; ; 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 3 ; 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) 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 10 ; Fundamentalism pays support for all units past this 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%) ; ; 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 Wizardry, 5,-1, Rad, ToG, 0, 4 ; AFl 0 Alphabet, 5, 1, nil, nil, 0, 3 ; Alp Munition Armour, 3,-2, Stl, Rob, 3, 0 ; Amp Astronomy, 4, 1, Mys, Mat, 1, 3 ; Ast Theory of Magicka, 4,-1, ToG, Phy, 2, 3 ; Ato Municipality, 6,-1, Cor, Stl, 3, 1 ; Aut 5 Banking, 4, 1, Tra, Cmp, 1, 1 ; Ban Bridge Building, 4, 0, Mas, Cst, 1, 4 ; Bri Chain Armour, 6,-1, CA, nil, 1, 0 ; Bro Ceremonial Burial, 5, 0, X2, nil, 1, 2 ; Cer Chemistry, 5,-1, Med, Pla, 2, 3 ; Che 10 Chivalry, 4,-2, Feu, Hor, 1, 0 ; Chi King's Laws, 4, 1, Cmp, Mon, 1, 3 ; CoL Armour Crafting, 5,-1, War, nil, 2, 0 ; CA Paddle Steamers, 5,-1, SE, Met, 3, 3 ; Cmb Agrarianism, 5, 0, Ind, Phi, 2, 2 ; Cmn 15 Law and Customs, 4, 1, Wri, nil, 1, 2 ; Cmp Advanced Gunpower, 7,-1, Met, MP, 3, 0 ; Csc Large Buildings, 4, 0, Mas, Cur, 1, 4 ; Cst Trading Companies, 4, 0, Ind, Eco, 3, 1 ; Cor Currency, 4, 1, Bro, nil, 1, 1 ; Cur 20 Democracy, 5, 1, Ind, Rep, 3, 2 ; Dem Economics, 4, 1, Uni, Ban, 2, 1 ; Eco Lightning Control, 4, 0, Rad, Mag, 0, 4 ; E1 Civic Bureacracy, 4, 1, Aut, Uni, 3, 1 ; E2 Engineering, 4, 0, Whe, Cst, 2, 4 ; Eng 25 Alchemy, 3, 1, Che, Uni, 2, 3 ; Env Espionage, 2,-1, Eco, Ldr, 3, 2 ; Esp Land Engineering, 5, 0, Eco, Eng, 2, 4 ; Exp Feudalism, 4,-1, Mon, Tra, 1, 4 ; Feu Battle Wizardry, 4,-1, Rad, Chi, 0, 4 ; Fli 30 Theocracy, 3,-2, The, Feu, 1, 2 ; Fun Aetherius Fusion, 6,-1, NP, nil, 0, 4 ; FP Armoured Horsemen, 5,-1, Stl, Hor, 1, 0 ; Gen Peasant Militia, 4, 1, Feu, War, 1, 0 ; Gue Gunpowder, 8,-2, Inv, Mag, 3, 0 ; Gun 35 Horseback Riding, 4,-1, X6, nil, 0, 0 ; Hor Industry, 6, 0, Min, Ban, 3, 3 ; Ind Invention, 6, 0, Uni, Rob, 3, 4 ; Inv Lamellar Armour, 5,-1, Bro, War, 2, 0 ; Iro High Chivalry, 6,-1, Tac, The, 1, 0 ; Lab 40 Asari Horse Riding, 0, 0, no, no, 0, 0 ; Las Knightly Orders, 4,-1, Chi, CoL, 1, 0 ; Ldr Literacy, 5, 2, Wri, CoL, 1, 3 ; Lit Machine Tools, 5, 1, Rob, Inv, 2, 4 ; Too Heavy Frigates, 4,-1, Nav, Gun, 1, 3 ; Mag 45 Map Making, 6,-1, Alp, nil, 0, 3 ; Map Brick Construction, 4, 1, Pot, nil, 1, 4 ; Mas Replaceable Parts, 5, 