; ; CIVILIZATION GAME DATA: Dinosaurs Scenario ; 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 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) 10 ; City size for first unhappiness at Chieftain level 15 ; 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 5 ; 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 1 ; 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 Pterosaurs,2,-1, Pot, Sea, 0, 0 ; AFl Bony Neck Frill, 2,-1, Aut, Bro, 0, 0 ; Alp Amphibians, 5, 0, Eco, nil, 0, 4 ; Amp Head Crest, 3,-1, Aut, Cor, 0, 0 ; Ast Archosaurs, 8,-2, Sea, Uni, 0, 0 ; Ato Bony Knobs, 4,-1, San, Eng, 0, 0 ; Aut Back Protection, 4,-1, Tac, nil, 0, 0 ; Ban Dam Building, 5, 2, nil, nil, 0, 4 ; Bri Beaks, 7,-1, Phy, E1, 0, 0 ; Bro Caring for Young, 4, 2, Lit, Cst, 0, 2 ; Cer Chambered Heart, 6, 1, Eco, Uni, 0, 4 ; Che Curved Claws, 4,-2, CoL, SE, 0, 0 ; Chi Claws, 5,-2, FP, nil, 0, 0 ; CoL Combined Defenses, 2,-1, Hor, Las, 0, 0 ; CA Tail Spikes, 3,-1, Csc, Tac, 0, 0 ; Cmb Cooperation, 4, 2, Ind, nil, 0, 2 ; Cmn Hip Spikes, 2,-1, Csc, nil, 0, 0 ; Cmp Spikes, 5,-1, Las, Eng, 0, 0 ; Csc Fortified Nesting, 4, 2, E1, Bri, 0, 4 ; Cst Duck Bill, 3, 0, Phy, nil, 0, 4 ; Cor Curved Teeth, 4,-2, MT, nil, 0, 0 ; Cur No Tech 2, 1, 0, no, no, 0, 0 ; Dem Ectothermics, 8, 1, nil, nil, 0, 4 ; Eco Egg Laying, 8, 1, nil, nil, 0, 0 ; E1 Endothermics, 7, 0, Eco, Che, 0, 0 ; E2 Bony Plates, 3,-1, San, nil, 0, 0 ; Eng Dorsal Fin, 2, 0, Las, Ban, 0, 0 ; Env Armored Fish, 2,-1, Exp, SFl, 0, 0 ; Esp Full Armor, 4,-1, Iro, Alp, 0, 0 ; Exp Flippers, 3, 0, FP, Amp, 0, 0 ; Feu True Flight, 7, 0, Wri, E2, 0, 4 ; Fli No Tech 3, 1,-2, no, no, 0, 0 ; Fun Fingers, 4, 0, Uni, nil, 0, 0 ; FP Tail Crest, 3,-1, Lab, nil, 0, 0 ; Gen Grasping Claws, 3,-1, CoL, nil, 0, 0 ; Gue No Tech 4, 1, 2, no, no, 0, 2 ; Gun Horns, 4,-1, Alp, Aut, 0, 0 ; Hor Collective Behavior,5, 2, Cer, nil, 0, 2 ; Ind Immensity, 3, 0, Stl, nil, 0, 0 ; Inv Plated Back, 3,-1, Ban, Eng, 0, 0 ; Iro Crested Back, 3,-1, Ban, Ast, 0, 0 ; Lab Spines, 4,-1, SFl, San, 0, 0 ; Las Long Necks, 3, 0, E2, The, 0, 0 ; Ldr Spawning Grounds, 3, 2, E1, nil, 0, 4 ; Lit Piling Rocks, 2, 0, Gue, Ind, 0, 4 ; Too Barter, 3, 1, nil, nil, 0, 1 ; Mag Teaching, 3, 2, Cer, nil, 0, 3 ; Map Marine Reptiles, 4, 0, Feu, MT, 0, 4 ; Mas Schooling, 4, 2, Map, Ind, 0, 3 ; MP Dung Removal, 3, 1, Bri, Ind, 0, 2 ; Mat Waste Control, 3, 1, Mat, War, 0, 2 ; Med Currency, 2, 1, Mag, Ind, 0, 1 ; Met Food Gathering, 3, 1, Phy, Mag, 0, 0 ; Min No Tech 5, 1,-1, no, no, 0, 0 ; Mob No Tech 