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  • Mercator
    started a topic Civilization III BIC file format

    Civilization III BIC file format


    File Format



    BIC file format for Civ3 version 1.16f

    {start file}
    bytes type value
    -------------------------------------------------------

    TOP "BIC file indicator"
    4 char "BIC "

    TOP VER# SECTION (BIC Header)
    4 char "VER#"
    4 long number of headers (1)

    For each header:
    4 long length of header (720)
    4 long 0
    4 long 0
    4 long BIC major version number (2)
    4 long BIC minor version number (10)
    640 string description 1
    64 string title

    TOP BLDG SECTION (Improvements and Wonders) 2
    4 char "BLDG"
    4 long number of building types

    For each building type:
    4 long length of building data (252)
    64 string description 3
    32 string improvement or wonder name
    32 string civilopedia entry
    4 long doubles happiness of 4
    4 long gain in every city
    4 long gain in every city on continent
    4 long required improvement/wonder
    4 long cost
    4 long culture
    4 long bombardment defense
    4 long naval bombardment defense
    4 long defense bonus
    4 long naval defense bonus
    4 long maintenance cost
    4 long happy faces (all cities)
    4 long happy faces
    4 long unhappy faces (all cities)
    4 long unhappy faces
    4 long number of required buildings
    4 long air power
    4 long naval power
    4 long pollution
    4 long production
    4 long required government
    4 long spaceship part
    4 long required advance
    4 long rendered obsolete by
    4 long required resource #1
    4 long required resource #2
    4 long improvements (binary) 5:
    00000000
    center of empire .......1
    veteran ground units ......1.
    +50% research output .....1..
    +50% luxury output ....1...
    +50% tax output ...1....
    removes pop. pollution ..1.....
    reduces bldg. pollution .1......
    resistant to bribery 1.......

    reduces corruption .......1
    doubles city growth rate ......1.
    increases luxury trade .....1..
    allows city size level 2 ....1...
    allows city size level 3 ...1....
    replaces other buildings ..1.....
    must be near water .1......
    must be near a river 1.......

    can explode or meltdown .......1
    veteran sea units ......1.
    veteran air units .....1..
    capitalization ....1...
    allows water trade ...1....
    allows air trade ..1.....
    reduces war weariness .1......
    increases shields in water 1.......

    increases food in water .......1
    4 long other characteristics (binary):
    00000000
    coastal installation .......1
    military installation ......1.
    wonder .....1..
    small wonder ....1...
    continental mood effects ...1....
    research installation ..1.....
    trade installation .1......
    exploration installation 1.......

    place of worship .......1
    construction installation ......1.
    4 long small wonders (binary):
    00000000
    increases chance of leader appearance .......1
    build armies without leader ......1.
    build larger armies .....1..
    treasury earns 5% ....1...
    build spaceship parts ...1....
    reduces corruption ..1.....
    decreases success of missile attacks .1......
    allows spy missions 1.......

    allows healing in enemy territory .......1
    required goods must be in city radius ......1.
    requires victorious army .....1..
    4 long wonders (binary):
    00000000
    safe sea travel .......1
    gain any advances owned by 2 civs ......1.
    double combat strength vs. barbarians .....1..
    +1 ship movement ....1...
    doubles research output ...1....
    +1 trade in each trade-producing tile ..1.....
    halves unit upgrade cost .1......
    pays maintenance for trade insts. 1.......

    allows all civs to build nuclears .......1
    city growth causes +2 citizens ......1.
    +2 free advances .....1..
    reduces war weariness in all cities ....1...
    doubles city defenses ...1....
    allows diplomatic victory ..1.....
    4 long number of armies required

    TOP CTZN SECTION (Citizens)
    4 char "CTZN"
    4 long number of citizen types

    For each citizen type:
    4 long length of citizen data (116)
    4 long default citizen
    32 string citizens (singular) name
    32 string civilopedia entry
    32 string plural name
    4 long prerequisite
    4 long luxuries
    4 long research
    4 long taxes

    TOP CULT SECTION (Culture)
    4 char "CULT"
    4 long ??? (33)
    4 long ??? (5)
    4 long number of culture opinions

    For each culture opinion:
    4 long length of culture data (88)
    64 string culture opinion name
    4 long chance of successful propaganda
    4 long culture ratio percentage (3:1 = 300, 3:4 = 75)
    4 long culture ratio denominator (e.g. the 1 in 3:1)
    4 long culture ratio numerator (e.g. the 3 in 3:1)
    4 long initial resistance chance
    4 long continued resistance chance

