; ; 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 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 6 ; 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 3 ; 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 Thor's Eloquence, 4,-2, Rad, Too, 1, 4 ; AFl Writing, 5, 1, nil, nil, 1, 3 ; Alp Sea Raids, 3,-2, Nav, Tac, 1, 0 ; Amp Astrology, 4, 1, Mys, Mat, 1, 3 ; Ast Witchcraft, 4,-1, ToG, Phy, 1, 3 ; Ato Gaea's Gift, 6,-1, Cmb, Stl, 1, 4 ; Aut Banking, 4, 1, Tra, Rep, 1, 1 ; Ban Bridge Building, 4, 0, Iro, Cst, 0, 4 ; Bri Bronze Working, 6,-1, nil, nil, 0, 4 ; Bro Ceremonial Burial, 5, 0, nil, nil, 0, 2 ; Cer Alchemy, 5,-1, Uni, Med, 1, 3 ; Che 10 Chivalry, 4,-2, Feu, Hor, 1, 0 ; Chi King's Law, 4, 1, Alp, nil, 0, 2 ; CoL Feat of Arms, 5,-1, Mob, AFl, 1, 0 ; CA Gaea's Power, 5,-1, Ref, Exp, 1, 4 ; Cmb Summon Drake, 5, 0, E2, U3, 1, 2 ; Cmn Perpetual Machine, 4, 1, Min, MP, 1, 4 ; Cmp Call to Arms, 7,-1, Dem, Met, 1, 0 ; Csc Construction, 4, 0, Mas, Cur, 0, 4 ; Cst The Guild, 4, 0, Ind, Eco, 1, 1 ; Cor Barter, 4, 1, Bro, nil, 0, 1 ; Cur 20 Institution of Althing,5, 1, Ban, Inv, 2, 2 ; Dem Transmutation, 4, 1, Uni, Ban, 1, 1 ; Eco Divining Rod, 4, 0, Met, Mag, 1, 4 ; E1 Tapping the Node, 4, 1, E1, Cor, 1, 4 ; E2 Siegecraft, 4, 0, Whe, Cst, 0, 4 ; Eng Nature Lore, 3, 1, Rec, Roc, 1, 2 ; Env Espionage, 2,-1, Gue, Dem, 1, 0 ; Esp Arcane Learning, 5, 0, Gun, Che, 1, 4 ; Exp Fealty, 4,-1, War, Mon, 0, 0 ; Feu Arcane Levitation, 4,-1, Cmb, ToG, 1, 4 ; Fli 30 Dwarven Alliance, 3,-2, Iro, Feu, 1, 2 ; Fun Spell Mastery, 3, 0, NP, Sup, 1, 3 ; FP Millwork, 3, 2, Med, Cor, 1, 3 ; Gen General Uprisings, 4, 1, Ind, Tac, 1, 0 ; Gue Spell of Animation, 8,-2, Inv, Iro, 1, 0 ; Gun Horseback Riding, 4,-1, nil, nil, 0, 0 ; Hor Evanescant Craft, 6, 0, RR, Ban, 1, 1 ; Ind Transmogrification, 6, 0, Eng, Lit, 1, 4 ; Inv Iron Working, 5,-1, Bro, War, 0, 4 ; Iro Artisanship, 4,-1, MP, Gue, 1, 2 ; Lab 40 Moonbeam Lens, 4, 0, NP, MP, 1, 3 ; Las Swine Array, 5,-1, Chi, Gun, 1, 0 ; Ldr Magical Inscription,5, 2, Wri, CoL, 0, 3 ; Lit Weaponcraft, 4,-2, Stl, Tac, 1, 4 ; Too Astrocompass, 4,-1, Phy, Iro, 1, 3 ; Mag Map Making, 6,-1, Alp, nil, 0, 1 ; Map Masonry, 4, 1, nil, nil, 0, 4 ; Mas Spell of Creation, 5, 0, Aut, Cor, 1, 4 ; MP Mathematics, 4,-1, Alp, Mas, 0, 3 ; Mat Medicine, 4, 0, Phi, Tra, 1, 1 ; Med 50 Spell of Purification,6,-2, Gun, Uni, 1, 0 ; Met