; ; 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 2 ; 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) 16 ; # of rows in shield box 1 ; Settlers eat (govt <= Monarchy) 2 ; Settlers eat (govt >= Feudalism) 8 ; City size for first unhappiness at Chieftain level 20 ; Riot factor based on # cities (higher factor lessens the effect) 4 ; Marketplace needed to exceed this size 12 ; Paved Streets needed to exceed this size 17 ; Tech paradigm (higher # slows research) 20 ; Base time for engineers to transform terrain (x2) 4 ; Monarchy pays support for all units past this 6 ; Republic pays support for all units past this 10 ; Protestantism pays support for all units past this 0 ; Republic is equivalent of this palace distance. 50 ; Protestantism loses this % of science 20 ; Percent shield penalty for production type change 10 ; Max paradrop range 75 ; Mass/Thrust paradigm (increasing slows spaceship time) 5 ; Max effective science rate in fundamentalism (x10, so 5 = 50%) ; ; Civilization Advances ; ; Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category ; ; Ai Value = Basic value at which computer players ; view this advance (used in determining ; which discovery to pursue, which to ; acquire during exchanges, and value of ; gift during diplomacy). ; Modifier = Modifier to value based on the "civilized" ; aspect of a leader's personality. Positive ; values increase value for civilized leaders, ; decrease it for militaristic. Negative ; values vice versa. ; preq1, preq2 = Prerequisites ; ; Epoch = historical period ; 0 = Ancient ; 1 = Renaissance ; 2 = Industrial Revolution ; 3 = Modern ; ; Category = Knowledge category ; 0 = Military ; 1 = Economic ; 2 = Social ; 3 = Academic ; 4 = Applied ; @CIVILIZE Heresy, 3, 0, Aut, nil, 0, 3 ; AFl Manuscript, 2, 3, MP, PT, 0, 3 ; Alp Longbow, 5, -2, Cmp, SFl, 2, 0 ; Amp Seafaring, 3, 0, nil, nil, 0, 4 ; Ast Ballista, 3, 0, Bri, NP, 2, 0 ; Ato Scholasticism, 6, 6, Lab, Ind, 0, 3 ; Aut Engineering, 6, -2, Phi, E1, 0, 0 ; Ban Construction, 6, 0, War, Ast, 0, 0 ; Bri Baptism, 0, 8, nil, nil, 0, 3 ; Bro --8 Lords Prayer, 2, 3, Bro, Rad, 0, 3 ; Cer Raiding Tactics, 6, -4, Feu, Mas, 0, 0 ; Che Chivalry, 8, -1, Rep, CoL, 0, 0 ; Chi Heraldry, 3, 0, Wri, Mon, 0, 3 ; CoL Banking, 3, 0, Ind, Cmn, 0, 1 ; CA City Defences, 6, 2, Inv, SFl, 1, 2 ; Cmb Republic, 3, 0, Aut, nil, 3, 2 ; Cmn Manorialism, 6, 2, Min, PT, 0, 0 ; Cmp Monastic Orders, 3, 0, Lab, Phi, 0, 3 ; Csc Master Masonry, 6, 2, Bri, Cur, 1, 2 ; Cst Plate Armor, 4, -2, Ind, SE, 2, 0 ; Cor Coinage, 3, 0, Mon, Whe, 0, 1 ; Cur Holy Empire, 5, 1, ToG, Gue, 3, 2 ; Dem Crossbow, 4, -1, Ato, SFl, 2, 0 ; Eco Siege Tactics, 6, -4, Amp, Cmb, 1, 2 ; E1 Pilgrimage, 4, 1, Bro, Rad, 0, 3 ; E2 Berserker, 3, 0, Rad, U3, 2, 0 ; Eng Sanitation, 3, 0, Plu, Med, 3, 4 ; Env Diplomacy, 5, 3, San, nil, 3, 4 ; Esp Theology, 5, 4, Alp, CoL, 0, 3 ; Exp Longship, 3, 0, Ast, U3, 0, 4 ; Feu Pole Arms, 5, 0, Chi, nil, 2, 0 ; Fli ---------NOT USED, 3, 0, no, no, 0, 0 ; Fun ---------OPEN SLOT, 3, 0, no, no, 0, 0 ; FP Alchemy, 6, -2, Med, Lab, 0, 2 ; Gen Peasant Revolt, 5, -1, Cmp, Rep, 1, 2 ; Gue ---------NOT USED, 3, 0, no, no, 0, 0 ; Gun Horseback Riding, 4, -1, nil, nil, 2, 0 ; Hor Craftmanship, 8, 0, MT, Ban, 0, 0 ; Ind Trade Guilds, 6, 2, Pot, Cst, 0, 1 ; Inv Chain Mail, 5, 2, Whe, War, 2, 0 ; Iro Monastic Revolution,6, 3, Phi, Exp, 0, 3 ; Lab Law Code, 3, 0, Alp, Mon, 3, 4 ; Las ----------NOT USED, 3, 0, no, no, 0, 0 ; Ldr ---------OPEN SLOT, 3, 0, no, no, 0, 0 ; Lit Wind Power, 3, 0, Ind, nil, 0, 0 ; Too Carvel Planking, 3, 0, Ind, Phy, 0, 4 ; Mag Cartography, 3, 0, Aut, Pla, 1, 3 ; Map Warrior Code, 4, -1, nil, nil, 2, 0 ; Mas Folklore, 4, 2, Ast, Rad, 0, 2 ; MP Stirrup, 6, -1, Iro, Che, 2, 0 ; Mat Medicine, 5, 2, Aut, Phi, 1, 3 ; Med History, 4, 2, Mon, Alp, 1, 3 ; Met Land Defences, 3, 0, Mat, Cst, 1, 2 ; Min ----------NOT USED, 3, 0, no, no, 0, 0 ; Mob ---ends piracy Monarchy, 5, 0, Mas, Tra, 3, 2 ; Mon Architecture, 5, 2, Cst, Exp, 0, 3 ; MT Liturgical Chant, 3, 3, Cer, nil, 0, 3 ; Mys Navigation, 6, 0, Mag, Map, 0, 4 ; Nav Pagan Cult, 0,-8, Rad, U3, 0, 2 ; NF ----nb needed for hammers to work Naval Warfare, 6, 0, Sea, War, 0, 4 ; NP Crusades, 6, -1, E2, Chi, 2, 0 ; Phi --60 Stern Rudder, 4, 0, Inv, Sea, 0, 4 ; Phy Seamanship, 5, 0, Mas, Ast, 0, 4 ; Pla Drainage, 3, 3, Cmp, Ind, 3, 4 ; Plu Monasticism, 3, 3, Cer, Wri, 0, 3 ; PT Trade Routes, 4, 2, Ast, Cur, 0, 1 ; Pot --65 Ceremonial Burial, 6, -4, nil, nil, 0, 2 ; Rad Royal Highways, 3, 0, Esp, Plu, 3, 4 ; RR Literature, 4, 2, Aut, Uni, 1, 3 ; Rec ---------OPEN SLOT, 0, 0, no, no, 0, 0 ; Ref Crop Rotation, 5, 4, Cmp, Lab, 1, 0 ; Rfg --70 Feudalism, 6, 0, Min, Las, 3, 2 ; Rep ---------OPEN SLOT, 3, 0, no, no, 0, 0 ; Rob Blast Furnace, 6, 0, Stl, Cor, 0, 0 ; Roc Court of Law, 4, 2, CA, Dem, 3, 4 ; San Shipbuilding, 4, 0, Pla, Bri, 0, 4 ; Sea Siege Warfare, 3, 0, Che, Cst, 1, 2 ; SFl ---------OPEN SLOT, 3, 0, no, no, 0, 0 ; Sth Swordmanship, 5, -2, Chi, Mas, 2, 0 ; SE Watermill, 6, 1, Cmp, nil, 0, 0 ; Stl Horse Collar, 6, 2, Rfg, nil, 1, 0 ; Sup --80 ----------NOT USED, 3, 0, no, no, 0, 0 ; Tac Fine Arts, 4, 4, Ind, Uni, 1, 2 ; The Lay Investiture, 3, 0, Met, Exp, 0, 3 ; ToG Trade, 6, 3, nil, nil, 0, 1 ; Tra Art and Poetry, 3, 4, Lab, Alp, 1, 3 ; Uni Archery, 5, -1, nil, nil, 2, 0 ; War Metalworking, 4, 0, Hor, Mas, 0, 0 ; Whe Writing, 3, 0, nil, nil, 1, 3 ; Wri --88 True Faith, 3, 0, Aut, Phi, 0, 3 ; ... Great