6, 1, 0, no, no, 0, 0 ; Mon Omophagia, 6,-2, Phy, The, 0, 0 ; MT Oviviparity, 3, 1, E1, Lit, 0, 4 ; Mys Oviphagia, 2, 0, E1, Gue, 0, 0 ; Nav No Tech 7, 1,-2, no, no, 0, 0 ; NF No Tech 8, 1, 0, no, no, 0, 0 ; NP No Tech 9, 1, 0, no, no, 0, 0 ; Phi Phytophagia, 8, 0, nil, nil, 0, 4 ; Phy Pack Hunting, 4,-2, Sth, Ind, 0, 0 ; Pla No Tech 14, 1, 0, no, no, 0, 0 ; Plu Plesiosaurs, 3, 0, Mas, Ldr, 0, 0 ; PT Pterosaurs, 4, 0, Fli, Sth, 0, 0 ; Pot Aeries, 2, 0, Fli, Cst, 0, 4 ; Rad No Tech 10, 1, 0, no, no, 0, 0 ; RR No Tech 11, 1, 1, no, no, 0, 0 ; Rec No Tech 12, 1, 0, no, no, 0, 0 ; Ref Agriculture, 3, 2, Ind, Min, 0, 2 ; Rfg No Tech 13, 1, 0, no, no, 0, 0 ; Rep Ridged Teeth, 4,-2, Cur, nil, 0, 0 ; Rob No Improvement, 1,-2, no, no, 0, 0 ; Roc Scaly Skin, 8, 0, nil, nil, 0, 0 ; San Serrated Teeth, 5,-2, Rob, nil, 0, 0 ; Sea Spiny Fins, 3,-1, nil, nil, 0, 0 ; SFl Sharp Eyesight, 4,-2, Uni, MT, 0, 0 ; Sth Swiftness, 4,-1, E2, Sth, 0, 0 ; SE Saurian Proportions,3, 0, Ldr, Phy, 0, 0 ; Stl Slashing Claw, 3,-2, Chi, nil, 0, 0 ; Sup Tail Weapons, 5,-1, nil, nil, 0, 0 ; Tac Teeth, 6, 0, Bro, nil, 0, 0 ; The Tail Club, 2,-1, Aut, Tac, 0, 0 ; ToG Tearing Claw, 3,-2, Sup, Pla, 0, 0 ; Tra Upright Stature, 4, 0, Tac, nil, 0, 0 ; Uni Burrowing, 5, 1, Cst, CoL, 0, 4 ; War Whipping Tail, 4,-1, Tac, Ldr, 0, 0 ; Whe Wings, 6, 0, San, FP, 0, 4 ; Wri Future Technology, 1, 0, Tra, nil, 3, 3 ; ... User Def Tech A, 1, 0, no, no, 0, 0 ; U1 User Def Tech B, 1, 0, no, no, 0, 0 ; U2 User Def Tech C, 1, 0, no, no, 0, 0 ; U3 Extra Advance 1, 3, 0, no, no, 0, 0 ; X1 Extra Advance 2, 3, 0, no, no, 0, 0 ; X2 Extra Advance 3, 3, 0, no, no, 0, 0 ; X3 Extra Advance 4, 3, 0, no, no, 0, 0 ; X4 Extra Advance 5, 3, 0, no, no, 0, 0 ; X5 Extra Advance 6, 3, 0, no, no, 0, 0 ; X6 Extra Advance 7, 3, 0, no, no, 0, 0 ; X7 ; ; 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, Great Nest, 10, 0, E1, Arena, 4, 1, nil, Food Hoard, 6, 1, Min, Hatchery, 4, 1, nil, Trading Area, 8, 1, Mag, School, 8, 1, MP, Courthouse, 8, 1, Roc, Ramparts, 8, 0, Cst, Midden, 8, 2, Mat, Agora, 12, 3, Met, Cathedral, 12, 3, Roc, University, 16, 3, Roc, Mass Transit, 16, 4, Roc, Underground Nursery, 10, 4, War, Factory, 20, 4, Roc, Manufacturing Plant, 32, 6, Roc, SDI Defense, 20, 4, Roc, Recycling Center, 20, 2, Roc, Power Plant, 16, 4, Roc, Hydro Plant, 24, 4, Roc, Nuclear Plant, 16, 2, Roc, Stock Exchange, 16, 4, Roc, Gutters, 12, 2, Med, Farmers' Market, 8, 3, Rfg, Superhighways, 20, 5, Roc, Research Lab, 16, 3, Roc, SAM Missile Battery, 10, 