isaac Newton's College nil, ; Adam Smith's Trading Co. nil, ; Total war effort nil, ; Statue of Liberty nil, ; Greek Council nil, ; Grand Harbor nil, ; Hoover Dam nil, ; Manhattan Project nil, ; United Nations nil, ; Apollo Program no, ; SETI Program no, ; Cure for Cancer ; ; Unit Types ; ; until, domain, move,rng, att,def hit,firepwr cost,hold, role, preq, flags ; ; until = Civ advance which renders unit obsolete ; Move = Movement rate (spaces per turn) ; Range = # of turns fuel carried (0 for non-air units) ; ; domain = Movement domain of unit : 0 = Ground ; 1 = Air ; 2 = Sea ; ; att = Attack factor (chance to score hit attacking) ; def = Defense factor (chance to score hit defending) ; hit = Hit points (damage x10 which can be taken before elimination) ; firepwr = # damage points caused per hit scored on enemy. ; ; cost = Cost (# of shield rows, usually of 10 shields each) ; hold = # of holds on ship (for carrying units) ; ; role = AI role (Generally affects the way in ; which computer players use the unit, but ; roles >= 5 will actually affect abilities ; of the unit) ; 0 = Attack ; 1 = Defend ; 2 = Naval Superiority ; 3 = Air Superiority ; 4 = Sea Transport ; 5 = Settle ; 6 = Diplomacy ; 7 = Trade ; ; preq = Prerequisite advance ; ; "Flags" control special advantages & restrictions. Not ; all of these flags "make sense" for all types of units ; (paradropping ships, for instance). Nonsensical variations ; may produce bizarre effects (or worse). You were warned. ; ; 000000000000001 = Two space visibility ; 000000000000010 = Ignore zones of control ; 000000000000100 = Can make amphibious assaults ; 000000000001000 = Submarine advantages/disadvantages ; 000000000010000 = Can attack air units (fighter) ; 000000000100000 = Ship must stay near land (trireme) ; 000000001000000 = Negates city walls (howitzer) ; 000000010000000 = Can carry air units (carrier) ; 000000100000000 = Can make paradrops ; 000001000000000 = Alpine (treats all squares as road) ; 000010000000000 = x2 on defense versus horse (pikemen) ; 000100000000000 = Free support for fundamentalism (fanatics) ; 001000000000000 = Destroyed after attacking (missiles) ; 010000000000000 = x2 on defense versus air (AEGIS) ; 100000000000000 = Unit can spot submarines ; ; @UNITS Settlers, Exp, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 Engineers, X3, 0, 1.,0, 0a,2d, 2h,1f, 12,0, 5, nil, 000000000000000 City Militia, Lab, 0, 1.,0, 0a,1d, 1h,1f, 4,0, 1, Cor, 000000000000000 Hastati, X6, 0, 1.,0, 3a,2d, 2h,1f, 6,0, 0, Lab, 000100000000000 Triarii, X6, 0, 1.,0, 3a,3d, 2h,1f, 8,0, 0, Lab, 000110000000000 Velites, X6, 0, 2.,0, 3a,2d, 1h,1f, 5,0, 0, Lab, 000100000000000 City legion, X6, 0, 1.,0, 1a,2d, 2h,1f, 7,0, 1, Lab, 000100000000000 Musketeers, no, 0, 1.,0, 3a,3d, 2h,1f, 3,0, 1, no, 000000000000000 Fanatics, nil, 0, 1.,0, 4a,4d, 2h,1f, 2,0, 1, no, 000100000000000 Partisans, no, 0, 1.,0, 4a,4d, 2h,1f, 5,0, 1, no, 000001000000010 Warriors, X5, 0, 2.,0, 4a,1d, 2h,1f, 2,0, 0, U2, 000000000000010 Gauls.D, X5, 0, 0.,0, 0a,2d, 2h,1f, 6,0, 1, FP, 000000000000010 Gauls.A, nil, 0, 1.,0, 7a,1d, 1h,2f, 7,0, 0, E2, 000000000000010 Paratroopers, nil, 0, 1.,0, 6a,4d, 2h,1f, 6,0, 1, no, 000000100000000 