    TOP DIFF SECTION (Difficulty Levels)
    4 char "DIFF"
    4 long number of difficulty levels

    For each difficulty level:
    4 long length of difficulty data (108)
    64 string difficulty level name
    4 long number of citizens born content
    4 long max. government transition time
    4 long number of defensive land units AI starts with
    4 long number of offensive land units AI starts with
    4 long extra start unit #1
    4 long extra start unit #2
    4 long additional free support
    4 long bonus for each city
    4 long attack bonus against barbarians
    4 long cost factor
    4 long percentage of optimal cities

    TOP ERAS SECTION (Eras)
    4 char "ERAS"
    4 long number of eras

    For each era:
    4 long length of era data (260)
    64 string era name
    32 string civilopedia entry
    32 string researcher #1
    32 string researcher #2
    32 string researcher #3
    32 string researcher #4
    32 string researcher #5
    4 long number of used researcher names

    TOP ESPN SECTION (Diplomats and Spies)
    4 char "ESPN"
    4 long number of espionage missions

    For each mission:
    4 long length of mission data (232)
    128 string description
    64 string diplomat/spy mission name
    32 string civilopedia entry
    4 long mission performed by (binary):
    00000000
    diplomat .......1
    spy ......1.
    4 long base cost

    TOP EXPR SECTION (Combat Experience)
    4 char "EXPR"
    4 long number of experience levels

    For each experience level:
    4 long length of experience level data (26)
    32 string experience level name
    4 long base hit points

    TOP GOOD SECTION (Natural Resources)
    4 char "GOOD"
    4 long number of natural resources

    For each resource:
    4 long length of resource data (88)
    24 string natural resource name
    32 string civilopedia entry
    4 long type
    4 long appearance ratio
    4 long disappearance probability
    4 long icon
    4 long prerequisite
    4 long food bonus
    4 long shields bonus
    4 long commerce bonus

    TOP GOVT SECTION (Governments)
    4 char "GOVT"
    4 long number of government types

    For each government type:
    4 long length of government data
    4 long default type
    4 long transition type
    4 long requires maintenance
    4 long ??? (0 for Rebublic/Democracy, 1 for rest)
    4 long standard tile penalty
    4 long standard trade bonus
    64 string government name
    32 string civilopedia entry
    32 string male ruler title #1
    32 string female ruler title #1
    32 string male ruler title #2
    32 string female ruler title #2
    32 string male ruler title #3
    32 string female ruler title #3
    32 string male ruler title #4
    32 string female ruler title #4
    4 long corruption and waste
    4 long immune to
    4 long diplomats are
    4 long spies are
    4 long number of governments

    For each government type:
    (performance of above goverment type versus each of the others)

    4 long can bribe this government type? (0 = no, 1 = yes)
    4 long bribery modifier vs.
    4 long resistance modifier vs.

    4 long hurrying
    4 long assimilation chance
    4 long draft limit
    4 long military police limit
    4 long # ruler title pairs used (max is 4)
    4 long prerequisite technology index #
    4 long science rate cap (10 = 100% of gold can go to science)
    4 long worker rate
    4 long ??? (-1 for Despotism/Communism, 0 for Anarchy/Monarchy,
    1 for Republic/Democracy)
    4 long ??? (1 for Republic/Democracy, 0 for the rest)
    4 long free units
    4 long all units free (-1 = yes, 0 = no)
    4 long free units per town
    4 long free units per city
    4 long free units per metropolis
    4 long cost/unit
    4 long war weariness

    TOP RULE SECTION (General Settings)
    4 char "RULE"
    4 long "number of rules" (1)

    For each rule:
    4 long length of rule data
    32 long city size level 1 name
    32 long city size level 2 name
    32 long city size level 3 name
    4 long number of spaceship parts

    For each spaceship part:
    4 long number needed of this part

    4 long advanced barbarian
    4 long basic barbarian
    4 long barbarian sea unit
    4 long cities needed to support an army
    4 long chance of rioting
    4 long turn penalty for each drafted citizen
    4 long shield cost per gold
    4 long fortress defensive bonus
    4 long citizens affected by each happy face
    4 long ??? (50)
    4 long ??? (2)
    4 long forest value in shields
    4 long shield value in gold
    4 long citizen value in shields
    4 long default difficulty level
    4 long battle-created unit
    4 long build-army unit
    4 long building defensive bonus
    4 long citizen defensive bonus
    4 long default money resource
    4 long chance to intercept enemy air missions
    4 long chance to intercept enemy stealth missions
    4 long starting treasury
    4 long ??? (16)
    4 long food consumption/citizen
    4 long river defensive bonus
    4 long turn penalty for each hurry sacrifice
    4 long scout
    4 long slave
    4 long movement rate along roads
    4 long start unit 1
    4 long start unit 2
    4 long minimum population for we love the king
    4 long town defense bonus
    4 long city defense bonus
    4 long metropolis defense bonus
    4 long maximum level 1 city size
    4 long maximum level 2 city size
    4 long ??? (1000)
    4 long fortifications defensive bonus
    4 long number of culture levels