1, Too, Stl, 3, 3 ; MP Mathematics, 4,-1, Alp, Mas, 1, 3 ; Mat Medicine, 4, 0, Phy, Tra, 2, 3 ; Med 50 Metallurgy, 6,-2, Gun, Uni, 2, 3 ; Met Magick Engine, 4, 1, Too, E1, 3, 3 ; Min Pistoliers, 7,-1, Gun, Gen, 3, 0 ; Mob Monarchy, 5, 1, Cmp, PT, 1, 2 ; Mon Monotheism, 5, 1, Phi, PT, 1, 2 ; MT 55 Mysticism, 4, 0, Cer, nil, 0, 2 ; Mys Navigation, 6,-1, Sea, Ast, 1, 1 ; Nav Otherworldly Power, 6,-1, Sth, Min, 0, 4 ; NF Magicka Maelstrom, 6,-1, NF, nil, 0, 4 ; NP Philosophy, 6, 1, Mys, Lit, 1, 2 ; Phi 60 Physics, 4,-1, Nav, Lit, 1, 3 ; Phy Scholastic Study, 4, 1, Lit, Mys, 1, 3 ; Pla Imperial Legions, 0, 0, no, no, 1, 0 ; Plu Ritualism, 4, 0, Cer, Hor, 0, 2 ; PT Pottery, 4, 1, nil, nil, 0, 1 ; Pot 65 Wizardry, 5,-1, U2, Cmp, 0, 4 ; Rad Iron Roads, 6, 0, Ind, Bri, 3, 4 ; RR Doomsday Weapon, 8,-1, FP, NP, 0, 4 ; Rec Magick Potions, 4, 0, Env, Uni, 0, 4 ; Ref Improved Farming, 3, 1, Feu, San, 1, 4 ; Rfg 70 The Republic, 5, 1, Ldr, Eco, 3, 2 ; Rep Mechanics, 5, 1, Eng, Mat, 2, 4 ; Rob Advanced Siegecraft,6,-2, Met, Tac, 3, 0 ; Roc Sanitation, 4, 2, Med, Eng, 2, 4 ; San Seafaring, 4, 1, Map, Pot, 1, 4 ; Sea 75 Weapon Enchantment, 4,-1, Fli, CA, 0, 4 ; SFl Etymologicalism, 4, 1, Sup, AFl, 0, 4 ; Sth Steam Frigates, 4,-1, Inv, X7, 3, 3 ; SE Steel Plate Armour, 4,-1, Iro, Eng, 1, 0 ; Stl Temporal Phylogeny, 4, 1, Uni, Rad, 0, 4 ; Sup 80 Knightly Tactics, 5,-1, Ldr, Stl, 1, 0 ; Tac Theology, 3, 2, MT, Feu, 1, 2 ; The Arcanum Theory, 4, 0, Ast, Uni, 2, 3 ; ToG Trade, 4, 2, Cur, CoL, 0, 1 ; Tra University, 5, 1, Pla, Phi, 1, 3 ; Uni 85 Warrior Code, 4,-1, nil, nil, 0, 0 ; War Wheeled Carts, 4,-1, X6, nil, 1, 4 ; Whe Writing, 4, 2, Alp, nil, 0, 3 ; Wri Magicka Research, 1, 0, Rad, nil, 0, 4 ; ... Study of Magick, 3, 0, X4, Lit, 0, 4 ; U1 90 Magick Colleges, 3, 0, U1, Tra, 0, 4 ; U2 91 Warrior Cults, 0, 0, no, no, 0, 0 ; U3 92 Advanced Archery, 4,-1, Mat, War, 0, 0 ; X1 93 Paganism, 3, 0, nil, nil, 0, 2 ; X2 94 Shamanism, 3, 0, X2, nil, 0, 2 ; X3 95 Primitive Magick, 3, 0, X3, Wri, 0, 4 ; X4 96 Animal Speech, 3, 0, Rad, X6, 0, 4 ; X5 97 Domestication, 3, 0, nil, nil, 1, 4 ; X6 98 Large Ship Hulls, 4,-1, Mag, Met, 1, 3 ; X7 99 ; ; Above 11 tech slots (U1 to X8) allow you to define your own ; civilization advances if desired. Supply the name, the AI ; value, and the prerequisites. ; ; Then use the "U1", "U2", etc. ; identifier to incorporate it into the