Voyage, 3, 0, nil, no, 0, 4 ; U1 Monastic Church, 3, 0, nil, no, 0, 3 ; U2 Norse Lore, 3, 0, nil, no, 0, 2 ; U3 Dwarven Steel, 6, -1, Whe, NF, 0, 0 ; X1 --93 Abbey Ale, 3, 0, Lab, Cmp, 0, 3 ; X2 Tributal Taxes, 3, 0, Che, Las, 0, 1 ; X3 --95 Normandy, 3, 0, nil, no, 0, 0 ; X4 extra no 5, 3, 0, no, no, 0, 0 ; X5 Extra Advance 6, 3, 0, no, no, 0, 0 ; X6 Unique, 3, 0, nil, no, 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, Royal Court, 6, 0, Mon, ; palace Blacksmith, 4, 1, Whe, ; barracks Granary, 4, 1, nil, ; granary Church, 6, 1, Cer, ; temple Royal Mint, 8, 2, Cur, ; marketplace Monastery, 9, 2, PT, ; library Dungeons, 8, 2, Las, ; courthouse City Walls, 5, 4, Cmb, ; city walls Marketplace, 5, 1, Tra, ; aqueduct Trade Guilds, 9, 1, Inv, ; bank Cathedral, 14, 4, MT, ; cathedral University, 16, 6, Aut, ; university Sewers, 12, 2, Env, ; mass transit Brothel, 5, 1, Pla, ; colosseum Manor, 10, 1, Cmp, ; factory Craft Guilds, 14, 2, Ind, ; manuf.plant Brewery, 6, 1, X2, ; sdi def Hospital, 10, 3, Med, ; recycl.centre NOT USED, 0, 0, no, ; power plant Watermill, 14, 1, Stl, ; hydro plant NOT USED, 0, 0, no, ; nuclear plant Bank, 16, 2, CA, ; stock exchange Paved Streets, 20, 1, Plu, ; sewer system Wheelplough, 6, 1, Sup, ; supermarket Gallows, 4, 1, San, ; superhighw. Print Shop, 16, 2, no, ; research lab NOT USED, 0, 0, no, ; SAM Mis.batt. Coastal Fortress, 30, 4, no, ; coastal fortr. Windmill, 20, 2, Too, ; solar plant Fishing Fleet, 6, 1, Ast, ; harbor Harbor, 20, 2, Pot, ; offsh.plf. NOT USED, 0, 0, no, ; airport Theatre, 10, 1, Uni, ; police station Shipyard, 20, 3, Sea, ; port facilities NOT USED, 8, 0, no, NOT USED, 16, 0, no, NOT USED, 32, 0, no, Wealth, 60, 0, X3, Great Marketplace, 30, 2, Cur, ; pyramids -- Dorestad Lindisfarne Gospels, 30, 0, Alp, ; hanging gardens -- Edinburgh True Cross, 30, 2, E2, ; colossus Viking Discoveries, 40, 0, Pla, ; lighthouse -- Reykjavik Benedicts Rule, 30, 0, no, ; gr.library Heroic Epic, 30, 0, MP, ; oracle Burghal Hidage, 60, 4, Min, ; great wall Danevirke, 40, 2, Bri, ; sun tzu Weylands Smithy, 25, 1, X1, ; k.rich.crusade Marco Polo's Embassy, 20, 4, Esp, ; m.polos emb. Papal Reform, 50, 4, Exp, ; michelangelos Book of Fires, 25, 0, Gen, ; copern.lab New World Discovery, 40, 0, Nav, ; magellans Sistine Chapel, 40, 4, The, ; shakesp.theatre Bayeux Tapestry, 60, 2, Rep, ; leonardo Magna Carta, 40, 2, Rep, ; J.S.Bachs Bede's Anno Domini, 25, 0, Met, ; Isaac Newton Col. Danelaw, 60, 4, X3, ; Adam Smiths The First Crusade, 30, 0, Phi, ; Darwins Voyage Machiavellis Legacy, 40, 0, no, ; Statue of Liberty Thingvellir, 40, 0, Las, ; Eiffel Tower Crusading Zeal, 60, 4, Phi, ; womens suffr. Road to Byzantium, 60, 2, Pot, ; hoover