; ; CIVILIZATION GAME DATA: Mars 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 <= Oligarchy) 2 ; Settlers eat (govt >= Technocracy) 7 ; City size for first unhappiness at Chieftain level 15 ; Riot factor based on # cities (higher factor lessens the effect) 8 ; Atrium needed to exceed this size 12 ; Heating System needed to exceed this size 10 ; Tech paradigm (higher # slows research) 20 ; Base time for engineers to transform terrain (x2) 3 ; Oligarchy pays support for all units past this 3 ; Technocracy pays support for all units past this 10 ; Militarism pays support for all units past this 0 ; Technocracy is equivalent of this palace distance. 50 ; Militarism loses this % of science 50 ; Percent shield penalty for production type change 75 ; 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 = Survival ; 1 = Colonization ; 2 = Civilization ; 3 = Return ; ; Category = Knowledge category ; 0 = Military ; 1 = Environmental ; 2 = Cultural ; 3 = Academic/Medical ; 4 = Applied ; @CIVILIZE Adv. Electrolysis, 2, 2, Cor, War, 0, 4; AFl Adv. Wind Power, 3, 0, Ast, Met, 1, 4; Alp Air Purification, 1, 1, Whe, nil, 1, 1; Amp Alloying, 2, -2, Env, nil, 1, 4; Ast Arean Geology, 2, 0, Gen, nil, 2, 3; Ato Ethylene Plastics, 3, -1, Hor, nil, 2, 4; Aut Artificial Blood, 3, 2, Cur, Env, 2, 3; Ban Astrogeophysics, 1, 2, Ato, nil, 2, 3; Bri Biaxial Nylon 6, 3, -2, Aut, nil, 2, 0; Bro Ceramic Microtubes, 1, 0, Cst, AFl, 1, 4; Cer Chemotropic Fungi, 2, 2, E1, nil, 1, 1; Che Climatic Modeling, 2, 1, Eng, MT, 2, 3; Chi CO2 Carburetor, 2, -2, Amp, RR, 2, 0; CoL Cyanobacteria, 1, 1, nil, nil, 1, 1; CA Deuterium Fusion, 3, -1, E2, AFl, 3, 4; Cmb Technocracy, 5, 0, Pot, nil, 2, 2; Cmn Dynamite, 2, -2, Cur, nil, 1, 0; Cmp Election Reform, 2, 2, Lab, Rep, 2, 2; Csc Duricrete, 4, 1, War, nil, 0, 4; Cst Electrolysis, 2, 1, nil, nil, 0, 4; Cor Element Synthesis, 3, 1, Min, nil, 1, 4; Cur Pantisocracy, 5, 1, Csc, nil, 2, 2; Dem Environment Controls, 3, 1, Iro, Met, 1, 1; Eco Genetic Modification, 2, 0, CA, nil, 1, 1; E1 Geothermal Power, 2, 1, Gen, Roc, 2, 4; E2 Greenhouse Warming, 1, 1, Met, Gue, 1, 1; Eng Hematite Processing, 1, -1, Mys, Mat, 1, 0; Env HO Firing Chamber, 3, -2, Nav, nil, 0, 0; Esp HO Fuel Cells, 2, -1, Esp, FP, 1, 0; Exp Hormesis, 2, 0, nil, nil, 0, 3; Feu Hydrazine AB Engine, 4, -1, Gun, nil, 3, 0; Fli Militarism, 3, -2, Esp, nil, 0, 2; Fun Hydrogen Gelling, 2, 0, Mys, Cor, 0, 4; FP Hydrothermal Science, 3, 0, Ast, The, 1, 3; Gen Martian Timekeeping, 2, 2, nil, nil, 1, 3; Gue Air Breathing Engine, 4, -2, CoL, nil, 2, 0; Gun McElroy Pyrolysis, 2, -1, AFl, nil, 1, 4; Hor Radioprotective Drug, 