; ; CIVILIZATION GAME DATA ; Copyright (c) 1995 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) 1 ; Settlers eat (govt >= Communism) 7 ; City size for first unhappiness at Chieftain level 14 ; Riot factor based on # cities (higher factor lessens the effect) 6 ; Aqueduct needed to exceed this size 10 ; 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 10 ; Fundamentalism pays support for all units past this 0 ; Communism is equivalent of this palace distance. 0 ; Fundamentalism loses this % of science 50 ; Percent shield penalty for production type change 10 ; Max paradrop range 75 ; Mass/Thrust paradigm (increasing slows spaceship time) 10 ; 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 Biology, 4,-2, Csc, nil, 3, 4 ; AFl Advanced Chemistry, 5, 1, Bro, nil, 0, 3 ; Alp Advanced Construction, 3,-2, Ast, Stl, 3, 0 ; Amp Advanced Engineering, 4, 1, San, nil, 1, 3 ; Ast Advanced Fusion, 4,-1, Eco, nil, 2, 3 ; Ato Advanced Governments, 6,-1, no, no, 3, 4 ; Aut Advanced Magnetism, 4, 1, no, no, 1, 1 ; Ban Advanced Manufacturing, 4, 0, Cst, nil, 0, 4 ; Bri Advanced Metallurgy, 6,-1, Sea, San, 0, 4 ; Bro Advanced Military Tactics, 5, 0, nil, nil, 0, 2 ; Cer Advanced Robotics, 5,-1, no, no, 1, 3 ; Che Advanced Teaching Methods, 4,-2, Ldr, Cmb, 1, 0 ; Chi Anti-Matter Fission, 4, 1, Lab, nil, 0, 2 ; CoL Artificial Consciousness, 5,-1, NP, Inv, 3, 0 ; CA Artificial Intelligence, 5,-1, Mys, Bro, 2, 4 ; Cmb Artificial Gravity, 5, 0, Inv, nil, 2, 2 ; Cmn Artificial Life, 4, 1, Fli, CA, 3, 4 ; Cmp Astro Biology, 7,-1, nil, nil, 2, 0 ; Csc Astro Construction, 4, 0, Pla, nil, 0, 4 ; Cst Astro Engineering, 4, 0, Cur, Map, 2, 1 ; Cor Large Scale Networks, 4, 1, Amp, nil, 0, 1 ; Cur zzblah, 4, 1, no, no, 0, 1 ; Dem Cold Fusion, 4, 1, nil, nil, 2, 1 ; Eco Cybertechnics, 4, 0, CA, nil, 2, 4 ; E1 Cybertronics, 4, 1, no, no, 3, 4 ; E2 Distortion Fields, 4, 0, Sth, Mat, 0, 4 ; Eng Electromagnetic Refraction, 3, 1, no, no, 3, 2 ; Env Electronics, 2,-1, nil, nil, 3, 0 ; Esp zzblah, 4, 2, no, no, 2, 1 ; Exp Genetic Mutations, 4, 1, Gen, CoL, 3, 0 ; Feu Evolutionary Genetics, 4,-1, Feu, nil, 0, 0 ; Fli zzblah, 3, 2, no, no, 1, 2 ; Fun Fusion Physics, 4,-1, Tra, nil, 2, 4 ; FP Genetic Engineering, 3, 2, AFl, nil, 3, 3 ; Gen zzblah, 4, 1, no, no, 3, 3 ; Gue zzblah, 4,-1, no, no, 2, 4 ; Gun High Energy Distribution, 4,-1, Mag, Sth, 0, 0 ; Hor zzblah, 6,-2, no, no, 3, 0 ; Ind Neutrino Physics, 8,-1, FP, Too, 3, 0 ; Inv Interphased Fission, 