    For each culture level
    64 string culture level name

    4 long border expansion multiplier
    4 long border factor
    4 long future tech cost
    4 long golden age duration
    4 long maximum research time
    4 long minimum research time

    TOP PRTO SECTION (Units)
    4 char "PRTO"
    4 long number of units

    For each unit:
    4 long length of unit data (156)
    4 long zone of control
    32 long unit name
    32 long civilopedia entry
    4 long bombard strength
    4 long bombard range
    4 long capacity
    4 long shield cost
    4 long defense
    4 long icon index
    4 long attack
    4 long operational range
    4 long population cost
    4 long rate of fire
    4 long movement
    4 long required
    4 long upgrade to
    4 long required resource #1
    4 long required resource #2
    4 long required resource #3
    4 long unit abilities (binary):
    00000000
    wheeled .......1
    foot soldier ......1.
    blitz .....1..
    cruise missile ....1...
    all terrain as roads ...1....
    radar ..1.....
    amphibious unit .1......
    submarine 1.......

    aircraft carrier .......1
    draft ......1.
    immobile .....1..
    sink in sea ....1...
    sink in ocean ...1....
    mounted ..1.....
    carry foot units only .1......
    starts golden age 1.......

    nuclear weapon .......1
    hidden nationality ......1.
    army .....1..
    leader ....1...
    ICBM ...1....
    stealth ..1.....
    can see submarines .1......
    tactical missile 1.......

    can carry tactical missiles .......1
    ranged attack animations ......1.
    turn to attack .....1..
    4 long AI-strategy (binary):
    00000000
    offense .......1
    defense ......1.
    artillery .....1..
    explore ....1...
    army ...1....
    cruise missile ..1.....
    air bombard .1......
    air defense 1.......

    naval power .......1
    air transport ......1.
    naval transport .....1..
    naval carrier ....1...
    terraform ...1....
    settle ..1.....
    leader .1......
    tactical nuke 1.......

    ICBM .......1
    naval missile transport ......1.
    4 long available to (binary)
    4 long standard orders/special actions
    00000000
    skip turn .......1
    wait ......1.
    fortify .....1..
    disband ....1...
    go to ...1....
    load ..1.....
    unload .1......
    airlift 1.......

    pillage .......1
    bombard ......1.
    airdrop .....1..
    build army ....1...
    finish improvement ...1....
    upgrade ..1.....
    build colony .1......
    build city 1.......

    build road .......1
    build railroad ......1.
    build fort .....1..
    build mine ....1...
    irrigate ...1....
    clear forest ..1.....
    clear jungle .1......
    plant forest 1.......

    clear pollution .......1
    automate ......1.
    join city .....1..
    4 long air missions (binary):
    00000000
    bombing .......1
    recon ......1.
    interception .....1..
    re-base ....1...
    precision bombing ...1....
    4 long class 0=land, 1=sea, 2=air

    TOP RACE SECTION (Civilizations)
    4 char "RACE"
    4 long number of civilizations

    For each civilization:
    4 long length of civilization data
    4 long number of city names

    For each cityname:
    24 string city name

    4 long number of leaders

    For each great leader:
    32 string great leader name

    32 string leader name
    24 string leader title
    32 string civilopedia entry
    40 string adjective
    40 string civilization name
    40 string noun

    For each era:
    260 string forward filename

    For each era:
    260 string reverse filename

    4 long culture group
    4 long leader gender
    4 long civilization gender
    4 long aggression level (-2 to 2)
    4 long unique civilization counter
    4 long shunned government
    4 long favorite government
    4 long default color
    4 long unique color
    4 long free tech #1 index
    4 long free tech #2 index
    4 long free tech #3 index
    4 long free tech #4 index
    4 long bonuses (binary):
    00000000
    militaristic .......1
    commercial ......1.
    expansionist .....1..
    scientific ....1...
    religious ...1....
    industrious ..1.....
    4 long governor settings (binary):
    00000000
    manage citizens .......1
    emphasize food ......1.
    emphasize shields .....1..
    emphasize trade ....1...
    manage production ...1....
    no wonders ..1.....
    no small wonders .1......
    4 long build never (binary):
    00000000
    off. land units .......1
    def. land units ......1.
    artillery land units .....1..
    settlers ....1...
    workers ...1....
    naval units ..1.....
    air units .1......
    growth 1.......

    production .......1
    happiness ......1.
    science .....1..
    wealth ....1...
    trade ...1....
    explore ..1.....
    culture .1......
    4 long build often (binary, same as above)
    4 long plurality
    Last edited by Mercator; December 15, 2001, 12:37.