Iberian Scutarii,X3, 0, 2.,0, 3a,2d, 2h,1f, 11,0, 1, Ato, 000000000000010 yglygp, X3, 0, 2.,0, 3a,1d, 1h,1f, 8,0, 0, no, 000000000000010 Horse, X7, 0, 2.,0, 3a,2d, 2h,1f, 8,0, 0, Bro, 000000000000000 Elephant, X3, 0, 1.,0, 3a,1d, 3h,1f, 14,0, 0, U1, 000010000000000 Numidians, X3, 0, 3.,0, 5a,1d, 2h,1f, 13,0, 0, AFl, 000000000000011 Cavalry, X6, 0, 2.,0, 3a,1d, 2h,1f, 7,0, 0, Lab, 000100000000000 Iberian cavalry,X3, 0, 2.,0, 4a,1d, 2h,1f, 12,0, 0, Ato, 000000000000010 Horsemen, X5, 0, 3.,0, 3a,1d, 2h,2f, 9,0, 0, U2, 000000000000010 Armor, nil, 0, 3.,0, 10a,5d, 3h,1f, 8,0, 0, no, 000000000000000 tu, Met, 0, 2.,0, 3a,1d, 1h,1f, 6,0, 0, no, 000000000000000 Lithobolos, nil, 0, 1.,0, 8a,1d, 2h,1f, 10,0, 0, Met, 000000000000000 Artillery, nil, 0, 1.,0, 10a,1d, 2h,2f, 5,0, 0, no, 000000000000000 Howitzer, nil, 0, 2.,0, 12a,2d, 3h,2f, 7,0, 0, no, 000000001000000 Galley, nil, 2, 10.,0, 2a,3d, 2h,1f, 6,1, 3, Plu, 000000000001001 Marines, X6, 0, 1.,0, 3a,1d, 2h,1f, 7,0, 0, E2, 000000000000100 Iberian Caetratii,X3, 0, 2.,0, 4a,2d, 1h,1f, 9,0, 0, Ato, 000000000000000 Slingers, X4, 0, 2.,0, 3a,2d, 1h,1f, 5,0, 0, Uni, 000000000000000 Balearic slingers,X3, 0, 2.,0, 3a,2d, 1h,2f, 9,0, 0, Ato, 000000000000010 Trireme, nil, 2, 8.,0, 2a,2d, 2h,1f, 7,1, 4, Nav, 000000000000001 Quinquireme, nil, 2, 6.,0, 3a,2d, 2h,1f, 10,2, 2, Nav, 000000000100000 Transport ship,nil, 2, 6.,0, 0a,2d, 2h,1f, 7,5, 4, Nav, 000000000100000 Frigate, no, 2, 4.,0, 4a,2d, 2h,1f, 5,2, 2, no, 000000000000000 Mercenaries, nil, 0, 1.,0, 3a,2d, 2h,1f, 7,0, 1, Cor, 000000000000000 Phalanx, X4, 0, 1.,0, 4a,3d, 2h,1f, 13,0, 0, Ast, 000000000000000 Libyan Phalanx,X3, 0, 2.,0, 3a,3d, 2h,1f, 13,0, 0, U1, 000000000000010 Sacred Band, nil, 0, 1.,0, 2a,4d, 2h,1f, 14,0, 1, E2, 000010000000000 Battleship, nil, 2, 4.,0, 12a,12d, 4h,2f, 16,0, 2, no, 000000000000001 Submarine, nil, 2, 3.,0, 10a,2d, 3h,2f, 6,0, 2, no, 000000000001001 Siege Ship, nil, 2, 5.,0, 8a,1d, 3h,1f, 16,0, 0, Mat, 000000000000000 Light troops, X3, 0, 2.,0, 3a,1d, 1h,1f, 8,0, 0, Uni, 000000000000010 Cruise Msl., nil, 1, 12.,1, 18a,0d, 1h,3f, 6,0, 0, no, 001000000000000 Nuclear Msl., nil, 1, 16.,1, 99a,0d, 1h,1f, 16,0, 0, no, 001000000000000 Footmen, X7, 0, 1.,0, 3a,2d, 1h,1f, 7,0, 0, Bro, 000000000000000 Agent, nil, 0, 3.,0, 0a,0d, 1h,1f, 13,0, 6, Esp, 000000000000011 ertu, Cor, 0, 1.,0, 0a,1d, 1h,1f, 5,0, 7, no, 000000000000010 Caravan, nil, 0, 2.,0, 0a,1d, 1h,1f, 7,0, 7, Cor, 000000000000010 Explorer, Gue, 0, 1.,0, 0a,1d, 1h,1f, 3,0, 0, no, 000001000000010 Archimedes' defenses,nil, 0, 0.,0, 0a,6d, 2h,2f, 18,0, 1, E2, 100000000000001 Extra Ship, nil, 2, 4.,0, 4a,2d, 2h,1f, 5,1, 2, no, 000000000000000 Extra Air, nil, 1, 8.,4, 8a,8d, 2h,2f, 10,0, 0, no, 000000000000000 Consul, nil, 0, 1.,0, 0a,1d, 1h,1f, 4,0, 0, E2, 000000000000000 Hannibal, nil, 0, 3.,0, 7a,5d, 4h,1f, 18,0, 0, E2, 000000000000011 General, nil, 0, 3.,0, 5a,3d, 2h,1f, 18,0, 0, E2, 000000000000000 Test Unit 4, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 airship, nil, 1, 15.,0, 0a,1d, 2h,1f, 4,2, 7, no, 000000000000000 Iberian tribesmen,nil, 0, 1.,0, 3a,2d, 1h,1f, 4,0, 0, no, 000000000000010 Supply train, nil, 0, 1.,0, 0a,1d, 1h,1f, 22,0, 1, E2, 000000000000000 Celtic