Alliegance to the Sea,4, 1, Too, E2, 1, 4 ; Min Giant Warfare, 8,-1, Aut, Tac, 1, 0 ; Mob Monarchy, 5, 1, Cer, CoL, 0, 2 ; Mon Priesthood, 5, 1, Phi, PT, 1, 2 ; MT Mysticism, 4, 0, Cer, nil, 0, 2 ; Mys Navigation, 6,-1, Sea, Ast, 1, 1 ; Nav War Spells, 6,-2, Ato, Amp, 1, 3 ; NF Magical Power, 3, 0, NF, E2, 1, 3 ; NP Natural Philosophy, 6, 1, Mys, Lit, 1, 2 ; Phi 60 Metaphysics, 4,-1, Nav, Lit, 1, 3 ; Phy Fairy Fabric, 4, 1, Ref, Cmp, 1, 4 ; Pla Plumbing, 4, 0, no, no, 1, 4 ; Plu (Cst & Pot) Polytheism, 4, 0, Cer, Hor, 0, 2 ; PT Pottery, 4, 1, nil, nil, 0, 1 ; Pot Warp Spell, 5,-1, Fli, E1, 1, 4 ; Rad Tunnelling, 6, 0, SE, Bri, 1, 1 ; RR Sowing and Reaping, 2, 1, MP, Dem, 1, 2 ; Rec Elemental Energy, 4, 0, Che, Cor, 1, 4 ; Ref Fashioning Yggdrasil Wood, 3, 1, E1, San, 1, 1 ; Rfg 70 The Republic, 5, 1, CoL, Lit, 0, 2 ; Rep Clockworks, 5,-2, Cmp, Mob, 1, 0 ; Rob Fireball Incantation,6,-2, AFl, E2, 1, 0 ; Roc Sanitation, 4, 2, Med, Eng, 1, 1 ; San Seafaring, 4, 1, Map, Pot, 0, 1 ; Sea Space Flight, 4, 1, no, no, 1, 3 ; SFl Transluscence Spell,3,-2, U2, Rob, 1, 0 ; Sth Metallurgy, 4,-1, Phy, Inv, 1, 3 ; SE Plate Steel, 4,-1, E1, Ind, 1, 4 ; Stl Rod of Shivers, 4, 1, Pla, Las, 1, 3 ; Sup 80 I Viking, 6,-1, Che, Ldr, 1, 0 ; Tac Theurgy, 3, 2, MT, Feu, 1, 2 ; The Secret of Divination,4, 0, Ast, Uni, 1, 3 ; ToG Trade, 4, 2, Cur, CoL, 0, 1 ; Tra Thaumaturgical Study,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 Alphabet, 4, 2, Alp, nil, 0, 3 ; Wri Hanging from Yggdrasil,1, 0, U3, Rob, 1, 3 ; ... Beast Dominion, 3, 0, FP, U3, 0, 0 ; U1 90 Omniscience, 8, 0, NP, Rec, 0, 0 ; U2 Dragon Lore, 3, 0, Env, Sth, 0, 4 ; U3 Forest Lore, 3, 0, no, no, 0, 4 ; X1 Sea Lore, 3, 0, no, no, 0, 4 ; X2 Mountain Lore, 3, 0, no, no, 0, 4 ; X3 Spirit Lore, 3, 0, no, no, 0, 4 ; X4 Earth Lore, 3, 0, no, no, 0, 4 ; X5 Warcraft, 3, 0, no, no, 0, 4 ; X6 Social Lore, 3, 0, no, no, 0, 4 ; 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, Keep, 10, 0, Mas, Barracks, 4, 1, War, Storehouse, 6, 1, Pot, Temple, 4, 1, Cer, Bazaar, 8, 1, Cur, Library, 8, 1, Wri, Castle, 8, 1, CoL, City Walls, 8, 0, Mas, Aqueduct, 8, 2, Cst, Counting House, 12, 3, Ban, Wizard's Tower, 12, 3, MT, Thaumaturgical Guild, 16, 3, Uni, Twenty League Boots, 16, 4, MP, Arena, 10, 4, Cst, Crafts Guild, 20, 4, Ind, Artificer Guild, 32, 6, Rob, Fireball Shield, 20, 4, Las, Bottomless Well, 20, 2, Rec, Staff