5,-1, Roc, nil, 0, 4 ; Iro Ion Fission, 4,-1, Ato, Cmb, 3, 2 ; Lab Superscalar Construction, 4, 0, Bri, nil, 3, 3 ; Las Macro Economics, 5,-1, Rob, nil, 1, 0 ; Ldr Macro Genetics, 5, 2, no, no, 0, 3 ; Lit Magneto Gravitics, 4,-2, Stl, nil, 2, 4 ; Too Matter Energy Conversion, 4,-1, CoL, nil, 1, 3 ; Mag Molecular Compression, 6,-1, Alp, nil, 0, 1 ; Map Molecular Control, 4, 1, Mat, nil, 0, 4 ; Mas Moleculartronics, 5, 0, MT, nil, 3, 4 ; MP Molecular Manipulation, 4,-1, Min, CA, 0, 3 ; Mat Multi-Dimensional Physics, 4, 0, NF, Roc, 1, 1 ; Med Multi-Phased Physics, 6,-2, no, no, 1, 0 ; Met Nano-Technology, 4, 1, Map, Sth, 3, 4 ; Min zzblah, 4, 1, no, no, 3, 3 ; Mob Nuclear Fission, 5, 1, no, no, 0, 2 ; Mon Galactic Networking, 3, 0, E1, Mas, 3, 3 ; MT Optronics, 5, 1, Esp, nil, 1, 2 ; Mys Planetoid Construction, 6,-1, Las, nil, 1, 1 ; Nav Plasma Physics, 6,-2, PT, nil, 3, 3 ; NF Positronics, 3, 0, Cmb, nil, 3, 3 ; NP Quantum Fields, 6, 1, no, no, 1, 2 ; Phi Robotics, 4,-1, Cor, CA, 1, 3 ; Phy Servo Mechanics, 4, 1, Phy, nil, 3, 4 ; Pla Subspace Fields, 4, 0, no, no, 1, 4 ; Plu Subspace Physics, 4, 0, Cmn, CoL, 0, 2 ; PT Tachyon Physics, 4, 1, no, no, 0, 1 ; Pot Tectonic Engineering, 5,-1, no, no, 3, 4 ; Rad Temporal Fields, 6, 0, Eng, nil, 2, 1 ; RR Temporal Physics, 2, 1, Med, RR, 3, 2 ; Rec Trans-Genetics, 4, 0, no, no, 2, 4 ; Ref Transwarp Fields, 3, 1, no, no, 3, 1 ; Rfg zzblah, 3,-2, no, no, 3, 0 ; Rep Xeno Relations, 5,-2, Cer, nil, 3, 0 ; Rob Hyper-Dimensional Fission, 6, 0, Hor, NF, 2, 1 ; Roc Engineering, 5, 0, nil, nil, 2, 4 ; San Chemistry, 5, 1, nil, nil, 2, 2 ; Sea Galactic Economics, 3,-2, Chi, nil, 2, 2 ; SFl Warp Fields, 5, 1, Too, nil, 0, 2 ; Sth Orion, 4,-1, no, no, 2, 3 ; SE Gravitic Fields, 8,-2, Tra, nil, 1, 0 ; Stl Hyper Dimensional Physics, 6, 0, no, no, 1, 4 ; Sup zzblah, 6,-1, no, no, 2, 0 ; Tac zzblah, 4, 2, no, no, 0, 1 ; The zzblah, 4, 0, no, no, 1, 3 ; ToG Physics, 4, 0, nil, nil, 0, 2 ; Tra zzblah, 5, 1, no, no, 1, 3 ; Uni zzblah, 4,-1, no, no, 0, 0 ; War zzblah, 4,-1, no, no, 0, 4 ; Whe zzblah, 4, 2, no, no, 0, 3 ; Wri Hper-Advanced Technology, 1, 0, Nav, nil, 3, 3 ; ... zzBlah, 3, 0, no, no, 0, 0 ; U1 zzblah, 3, 0, no, no, 0, 0 ; U2 Future Technology, 3, 0, no, no, 0, 0 ; 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, nil, Space Academy, 4, 1, Cer, Cloning Center, 6, 1, AFl, Holo-Simulator, 4, 1, Esp, Spaceport, 8, 1, Ldr, Research Laboratory, 8, 1, Mys, Marine Barracks, 8, 1, San, Radiation