;---------------------------------------------------------------------------- ; ; ; by Jeff Head Nov 1996 ; ; Wherever changes were made, I have noted it with a *** ; somewhere in the comment areas, when possible ;---------------------------------------------------------------------------- ; ; CIVILIZATION GAME DATA ; Copyright (c) 1997 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 3 ; 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) 1 ; Settlers eat (govt >= Communism) *** 8 ; City size for first unhappiness at Chieftain level *** 14 ; Riot factor based on # cities (higher lessens the effect) *** 8 ; Aqueduct needed to exceed this size *** 12 ; Sewer System needed to exceed this size *** 10 ; Tech paradigm (higher # slows research) 15 ; Base time for engineers to transform terrain (x2) *** 6 ; Monarchy pays support for all units past this 7 ; Communism pays support for all units past this 12 ; Fundamentalism pays support for all units past this *** 0 ; Communism is equivalent of this palace distance. 35 ; Fundamentalism loses this % of science *** 30 ; Percent shield penalty for production type change *** 10 ; Max paradrop range *** 75 ; Mass/Thrust paradigm (increasing slows spaceship time) 8 ; Max effective science rate in fundamentalism (x10) *** ; ; 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 Naval Aviation, 4,-2, Rad, Too, 3, 0 ; AFl *** Alphabet, 5, 1, nil, nil, 0, 3 ; Alp Amphibious Warfare, 3,-2, Nav, Tac, 3, 0 ; Amp Astronomy, 4, 1, Mys, Mat, 1, 3 ; Ast Atomic Theory, 4,-1, ToG, Phy, 2, 3 ; Ato Automobile, 6,-1, Cmb, Stl, 3, 4 ; Aut Commerce, 4, 1, Tra, Rep, 1, 1 ; Ban *** Engineering, 4, 0, Iro, Cst, 0, 4 ; Bri *** The Bronze Age, 6,-1, nil, nil, 0, 4 ; Bro *** Tribal Ritual, 5, 0, nil, nil, 0, 2 ; Cer *** Chemistry, 5,-1, Uni, Med, 1, 3 ; Che Chivalry, 4,-2, Feu, Hor, 1, 0 ; Chi Civility, 4, 1, Alp, nil, 0, 2 ; CoL *** Combined Arms, 5,-1, Mob, AFl, 3, 0 ; CA Internal Combustion,5,-1, Ref, Exp, 2, 4 ; Cmb *** Critical Thinking, 5, 0, Phi, Ind, 2, 2 ; Cmn *** Integrated Circuits,4, 1, Min, MP, 3, 4 ; Cmp *** Military Draft, 7,-1, Dem, Met, 2, 0 ; Csc *** Basic Construction, 4, 0, Mas, Cur, 0, 4 ; Cst *** Incorporation, 4, 0, Ind, Eco, 2, 1 ; Cor Monetary Systems, 4, 1, Bro, nil, 0, 1 ; Cur *** Democratic Republic,5, 1, Ban, Inv, 2, 2 ; Dem *** Economics, 4, 1, Uni, Ban, 2, 1 ; Eco Electricity, 4, 0, Met, Mag, 2, 4 ; E1 Electronics, 4, 1, E1, Cor, 3, 4 ; E2 Applied Mechanics, 4, 0, Whe, Cst, 0, 4 ; Eng *** Conservationism, 3, 1, Rec, SFl, 3, 4 ; Env *** Intelligence Agency,2,-1, Cmn, Dem, 3, 0 ; Esp *** Demolition, 5, 0, Gun, Che, 2, 4 ; Exp *** Feudalism, 4,-1, War, Mon, 0, 0 ; Feu Flight, 4,-1, Cmb, ToG, 2, 4 ; Fli Fundamentalism, 3,-2, MT, Csc, 2, 2 ; Fun Fusion Power, 3, 0, NP, Sup, 3, 4 ; FP Genetic Engineering,3, 2, Med, Cor, 3, 3 ; Gen Guerrilla Warfare, 4, 1, Cmn, Tac, 3, 0 ; Gue Gunpowder, 8,-2, Inv, Iro, 1, 0 ; Gun Horseback Riding, 4,-1, nil, nil, 0, 0 ; Hor The Industrial Age, 6, 0, RR, Ban, 2, 4 ; Ind *** Invention, 6, 0, Eng, Lit, 1, 4 ; Inv The Iron Age, 5,-1, Bro, War, 0, 4 ; Iro *** Computer-Aided-Design,7,-2,MP, Gue, 3, 4 ; Lab *** The Laser, 6,-2, NP, MP, 3, 4 ; Las Officer Training, 5,-1, Chi, Gun, 1, 0 ; Ldr *** Literacy, 5, 2, Wri, CoL, 0, 3 ; Lit Machine Tools, 6,-2, Stl, Tac, 2, 4 ; Too Magnetism, 4,-1, Phy, Iro, 1, 4 ; Mag Map Making, 5,-1, Alp, nil, 0, 2 ; Map Masonry, 4, 1, nil, nil, 0, 4 ; Mas Computers, 5, 0, Aut, Cor, 3, 4 ; MP *** Mathematics, 4,-1, Alp, Mas, 0, 3 ; Mat Medicine, 4, 0, Phi, Tra, 1, 2 ; Med Metallurgy, 6,-2, Gun, Uni, 1, 4 ; Met Printed Circuits, 4, 1, Too, E2, 3, 4 ; Min *** Armor, 8,-1, Aut, Tac, 3, 0 ; Mob *** Monarchy, 5, 1, Cer, CoL, 0, 2 ; Mon Monotheism, 5, 1, Phi, PT, 1, 2 ; MT Mysticism, 4, 0, Cer, nil, 0, 2 ; Mys The Sectant, 6,-1, Sea, Ast, 1, 4 ; Nav *** Nuclear Fission, 6,-2, Ato, MP, 3, 3 ; NF Nuclear Power, 3, 0, NF, E2, 3, 4 ; NP Philosophy, 6, 1, Mys, Lit, 1, 2 ; Phi Physics, 4,-1, Nav, Lit, 1, 3 ; Phy Plastics, 5, 1, Ref, SFl, 3, 4 ; Pla Plumbing, 4, 0, Cst, Pot, 1, 4 ; Plu Polytheism, 4, 0, Cer, Hor, 0, 2 ; PT Pottery, 4, 1, nil, nil, 0, 1 ; Pot Radio Frequency, 5,-1, Fli, E1, 3, 4 ; Rad *** Railroad, 6, 0, SE, Bri, 2, 4 ; RR Recycling, 2, 1, MP, Dem, 3, 2 ; Rec Alloys, 4, 0, Che, Cor, 2, 4 ; Ref *** Refrigeration, 3, 1, E1, San, 3, 4 ; Rfg The Republic, 5, 1, CoL, Lit, 0, 2 ; Rep Computer-Aided-Manf.,7,-2, Cmp, Mob, 3, 4 ; Rob *** Missile Systems, 7,-2, AFl, E2, 3, 0 ; Roc *** Sanitation, 4, 2, Med, Eng, 2, 2 ; San Seafaring, 4, 1, Map, Pot, 0, 1 ; Sea Space Flight, 5, 2, Cmp, Roc, 3, 3 ; SFl Composites, 5,-2, Sup, Rob, 3, 0 ; Sth *** Steam Engine, 4,-1, Phy, Inv, 2, 4 ; SE Steel, 4,-1, E1, Ind, 2, 4 ; Stl Superconductor, 4, 1, Pla, Las, 3, 4 ; Sup War College, 6,-2, Csc, Ldr, 2, 0 ; Tac *** Theology, 3, 2, MT, Feu, 1, 2 ; The Theory of Gravity, 5, 0, Ast, Uni, 1, 3 ; ToG Trade, 4, 2, Cur, CoL, 0, 1 ; Tra Collegiate System, 5, 1, Mat, Phi, 1, 3 ; Uni *** Warrior Code, 4,-1, nil, nil, 0, 0 ; War The Wheel, 4,-1, Hor, nil, 0, 4 ; Whe Writing, 4, 2, Alp, nil, 0, 3 ; Wri Future Technology, 1, 0, FP, Rec, 3, 3 ; ... Artif. Intell., 8,-3, Rob, Lab, 3, 3 ; U1 *** Supercollider, 