of Power, 16, 4, Ref, Alchemical Plant, 24, 4, E2, Mining of Hel, 16, 2, NP, Toll House, 16, 4, Eco, Catacombs, 12, 2, San, Dragon's Teeth, 8, 3, U3, Magic Rivers, 20, 5, Aut, Alchemy Laboratory, 16, 3, Cmp, Magic Shield, 10, 2, Roc, Harbor Guardian, 8, 1, Met, Magical Gems, 32, 4, Env, Harbor, 6, 1, Sea, Temple of Aegir, 16, 3, Min, Astral Portal, 16, 3, Rad, Guardhouse, 6, 2, Gue, Sea Fortress, 8, 3, no, SS Structural, 8, 0, no, SS Component, 16, 0, no, SS Module, 32, 0, no, (Capitalization), 60, 0, no, Cauldron of Plenty, 20, 0, Mas, Golden Orchard, 20, 0, Pot, Sacred Menhir, 15, 0, Bro, Eye of Ran, 20, 0, Map, Arthur's Palimpsest, 30, 0, Lit, Silver Fairy Bough, 30, 0, Mys, Magic Sword, 30, 0, Mas, Round Table, 30, 0, Feu, Wizards' Conclave, 30, 0, Che, Huginn and Muninn, 20, 0, Tra, Brisingamin, 40, 0, MT, Astrological Observatory, 30, 0, Ast, Brian's Expedition, 40, 0, Nav, The Niebelungenlied, 30, 0, Med, Hammer of Power, 40, 0, Inv, Stonehenge, 40, 0, The, Cauldron of Inspiration, 40, 0, ToG, Philosophers' Stone, 40, 0, Eco, Voyage to the Underworld, 40, 0, RR, Orb of Peace, 40, 0, Dem, Mead of Friendship, 30, 0, SE, Silken Thread, 60, 0, Ind, Magic Wand, 60, 0, E2, Fireball Spell, 60, 0, NF, Ring of Fealty, 60, 0, Ind, Apollo Program, 60, 0, SFl, Sangreal, 60, 0, Cmp, Golden Orangerie, 60, 0, Gen, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER U2, ; Pyramids Ind, ; Hanging Gardens Rad, ; Colossus Mag, ; Lighthouse E2, ; Great Library The, ; Oracle Met, ; Great Wall Mob, ; Sun Tzu's War Academy U2, ; King Richard's Crusade Gue, ; Marco Polo's Embassy U2, ; Michelangelo U2, ; Copernicus U2, ; Magellan U2, ; Shakespeare U2, ; Da Vinci's Workshop U2, ; Bach U2, ; Newton U2, ; Smith's Trading Co. U2, ; Darwin U2, ; Statue of Liberty U2, ; Eiffel Tower U2, ; Women's Suffrage U2, ; Hoover Dam U2, ; Manhattan Project U2, ; United Nations no, ; Apollo U2, ; SETI U2, ; 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, nil, 0, 1.,0, 0a,1d, 1h,1f, 4,0, 5, nil, 000000000000000 Sorcerer, Plu, 1, 4.,0, 6a,3d, 1h,2f, 4,0, 0, Exp, 000000000010000 H. Warriors, X7, 0, 1.,0, 1a,1d, 1h,1f, 1,0, 1, nil, 000000000000000 Mermen, X2, 0, 2.,0, 1a,1d, 1h,1f, 1,0, 1, nil, 000000000000100 Hawkmen, X3, 0, 1.,0, 1a,1d, 1h,1f, 1,0, 1, nil, 000001000000000 Elf Warriors, X1, 0, 1.,0, 1a,1d, 1h,2f, 2,0, 1, nil, 000000000000010 Infidels, X6, 0, 1.,0, 2a,1d, 