  • Gramphos
    replied
    New thread here

    Leave a comment:


  • Mercator
    replied
    But if you say that I can edit your post I'll do that in the future. Another possibility is that I repost the thread next time there is a patch and closes this one, I think that is better, as your name otherwise would be left, and people could start wonering why I edited your posts, so next time I'll close this and post a new thread, where I control the first post.

    If you have any objections, just tell me.

    ... or maybe you wnt me to do it now, as you haven't updated the thread yet.


    Do whatever you think is best, editing my initial posts is fine by me too.
    Sorry for leaving you all alone. Thanks for taking over, Gramphos, and good luck in the future with "decoding" all of you.

    And if you post a new thread, you'd better make it the first 3 or 4 posts, especially if you want to make it look a bit prettier.

    Leave a comment:


  • Gramphos
    replied
    Threr are som e differences between 3.07 and 3.08, but I've not had time to check on what they are. I believe Corruption on difficultylevels, but I'm not sure.

    Leave a comment:


  • Nero Would
    replied
    Here is a description of the bits in the Air Missions field in the PRTO Section. The new bits are all duplcates of bits that exist in other fields (or, in the case of Precision bombing, in the same field!). I have indicated which field contains the other copy of each bit. In these cases, I have not determined which copy of the bit is actually used by the game. In most cases, the editor appears to maintain both copies of the bit. The only exception I have found so far is Terraform. When I use the editor to update the Workers terraforming orders, the editor clears the old Terraform bit in AI Strategy.

    One more confusing aspect to this is that the BIC file I got when I applied the 1.21f patch was version 3.07, but as soon as I edit it, the version becomes 3.08.

    4 long Air Missions (binary):
    Meaning Duped from 00000000
    Bomb .......1
    Reconnaissance ......1.
    Intercept .....1..
    Re-base ....1...
    Precision bombing ...1....
    (unused) ..1.....
    Bombard Orders .1......
    Build road Orders 1.......

    Build railroad Orders .......1
    Build fort Orders ......1.
    Build mine Orders .....1..
    Irrigate Orders ....1...
    Clear forest Orders ...1....
    Clear jungle Orders ..1.....
    Plant forest Orders .1......
    Clear pollution Orders 1.......

    Terraform AI Strategy .......1
    Immobile Abilities ......1.
    Precision bombing Air Missions .....1..

    Leave a comment:


  • Gramphos
    replied
    Sounds as if I have to do another update to the CopyTool then.

    Leave a comment:


  • Nero Would
    replied
    Originally posted by Gramphos
    I'm not sure I get it... Is the size of the PRTO section changed for those units, or does it stay the same?
    The size of each PRTO item is the same, but there are 11 additional PRTO items. The 11 items are at the end of the section and each is an exact duplicate of one of the earlier items except that it has a different AI Strategy and the next-to-last Long field contains the item number of the earlier item (instead of -1). For example, there are now two separate and complete items for the F-15, item 64 and item 76. Item 64 has "-1" in the next-to-last field, and item 76 has "64" in the next-to-last field. When you look in the editor, you don't see the extra 11 items, but you do see the AI strategy from the extra item included in its companion item. For example, there is only one F-15 in the editor, but it has AI strategy of Air Defense (from item 76) and Air Bombardment (from item 64).

    There seem to be some other changes in the PRTO item layout. Some additional bits are now set in the Air Missions field of some items, but they appear to have the same meaning as some of the bits in other fields. For example, if in the editor you turn off "Clear Jungle" for Workers, the editor turns off two bits, one is in the Orders field (the bit we have already identified as allowing the Clear Jungle order) and the other is in the Air Missions field. I assume Firaxis is in the process of moving the bits that control terraforming from the Orders field to the Air Missions field so as to free up space in the Orders field.

    Leave a comment:


  • Gramphos
    replied
    I'm not sure I get it... Is the size of the PRTO section changed for those units, or does it stay the same?