2, 1, Feu, Cur, 1, 3; Ind Meson Catalysis, 3, -1, Cmb, NF, 3, 4; Inv Microbial Biosensors, 2, 1, SFl, E1, 1, 3; Iro Labor Law, 2, 1, Tac, nil, 2, 2; Lab Buffer Gas Medium, 2, 0, Amp, Cur, 1, 1; Las Optical Glass, 3, -1, Ref, Env, 2, 2; Ldr Orbital Construction, 3, 0, Inv, Bri, 3, 4; Lit Paramagnetic LOX Box, 2, -1, Cer, nil, 1, 4; Too Permafrost Brick, 2, 0, Cmp, nil, 1, 4; Mag Portable Medical Kit, 1, 1, nil, nil, 0, 3; Map Primitive Plants, 1, 1, E1, nil, 1, 1; Mas Millipressure Sail, 4, 0, Bro, nil, 2, 0; MP Radar Seismology, 3, -1, SE, San, 1, 4; Mat Biomonitoring, 1, 0, Map, San, 0, 3; Med Arean Meteorology, 3, 0, Whe, nil, 0, 3; Met Mini Spectrometers, 1, 1, Phi, nil, 1, 3; Min Real Estate Law, 2, -1, The, nil, 1, 2; Mob Oligarchy, 5, 1, Mob, nil, 1, 2; Mon Regolith Outgassing, 1, 1, Ato, nil, 2, 1; MT Sabatier Reaction, 2, 0, nil, nil, 0, 4; Mys Scavenger's Crossbow, 2, -1, nil, nil, 0, 0; Nav NTR Engine, 3, -2, Cmb, Fli, 3, 4; NF NEP Engine, 2, -2, NF, nil, 3, 4; NP Telescience, 3, 1, Sth, nil, 1, 3; Phi Photovoltaic Power, 2, 1, Ref, Aut, 2, 4; Phy Self-Repairing Units, 2, -1, SE, Ref, 2, 0; Pla Plumbing, 1, 0, no, no, 1, 4; Plu Arean Paleontology, 3, 2, Uni, nil, 2, 3; PT Patent Law, 3, 1, Cmp, nil, 2, 2; Pot Advanced ISPP, 4, 1, Mys, AFl, 0, 1; Rad Otto Cycle Engine, 4, -1, Exp, Too, 1, 0; RR Silane AB Engine, 3, -1, Gun, Ref, 3, 0; Rec Silicon Purification, 1, 0, Cer, nil, 1, 4; Ref Greenhouse Farming, 2, 1, Aut, Las, 2, 4; Rfg Social Democracy, 5, 1, Eng, nil, 2, 2; Rep Robotic Agriculture, 2, 1, Rfg, Pla, 2, 4; Rob Solar Dynamic Power, 2, 0, Gue, nil, 1, 4; Roc Stacer Antenna, 2, -1, nil, nil, 0, 4; San Symbiotic Farming, 2, 1, Mas, Che, 1, 4; Sea Telemedicine, 1, 1, Phi, Med, 1, 3; SFl Telepresence, 2, 0, SE, nil, 0, 3; Sth Telerobotics, 3, 0, nil, nil, 0, 4; SE Terraforming, 3, 1, Sea, Sup, 2, 1; Stl Terraforming Ethics, 1, 2, Chi, Dem, 2, 3; Sup Thermo Suit, 1, -1, The, nil, 1, 4; Tac Thermal Mining, 2, -1, Mat, nil, 1, 4; The Thermofusion Mining, 2, -1, Inv, nil, 3, 4; ToG von Neumann Units, 3, -2, Pla, E1, 2, 0; Tra Water from Soil, 1, 0, War, The, 1, 4; Uni Water Condensers, 1, 0, nil, nil, 0, 4; War Wind Power, 2, 1, nil, nil, 0, 4; Whe Writing, 1, 0, no, no, 1, 0; Wri Future Technology, 1, 0, X1, nil, 3, 3; ... User Def Tech 1, 1, 0, no, no, 1, 0; U1 User Def Tech 2, 1, 0, no, no, 1, 0; U2 User Def Tech 3, 1, 0, no, no, 1, 0; U3 Return to Earth, 9, 0, NP, Lit, 3, 4; X1 Extra Advance 2, 1, 0, no, no, 0, 0; X2 Extra Advance 3, 1, 0, no, no, 0, 0; X3 Extra Advance 4, 1, 0, no, no, 0, 0; X4 Extra Advance 5, 1, 0, no, no, 0, 0; X5 Extra Advance 6, 1, 0, no, no, 0, 