1h,1f, 1,0, 1, nil, 000000000000000 Goblins, X5, 0, 1.,0, 1a,1d, 1h,1f, 1,0, 1, nil, 000000000000000 Dwarves, U2, 0, 1.,0, 3a,3d, 2h,1f, 2,0, 1, Fun, 000100000000000 Elf Archers, X1, 0, 1.,0, 2a,2d, 1h,2f, 3,0, 1, Iro, 000000000000010 Trolls, X5, 0, 1.,0, 2a,3d, 2h,1f, 2,0, 1, Iro, 000000000000000 Housecarls, X7, 0, 1.,0, 2a,2d, 2h,1f, 3,0, 1, Iro, 000010000000000 Merguards, X2, 0, 2.,0, 2a,2d, 2h,1f, 3,0, 1, Sea, 000000000000100 Eaglemen, X3, 0, 1.,0, 3a,2d, 1h,1f, 2,0, 1, Iro, 000011000000000 Berserkers, X6, 0, 1.,0, 3a,1d, 1h,2f, 3,0, 1, Iro, 000010000000000 I. Horsemen, X6, 0, 2.,0, 5a,2d, 1h,2f, 4,0, 0, Chi, 000000000000000 Elf Riders, X1, 0, 2.,0, 4a,2d, 1h,2f, 4,0, 1, Chi, 000000000000010 Night Riders, X4, 0, 2.,0, 4a,2d, 2h,1f, 4,0, 1, Chi, 000000000000010 Rangers, X7, 0, 2.,0, 4a,3d, 2h,1f, 4,0, 1, Chi, 000000000000000 Golden Horde, X6, 0, 2.,0, 5a,3d, 2h,2f, 5,0, 1, Tac, 000000100000000 Giant Otterine,X2, 0, 2.,0, 4a,2d, 2h,1f, 4,0, 1, Chi, 000000000000100 Crag Wolves, X5, 0, 2.,0, 4a,2d, 1h,1f, 3,0, 1, Feu, 000001000000000 Ice Drake, U2, 0, 4.,0, 11a,8d, 3h,2f, 13,0, 0, Cmn, 000001000000000 Treefolk, X1, 0, 1.,0, 5a,10d, 3h,1f, 8,0, 1, Cmb, 000000000000000 Catapult, Eng, 0, 1.,0, 6a,1d, 1h,1f, 4,0, 0, Mat, 000000000000000 Siege Engine, Exp, 0, 1.,0, 8a,1d, 2h,1f, 5,0, 0, Eng, 000000000000000 Bombard, U2, 0, 1.,0, 8a,1d, 2h,2f, 6,0, 0, Exp, 000000001000000 Great Bats, X4, 1, 6.,0, 5a,4d, 1h,2f, 5,0, 3, Ato, 000000000010001 Witches, X4, 1, 3.,0, 7a,3d, 2h,1f, 6,0, 0, Ato, 000000000000001 Great Wizard, X7, 1, 6.,0, 6a,6d, 2h,3f, 10,0, 0, Rad, 000000000000001 Ellida, U2, 1, 7.,0, 10a,3d, 2h,2f, 10,0, 0, Fli, 000000000000001 Skidbladnir, U2, 1, 9.,0, 7a,4d, 2h,2f, 9,0, 3, Fli, 000000000010001 Longboat, Mag, 2, 3.,0, 1a,1d, 2h,1f, 4,2, 4, Map, 000000000100000 Dragon Boat, U2, 2, 4.,0, 3a,2d, 2h,1f, 4,4, 4, Mag, 000000000000000 Old Man, X3, 0, 2.,0, 3a,3d, 1h,7f, 8,0, 0, E2, 010001000000001 Shield Boat, U2, 2, 5.,0, 4a,4d, 3h,1f, 6,1, 4, SE, 010000000000000 Unspeakable Horror,nil,2, 4.,0, 20a,20d, 5h,5f, 6,0, 0, U1, 000000000000000 Ench. Paladins,X7, 0, 1.,0, 5a,5d, 2h,1f, 5,0, 1, Tac, 000000100000000 Changeling, X1, 0, 2.,0, 4a,5d, 2h,1f, 5,0, 1, Gun, 000000100000010 Ench. Giant, X3, 0, 1.,0, 5a,4d, 2h,1f, 5,0, 1, Tac, 000010100000000 Ench. Ogre, X5, 0, 1.,0, 5a,4d, 2h,1f, 5,0, 1, Tac, 000010100000000 Great Eagles, X3, 1, 3.,0, 5a,2d, 