8,-3, AFl, Stl, 3, 4 ; U2 *** Gravity Mechanics, 8,-3, SFl, FP, 3, 4 ; U3 *** ; ; Above 3 tech lots allow you to define your own civilization ; advances if desired. Supply the name, the AI value, and ; the prerequisites. ; ; Then use the "U1", "U2", or "U3" ; 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, Capitol, 10, 0, Mas, *** Military Base, 4, 1, nil, *** Silos, 6, 1, Pot, Place of Worship, 4, 1, Cer, *** MarketPlace, 8, 1, Cur, Library, 8, 1, Wri, Courthouse, 8, 1, CoL, City Defenses, 8, 0, Mas, *** Water System, 8, 1, Cst, *** Bank, 12, 2, Ban, Cathedral, 12, 2, MT, University, 14, 2, Uni, Public Transportation, 16, 2, MP, *** Stadium, 10, 2, Cst, *** Factory, 20, 2, Ind, Manufacturing Plant, 24, 3, Rob, *** Particle Beam Defense, 32, 3, Las, *** Recycling Plant, 16, 1, Rec, *** Power Plant, 12, 3, Ref, Hydro Power Plant, 24, 2, E2, *** Nuclear Power Plant, 24, 1, NP, *** Stock Exchange, 16, 2, Eco, Sewer System, 12, 1, San, *** Grocery Store, 8, 2, Rfg, *** Expressway, 20, 3, Aut, *** Research Lab, 16, 2, Cmp, Surface to Air Missiles, 10, 2, Roc, *** Coastal Defenses, 8, 1, Met, Solar Power Plant, 24, 2, Env, *** Harbor, 6, 1, Sea, Offshore Production, 16, 2, Min, *** Airport, 16, 3, Rad, Police Station, 6, 2, Cmn, Port Facility, 8, 3, Amp, SS Structural, 8, 0, SFl, SS Component, 16, 0, Pla, SS Module, 24, 0, Sup, (Capitalization), 60, 0, Cor, Pyramids, 20, 0, Mas, Hanging Gardens, 20, 0, Pot, Colossus, 20, 0, Bro, Lighthouse, 20, 0, Map, Great Library, 40, 0, Lit, *** Oracle, 30, 0, Mys, Great Wall, 30, 0, Mas, Sun Tzu's War Academy, 30, 0, Feu, King Richard's Crusade, 30, 0, Eng, Marco Polo's Embassy, 20, 0, Tra, Michelangelo's Chapel, 40, 0, MT, Copernicus' Observatory, 30, 0, Ast, Magellan's Expedition, 40, 0, Nav, Shakespeare's Theatre, 30, 0, Med, Leonardo's Workshop, 50, 0, Inv, *** J. S. Bach's Cathedral, 40, 0, The, Isaac Newton's College, 40, 0, ToG, Adam Smith's Trading Co., 40, 0, Eco, Darwin's Voyage, 40, 0, RR, Statue of Liberty, 40, 0, Dem, Eiffel Tower, 30, 0, SE, Women's Suffrage, 60, 0, Ind, Hoover Dam, 60, 0, E2, Manhattan Project, 70, 0, NF, *** United Nations, 60, 0, Cmn, Apollo Program, 70, 0, SFl, *** SETI Program, 60, 0, Cmp, Cure for Cancer, 60, 0, Gen, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; Pyramids RR, ; Hanging Gardens Fli, ; Colossus Mag, ; Lighthouse FP, ; Great Library *** The, ; Oracle Met, ; Great Wall Mob, ; Sun Tzu's War Academy Ind, ; King Richard's Crusade Cmn, ; Marco Polo's Embassy nil, ; Michelangelo nil, ; Copernicus nil, ; Magellan nil, ; Shakespeare U3, ; 