0; X6 Extra Advance 7, 1, 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, Hydrogen Storage, 10, 0, FP, Short Wave Station, 4, 1, San, Mushroom Farm, 6, 1, Che, CO2 Laundry, 4, 1, nil, Property Registry, 10, 1, Mob, Sabatier Reactor, 6, 0, Mys, Clinic, 16, 1, Ban, City Walls, 8, 1, Cst, Vaulted Atrium, 10, 2, Cst, Climate Station, 14, 3, Eco, Library, 12, 3, Phi, University, 16, 3, Pot, Central Elevator, 16, 4, Mag, Showers, 10, 4, AFl, Electrolysis Plant, 8, 0, Cor, Windmill, 10, 6, Whe, Satellite Defense Network, 32, 4, Fli, Labor Union, 12, 2, Lab, Low Temp Fusion Reactor, 28, 4, Inv, Zubrin Device, 14, 4, Rad, Accelerator, 32, 2, Cmb, Tree Farm, 32, 4, Stl, Central Heating System, 24, 2, E2, Greenhouse, 20, 3, Rfg, Radiation Baths, 12, 5, Feu, Research Lab, 16, 3, PT, Radar Station, 6, 2, SE, None1, 8, 1, X2, Advanced Windmill, 18, 4, Met, None2, 6, 1, X2, None3, 16, 3, X2, Spaceport, 28, 3, NF, None4, 6, 2, X2, None5, 8, 3, X2, None6, 8, 0, X2, None7, 16, 0, X2, None8, 32, 0, X2, Plastics Industry, 18, 0, Aut, Environmental Info Net, 30, 0, Iro, Poor Robert’s Almanac, 20, 0, Met, Microrover Fleet, 20, 0, SE, None9, 20, 0, X2, Mars Aerial Photorecon, 40, 0, Bro, 689 Day Calendar, 20, 0, Gue, Early Warning System, 20, 0, Mat, Parker Academy, 20, 0, Esp, Pyrolysis Plant, 30, 0, Aut, Reactivated Orbiter, 20, 0, Sth, Bradbury’s Arbor, 60, 0, Rob, Bruno’s College, 30, 0, Sea, None10, 40, 0, X2, Hospital, 40, 0, Ban, Goddard’s Workshop, 40, 0, Tra, Castle Aristarchus, 20, 0, Cst, Galileo Observatory, 40, 0, Ldr, Orbital Mirror, 60, 0, Gun, Burroughs Machine, 30, 0, Cur, Statue of Equality, 40, 0, Csc, Proof of Ancient Life, 40, 0, PT, Fuller Ring Bridge, 60, 0, Lit, Captured Asteroid, 60, 0, ToG, Martian Way, 60, 0, nil, CommSat Network, 60, 0, Rec, None12, 60, 0, X2, Patents Registry, 40, 0, Pot, Artesian Hot Baths, 30, 0, Gen, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; Info Net Chi, ; Poor Robert's Too, ; Microrovers Mag, ; None Fli, ; MAP Aut, ; Calendar Cmp, ; EWS CoL, ; Parker Academy E2, ; Pyrolysis Cmn, ; Orbiter nil, ; Arbor Rfg, ; Bruno's College nil, ; None nil, ; Hospital Cmb, ; Goddard's Workshop Ind, ; Aristarchus nil, ; Observatory nil, ; Orbital Mirror nil, ; Burroughs Machine nil, ; Statue of Equality ToG, ; Proof o Life nil, ; Ring Bridge nil, ; Asteroid nil, ; None nil, ; Commsats nil, ; None nil, ; Patents Rob, ; Hot Baths ; ; 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 militarism (fanatics) ; 001000000000000 = Destroyed after attacking (missiles) ; 010000000000000 = x2 on defense versus air (AEGIS) ; 100000000000000 = Unit can spot submarines ; ; @UNITS Field Scientist, Stl, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, nil, 000000000000000 Terraformer, nil, 0, 2.,0, 0a,2d, 2h,1f, 4,0, 5, Stl, 000000000000010 Flight Engineer, Esp, 0, 1.,0, 1a,1d, 1h,1f, 1,0, 1, nil, 000000000000000 Bowman, Esp, 0, 1.,0, 2a,1d, 1h,2f, 1,0, 1, Nav, 000000000000000 Sappers, nil, 0, 1.,0, 4a,2d, 1h,5f, 4,0, 0, Cmp, 000000001000000 Pistoleers, Ldr, 0, 1.,0, 2a,2d, 1h,2f, 1,0, 1, Esp, 000000000000000 Riflemen, Ldr, 0, 1.,0, 3a,2d, 2h,3f, 3,0, 1, Ast, 000010000000000 Neumen, nil, 0, 1.,0, 5a,3d, 4h,4f, 7,0, 1, Tra, 000001000000001 Sports, Ind, 0, 1.,0, 2a,2d, 2h,1f, 2,0, 0, E1, 000001000000101 Dune Sailors, nil, 0, 1.,0, 7a,2d, 2h,4f, 8,0, 0, MP, 000001000000010 Sleigh Troopers, nil, 0, 1.,0, 5a,5d, 3h,3f, 7,0, 0, MP, 000001000000000 Sharpshooters, nil, 0, 2.,0, 6a,2d, 2h,3f, 5,0, 1, Ldr, 000000000000001 Marsmen, nil, 0, 1.,0, 4a,5d, 2h,4f, 3,0, 0, Ind, 000011000000100 Hopper Rocket, CoL, 0, 2.,0, 3a,1d, 3h,2f, 2,0, 0, Rad, 000001000010001 Light Truck, CoL, 0, 3.,0, 3a,3d, 3h,1f, 3,0, 1, Exp, 000000000000000 Ground Car, Las, 0, 3.,0, 1a,2d, 2h,2f, 1,0, 0, Roc, 000000000000000 Pressurized Car, Rec, 0, 3.,0, 4a,6d, 4h,2f, 6,0, 0, Las, 000000000000000 Dune Car, Gun, 0, 2.,0, 3a,4d, 3h,3f, 4,0, 0, Too, 000001000000000 AB Truck, nil, 0, 3.,0, 6a,6d, 4h,3f, 10,0, 0, Rec, 000000000000000 Half-track, nil, 0, 2.,0, 4a,6d, 3h,3f, 6,0, 1, CoL, 000000000000000 Borer, CoL, 0, 1.,0, 1a,2d, 3h,3f, 2,0, 1, The, 000001001000000 Screamer, nil, 0, 2.,0, 8a,3d, 2h,3f, 8,0, 0, Gun, 000001000000010 Hot Tank, nil, 0, 3.,0, 8a,6d, 4h,1f, 10,0, 0, Cmb, 010000000000000 Sojourner Rover, Phi, 0, 1.,0, 1a,2d, 2h,1f, 1,0, 0, SE, 000000000000000 Marsokhod Rover, Cur, 0, 1.,0, 2a,3d, 2h,2f, 2,0, 0, Phi, 000000000000000 RTG Rover, Cmb, 0, 2.,0, 3a,3d, 3h,3f, 3,0, 0, Cur, 000000000000000 Bulldozer, nil, 0, 1.,0, 2a,5d, 4h,2f, 4,0, 1, Gen, 000001000000000 Biplane, NF, 1, 8.,1, 1a,1d, 2h,2f, 2,0, 3, Met, 000000000010001 Fighter, Fli, 1, 10.,2, 3a,3d, 3h,3f, 6,0, 0, Chi, 000000000010001 Nylon Balloon, nil, 1, 5.,0, 0a,2d, 2h,1f, 3,0, 3, Bro, 000000000000001 Rocketplane, nil, 1, 15.,1, 9a,6d, 4h,5f, 12,0, 0, NF, 000000000010001 Scramjet, nil, 1, 20.,2, 9a,4d, 3h,4f, 10,0, 3, Fli, 000000000010001 Sailboat, nil, 2, 3.,0, 2a,2d, 2h,2f, 4,2, 4, MP, 000000000000000 Caravel, Mag, 2, 3.,0, 2a,1d, 1h,1f, 4,3, 4, no, 000000000000000 Galleon, Ind, 2, 4.,0, 0a,2d, 2h,1f, 4,4, 4, no, 000000000000000 Frigate, E1, 2, 4.,0, 4a,2d, 2h,1f, 5,2, 2, no, 000000000000000 Ironclad, E1, 2, 4.,0, 4a,4d, 3h,1f, 6,0, 2, no, 000000000000000 Destroyer, nil, 2, 6.,0, 4a,4d, 3h,1f, 6,0, 2, no, 000000000000001 