1h,1f, 3,0, 0, Feu, 000000000000001 Fell Wraith, X4, 0, 2.,0, 5a,4d, 2h,1f, 5,0, 0, Gun, 010001100000000 Tree Guards, X1, 0, 0.,0, 0a,10d, 3h,2f, 5,0, 1, U1, 000000000000000 Lightning Bolt,U2, 1, 12.,1, 15a,0d, 1h,3f, 8,0, 0, AFl, 001000000000000 Fireball, U2, 1, 16.,1, 99a,0d, 1h,1f, 16,0, 0, Roc, 001000000000000 Envoy, Esp, 0, 2.,0, 0a,0d, 1h,1f, 3,0, 6, Wri, 000000000000010 Spy, U2, 0, 3.,0, 0a,0d, 1h,1f, 3,0, 6, Esp, 000000000000011 Caravan, U2, 0, 1.,0, 0a,1d, 1h,1f, 5,0, 7, Tra, 000000000000010 Triton Legion,X2, 0, 1.,0, 5a,4d, 2h,1f, 5,0, 1, Tac, 000000100000100 Jack O'Lantern,nil,0, 2.,0, 1a,2d, 1h,1f, 3,0, 1, Sea, 000001000000010 Skeletons, X4, 0, 1.,0, 1a,1d, 2h,1f, 2,0, 1, nil, 000000000000000 Barrow Wights,X4, 0, 1.,0, 3a,2d, 1h,1f, 2,0, 1, Iro, 000001000000000 Porpoise Pod, X2, 2, 4.,0, 1a,1d, 1h,1f, 1,1, 2, nil, 000000000001010 Lich, X4, 0, 1.,0, 9a,6d, 3h,1f, 9,0, 0, Rad, 000000000000000 Baba Yaga, X6, 1, 3.,0, 10a,5d, 2h,2f, 10,0, 0, Rad, 000000000000001 Frost Giant, X3, 0, 2.,0, 8a,7d, 2h,2f, 9,0, 1, Mob, 000000000000000 Giant Spider, X5, 0, 1.,0, 7a,6d, 1h,4f, 8,0, 1, Mob, 000000000000000 Kraken, X2, 2, 4.,0, 12a,12d, 4h,2f, 12,0, 2, Ind, 000000000000000 Dragon, nil, 1, 5.,0, 10a,15d, 3h,3f, 16,0, 0, U1, 000000000000000 Jormungand's Spit,nil, 1, 3.,0, 2a,1d, 1h,8f, 18,0, 0, U1, 000000000000000 Necromancer, U2, 1, 8.,4, 8a,4d, 1h,2f, 7,0, 3, NF, 000000000010001 ; ; 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. 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 Shallow Sea,1,3, 2,2,1, no, 0,10, 0, yes, 2, 5, 2, no, ; 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, 0, 0, Grs, ; For Hills, 2,4, 1,0,0, yes, 1,10, 0, yes, 3,10, 1, Pln, ; Hil Mountains, 6,6, 0,1,0, no, 1,10, 0, yes, 1,10, 6, Hil, ; Mou Underground,4,2, 3,2,1, no, 1, 5, 1, yes, 2, 8, 2, no, ; Tun Glacier, 2,2, 0,0,0, no, 0, 0, 0, no, 0, 0, 0, Tun, ; Gla Swamp, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, ; Swa Haunted Forest,2,3, 2,1,0, Grs, 0,15, 6, For, 0,20, 0, Pln, ; Jun Ocean, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, ; Oce Underwater Garden, 2,2, 4,2,1, ;shallow sea Deer, 1,2, 1,3,0, ;plains Grassland, 1,2, 2,1,0, ;grass Cave Bear, 2,3, 3,2,0, ;forest Coal, 2,4, 1,2,0, ;hills Gold, 3,6, 0,1,6, ;mountains Volcano, 1,2, 3,2,2, ;underground Ivory, 2,2, 4,2,2, ;glacier Peat, 2,3, 1,4,0, ;swamp Gems, 2,3, 2,2,3, ;haunted forest