Shield, 8, 0, Stl, Biosphere, 8, 2, Csc, Planetary Stock Exchange, 12, 3, Cur, Virtual Reality Network, 12, 3, MT, Planetary Super Computer, 16, 3, NP, Pollution Processor, 16, 4, Alp, Pleasure Dome, 10, 4, MP, Automated Factory, 20, 4, Amp, Robo-Miners, 32, 6, Cst, Barrier Shield, 20, 4, no, Atmospheric Renewer, 20, 2, Map, xPower Plant, 16, 4, no, xHydro Plant, 24, 4, no, xNuclear Plant, 16, 2, no, Galactic Currency Exchange, 16, 4, SFl, Advanced City Planning, 12, 2, Las, XWeather Control System, 8, 3, no, xSuperhighways, 20, 5, no, Galactic Cybernet, 16, 3, E1, Ground Battery, 10, 2, Cmb, Planetary Missile Base, 8, 1, no, Recyclotron, 32, 4, Mag, xxbital Farms, 6, 1, no, xxAsteroid Mining, 16, 3, no, Stargate, 16, 3, Rec, Psi Police, 6, 2, Gen, Star Fortress, 8, 3, no, xSS Structural, 8, 0, no, xSS Component, 16, 0, no, xSS Module, 32, 0, no, (Capitalization), 60, 0, no, Sakkra Ability, 20, 0, nil, xHanging Gardens, 20, 0, no, Grogg the Gnolam Capitalist, 20, 0, Ldr, xxMshan Ability, 20, 0, no, Darlok Ability, 30, 0, nil, Direct Brain Stimulus, 30, 0, Mys, Kirsus' Shield Generator, 30, 0, Stl, Elerian Ability, 30, 0, nil, Torg the Overlord, 30, 0, Mat, Sub-Space Communications, 20, 0, no, Galactic Gaming Network, 40, 0, no, Mentox the Legendary Scientist, 30, 0, CA, XX rr's Stardrive, 40, 0, no, Electra the High Priestess, 30, 0, Chi, Tellik the Legendary Engineer, 40, 0, Inv, xx Bach's Cathedral, 40, 0, no, xxaac Newton's College, 40, 0, no, Gnolam Ability, 40, 0, nil, Ancient Artifact, 40, 0, Med, xxatue of Liberty, 40, 0, no, Human Ability I, 30, 0, nil, xxmen's Suffrage, 60, 0, no, Androids, 60, 0, MP, xxnhattan Project, 60, 0, no, Human Ability II, 60, 0, nil, xxollo Program, 60, 0, no, Psilon Ability, 60, 0, no, Urro's Vaccine, 60, 0, Fli, ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; Pyramids Sakkra Ability, nil, ; Hanging Gardens xHanging Gardens, nil, ; Colossus Free Trade, nil, ; Lighthouse Mrrshan Ability, nil, ; Great Library Darlok Ability, MT, ; Oracle Direct Brain Stimulus, nil, ; Great Wall Kirsus' Shield Generator, nil, ; Sun Tzu's War Academy Bulrathi Academy, nil, ; King Richard's Crusade Torg the Overlord, nil, ; Marco Polo's Embassy Sub-Space Communications, nil, ; Michelangelo Galactic Gaming Network, nil, ; Copernicus Mentox the Legendary Scientist, nil, ; Magellan V'larr's Stardrive, nil, ; Shakespeare Electra the High Priestess, nil, ; Da Vinci's Workshop Tellik the Legendary