2, Roc, Offshore Barrage, 8, 1, Too, Solar Plant, 32, 4, Roc, Fisheries, 6, 1, MT, Offshore Platform, 16, 3, Roc, Aerie, 16, 3, Rad, Police Station, 6, 2, Roc, Lagoon, 8, 3, Too, SS Structural, 8, 0, Roc, SS Component, 16, 0, Roc, SS Module, 32, 0, Roc, (Capitalization), 60, 0, Roc, World Bazaar, 20, 0, Mag, Great Creche, 20, 0, Cer, Foraging Party, 20, 0, Min, Spawning Grounds, 20, 0, Lit, Lysenko's Library, 30, 0, MP, Elite Egg Guard, 30, 0, Uni, Earthworks, 30, 0, Bri, Darwin's Stadium, 30, 0, Pla, Press Gang, 30, 0, Whe, Swamp Runners, 20, 0, SE, Michelangelo's Chapel, 40, 0, Roc, Copernicus' Observatory, 30, 0, Roc, Map of the Currents, 40, 0, Amp, Airborne Sentinels, 30, 0, Rad, Leonardo's Workshop, 40, 0, Roc, J. S. Bach's Cathedral, 40, 0, Roc, Arms Race, 40, 0, E2, Volunteer Corps, 40, 0, Ind, Evolutionary Spurt, 40, 0, MT, Statue of Liberty, 40, 0, Roc, Mammal Suppression Plan, 30, 0, Ato, Women's Suffrage, 60, 0, Roc, Hoover Dam, 60, 0, Roc, Rock, 60, 0, Roc, United Nations, 60, 0, Roc, Apollo Program, 60, 0, Roc, SETI Program, 60, 0, Roc, Cure for Cancer, 60, 0, Roc, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; Pyramids Nav, ; Hanging Gardens Rfg, ; Colossus Mas, ; Lighthouse Rad, ; Great Library Fli, ; Oracle War, ; Great Wall Ato, ; Sun Tzu's War Academy Ato, ; King Richard's Crusade AFl, ; Marco Polo's Embassy nil, ; Magellan nil, ; Michelangelo nil, ; Copernicus nil, ; Shakespeare nil, ; Da Vinci's Workshop nil, ; Bach Sup, ; Newton nil, ; Smith's Trading Co. nil, ; Darwin nil, ; Statue of Liberty nil, ; Eiffel Tower nil, ; Hoover Dam nil, ; Womens' Suffrage 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 Thecodontosaurus, Cer, 0, 1., 0, 0a, 1d, 2h, 1f, 4, 0, 5, Phy, 000000000000000 ; none Maiasaura, nil, 0, 2., 0, 0a, 2d, 2h, 1f, 4, 0, 5, Cer, 000000000000010 ; none Coelophysis, Iro, 0, 1., 0, 1a, 1d, 1h, 1f, 1, 0, 1, San, 000000000000000 ; swordfgt Acanthopholis, Pla, 0, 2., 0, 1a, 3d, 2h, 1f, 4, 0, 1, Csc, 000000000000000 ; swordfgt Baryonyx, Esp, 0, 2., 0, 3a, 2d, 1h, 2f, 4, 0, 0, CoL, 000000000000000 ; swordfgt Triceratops, nil, 0, 1., 0, 4a, 6d, 4h, 4f, 6, 0, 1, Hor, 010001000000010 ; swordfgt Styracosaurus, nil, 0, 2., 0, 5a, 5d, 5h, 5f, 5, 0, 1, CA, 010000000000000 ; swordfgt Ceratosaurus, nil, 0, 3., 0, 7a, 3d, 3h, 6f, 6, 0, 0, Pla, 000000000000000 ; infantry Old Branchio, nil, 0, 1., 0, 2a, 1d, 1h, 2f, 3, 0, 0, no, 000000000000100 ; none Procompsognathus, MT, 0, 2., 0, 3a, 1d, 1h, 1f, 2, 0, 0, E2, 000000000000000 ; infantry Dryosaurus, Ast, 