    Leave a comment:


  • Nero Would
    replied
    I believe I know what the "unknown" long is in the PRTO section. It is usually -1, but there are 11 entries at the end of the section where the value is not -1. It appears that if two "AI Strategies" are set for a given unit, the PRTO section contains two items for that unit. One item has one of the AI strategies set, and the "unknown" field set to -1. The other item is identical to the first except that the AI strategy field contains the second value, and the "unknown" field contains the item number of the first item.

    For example, if you look in the editor, you will see that F-15 has AI strategies of Air Bombard and Air Defense set. In the PRTO section, item 64 is the F-15 with AI strategy=Air Bombard and "unknown"= -1. Item 76 is F-15 with Ai strategy=Air Defense and "unknown"= 64 (the item number of the other F-15).

    This seems a strange way to set up the file as the AI strategy is a bit mask that could have accommodated multiple strategies in one item. I haven't checked what happens if the other fields of the two items are not identical. I assume that the players units would always use the values from one of the items (perhaps the one with "unknown"= -1, but it is just possible that when the AI picks a unit based on a particular strategy, the unit has whatever stats are found in the PRTO item with that particular strategy set. Of course, the editor does not allow you to set different values to go with each strategy.

    Leave a comment:


  • Gramphos
    replied
    ... or maybe you wnt me to do it now, as you haven't updated the thread yet.

    Leave a comment:


  • Gramphos
    replied
    Originally posted by Mercator
    Ahem... Would you by any chance want to take over the "management" of this thread, Gramphos? Because of my lack of involvement in Civ3, I think it would be better if you could edit my top posts instead.
    Do you have the "power" to transfer my initial posts to your name?
    I can't transfer the post, but I can edit your post (I think), but I didn't want to do it as you hadn't given me permission to do so, and you had done nothing that would make it a reason to edit as a moderator.

    But if you say that I can edit your post I'll do that in the future. Another possibility is that I repost the thread next time there is a patch and closes this one, I think that is better, as your name otherwise would be left, and people could start wonering why I edited your posts, so next time I'll close this and post a new thread, where I control the first post.

    If you have any objections, just tell me.

    Leave a comment:


  • Mercator
    replied
    Ahem... Would you by any chance want to take over the "management" of this thread, Gramphos? Because of my lack of involvement in Civ3, I think it would be better if you could edit my top posts instead.
    Do you have the "power" to transfer my initial posts to your name?

    Leave a comment:


  • Gramphos
    replied
    The LEAD section - Playerdata


    4 char LEAD - Section indicator
    4 long Number of players
    for each player
    4 long remaining Length (variable)
    4 long Use custom Civ data (1=yes, 0=no)
    4 long Human player (1=yes)
    32 string Leader name
    4 long unknown
    4 long unknown
    4 long Number of Start unit types
    for each start unit type
    4 long Number of Start units of the type
    4 long UnitID

    4 long Gender
    4 long Number of Start techs
    for each start tech
    4 long TechID

    4 long Difficulty
    4 long Initial Era
    4 long Start cash
    4 long Government
    4 long Civ (-2=Random, -3=Any)
    4 long Color

    Last edited by Gramphos; April 19, 2002, 15:41.

    Leave a comment:


  • Gramphos
    replied
    Re: 2 questions

    Originally posted by Antex
    Hi,
    I have two questions:
    1) BLDG section -> 4 bytes of "rendered obsolete by": how tech advances are coded into this value? I looked into data of some wonders which become obsolete but couldn't find how proper advances are represented here Does this flag work in case of 'normal' city improvements too?

    2) Is this format still valid after applying patch 1.21 ?

    Thanx in advance,
    Antex
    1) it is then ID of the tech (the first tech in the file/dropdownlist in editor has 0, the second 1 and so on)

    2) Mostly, some fields have been added, and asome sections has been made longer, but all parts before are unchanged.

    Leave a comment:


  • Gramphos
    replied
    The GAME-section - Scenario rules

    4 char GAME - Section indicatior
    4 long numner of GAMEs(1)
    4 long length of GAME (varies)
    4 long default game rules (1=use, 0=don't use)
    4 long default victory consitions (1=use, 0=don't use)
    4 long Number of playable civs (0=all playable)
    for each playable civ
    4 long id of playable civ
    4 long Victory Conditions and rules set (binarry)
    00000000
    00000001 Domination
    00000010 Space Race
    00000100 Diplomatic
    00001000 Conquest
    00010000 Cultural
    00100000 CivSpecivicAbilities
    01000000 culturaly linked start
    10000000 Restart Players

    00000000
    00000001 Preserve Random Seed

    Leave a comment:

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