tech chain as a ; prerequisite for other techs, units, city improvements. ; ; ; City Improvements ; ; cost(x10), upkeep, preq ; @IMPROVE Nothing, 1, 0, nil, Castle, 10, 0, Mas, Barracks, 4, 1, Mas, Granary, 6, 1, Pot, Temple, 4, 1, Cer, MarketPlace, 8, 0, Cur, Library, 8, 1, Wri, Dungeons, 8, 1, Cmp, City Walls, 8, 0, Cst, Well, 8, 2, Cst, Bank, 12, 0, Ban, Holy Shrine, 12, 3, MT, University, 16, 3, Uni, Windmills, 10, 4, Eng, Theatre, 10, 4, Lit, Smithy, 26, 4, CA, Iron Works, 32, 5, Ind, Wizard Tower, 16, 4, Rad, Bath House, 10, 2, Med, Water Mill, 12, 3, Rob, City Reservoir, 20, 3, Exp, Smelting Furnace, 18, 3, Met, Trade Agreement, 18, 0, Eco, Sewer System, 12, 2, San, Farming Market, 10, 1, Rfg, Road Tax, 12, 0, E2, Magick Laboratory, 16, 3, AFl, City Guard, 10, 2, CoL, Sea Fortress, 8, 1, Gun, Royal Joust, 12, 2, Chi, Harbor, 6, 1, Sea, Shipwright, 16, 3, Mag, Teleport Chamber, 12, 1, ToG, City Prefecture, 6, 2, Cmn, Naval Port, 8, 3, Nav, Not Used, 0, 0, no, Not Used, 0, 0, no, Not Used, 0, 0, no, Collect Gold, 60, 0, Cur, Crop of the Kingdom, 30, 0, Pot, Arena of the Mighty, 30, 0, Mas, Circus Imperious, 40, 0, Cst, Lighthouse, 30, 0, Map, Great Library, 40, 0, Lit, Immortal Prophet, 40, 0, Mys, Defenders of the Realm, 40, 0, Hor, Armoury of Excellence, 40, 0, Iro, Crusade of Steel, 40, 0, Chi, King's Courtiers, 30, 0, CoL, Deacon of the Realm, 40, 0, MT, Wizard's Observatory, 40, 0, Rad, Hero's Expedition, 50, 0, Sea, Sword of Fate, 60, 0, SFl, Dwarven Hammer of Craft, 60, 0, Inv, Ring of Power, 60, 0, Ato, Grand Wizard's Grimoire, 80, 0, AFl, Alchemist's Gold, 70, 0, Env, Scrolls of the Sage, 60, 0, U1, Law of the King, 40, 0, Lab, Staff of Great Peace, 60, 0, Fli, Citizen Soldiers, 50, 0, Rep, Not Used, 0, 0, no, First Doomsday Drone, 80, 0, Rec, United Realms, 80, 0, E2, Not Used, 0, 0, no, Wizard's Farsight, 90, 0, ToG, Potion of Health, 70, 0, Ref, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; Pyramids nil, ; Hanging Gardens nil, ; Colossus nil, ; Lighthouse Rad, ; Great Library nil, ; Oracle Gun, ; Great Wall nil, ; Sun Tzu's War Academy nil, ; King Richard's Crusade E2, ; Marco Polo's Embassy nil, ; Michelangelo nil, ; Copernicus nil, ; Magellan nil, ; Shakespeare nil, ; Da Vinci's Workshop nil, ; Bach nil, ; Newton nil, ; Smith's Trading Co. nil, ; Darwin nil, ; Statue of Liberty nil, ; Eiffel Tower nil, ; Women's