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 U3, ; 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 ; ; 010001101010111 = Super criteria for MECH HEAD ; 110000011010001 = Super criteria for ASSAULT AIRFOIL ; 110000001010001 = Super criteria for UFO ; 010111101010111 = Super Criteria for CYBORG ; @UNITS Colonizers, Exp, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, nil, 000000000000000 ;*** Engineers, nil, 0, 2.,0, 2a,3d, 3h,2f, 4,0, 5, Exp, 010001000000000 ;*** Warriors, Feu, 0, 1.,0, 1a,1d, 1h,1f, 1,0, 1, nil, 000000000000000 Phalanx, Feu, 0, 1.,0, 1a,2d, 1h,1f, 2,0, 1, Bro, 000000000000000 Archers, Gun, 0, 1.,0, 3a,2d, 1h,1f, 3,0, 1, War, 000000000000000 Legion, Gun, 0, 1.,0, 4a,2d, 1h,1f, 4,0, 1, Iro, 000000000000000 Pikemen, Gun, 0, 1.,0, 1a,2d, 1h,1f, 2,0, 1, Feu, 000010000000000 Musketeers, Csc, 0, 1.,0, 3a,3d, 2h,1f, 3,0, 1, Gun, 000000000000000 Fanatics, nil, 0, 1.,0, 4a,4d, 2h,1f, 2,0, 1, Fun, 000100000000000 Partisans, nil, 0, 1.,0, 4a,4d, 2h,1f, 5,0, 1, Gue, 000001000000010 Modern Inf., nil, 0, 1.,0, 6a,5d, 2h,1f, 5,0, 1, Tac, 000001000000000 ;*** Riflemen, Lab, 0, 1.,0, 5a,4d, 2h,1f, 4,0, 1, Csc, 000000000000000 Marines, U1, 0, 1.,0, 8a,5d, 2h,1f, 6,0, 0, Amp, 000000000000100 ;*** Paratroopers, U1, 0, 1.,0, 6a,4d, 2h,1f, 6,0, 1, CA, 000000100000000 Mech. Inf., nil, 0, 3.,0, 7a,6d, 3h,1f, 5,0, 1, Lab, 000001000000000 ;*** Horsemen, Chi, 0, 2.,0, 2a,1d, 1h,1f, 2,0, 0, Hor, 000000000000000 Chariot, PT, 0, 2.,0, 3a,1d, 1h,1f, 3,0, 0, Whe, 000000000000000 Elephant, MT, 0, 2.,0, 4a,1d, 1h,1f, 4,0, 0, PT, 000000000000000 Crusaders, Ldr, 0, 2.,0, 5a,1d, 1h,1f, 4,0, 0, MT, 000000000000000 Knights, Ldr, 0, 2.,0, 4a,2d, 1h,1f, 4,0, 0, Chi, 000000000000000 Dragoons, Tac, 0, 2.,0, 5a,2d, 2h,1f, 5,0, 0, Ldr, 000000000000000 Cavalry, Mob, 0, 2.,0, 8a,3d, 2h,1f, 6,0, 0, Tac, 000000000000000 Armor, nil, 0, 3.,0, 10a,6d, 4h,2f, 8,0, 0, Mob, 000001000000000 ;*** Catapult, Met, 0, 1.,0, 6a,1d, 1h,1f, 4,0, 0, Mat, 000000000000000 Cannon, Too, 0, 1.,0, 8a,1d, 2h,1f, 4,0, 0, Met, 000000000000000 Artillery, Rob, 0, 2.,0, 10a,1d, 2h,2f, 5,0, 0, Too, 000000000000000 Slf Prpld Howit,nil,0, 3.,0, 12a,3d, 4h,3f, 7,0, 0, Rob, 000001001000000 ;*** Fighter, Sth, 1, 10.,1, 4a,3d, 2h,2f, 6,0, 3, Fli, 000000000010001 Bomber, Sth, 1, 8.,2, 12a,1d, 2h,2f, 12,0, 0, AFl, 000000000000001 Helicopter, nil, 1, 6.,0, 10a,3d, 2h,2f, 10,0, 0, CA, 100000000000001 Stlth Fghtr., nil, 1, 14.,1, 9a,6d, 4h,2f, 8,0, 3, Sth, 000000000010001 ;*** Stlth Bombr., nil, 1, 12.,2, 14a,6d, 3h,3f, 16,0, 0, Sth, 000000000000001 ;*** Trireme, Nav, 2, 3.,0, 1a,1d, 1h,1f, 4,2, 