dam Blood Sacrifices, 25, 2, NF, ; manhattan project Great Reliquary, 40, 4, Lab, ; UN NOT USED, 0, 0, no, ; Apollo Ninetyfive Theses, 60, 0, no, ; SETI Dante's Divine Comedy, 40, 0, Rec, ; cure for cancer ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; Great Marketplace nil, ; Lindisfarne Gospels nil, ; The True Cross Ind, ; Viking Discoveries Aut, ; Benedicts Rule Gue, ; Heroic Epic Ban, ; (Great Wall) E1, ; (Sun Tzu) nil, ; K.Richards nil, ; Marco Polo's AFl, ; Papal Reform nil, ; Book of Fires nil, ; New World Discovery nil, ; Sistine Chapel nil, ; Armouring Guild Lab, ; Magna Carta nil, ; Bede's AD CA, ; Danelaw nil, ; First Crusade nil, ; Machiavellis Legacy Esp, ; - nil, ; Crusading Zeal nil, ; Road to Byzantium nil, ; Blood Sacrifices nil, ; Papal Reliquary nil, ; NOT USED nil, ; 95 Theses nil, ; Dante's Comedy ; ; 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, Lab, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, nil, 000000000000000 Master Craftsman,nil,0,2.,0, 0a,0d, 1h,1f, 8,0, 5, Ind, 000000000000000 Spearmen, Iro, 0, 1.,0, 1a,2d, 1h,1f, 2,0, 1, nil, 000000000000000 Men-at-arms, Fli, 0, 1.,0, 4a,3d, 2h,1f, 3,0, 1, Iro, 000000000000000 Viking Raiders,Las,0, 1.,0, 4a,2d, 2h,1f, 3,0, 0, Che, 000000000000100 Hero, nil, 0, 1.,0, 10a,6d, 2h,2f, 9,0, 0, X7, 000000001000001 Swordsmen, Iro, 0, 1.,0, 4a,1d, 1h,1f, 3,0, 0, Mas, 000000000000000 Heavy Infantry,nil,0, 1.,0, 5a,4d, 2h,1f, 5,0, 0, SE, 000000000000000 Saracens, nil, 0, 1.,0, 4a,2d, 1h,1f, 4,0, 0, no, 000000000000000 Rebels, nil, 0, 1.,0, 2a,3d, 1h,1f, 1,0, 1, Gue, 000000000000010 Crusaders, nil, 0, 1.,0, 5a,3d, 2h,1f, 5,0, 0, no, 000000000000000 Berserker, Exp, 0, 1.,0, 6a,1d, 2h,2f, 4,0, 0, Eng, 000000000000000 Archers, Amp, 0, 1.,0, 3a,1d, 2h,2f, 3,0, 0, War, 000000000000000 Longbowmen, nil, 0, 1.,0, 6a,3d, 2h,4f, 4,0, 0, Amp, 000000000000000 Crossbowmen, nil, 0, 1.,0, 4a,4d, 1h,4f, 4,0, 1, Eco, 000000000000000 Horsemen, Mat, 0, 2.,0, 3a,1d, 1h,2f, 4,0, 0, Hor, 000000000000000 Knights, Chi, 0, 2.,0, 6a,2d, 1h,4f, 6,0, 0, Mat, 000000000000000 Giants, nil, 0, 1.,0, 14a,4d, 2h,4f, 4,0, 0, no, 000001000000001 Heavy Cavalry,nil, 0, 2.,0, 10a,2d, 1h,4f, 10,0, 0, Cor, 000000000000000 Chevaliers, Cor, 0, 2.,0, 8a,2d, 1h,4f, 8,0, 0, Chi, 000000000000000 Knights Templar,nil,0, 2.,0, 10a,2d, 1h,4f, 7,0, 0, Csc, 000000000000010 Dragon, nil, 0, 1.,0, 0a,20d, 1h,4f, 4,0, 1, no, 000000000000000 Siege Tower, nil, 0, 1.,0, 0a,8d, 2h,1f, 7,0, 3, SFl, 000000000000010 Berserker, Chi, 0, 1.,0, 6a,1d, 2h,2f, 2,0, 0, no, 000000000000000 Valkyries, nil, 1, 6.,0, 0a,8d, 1h,1f, 4,0, 0, no, 000000000000000 Guardian Saint,nil,1, 6.,0, 0a,8d, 1h,1f, 4,0, 0, no, 000000000000000 -------UNUSED,nil, 0, 1.,0, 4a,6d, 