Cruiser, Sup, 2, 5.,0, 6a,6d, 3h,2f, 8,0, 2, no, 000000000000001 AEGIS Cruiser, nil, 2, 5.,0, 8a,8d, 3h,2f, 10,0, 2, no, 010000000000001 Battleship, nil, 2, 4.,0, 12a,9d, 4h,2f, 16,0, 2, no, 000000000000001 Protector, nil, 2, 3.,0, 5a,5d, 3h,2f, 6,0, 2, RR, 010000000001001 Carrier, nil, 2, 5.,0, 6a,9d, 4h,2f, 14,0, 2, Fli, 000000010000001 Transport, nil, 2, 5.,0, 0a,3d, 3h,1f, 5,8, 4, no, 000000000000000 Combustion Balloon, Lit, 1, 3.,0, 9a,0d, 1h,3f, 6,0, 0, Aut, 001100000010001 Mars Ascent Vehicle, nil, 0, 1.,0, 99a,1d, 2h,1f, 16,0, 0, NP, 101000101000011 Geologist, Pla, 0, 1.,0, 0a,0d, 1h,1f, 3,0, 6, Ato, 000001000000010 Mechanic, nil, 0, 3.,0, 0a,2d, 1h,2f, 5,0, 6, Pla, 000011000000011 Sideshow, RR, 0, 1.,0, 0a,1d, 1h,1f, 5,0, 7, Eco, 000000000000010 Heavy Truck, nil, 0, 2.,0, 0a,1d, 2h,1f, 5,0, 7, RR, 000000000000010 Droppers, Inv, 0, 1.,0, 5a,4d, 4h,2f, 7,0, 0, Phy, 000000100000110 LMO Troopers, nil, 0, 2.,0, 7a,8d, 5h,5f, 12,0, 0, Inv, 010010100000101 Extra Ship, nil, 2, 4.,0, 4a,2d, 2h,1f, 5,1, 2, no, 000000000000000 Ultralight, nil, 1, 16.,4, 2a,2d, 1h,2f, 4,0, 3, Alp, 000000000000001 Orbital Bomb, nil, 0, 1.,0, 99a,0d, 1h,2f, 15,0, 0, Lit, 101000101000011 New Unit 2, nil, 1, 1.,0, 1a,1d, 1h,1f, 1,0, 0, no, 000000000000000 New Unit 3, nil, 1, 1.,0, 1a,1d, 1h,1f, 1,0, 0, no, 000000000000000 New Unit 4, nil, 1, 1.,0, 1a,1d, 1h,1f, 1,0, 0, no, 000000000000000 New Unit 5, nil, 1, 1.,0, 1a,1d, 1h,1f, 1,0, 0, no, 000000000000000 New Unit 6, nil, 1, 1.,0, 1a,1d, 1h,1f, 1,0, 0, no, 000000000000000 New Unit 7, nil, 1, 1.,0, 1a,1d, 1h,1f, 1,0, 0, no, 000000000000000 New Unit 8, nil, 1, 1.,0, 1a,1d, 1h,1f, 1,0, 0, no, 000000000000000 ; ; 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 Mission Command Structure ; 2 Oligarchy ; 3 Technocracy ; 4 Militarism ; 5 Social Democracy ; 6 Pantisocracy ; @TERRAIN Cratered, 2,2, 0,2,1, yes, 1, 10, 1, yes, 1, 5, 1, Jun, ; Drt Volcanic Plains, 1,2, 1,2,1, yes, 1, 10, 1, yes, 1, 10, 1, Jun, ; Pln Channel Deposits, 1,2, 1,1,2, yes, 1, 10, 1, yes, 1, 7, 1, Jun, ; Grs Canyon, 3,3, 0,0,3, no, 0, 0, 0, yes, 2, 10, 1, no, ; For Dark Dust, 2,2, 0,2,2, yes, 1, 10, 1, yes, 1, 10, 1, Jun, ; Hil Volcanic, 3,5, 0,3,1, no, 0, 0, 0, yes, 2, 10, 1, no, ; Mou Permafrost, 1,2, 1,2,2, yes, 2, 10, 1, Drt, 0, 15, 0, Jun, ; Tun Icecap, 1,2, 0,1,3, no, 0, 0, 0, Oce, 0, 20, 1, no, ; Gla Basin Ejecta, 2,2, 0,2,3, yes, 1, 10, 1, yes, 1, 10, 1, Jun, ; Swa Terraformed, 3,3, 5,1,5, Tun, 0, 5, 0, Drt, 0, 5, 0, no, ; Jun Watershed, 1,6, 2,0,2, no, 0, 0, 0, no, 0, 0, 0, no, ; Oce Peroxides, 2,2, 0,3,2 Copper Sulfide, 1,2, 1,2,2 Ores, 1,2, 1,3,1 Mists, 3,3, 0,2,3 Buried Frost, 