0, 1., 0, 1a, 2d, 2h, 1f, 2, 0, 1, Cor, 000000000000000 ; infantry Corythosaurus, nil, 0, 2., 0, 2a, 3d, 3h, 2f, 4, 0, 1, Ast, 000000000000000 ; infantry Edaphosaurus, Sup, 0, 2., 0, 2a, 4d, 1h, 2f, 3, 0, 1, Env, 000000000000000 ; mchnguns Coelurus, nil, 0, 4., 0, 2a, 7d, 2h, 1f, 4, 0, 0, Sth, 000000000000001 ; mchnguns Elaphrosaurus, nil, 0, 6., 0, 6a, 4d, 3h, 5f, 5, 0, 0, SE, 000000000000011 ; mchnguns Iguanadon, Chi, 0, 1., 0, 3a, 1d, 2h, 2f, 2, 0, 0, CoL, 000000000000000 ; swrdhors Compsognathus, SE, 0, 2., 0, 3a, 1d, 1h, 2f, 3, 0, 0, MT, 000000000000000 ; swrdhors Cryptocleidus, nil, 2, 7., 0, 6a, 6d, 4h, 4f, 8, 0, 2, PT, 000000000000001 ; biggun Brachiosaurus, nil, 0, 2., 0, 5a, 9d, 6h, 3f, 15, 0, 0, Inv, 010000001010001 ; swrdhors Deinonychus, nil, 0, 5., 0, 9a, 7d, 6h, 7f, 12, 0, 0, Sup, 000000000000011 ; swrdhors Stegosaurus, nil, 0, 2., 0, 3a, 6d, 4h, 5f, 5, 0, 1, Cmb, 010000000000000 ; cavalry Anklyosaurus, nil, 0, 2., 0, 1a, 5d, 3h, 2f, 5, 0, 1, ToG, 010000000000000 ; cavalry Dimetrodon, Sea, 0, 3., 0, 3a, 4d, 2h, 2f, 4, 0, 0, Env, 000000000000000 ; Psittacosaurus, Hor, 0, 1., 0, 3a, 4d, 1h, 3f, 4, 0, 0, Alp, 000000000000000 ; catapult Velociraptor, nil, 0, 5., 0, 10a, 6d, 6h, 8f, 11, 0, 0, Tra, 000000000000011 ; Allosaurus, nil, 0, 1., 0, 11a, 7d, 7h, 10f, 14, 0, 0, Ato, 010000001000000 ; fire--- [+] medgun Tyrannosaurus, nil, 0, 1., 0, 12a, 7d, 7h, 10f, 15, 0, 0, Ato, 010000001000000 ; fire--- [+] medgun Eudimorphon, AFl, 1, 8., 1, 4a, 2d, 2h, 2f, 6, 0, 3, Fli, 100000000010001 ; divebomb (engnsput) Pterodactyl, nil, 1, 6., 2, 4a, 4d, 2h, 3f, 7, 0, 3, Pot, 100000000010001 ; divebomb (engnsput) Quetzalcoatalus, nil, 1, 10., 2, 10a, 5d, 3h, 3f, 11, 0, 0, AFl, 100000000010001 ; divebomb (engnsput) Dimorphodon, nil, 1, 12., 1, 6a, 3d, 2h, 2f, 8, 0, 0, Pot, 100000000010001 ; jetbomb (jetsputr) Pteranodon, nil, 1, 8., 2, 5a, 3d, 2h, 4f, 9, 0, 3, Pot, 100000000010001 ; jetbomb (jetsputr) Ichthyosaurus, Esp, 2, 4., 0, 2a, 2d, 2h, 1f, 4, 0, 2, Mys, 000000000000000 ; biggun Griphognathus, Mas, 2, 3., 0, 1a, 1d, 1h, 1f, 3, 2, 4, E1, 000000000100000 ; biggun Gyroptychius, Mys, 2, 3., 0, 2a, 2d, 1h, 1f, 3, 0, 2, E1, 000000000000000 ; biggun Hemicyclaspis, nil, 2, 4., 0, 0a, 7d, 4h, 3f, 5, 4, 4, Esp, 010000000000000 ; none Kronosaurus, nil, 2, 6., 0, 7a, 3d, 3h, 4f, 7, 0, 2, Mas, 100000000000000 ; biggun Dunkleosteus, nil, 2, 5., 0, 6a, 5d, 3h, 4f, 6, 0, 2, Mas, 100000000000000 ; navbttle Pteraspis, nil, 2, 4., 0, 3a, 7d, 5h, 2f, 5, 0, 2, Esp, 010000000000000 ; navbttle