Engineer, nil, ; Bach xx Bach's Cathedral, nil, ; Newton xxaac Newton's College, nil, ; Smith's Trading Co. Gnolam Ability, nil, ; Darwin Ancient Artifact, nil, ; Statue of Liberty xxatue of Liberty, nil, ; Eiffel Tower Human Ability I, nil, ; Women's Suffrage xxmen's Suffrage, nil, ; Hoover Dam Androids, nil, ; Manhattan Project xxnhattan Project, nil, ; United Nations Human Ability II, nil, ; Apollo xxollo Program, nil, ; SETI Psilon Ability, nil, ; Cure for Cancer Urro's Vaccine, ; ; 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 Colonists, Feu, 0, 1.,0, 0a, 1d, 2h,1f, 4,0, 5, nil, 000000000000000 Terraformer, nil, 0, 2.,0, 0a, 2d, 2h,1f, 6,0, 5, Feu, 000000000000000 S. D. F., nil, 0, 1.,0, 0a, 4d, 2h,1f, 3,0, 1, nil, 000000000000000 Monitor II, Hor, 0, 1.,0, 2a, 4d, 3h,1f, 7,0, 1, Lab, 000000000000000 Monitor I, Lab, 0, 1.,0, 1a, 2d, 3h,1f, 6,0, 0, Eco, 000000000010000 Titan I, Las, 0, 4.,0, 9a, 6d, 5h,2f, 12,0, 1, Phy, 000000000010001 Guardian, nil, 0, 0.,0, 2a,12d, 7h,1f, 18,0, 1, no, 000000000010000 Cruiser II, MP, 0, 6.,0, 5a, 3d, 3h,2f, 9,0, 1, Sth, 000000000010000 x7, nil, 0, 2.,0, 5a, 5d, 2h,1f, 5,0, 1, no, 000000000010001 Stealth Raider, nil, 0, 7.,0, 8a, 3d, 3h,1f, 9,0, 0, Eng, 000000000010011 Monitor III, nil, 0, 2.,0, 3a, 7d, 3h,1f, 8,0, 1, Hor, 000000000010000 Destroyer I, Cmn, 0, 4.,0, 2a, 2d, 2h,1f, 4,0, 1, no, 000000000010000 y2, nil, 0, 1.,0, 5a, 3d, 2h,1f, 6,0, 0, no, 000000000010100 x9, nil, 0, 1.,0, 6a, 4d, 2h,1f, 6,0, 1, no, 000000000010000 y3, nil, 0, 2.,0, 8a, 6d, 2h,1f, 8,0, 1, no, 000000000010100 Destroyer I, Cmn, 0, 4.,0, 2a, 2d, 2h,1f, 4,0, 1, FP, 000000000010000 Cruiser I, Sth, 0, 4.,0, 3a, 2d, 3h,1f, 8,0, 1, Too, 000000000010000 Destroyer II, NF, 0, 6.,0, 2a, 3d, 2h,1f, 7,0, 1, Cmn, 000000000010000 Zeon Msl, Iro, 1, 6.,1, 5a, 1d, 1h,2f, 4,0, 0, no, 001000000010000 x4, Csc, 0, 1.,0, 3a, 3d, 2h,1f, 3,0, 1, no, 000000000010000 Cruiser I, Sth, 0, 4.,0, 3a, 2d, 3h,1f, 8,0, 1, no, 000000000010000 Antaran Doomstar, nil, 0, 8.,0, 24a,16d, 7h,4f, 18,0, 1, no, 100000000010001 y4, nil, 0, 3.,0, 10a, 5d, 2h,1f, 10,0, 0, no, 000000000010000 Antaran Battleship, nil, 0, 10.,0, 16a,12d, 5h,3f, 15,0, 1, no, 100000000010001 y6, nil, 0, 3.,0, 12a, 8d, 3h,2f, 14,0, 0, no, 000000000010000 y7, Cst, 0, 1.,0, 6a, 1d, 2h,2f, 4,0, 0, no, 000000000010000 y8, nil, 0, 2.,0, 12a, 2d, 2h,3f, 7,0, 0, no, 000000001010000 Fighter, nil, 1, 10.,1, 2a, 3d, 1h,1f, 4,0, 1, Ast, 000000000010000 Doomstar, nil, 0, 5.,0, 16a,12d, 