Suffrage nil, ; Hoover Dam nil, ; Manhattan Project nil, ; United Nations nil, ; Apollo nil, ; SETI nil, ; Cure for Cancer ; ; Unit Types ; ; until, domain, move,rng, att,def hit,firepwr cost,hold, role, preq, flags ; ; until = Civ advance which renders unit obsolete ; Move = Movement rate (spaces per turn) ; Range = # of turns fuel carried (0 for non-air units) ; ; domain = Movement domain of unit : 0 = Ground ; 1 = Air ; 2 = Sea ; ; att = Attack factor (chance to score hit attacking) ; def = Defense factor (chance to score hit defending) ; hit = Hit points (damage x10 which can be taken before elimination) ; firepwr = # damage points caused per hit scored on enemy. ; ; cost = Cost (# of shield rows, usually of 10 shields each) ; hold = # of holds on ship (for carrying units) ; ; role = AI role (Generally affects the way in ; which computer players use the unit, but ; roles >= 5 will actually affect abilities ; of the unit) ; 0 = Attack ; 1 = Defend ; 2 = Naval Superiority ; 3 = Air Superiority ; 4 = Sea Transport ; 5 = Settle ; 6 = Diplomacy ; 7 = Trade ; ; preq = Prerequisite advance ; ; "Flags" control special advantages & restrictions. Not ; all of these flags "make sense" for all types of units ; (paradropping ships, for instance). Nonsensical variations ; may produce bizarre effects (or worse). You were warned. ; ; 000000000000001 = Two space visibility ; 000000000000010 = Ignore zones of control ; 000000000000100 = Can make amphibious assaults ; 000000000001000 = Submarine advantages/disadvantages ; 000000000010000 = Can attack air units (fighter) ; 000000000100000 = Ship must stay near land (trireme) ; 000000001000000 = Negates city walls (howitzer) ; 000000010000000 = Can carry air units (carrier) ; 000000100000000 = Can make paradrops ; 000001000000000 = Alpine (treats all squares as road) ; 000010000000000 = x2 on defense versus horse (pikemen) ; 000100000000000 = Free support for fundamentalism (fanatics) ; 001000000000000 = Destroyed after attacking (missiles) ; 010000000000000 = x2 on defense versus air (AEGIS) ; 100000000000000 = Unit can spot submarines ; ; @UNITS Settlers, Exp, 0, 1.,0, 0a,0d, 1h,1f, 4,0, 5, nil, 000000000000000 Engineers, nil, 0, 2.,0, 0a,0d, 1h,1f, 4,0, 5, Exp, 000000000000000 Spearmen, Iro, 0, 1.,0, 1a,1d, 1h,1f, 1,0, 1, nil, 000000000000000 Defenders, Feu, 0, 1.,0, 1a,2d, 1h,1f, 2,0, 1, Iro, 