4h,1f, 4,0, 1, no, 000000000000000 Pikemen, Ato, 0, 1.,0, 2a,5d, 2h,2f, 5,0, 1, Fli, 000010000000000 Monks, Ind, 0, 2.,0, 0a,0d, 1h,1f, 6,0, 5, Lab, 000000000000010 -------UNUSED,nil, 0, 1.,0, 4a,6d, 4h,1f, 4,0, 1, no, 000000000000000 Viking Chief, nil, 0, 1.,0, 8a,4d, 2h,2f, 9,0, 0, X7, 000000000000010 Crows, nil, 1, 4.,1, 0a,3d, 1h,1f, 10,0, 0, no, 000001000000010 Knarr, Inv, 2, 6.,0, 2a,2d, 1h,1f, 5,2, 4, Ast, 000000000100000 Thunderstorm, nil, 2, 1.,0, 0a,1d, 1h,1f, 99,0, 2, no, 001000000000000 Drakkar, Mag, 2, 8.,0, 7a,4d, 1h,1f, 8,1, 2, Feu, 000000000100000 Hulk, nil, 2, 6.,0, 1a,6d, 4h,1f, 8,4, 4, Phy, 000000000100000 War Galley, nil, 2, 8.,0, 10a,4d, 1h,1f, 16,0, 2, NP, 000000000101000 Carrack, nil, 2, 6.,0, 6a,6d, 2h,1f, 14,6, 4, Mag, 000000000100000 Cog, nil, 2, 6.,0, 3a,6d, 2h,1f, 6,3, 4, Inv, 000000000100000 Royal Warship,nil, 2, 6.,0, 16a,8d, 2h,2f, 20,0, 2, no, 000000000100000 Royal Guard, nil, 0, 1.,0, 0a,6d, 1h,1f, 4,0, 1, X7, 000010000000000 King, nil, 0, 1.,0, 8a,6d, 2h,2f, 12,0, 1, X7, 000001000000011 Death, nil, 0, 1.,0, 0a,24d, 1h,1f, 99,0, 0, no, 000000000000000 Heir, nil, 0, 1.,0, 8a,8d, 2h,2f, 9,0, 0, X7, 000000000000010 Burning Oil, nil, 0, 0.,0, 0a,6d, 1h,1f, 3,0, 1, E1, 000000000000000 Hammer, Bro, 1, 50.,0, 99a,50d, 1h,1f, 18,0, 0, NF, 001000000000001 Thegn, nil, 0, 1.,0, 6a,3d, 2h,1f, 8,0, 1, X7, 000000000000000 Bishop, nil, 0, 3.,0, 0a,1d, 2h,1f, 5,0, 6, ToG, 000000000000011 Tradesmen, nil, 0, 1.,0, 0a,1d, 1h,1f, 2,0, 7, Pot, 000000000000000 Merchant, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 7, CA, 000000000000000 Missionary, nil, 0, 1.,0, 0a,1d, 1h,1f, 1,0, 0, Bro, 000001000000011 Battering Ram,nil, 0, 1.,0, 12a,3d, 1h,2f, 4,0, 0, E1, 000000001000000 Gode, nil, 0, 6.,0, 0a,12d, 2h,2f, 80,0, 1, no, 000000000000011 Ballista, nil, 0, 1.,0, 6a,3d, 1h,2f, 6,0, 3, Ato, 000000000000000 Royal Emissary,nil,0, 2.,0, 0a,1d, 1h,1f, 4,0, 6, CoL, 100000000000011 Assassin, nil, 0, 1.,0, 0a,1d, 1h,1f, 4,0, 6, Esp, 000000000001010 Mangonel, Ban, 0, 1.,0, 10a,1d, 2h,2f, 5,0, 0, SFl, 000000001000000 Trebuchet, nil, 0, 1.,0, 16a,1d, 2h,2f, 8,0, 0, Ban, 000000001000000 -------UNUSED,nil, 2, 5.,0, 12a,2d, 1h,1f, 12,2, 4, no, 000000000100000 -------UNUSED,nil, 2, 5.,0, 12a,2d, 1h,1f, 12,2, 4, no, 000000000100000 -------UNUSED,nil, 2, 5.,0, 12a,2d, 1h,1f, 12,2, 4, no, 000000000100000 Emperor, nil, 0, 1.,0, 12a,4d, 1h,1f, 12,0, 0, no, 000001000000011 ; ; 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 Highlands, 2,4, 1,0,0, no, 0, 0, 0, yes, 1, 5, 2, Tun, ; Drt Plains, 1,2, 1,1,0, yes, 1, 5, 5, no, 0, 0, 0, no, ; Pln Grassland, 1,2, 1,0,0, yes, 2, 5, 5, no, 0, 0, 0, no, ; Grs Forest, 2,3, 1,1,0, Grs, 0,10, 5, no, 0, 0, 0, Tun, ; For Hills, 2,4, 