7h,3f, 18,0, 0, Nav, 100000000010001 x3, Stl, 0, 1.,0, 1a, 2d, 1h,1f, 2,0, 1, no, 000000000010000 Titan II, nil, 0, 7.,0, 12a,10d, 5h,2f, 16,0, 0, Las, 000000000010001 Battleship III, nil, 0, 8.,0, 9a, 7d, 4h,2f, 14,0, 1, Bri, 000000000010001 Carrier, nil, 2, 4.,0, 0a, 2d, 2h,1f, 18,4, 4, no, 000000000000000 Carrier, Hor, 2, 4.,0, 0a, 2d, 2h,1f, 18,6, 4, no, 000000000000000 Scout, Cmn, 0, 3.,0, 0a, 2d, 1h,1f, 4,0, 0, Sea, 000000000000001 Carrier, nil, 2, 4.,0, 0a, 2d, 2h,1f, 18,8, 4, no, 000000000000000 x2, Stl, 0, 1.,0, 3a, 2d, 1h,1f, 3,0, 1, no, 000000000010000 Pulson Msl, Mat, 1, 4.,1, 3a, 1d, 1h,2f, 3,0, 0, no, 001000000010000 Destroyer III, nil, 0, 9.,0, 4a, 5d, 2h,2f, 8,0, 1, NF, 000000000010000 x10, nil, 0, 2.,0, 2a, 1d, 1h,1f, 2,0, 0, no, 000000000010000 Plasma Torpedo, Ldr, 1, 8.,1, 6a, 2d, 1h,3f, 5,0, 0, no, 001000000010000 Cruiser III, nil, 0, 9.,0, 8a, 5d, 3h,2f, 10,0, 0, MP, 000000000010000 Battleship I, Cor, 0, 3.,0, 5a, 3d, 4h,2f, 10,0, 1, Amp, 000000000010000 Battleship II, Bri, 0, 5.,0, 7a, 5d, 4h,2f, 12,0, 0, Cor, 000000000010000 Merculite Msl, Min, 1, 3.,1, 2a, 0d, 1h,1f, 2,0, 0, no, 001000000010000 Bio-Terminator, nil, 1, 6.,1, 99a, 0d, 1h,1f, 16,0, 0, no, 001000000010000 Diplomat, CA, 0, 2.,0, 0a, 0d, 1h,1f, 3,0, 6, Rob, 000000000000000 Spy, nil, 0, 3.,0, 0a, 0d, 1h,1f, 3,0, 6, CA, 000000000000000 Hvy Fighter, nil, 1, 12.,1, 5a, 4d, 2h,2f, 6,0, 2, Pla, 000000000010000 Freighter, nil, 0, 2.,0, 0a, 1d, 1h,1f, 5,0, 7, Tra, 000000000000000 Antaran Cruiser, nil, 0, 12.,0, 8a, 8d, 3h,2f, 8,0, 0, no, 000000000010000 Missile Cruiser I, Min, 0, 4.,0, 1a, 2d, 3h,1f, 8,0, 1, no, 000000000010000 Missile Cruiser II, Mas, 0, 6.,0, 2a, 3d, 3h,1f, 9,0, 1, no, 000000000010000 Missile Cruiser III, nil, 0, 9.,0, 4a, 5d, 3h,1f, 10,0, 1, no, 000000000010000 Test Unit 1, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 Test Unit 2, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 Test Unit 3, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 Test Unit 4, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 Test Unit 5, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 Test Unit 6, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 Test Unit 7, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 Test Unit 8, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000 ; ; Note: the above 11 unit types (extra land, ship, air, and test units) 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 Star, 9,1, 0,0, 0, no, 