000000000000010 Archers, X1, 0, 1.,0, 3a,1d, 1h,1f, 3,0, 1, Bro, 000000000000000 Legion, Gen, 0, 1.,0, 3a,2d, 1h,1f, 3,0, 0, Plu, 000000000000100 Pikemen, Gun, 0, 1.,0, 1a,2d, 1h,1f, 2,0, 1, Feu, 000010000000000 Musketmen, Csc, 0, 1.,0, 3a,3d, 2h,1f, 3,0, 1, Gun, 000000000000000 Fanatics, nil, 0, 1.,0, 6a,2d, 1h,2f, 3,0, 0, Fun, 000100000000000 Peasants, nil, 0, 1.,0, 0a,2d, 6h,1f, 4,0, 1, Gue, 000001000000010 Musketeers, Csc, 0, 1.,0, 5a,5d, 2h,1f, 5,0, 1, Mob, 000010000000000 Riflemen, nil, 0, 1.,0, 5a,4d, 2h,1f, 4,0, 1, Csc, 000010000000000 Cavalier, nil, 0, 1.,0, 4a,2d, 1h,1f, 6,0, 0, Amp, 000010000000100 Knight Pikemen, Mob, 0, 1.,0, 1a,3d, 1h,1f, 6,0, 1, Ldr, 000010000000000 Knight Infantry, Csc, 0, 3.,0, 4a,4d, 1h,1f, 5,0, 0, Lab, 000000000000100 Horsemen, Gen, 0, 2.,0, 2a,1d, 1h,1f, 2,0, 0, Hor, 000000000000000 Cavalry, Mob, 0, 2.,0, 3a,1d, 1h,1f, 3,0, 0, Gen, 000000000000000 Horse Archer, Mob, 0, 2.,0, 2a,2d, 1h,1f, 3,0, 0, Las, 000000000000010 Knights, Ldr, 0, 2.,0, 5a,1d, 2h,1f, 4,0, 0, Chi, 000000000000000 Knights Bachelor,Tac, 0, 2.,0, 5a,2d, 2h,1f, 4,0, 0, Ldr, 000000000000000 Knights Templar, Lab, 0, 2.,0, 6a,2d, 2h,2f, 5,0, 0, Tac, 000000000000000 Knights Paladin, Csc, 0, 2.,0, 7a,3d, 2h,2f, 6,0, 0, Lab, 000000000000000 Horse Musketeer, nil, 0, 3.,0, 8a,3d, 2h,3f, 8,0, 0, Mob, 000000000000000 Catapult, Gun, 0, 1.,0, 6a,1d, 1h,1f, 4,0, 0, Mat, 000000000000000 Bombard, Met, 0, 1.,0, 8a,1d, 2h,1f, 4,0, 0, Gun, 000000000000000 Cannon, Roc, 0, 1.,0, 10a,1d, 2h,2f, 4,0, 0, Met, 000000001000000 Artillery, nil, 0, 1.,0, 12a,2d, 2h,2f, 5,0, 0, Roc, 000000001000000 Wizard, AFl, 0, 1.,0, 3a,4d, 4h,1f, 7,0, 1, Rad, 000001000000010 Master Wizard, nil, 0, 2.,0, 4a,5d, 4h,1f, 8,0, 1, AFl, 000001000000010 War Wizard, SFl, 0, 2.,0, 9a,4d, 4h,1f, 8,0, 0, Fli, 000001000000010 Grand War Wizard,nil, 0, 2.,0, 10a,5d, 4h,1f, 9,0, 0, SFl, 000001000000010 Zunic Horsemen, Hor, 0, 2.,0, 3a,1d, 1h,1f, 3,0, 0, U3, 000100000000001 Galley, Sea, 2, 3.,0, 1a,1d, 1h,1f, 4,2, 4, Map, 000000000100000 Longboat, Mag, 2, 3.,0, 2a,1d, 1h,1f, 4,3, 4, Sea, 000000000100000 Galleon, Phy, 2, 4.,0, 0a,2d, 2h,1f, 5,4, 4, Nav, 000000000000000 Frigate, Mag, 2, 4.,0, 4a,2d, 2h,1f, 5,2, 2, Nav, 000000000000000 Great Galleon, Mag, 2, 4.,0, 0a,2d, 2h,1f, 6,5, 4, Phy, 000000000000000 Man-O-War, X7, 2, 6.,0, 6a,4d, 2h,1f, 6,0, 2, Mag, 000000000000000 Schooner, X7, 2, 6.,0, 