2,2, 1,2,2 Nitrogen, 3,5, 0,3,2 Water Ice, 1,2, 2,2,2 Chondrites, 1,2, 0,2,3 Evaporites, 2,2, 0,2,3 Grassland, 3,3, 5,2,5 Thermals, 1,6, 2,1,2 Superoxides, 2,2, 0,2,3 Hydrogen, 1,2, 2,2,1 Buried Ice, 1,2, 2,1,2 Strata, 3,3, 0,0,5 Carbon, 2,2, 0,3,2 Geothermal, 3,5, 1,3,1 Oxygen, 1,2, 1,3,2 Trapped Water, 1,2, 1,1,3 Buried Brine, 2,2, 0,2,3 Oasis, 3,3, 6,1,5 Mineral Salts, 1,6, 2,0,3 @GOVERNMENTS Anarchy, Mr., Ms. Mission Command, Captain, Captain Oligarchy, King, Queen Technocracy, Project Lead, Project Lead Militarism, Generalissimo, Generalissima Social Democracy, President, President Pantisocracy, Citizen, Citizen ; ; 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 = Mars Direct Lander ; 1 = Classic Rocket ; 2 = Bubble Habitat ; 3 = Futuristic Towers ; ; 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 Robert Clarke, Ursula Bradbury, 0, 1, 0, Americans, American, 0, 1, 0 Cebrenio, Cydonia, 0, 2, 3, Martians, Martian, 1, -1, -1 Mamuro Mohri, Reiko Yamamoto, 1, 3, 2, Japanese, Japanese, -1, 0, 1 Yuri Gagarin, V. Tereshkova, 1, 4, 3, Russians, Russian, 0, 0, -1 Mike Southwell, A. Susan Thomas, 1, 5, 1, Australians, Australian, 1, 0, -1 Alex Yvchenko, Natalia Yvgenie, 0, 6, 0, Ukrainians, Ukrainian, 0, 0, 0 Jean DuBosque, Patricia Baudry, 1, 7, 2, French, French, 0, -1, 1 Adrian Turner, Lisa Humphries, 1, 1, 1, English, English, -1, -1, 1 Umberto Cheli, Lucia Urbani, 0, 2, 0, Italians, Italian, 0, 0, 0 Alan Ochoa, Ramona Neri, 0, 3, 1, Brazilians, Brazilian, 1, 0, 1 Satish Nehru, Roopa Rayadurg, 1, 4, 2, Indians, Indian, -1, 0, 0 Amne Machin, Minya Konka, 0, 5, 1, Chinese, Chinese, -1, 0, 0 Grayson Osborn, Christine Hadfield, 0, 6, 0, Canadians, Canadian, 0, 0, 1 Ernst Furrer, Birgit Goddard, 0, 7, 1, Germans, German, 1, 0, -1 Daevaliss, Kang, 1, 1, 2, Sectoids, Sectoid, 1, 1, 1 Remek, Kemer, 1, 2, 3, Chryssalids, Chryssalid, 1, 1, 0 Grunt, Growl, 0, 3, 3, Mutons, Muton, 1, 1, -1 Hiyhn, Eiyh, 0, 4, 2, Ethereals, Ethereal, -1, -1, -1 John Cameron, Maggie Mae, 1, 5, 1, Old Ones, Ancient, 1, 0, 1 Ares, Minerva, 1, 6, 0, Ares, Arean, 1, 1, -1 Ego, Envy, 1, 7, 0, Monsters, Monstrous, 1, 0, -1 ; ; Trading Commodities ; @CARAVAN Water, Oxygen, Nitrogen, Hydrogen, Methane, Carbon, Energy, Spare Parts, Ores, Books, Fuel, Medicines, Clothing, Handicrafts, Ceramics, Homebrew, @ORDERS Fortify, F Fortified, F Sleep, S Build Fortress, F Build Road, R Build Irrigation, I Build Mine, m Terraform, O Clean Pollution, p Build Depot, E Go to, G @DIFFICULTY Chieftain Warlord Prince King Emperor Deity @ATTITUDES Worshipful Enthusiastic Cordial Receptive Neutral Uncooperative Icy Hostile Enraged