1,2,0, no, 0, 0, 0, yes, 2, 5, 2, Tun, ; Hil Mountains, 3,6, 0,1,0, no, 0, 0, 0, yes, 2,10, 2, Tun, ; Mou Abbey, 1,2, 2,4,8, no, 0, 0, 0, no, 0, 0, 0, no, ; Tun Arctic, 2,2, 0,0,0, no, 0, 0, 0, no, 0, 0, 0, no, ; Gla Swamps, 2,1, 1,1,0, yes, 1,15, 5, no, 0, 0, 0, no, ; Swa Dense Forest,3,4, 1,1,0, Grs, 0,20, 5, no, 0, 0, 0, Tun, ; Jun Ocean, 1,2, 1,0,1, no, 0, 0, 0, no, 0, 0, 0, no, ; Oce Sheep, 2,4, 2,2,2, Horses, 1,2, 0,2,2, Grassland, 1,2, 2,1,0, Timber, 2,3, 1,4,1, Sheep, 2,4, 2,2,2, Gold, 3,6, 0,2,8, Scriptures, 1,2, 2,6,12, Bears, 2,2, 1,1,2, Pheasant, 2,1, 2,1,1, Big Game, 3,4, 3,2,1, Fish, 1,2, 4,1,2, Volcano, 2,4, 0,2,1, Wheat, 1,2, 2,0,1, Grassland, 1,2, 2,1,0, Timber, 2,3, 1,4,1, Wine, 2,4, 2,1,3, Metals, 3,6, 0,4,4, Relics, 1,2, 2,6,12, Big Game, 2,2, 3,2,1, Peat, 2,1, 0,3,2, Furs, 3,4, 1,2,4, Whales, 1,2, 4,3,2, @GOVERNMENTS Anarchy, Chief, Chief Tribal Kingdom, King, Queen Monarchy, King, Queen Republic, Chairman, Chairman Protestantism, King, Queen Feudalism, Duke, Duchess Holy Empire, Holy Emperor, Holy Empress ; ; 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 ..., ..., 0, 1, 3, Normans, Norman, 0, 1, -1, Sven, ..., 0, 2, 0, Danes, Danish, 1, 1, -1, Otto, ..., 0, 3, 1, Germans, German, 0, 1, 1, Alfred, ..., 0, 4, 2, Anglo-Saxons,Anglo-Saxon,-1, 0, 1, Charles, ..., 0, 5, 1, Franks, Frankish, 0, 0, 1, Redbad, ..., 0, 6, 1, Frisians, Frisian, 1, -1, 0, MacAlpin, ..., 0, 7, 1, Celts, Celtic, -1, 0, 1, Olav, ..., 0, 1, 0, Norsemen, Norse, 1, 1, -1, Sven, ..., 0, 2, 0, Danes, Danish, 1, 1, -1, Otto, ..., 0, 3, 1, Germans, German, 0, 1, 1, Alfred, ..., 0, 4, 1, Anglo-Saxons,Anglo-Saxon,-1, 0, 0, Charles, ..., 0, 5, 1, Franks, Frankish, -1, 0, 1, ..., ..., 1, 6, 0, Magyars, Magyar, 1, 1, -1, ..., ..., 1, 7, 0, Russians, Russian, -1, -1, 0, Olav, ..., 0, 1, 0, Norsemen, Norse, 1, 1, -1, Sven, ..., 0, 2, 0, Danes, Danish, 1, 1, -1, Otto, ..., 0, 3, 1, Germans, Germans, 0, 1, 1, Alfred, ..., 0, 4, 2, Anglo-Saxons,Anglo-Saxon,-1, 0, 1, Charles, ..., 0, 5, 1, Franks, Frankish, -1, 0, 1, ..., ..., 0, 6, 0, Muslims, Muslim, -1, -1, 1, MacAlpin, ..., 1, 7, 2, Scots, Scottish, -1, 0, 1, Saladin, ..., 0, 5, Arabs, Muslim, 1, 0, 1, 4, Ayatollah, Ayatollah, 2, Sultan, Sultana Atawallpa, ..., 0, 1, Incas, Inca, -1, 1, 1, ; ; Trading Commodities ; @CARAVAN Hides, Wool, Timber, Relics, Salt, Iron, Copper, Dye, Wine, Silk, Silver, Ceramics, Gems, Gold, Cloth, Armour, @ORDERS Fortify, F Fortified, F Sleep, S Build Fortress, F Build Road, R Build Irrigation, I Build Mine, m Transform, O Conduct Prayer, p Build Encampment, E Go to, G @DIFFICULTY Chieftain Warlord Prince King Emperor Deity @ATTITUDES Pious Enthusiastic Cordial Receptive Neutral Uncooperative Icy Hostile Enraged