0a,2d, 2h,1f, 6,6, 4, Mag, 000000000000000 Ship-of-the-Line,SE, 2, 7.,0, 8a,5d, 3h,2f, 8,0, 2, X7, 000000001000001 Brigantine, nil, 2, 7.,0, 0a,3d, 3h,1f, 8,8, 4, X7, 000000001000001 Steam Ship, Cmb, 2, 8.,0, 10a,6d, 3h,3f, 9,0, 2, SE, 000000001000001 Ironclad, nil, 2, 9.,0, 12a,8d, 3h,3f, 11,0, 2, Cmb, 000000001000001 Raven Scout, nil, 1, 6.,1, 1a,1d, 2h,2f, 4,0, 3, X5, 000000000010001 Pretoran Emperor,nil, 0, 1.,0, 0a,0d, 1h,1f, 3,0, 1, no, 000000000000010 Doomsday Drone, nil, 1, 20.,1, 99a,0d, 1h,1f, 16,0, 0, Rec, 001000000000000 Envoy, Esp, 0, 2.,0, 0a,0d, 1h,1f, 3,0, 6, Wri, 000000000000010 Spy, nil, 0, 3.,0, 0a,0d, 1h,1f, 3,0, 6, Esp, 000000000000011 Caravan, Eco, 0, 1.,0, 0a,0d, 1h,1f, 5,0, 7, Tra, 000000000000010 Merchant, nil, 0, 2.,0, 0a,0d, 1h,1f, 5,0, 7, Eco, 000000000000010 Scout, Ind, 0, 1.,0, 0a,1d, 1h,1f, 3,0, 0, Gen, 000001000000010 Crossbowman, nil, 0, 1.,0, 4a,1d, 1h,2f, 4,0, 0, X1, 010010000000001 Swordsmen, Chi, 0, 1.,0, 2a,2d, 1h,1f, 2,0, 0, War, 000000000000100 Wild Wolf, nil, 0, 3.,0, 3a,1d, 1h,1f, 1,0, 0, no, 000001000000000 Baronic Consul, nil, 0, 2.,0, 0a,0d, 1h,1f, 3,0, 1, no, 000000000000010 Asari Sultan, nil, 0, 2.,0, 0a,0d, 1h,1f, 3,0, 1, no, 000000000000010 Valkan King, nil, 0, 2.,0, 7a,2d, 3h,1f, 3,0, 0, no, 000000000000010 Zunic Sun King, nil, 0, 2.,0, 6a,3d, 3h,1f, 3,0, 1, no, 000000000000010 Prince, nil, 0, 2.,0, 7a,3d, 3h,1f, 3,0, 0, no, 000000000000010 King, nil, 0, 2.,0, 9a,4d, 3h,1f, 3,0, 1, no, 000000000000010 Grand Duke, nil, 0, 2.,0, 0a,0d, 1h,1f, 3,0, 0, no, 000000000000010 Princess, nil, 0, 2.,0, 8a,2d, 3h,1f, 3,0, 1, no, 000000000000010 ; ; 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, 3,6, 0,1,0, no, 1,10, 0, yes, 1,10, 6, Hil, ; Mou Tundra, 1,2, 1,0,0, yes, 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 Jungle, 2,3, 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, 3,2,2, Horses, 1,2, 1,3,0, Grassland, 1,2, 2,1,0, Boar, 2,3, 3,2,0, Ores, 2,4, 1,2,1, Gold, 3,6, 0,1,6, Game, 1,2, 3,1,0, Dragon Bone,2,2, 1,1,4, Peat, 2,3, 1,4,0, Gems, 2,3, 1,0,4, Fish, 1,2, 3,0,2, Magick Pool,1,2, 0,2,6, Wheat, 1,2, 4,1,0, Grassland, 1,2, 2,1,0, Cotton, 2,3, 1,2,3, Wine, 2,4, 1,0,4, Iron, 3,6, 0,4,0, Furs, 1,2, 2,0,3, Frost Resin,2,2, 0,4,2, Spice, 2,3, 3,0,4, Fruit, 2,3, 4,0,1, Large Fish, 1,2, 2,2,3, @GOVERNMENTS Anarchy, Mr., Ms. Despotism, Emperor, Empress Monarchy, King, Queen