chieftain,nil, 0, 1.,0, 0a,1d, 1h,1f, 4,0, 1, E2, 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, 1,2, 0,1,0, yes, 1, 5, 5, yes, 1, 5, 3, Pln, ; Drt Plains, 1,2, 1,1,0, yes, 1, 5, 1, For, 0,15, 0, Grs, ; Pln Grassland, 1,2, 2,1,0, yes, 1, 5, 2, For, 0,10, 0, Hil, ; Grs Forest, 2,3, 1,2,0, Pln, 0, 5, 5, no, 0, 5, 0, Grs, ; For Hills, 2,4, 1,0,0, yes, 1,10, 0, yes, 3,10, 1, Pln, ; Hil Mountains, 2,6, 0,1,0, no, 1,10, 0, yes, 1,10, 6, Hil, ; Mou Granary, 1,4, 5,4,0, no, 1,10, 1, no, 0, 0, 0, Drt, ; Tun Glacier, 2,2, 0,0,0, no, 0, 0, 0, yes, 1,15, 3, Tun, ; Gla Swamp, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, ; Swa Fields, 1,1, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, ; Jun Ocean, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, ; Oce Oasis, 1,2, 3,1,0, Sheep, 1,2, 2,2,1, Grassland, 1,2, 2,1,0, Pheasant, 2,3, 3,2,0, Copper, 2,4, 1,2,1, Gold, 3,6, 0,1,6, Game, 1,2, 3,1,0, Ivory, 2,2, 1,1,4, Peat, 2,3, 1,4,0, Agricultural,2,3, 1,0,0, 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, Agricultural,2,3, 1,0,0, Whales, 1,2, 2,2,3, @GOVERNMENTS Anarchy, Mr., Ms. Despotism, War, Empress Monarchy, King, Queen Republic, Senator, Comrade Dictatorship, Popular, 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, 1, 1, -1, 1, Dictator, Dictator, 2, Imperator, Imperatrix, 4,Popular, Popular 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, 3, Egyptians, Egyptian, 0, 0, 1, 1, Popular, Popular, 2, Popular, Popular Abe Lincoln, E. Roosevelt, 0, 5, 1, Americans, American, -1, 0, 1, 4, Reverend, Reverend, 5, Speaker, Speaker Alexander, Hippolyta, 1, 2, 2, Greeks, Greek, 0, 1, -1, 6, Prime Minister, Prime Minister Mohandas Gandhi,Indira Gandhi, 0, 7, 2, Indians, Indian, -1, -1, 0, 2, Maharaja, Maharaja, Lenin, Catherine the Great, 1, 1, 3, Russians, Russian, 1, 0, -1, 2, Czar, Czarina, 4, Patriarch, Matriarch Shaka, Shakala, 0, 2, 0, Zulus, Zulu, 1, 0, 0, Louis XIV, Joan of Arc, 0, 3, 3, French, French, 1, 1, 1, 4, Archbishop, Archbishop, 6, Premier, Premier Montezuma, Nazca, 0, 4, 0, Aztecs, Aztec, 0, -1, 1, Mao Tse Tung, Wu Zhao, 0, 5, 2, Chinese, Chinese, 0, 0, 1, 3, Chairman, Chairperson Henry VIII, Elizabeth I, 1, 6, 3, English, English, 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, 7, 1, Celts, Celtic, -1, 1, 0, 1,War leader, War leader 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, 3, Spanish, Spanish, -1, 1, -1, 4, Archbishop, Archbishop Xerxes, Scheherezade, 0, 5, 3, Persians, Persian, 1, 1, 0, 2, Hellenic, Hellenic, 4, Ayatollah, Ayatollah Hannibal, Dido, 0, 6, 3, Carthaginians,Carthaginian, 0, 0, -1, 4, Dictator, Dictator Sitting Bull, Sacajawea, 0, 7, 0, Sioux, Sioux, 0, 0, 0, 1, Chief, Chief, 2, Great Chief, Great Chief Saladin, ..., 0, 5, Arabs, Arab, 1, 0, 1, 4, Ayatollah, Ayatollah, 2, Sultan, Sultana Atawallpa, ..., 0, 1, Incas, Inca, -1, 1, 1, ; ; Trading Commodities ; @CARAVAN Hides, Wool, Beads, Cloth, Salt, Pottery, Copper, Dye, Wine, Iron, Silver, Spice, Gems, Gold, Slaves, Arms, @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 Demetrius Philip II Caesar Pyrrhus Hannibal Barca Alexander III @ATTITUDES Worshipful Enthusiastic Cordial Receptive Neutral Uncooperative Icy Hostile Enraged