Diplodocus, nil, 2, 6., 0, 5a, 6d, 4h, 3f, 7, 0, 2, Whe, 000000000001000 ; torpedos Plateosaurus, Inv, 2, 3., 0, 8a, 8d, 5h, 2f, 8, 3, 2, Stl, 010000000110001 ; navbttle (boatsink) Climatius, Esp, 2, 3., 0, 1a, 2d, 2h, 2f, 4, 0, 2, SFl, 000000000000000 ; biggun Apatosaurus, nil, 2, 2., 0, 5a, 9d, 6h, 3f, 15, 6, 4, Inv, 010000010110001 ; biggun Kentrosaurus, Tra, 0, 4., 0, 2a, 6d, 2h, 3f, 3, 0, 1, Cmp, 010000000000000 ; swordfgt Rhamphorhynchus, nil, 1, 16., 1, 12a, 5d, 2h, 3f, 10, 0, 0, AFl, 100000000010001 ; jetbomb (jetsputr) Stenonychosaurus, nil, 0, 5., 0, 9a, 5d, 5h, 6f, 11, 0, 0, Chi, 000000000000011 ; swordfgt Saltasaurus, Exp, 0, 1., 0, 2a, 2d, 2h, 1f, 4, 0, 1, Iro, 000000000000000 ; swordfgt Oviraptor, nil, 0, 3., 0, 5a, 4d, 5h, 4f, 4, 0, 0, MT, 000000000000000 ; swordfgt Cetiosaurus, Inv, 0, 3., 0, 8a, 8d, 5h, 2f, 8, 0, 0, Stl, 010000001010001 ; swordfgt Ornithomimus, Rob, 0, 2., 0, 4a, 1d, 2h, 2f, 5, 0, 0, MT, 000000000000000 ; swordfgt Protoceratops, Hor, 0, 1., 0, 2a, 5d, 2h, 2f, 4, 0, 1, Alp, 010000000000000 ; swordfgt Ouranosaurus, nil, 0, 3., 0, 3a, 7d, 4h, 6f, 5, 0, 1, Gen, 010000000000000 ; custom1 Plesiosaurus, nil, 2, 7., 0, 7a, 7d, 3h, 5f, 8, 0, 2, PT, 000000000000001 ; custom2 Zephyrosaurus, nil, 0, 4., 0, 7a, 4d, 4h, 5f, 6, 0, 0, Rob, 000000000000000 ; custom3 Test Unit 1, nil, 0, 1., 0, 0a, 1d, 2h, 1f, 4, 0, 5, no, 000000000000000 ; extra1 Branchiosaurus, nil, 0, 1., 0, 2a, 1d, 1h, 2f, 3, 0, 0, Amp, 000000000000100 ; extra2 Test Unit 3, nil, 0, 1., 0, 0a, 1d, 2h, 1f, 4, 0, 5, no, 000000000000000 ; extra3 Test Unit 4, nil, 0, 1., 0, 0a, 1d, 2h, 1f, 4, 0, 5, no, 000000000000000 ; extra4 Test Unit 5, nil, 0, 1., 0, 0a, 1d, 2h, 1f, 4, 0, 5, no, 000000000000000 ; extra5 Test Unit 6, nil, 0, 1., 0, 0a, 1d, 2h, 1f, 4, 0, 5, no, 000000000000000 ; extra6 Test Unit 7, nil, 0, 1., 0, 0a, 1d, 2h, 1f, 4, 0, 5, no, 000000000000000 ; extra7 Test Unit 8, nil, 0, 1., 0, 0a, 1d, 2h, 1f, 4, 0, 5, no, 000000000000000 ; extra8 ; ; Note: the above 3 unit types (extra land, ship, air) 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. ; ; 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, 0,2,0, yes, 1, 5, 5, yes, 1, 5, 3, Pln, ; Drt Plains, 1,2, 1,2,0, yes, 1, 5, 1, For, 0,15, 0, Grs, ; Pln Grassland, 1,2, 2,2,0, yes, 1, 5, 2, For, 0,10, 0, Hil, ; Grs Forest, 2,3, 1,3,0, Pln, 0, 5, 5, yes, 1, 5, 0, Grs, ; For Hills, 2,4, 1,1,0, yes, 1,10, 0, yes, 3,10, 1, Pln, ; Hil Mountains, 3,6, 0,2,0, no, 1,10, 0, yes, 1,10, 6, Hil, ; Mou Tundra, 1,2, 1,1,0, yes, 1,10, 1, no, 0, 0, 