Agrarianism, Workmate, Workmate Theocracy, 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, Legate, Domina, 2, Procurator, Mystrix, 4, Dictator, Dominatrix, 6, Emperor, Empress Hammurabi, Ishtari, 0, 2, 0, Babylonians, Babylonian, 0, 1, -1, 1, Sultan, Princess, 2, High Sultan, Sultana, 4, Dervish, Dervash, 6, Grand Sultan, Radiant Queen Frederick, Maria Theresa, 0, 3, 3, Germans, German, 1, -1, 1, Ramesses, Cleopatra, 1, 4, 0, Egyptians, Egyptian, 0, 0, 1, Abe Lincoln, E. Roosevelt, 0, 5, 1, Americans, American, 0, 1, 0, 1, Captain, Captain, 2, Lord, Lady, 4, Reverend, Madame, 5, Lawmaker, Lawmaker, 6, Great Father, Great Mother Alexander, Hippolyta, 1, 6, 1, Greeks, Greek, 0, 1, -1, Mohandas Gandhi,Indira Gandhi, 0, 7, 2, Indians, Indian, -1, -1, 0, Lenin, Catherine the Great, 1, 1, 3, Russians, Russian, 1, 0, -1, Shaka, Shakala, 0, 2, 0, Zulus, Zulu, 1, 0, 0, Louis XIV, Joan of Arc, 0, 3, 3, French, French, 1, 1, 1, Montezuma, Nazca, 0, 4, 0, Aztecs, Aztec, 0, 1, 0, 1, Great Snake, Great Snake, 2, Shaman, Shamaness, 4, Demagouge, Demi Queen, 5, Serpent King, Snake Queen Mao Tse Tung, Wu Zhao, 0, 5, 2, Chinese, Chinese, 0, 0, 1, Henry VIII, Elizabeth I, 1, 6, 2, English, English, 0, 1, 0, 1, Knight, Maid, 5, Royal Senator, Lady, 6, Prime Minister, Prime Minister Genghis Khan, Bortei, 0, 7, 3, Mongols, Mongol, 0, 1, -1, 1, Duke, Duchess, 2, Zarr, Zarrina, 3, Zarputin, Zarpeta, 5, Great Zarr, Great Zarrina Cunobelin, Boadicea, 1, 1, 0, Celts, Celtic, -1, 1, 0, Tokugawa, Amaterasu, 0, 2, 2, Japanese, Japanese, 1, -1, -1, Canute, Gunnhild, 1, 3, 3, Vikings, Viking, 0, 0, -1, 1, Warlord, Valkyrie, 2, High Warlord, High Valkyrie, 5, High King, High Queen, 6, Great King, Great Queen Philip II, Isabella, 1, 4, 3, Spanish, Spanish, -1, 1, -1, Xerxes, Scheherezade, 0, 5, 0, Persians, Persian, 0, -1, 0, Hannibal, Dido, 0, 6, 1, Carthaginians, Carthaginian, 0, 0, -1, Sitting Bull, Sacajawea, 0, 7, 0, Sioux, Sioux, 0, 0, 0, Saladin, ..., 0, 5, Arabs, Arab, 1, 0, 1, Atawallpa, ..., 0, 1, Incas, Inca, -1, 1, 1, ; ; Trading Commodities ; @CARAVAN Furs, Resin, Glass, Cloth, Ores, Beer, Armour, Dyes, Wine, Silk, Stone, Spice, Gems, Gold, Marble, Magicka Gems, @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 Chieftain Warlord Prince King Emperor Deity @ATTITUDES Worshipful Enthusiastic Cordial Receptive Neutral Uncooperative Icy Hostile Enraged