4, Map, 000000000100000 Caravel, Mag, 2, 3.,0, 2a,1d, 1h,1f, 4,3, 4, Nav, 000000000000000 Galleon, Ind, 2, 4.,0, 3a,2d, 1h,1f, 4,4, 4, Mag, 000000000000000 Frigate, E1, 2, 4.,0, 4a,2d, 2h,1f, 5,2, 2, Mag, 000000000000000 Ironclad, E1, 2, 4.,0, 4a,4d, 3h,1f, 6,0, 2, SE, 000000000000000 Destroyer, Roc, 2, 5.,0, 5a,5d, 3h,1f, 6,0, 2, E1, 100000000000001 Cruiser, Roc, 2, 6.,0, 8a,7d, 3h,2f, 8,0, 2, Stl, 100000000000001 ;*** AEGIS Cruiser,nil, 2, 6.,0, 10a,8d, 3h,2f, 10,0, 2, Roc, 110000000000001 ;*** Battleship, nil, 2, 5.,0, 12a,12d, 4h,3f, 16,0, 2, Aut, 000000000000001 ;*** Submarine, nil, 2, 5.,0, 10a,2d, 3h,2f, 6,0, 2, Cmb, 000000000001001 Carrier, nil, 2, 6.,0, 2a,10d, 4h,2f, 16,0, 2, AFl, 000000010000001 ;*** Transport, U2, 2, 5.,0, 1a,3d, 3h,1f, 5,8, 4, Ind, 000000000000000 ;*** Cruise Msl., nil, 1, 12.,1, 18a,0d, 2h,5f, 6,0, 0, Roc, 001000000000000 Nuclear Msl., nil, 1, 16.,1, 99a,0d, 1h,1f, 16,0, 0, Roc, 001000000000000 Diplomat, Esp, 0, 2.,0, 1a,0d, 1h,1f, 3,0, 6, Wri, 000000000000010 ;*** Secret Agent, nil, 0, 3.,0, 2a,1d, 1h,1f, 3,0, 6, Esp, 000000000000011 ;*** Caravan, Cor, 0, 1.,0, 0a,1d, 1h,1f, 5,0, 7, Tra, 000000000000010 Freight, nil, 0, 2.,0, 0a,1d, 1h,1f, 5,0, 7, Cor, 000000000000010 Explorer, Lab, 0, 2.,0, 1a,2d, 1h,2f, 3,0, 0, Sea, 000001000000011 ;*** Mech Cmbtnt, nil, 0, 3.,0, 20a,15d, 6h,7f, 25,0, 0, U1, 010001101010111 ;*** Asslt Airfoil,nil, 2, 10.,0, 40a,30d, 8h,7f, 50,14, 4, U2, 110000001010001 ;*** Cyborg ,nil, 0, 7.,0, 70a,50d,10h,9f, 99,0, 0, U3, 010111101010111 ;*** ; ; Flying Saucer,nil, 1, 15.,2, 60a,50d,10h,9f, 85,0, 3, U3, 110000001010001 ; ; ; 010001101010111 = Super criteria for MECHHEAD ; 110000001010001 = Super criteria for ASSAULT AIRFOIL ; 110000001010001 = Super criteria for UFO ; 010111101010111 = Super Criteria for ULTIMA HVR CRFT ; ; Note: the last 3 unit types (U1, U2, U3) 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 3 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 three units may be added by providing ; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV. These should be ; 8-bit, mono, and sampled at 22050hz. ; ; Ideas: ; ; Mech Cmbtnt, nil, 0, 3.,0, 20a,10d, 6h,4f, 10,0, 0, U1, 010001101010111 ; Asslt Airfoil,nil, 2, 10.,0, 25a,10d, 6h,5f, 15,12, 4, U2, 110000001010001 ; Flying Saucer,nil, 1, 16.,3, 30a,10d, 6h,6f, 20,0, 3, U3, 110000001010001 ; Cyborg ,nil, 0, 7. ,0, 75a,65d,10h,12f,99,0, 0, U3, 010111101010111 ; ; ; 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, Pln, 1, 6, 5, yes, 1, 5, 3, Grs, ; Drt *** Plains, 1,2, 1,1,0, Grs, 1, 6, 3, For, 0, 7, 0, Grs, ; Pln *** Grassland, 1,2, 2,1,0, yes, 1, 5, 2, For, 0, 7, 0, no, ; 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, 8, 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, 6, Grs, ; Swa *** Jungle, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 6, Grs, ; Jun *** Ocean, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, ; Oce Oasis, 1,2, 3,1,0, Buffalo, 1,2, 1,3,0, Grassland, 1,2, 2,1,0, Pheasant, 2,3, 3,2,0, Coal, 2,4, 1,2,0, Gold, 3,6, 0,1,6, Game, 1,2, 3,1,0, Ivory, 2,2, 1,1,4, Peat, 2,3, 1,4,0, Gems, 2,3, 1,0,4, Fish, 1,2, 3,0,2, 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, Oil, 2,2, 0,4,0, Spice, 2,3, 3,0,4, Fruit, 2,3, 4,0,1, Whales, 1,2, 2,2,3, @GOVERNMENTS Anarchy, Mr., Ms. Despotism, His Highness, Her Highness Monarchy, King, Queen Communism, Chariman, Comrade Fundamentalism, His Holiness, Her Holiness Republic, President, President Democratic Republic, 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, Dictator, Dictator, 2, Imperator, Imperatrix Hammurabi, Ishtari, 0, 2, 0, Babylonians, Babylonian, -1, -1, 1, 2, King, King, 3, Dictator, Dictator Frederick, Maria Theresa, 0, 3, 3, Germans, German, 1, -1, 1, 4, Archbishop, Archbishop, 6, Chancellor, Chancellor Ramesses, Cleopatra, 1, 4, 0, Egyptians, Egyptian, 0, 0, 1, 1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh Ronald Reagan,Gene Kirpatrick, 0, 5, 1, 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, 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, 2, Clansman, Clansman 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, 2, Lord, Lady, 4, Priest, Priestess Mao Tse Tung, Wu Zhao, 0, 5, 2, Chinese, Chinese, 1, 1, -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, 3, Chariman, Lady 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, -1 1, Warlord, Warlord Philip II, Isabella, 1, 4, 3, Spanish, Spanish, -1, 1, -1, 4, Archbishop, Archbishop Xerxes, Scheherezade, 0, 5, 0, Persians, Persian, 0, -1, 0, 2, Shah, Shah, 4, Ayatollah, Ayatollah Hannibal, Dido, 0, 6, 1, Carthaginians, Carthaginian, 0, 0, -1, 6, Majority Leader, Majority Leader Sitting Bull, Pocahontas, 0, 7, 0, Sioux, Sioux, 0, 0, 1, 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 *** - JLH Changed many names here. ; @CARAVAN Furs, Woolens, Trinkets, Clothes, Salt, Coal, Copper, Commodities, Liquors, Fineries, Precious Metals, Spices, Black Market, Gold, Petroleum, Strategic Metals, @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 ; ; *** JLH Made many changes to attitude names ; @ATTITUDES Unified Friendly Attentive Open Neutral Cool Cold Hostile Hateful