0, Drt, ; Tun Glacier, 2,2, 0,1,0, no, 0, 0, 0, yes, 1,15, 3, Tun, ; Gla Swamp, 1,3, 1,3,0, Grs, 0,15, 6, yes, 2,15, 0, Pln, ; Swa Jungle, 1,3, 1,3,0, Grs, 0,15, 6, yes, 2,15, 0, Pln, ; Jun Ocean, 1,2, 1,1,2, no, 0, 0, 0, no, 0, 0, 0, no, ; Oce Oasis, 1,2, 3,2,0, Grazing, 1,2, 1,3,0, Grassland, 1,2, 2,2,0, Hunting, 2,3, 3,3,0, Tar, 2,4, 1,3,0, Gold, 3,6, 0,2,6, Lizards, 1,2, 3,2,0, Salt, 2,2, 1,2,4, Peat, 2,3, 1,5,0, Gems, 2,3, 1,1,4, Mollusks, 1,2, 3,1,2, Spring, 1,2, 0,5,0, Termites, 1,2, 3,2,0, Grassland, 1,2, 2,2,0, Grubs, 2,3, 1,3,3, Clay, 2,4, 1,1,4, Ores, 3,6, 0,5,0, Hides, 1,2, 2,1,3, Spring, 2,2, 0,5,0, Spice, 2,3, 3,1,4, Ferns, 2,3, 4,1,1, Krill, 1,2, 2,3,3, @GOVERNMENTS Anarchy, Lizard, Lizardess Despotism, Rex, Regis Monarchy, King, Queen Cooperation, Citizen, Citizen Fundamentalism, 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 Slarg, Grooga, 0, 1, 0, Aalu, Aaluvian, 1, 1, -1, Sysslic, Squoosh, 1, 2, 1, Marish, Marish, 1, 1, -1, Varakara, Rhurg, 0, 3, 2, Thruthvang, Thruthvang, 1, 1, -1, Nastrond, Aralu, 1, 4, 3, Devaloka, Devaloki, 1, 1, -1, Grunch, Stompy, 0, 5, 0, Gondwana, Gondwanan, 1, 1, -1, Skreenach, Woon, 1, 6, 1, Fensaliri, Fensalic, 1, 1, -1, Thorata, Chak Ti, 0, 7, 2, Kore, Koric, 1, 1, -1, Alvarez, Deneki, 1, 1, 3, Naraka, Narakani, 1, 1, -1, Hideous, Gruesome, 0, 2, 0, Sessrym, Sessrymnish, 1, 1, -1, Bert, Massoua, 1, 3, 1, Annwfn, Annwfni, 1, 1, -1, Aggrax, Big Nose, 0, 4, 2, Leali, Lealish, 1, 1, -1, Xrispi Wan, Scruz, 1, 5, 3, Noatun, Noatunsi, 1, 1, -1, Thorax Munch, Shreedaleetus, 0, 6, 0, Quiviran, Quiviran, 1, 1, -1, Faddytwee, Borscht, 1, 7, 1, Vithi, Vithite, 1, 1, -1, Broogh, Neffa, 0, 1, 2, Nephelocs, Nephitic, 1, 1, -1, Tok, Ek Strangehead, 1, 2, 3, Devachan, Devachanal, 1, 1, -1, Twisted Tail, Yellow Neck, 0, 3, 0, Beulana, Beulaniac, 1, 1, -1, Runs Low, Walks in Water, 1, 4, 1, Niflheli, Niflhelion, 1, 1, -1, Kobel, Volka, 0, 5, 2, Borealans, Boreal, 1, 1, -1, Strong Jaw, Mashra, 1, 6, 3, Kakotopians, Kakotopian, 1, 1, -1, Topodo, Enna Greyback, 0, 7, 0, Samadhi, Samadhin, 1, 1, -1, ..., Cordelia, 1, 5, Stones, Stony, 1, -1, 1, Uhlasaurus, ..., 0, 1, First Ones, First, -1, 1, 1, ; ; Trading Commodities ; @CARAVAN Hides, Wool, Beads, Cloth, Salt, Coal, Copper, Dye, Wine, Silk, Silver, Spice, Gems, Gold, Oil, Uranium, @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 Aerie, E Go to, G @DIFFICULTY Chieftain Warlord Prince King Emperor Deity @ATTITUDES Worshipful Enthusiastic Cordial Receptive Neutral Uncooperative Icy Hostile Enraged