0, 0, 0, no, 0, 0, 0, no, ; Drt Space, 1,2, 2,1, 0, no, 0, 0, 0, no, 0, 0, 0, no, ; Pln xxx, 1,2, 0,0, 0, no, 0, 0, 0, no, 0, 0, 0, no, ; Grs Terran, 1,2, 12,3, 1, no, 0, 0, 0, no, 0, 0, 0, no, ; For Toxic, 1,2, 2,5, 0, no, 0, 0, 0, no, 0, 0, 0, Jun, ; Hil Desert, 1,2, 4,3, 0, no, 0, 0, 0, no, 0, 0, 0, Swa, ; Mou Orion, 1,3, 16,6,20, no, 0, 0, 0, no, 0, 0, 0, no, ; Tun Barren, 1,2, 2,3, 0, no, 0, 0, 0, no, 0, 0, 0, Mou, ; Gla Swamp, 1,2, 8,3, 0, no, 0, 0, 0, no, 0, 0, 0, For, ; Swa Inferno, 1,2, 2,4, 0, no, 0, 0, 0, no, 0, 0, 0, Gla, ; Jun Nebula, 9,1, 0,1, 2, no, 0, 0, 0, no, 0, 0, 0, no, ; Oce , 9,1, 0,0, 0, Asteroids, 1,2, 3,4, 1, Artifacts, 1,2, 2,0, 6, Artifacts, 1,2, 6,2, 6, Artifacts, 1,2, 2,7, 6, Artifacts, 1,2, 2,5, 6, Artifacts, 1,2, 2,3, 6, Artifacts, 2,2, 2,0, 0, Artifacts, 2,3, 2,0, 0, Asteroids, 1,2, 3,3, 2, Artifacts, 9,2, 2,1, 6, Artifacts, 1,2, 2,0, 6, , 1,2, 2,1, 1, Grassland, 1,2, 12,2, 1, Artifacts, 1,2, 12,3, 6, Artifacts, 1,2, 2,5, 6, Artifacts, 1,2, 4,3, 6, Artifacts, 1,2, 2,3, 6, , 1,2, 2,0, 0, Artifacts, 1,2, 8,3, 6, Artifacts, 1,2, 2,4, 6, Artifacts, 9,2, 2,1, 6, @GOVERNMENTS Anarchy, Mr., Ms. Despotism, Emperor, Empress Monarchy, King, Queen Communism, Comrade, Comrade 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 Caesar, Livia, 0, 1, 0, Klackons, Klackon, 0, 1, 1, 1, Dictator, Dictator, 4, Hive Queen, Hive Queen Hammurabi, Ishtari, 0, 2, 0, Sakkra, Sakkra, -1, 0, 1, Frederick, Maria Theresa, 0, 3, 0, Mrrshan, Mrrshan, 1, 1, -1, 4, Archbishop, Archbishop, 6, Chancellor, Chancellor Gorm, Cleopatra, 1, 4, 0, Gnolams, Gnolam, 0, 0, 0, 1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh ASd, E. Roosevelt, 0, 5, 0, Darloks, Darlok, 1, 0, 0, 4, Reverend, Reverend, 5, Speaker, Speaker Bladrov II, Hippolyta, 1, 6, 0, Humans, Human, 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, 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, Mao Tse Tung, Wu Zhao, 0, 5, 2, Chinese, Chinese, 0, 0, 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, 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, 0, 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, Sitting Bull, Sacajawea, 0, 7, 0, Sioux, Sioux, 0, 0, 0, 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 ; @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 Airbase, E Go to, G @DIFFICULTY Chieftain Warlord Prince King Emperor Deity @ATTITUDES Worshipful Enthusiastic Cordial Receptive Neutral Uncooperative Icy Hostile Enraged