Fish, 1,2, 3,0,2, ;ocean Nautilus, 1,2, 3,2,2, ;shallow sea Wheat, 1,2, 3,1,0, ;plains Grassland, 1,2, 2,1,0, ;grass Green Node, 2,3, 1,2,3, ;forest Red Node, 2,4, 1,0,4, ;hills Iron, 3,6, 0,4,0, ;mountains Entrance to Underworld,4,2, 0,0,0, ;underground Jormungand, 2,2, 0,4,0, ;glacier Spice, 2,3, 3,0,4, ;swamp Fruit, 2,3, 4,0,1, ;haunted forest Whales, 1,2, 2,2,2, ;ocean @GOVERNMENTS Anarchy, Sir, Lady Despotism, Lord, Lady Monarchy, King, Queen Communism, Comrade, Comrade Fundamentalism, Warlord, Warlord 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 Lleu II, Peregrine II, 0, 1, 0, Buteons, Buteo, 0, 0, -1, Galadrien II, Estella II, 0, 2, 2, Elves, Elvish, -1, -1, 0, Aegir II, Reanne II, 0, 3, 1, Merfolk, Merfolk, 1, 1, 0, Pluto II, Tendril II, 0, 4, 3, Stygians, Stygian, 1, 1, 0, Org II, Yma II- mate of Org, 1, 5, 3, Goblins, Goblin, 1, 0, -1, Godwyn II, Godwyna II, 0, 6, 0, Humans, Human, 0, 1, 0, Octobai II, Bortei II, 0, 7, 3, Infidels, Infidel, 1, 1, -1, Lleu III, Peregrine III, 0, 1, 0, Buteons, Buteo, 0, 0, -1, Galadrien, Estella, 0, 2, 2, Elves, Elvish, -1, -1, 0, Aegir III, Reanne III, 0, 3, 1, Merfolk, Merfolk, 1, 1, 0, Pluto, Tendril, 0, 4, 3, Stygians, Stygian, 1, 1, 0, Org, Yma - mate of Org, 0, 5, 3, Goblins, Goblin, 1, 0, -1, Godwyn, Godwyna, 0, 6, 0, Humans, Human, 0, 1, 0, Octobai, Bortei, 0, 7, 3, Infidels, Infidel, 1, 1, -1, Lleu, Peregrine, 0, 1, 0, Buteons, Buteo, 0, 0, -1, Galadrien III,Estella III, 0, 2, 2, Elves, Elvish, -1, -1, 0, Aegir, Reanne, 0, 3, 1, Merfolk, Merfolk, 1, 1, 0, Pluto III, Tendril III, 0, 4, 3, Stygians, Stygian, 1, 1, 0, Org III, Jewel III, 0, 5, 3, Goblins, Goblin, 1, 0, -1, Godwyn III, Godwyna III, 0, 6, 0, Humans, Human, 0, 1, 0, Octobai III, Bortei III, 0, 7, 3, Infidels, Infidel, 1, 1, -1, Saladin, ..., 0, 5, Arabs, Arab, 1, 0, 1, 4, Ayatollah, Ayatollah, 2, Sultan, Sultana Atawallpa, ..., 0, 1, Incas, Inca, -1, 1, 1, ; ; Trading Commodities ; @CARAVAN Hides, Wool, Beads, Cloth, Pelts, Brocades, Copper, Dye, Silks, Ivory, Silver, Spice, Gems, Gold, Amber, Swords, @ORDERS Fortify, F Fortified, F Sleep, S Build Fortress, F Build Road, R Build Irrigation, I Build Mine, m Transform, O Clean Corruption, p Build Levit. Platform, E Go to, G @DIFFICULTY Chieftain Warlord Prince King Emperor Deity @ATTITUDES Worshipful Enthusiastic Cordial Receptive Neutral Uncooperative Icy Hostile Enraged