; ; 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 1 ; 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 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 10 ; 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 Flight, 4,-2, Rad, Too, 3, 4 ; AFl Alphabet, 5, 1, Wri, Tra, 0, 3 ; Alp Amphibious Warfare, 3,-2, Nav, Tac, 3, 0 ; Amp Astronomy, 4, 1, Mas, Mat, 1, 3 ; Ast Atomic Theory, 4,-1, ToG, Phy, 2, 3 ; Ato Automobile, 6,-1, Cmb, Stl, 3, 4 ; Aut Banking, 4, 1, Tra, Rep, 1, 1 ; Ban Road Building, 4, 0, Cst, Cur, 0, 4 ; Bri Bronze Working, 6,-1, War, Mas, 0, 4 ; Bro Ceremonial Burial, 5, 0, nil, nil, 0, 2 ; Cer Chemistry, 5,-1, Uni, Med, 1, 3 ; Che Chivalry, 4,-2, Hor, Feu, 1, 0 ; Chi Code of Laws, 4, 1, Alp, Bro, 0, 2 ; CoL Combined Arms, 5,-1, Mob, AFl, 3, 0 ; CA Combustion, 5,-1, Ref, Exp, 2, 4 ; Cmb Communism, 5, 0, Phi, Ind, 2, 2 ; Cmn Computers, 4, 1, Min, MP, 3, 4 ; Cmp Conscription, 7,-1, Dem, Met, 2, 0 ; Csc Construction, 4, 0, Mas, nil, 0, 4 ; Cst The Corporation, 4, 0, Ind, Eco, 2, 1 ; Cor Currency, 4, 1, Bro, Tra, 0, 1 ; Cur Democracy, 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 Engineering, 4, 0, Iro, Whe, 0, 4 ; Eng Environmentalism, 3, 1, Rec, SFl, 3, 2 ; Env Espionage, 2,-1, Cmn, Dem, 3, 0 ; Esp Explosives, 5, 0, Gun, Che, 2, 4 ; Exp Domestication, 4,-1, nil, nil, 0, 1 ; Feu Flight, 4,-1, Cmb, ToG, 2, 4 ; Fli Fundamentalism, 3,-2, MT, Csc, 2, 2 ; Fun Fusion Power, 3, 0, NP, Sup, 3, 3 ; 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, Mag, U2, 0, 0 ; Hor Industrialization, 6, 0, RR, Ban, 2, 1 ; Ind Invention, 6, 0, Eng, Ast, 1, 4 ; Inv Iron Working, 5,-1, Cur, Bri, 0, 4 ; Iro Labor Union, 4,-1, MP, Gue, 3, 2 ; Lab The Laser, 4, 0, NP, MP, 3, 3 ; Las Leadership, 5,-1, Chi, Gun, 1, 0 ; Ldr Literacy, 5, 2, Alp, CoL, 0, 3 ; Lit Machine Tools, 4,-2, Stl, Tac, 2, 4 ; Too Magnetism, 4,-1, Nav, Iro, 1, 3 ; Mag Map Making, 6,-1, Sea, Wri, 0, 1 ; Map Masonry, 4, 1, Pot, Mys, 0, 4 ; Mas Mass Production, 5, 0, Aut, Cor, 3, 4 ; MP Mathematics, 4,-1, Wri, Cur, 0, 3 ; Mat Medicine, 4, 0, Feu, Wri, 1, 1 ; Med Metallurgy, 6,-2, Gun, Uni, 1, 0 ; Met Miniaturization, 4, 1, Too, E2, 3, 4 ; Min Mobile Warfare, 8,-1, Aut, Tac, 3, 0 ; Mob Monarchy, 5, 1, nil, CoL, 0, 2 ; Mon Polytheism, 5, 1, Cer, CoL, 1, 2 ; MT Mysticism, 4, 0, Cer, War, 0, 2 ; Mys Navigation, 6,-1, Map, Ast, 1, 1 ; Nav Nuclear Fission, 6,-2, Ato, MP, 3, 3 ; NF Nuclear Power, 3, 0, NF, E2, 3, 3 ; NP Philosophy, 6, 1, Mon, Lit, 1, 2 ; Phi Physics, 4,-1, Nav, Whe, 1, 3 ; Phy Plastics, 4, 1, Ref, SFl, 3, 4 ; Pla Plumbing, 4, 0, no, no, 1, 4 ; Plu (Cst & Pot) Monotheism, 4, 0, no, no, 0, 4 ; PT Pottery, 4, 1, U1, Feu, 0, 1 ; Pot Radio, 5,-1, Fli, E1, 3, 4 ; Rad Railroad, 6, 0, SE, Bri, 2, 1 ; RR Recycling, 2, 1, MP, Dem, 3, 2 ; Rec Refining, 4, 0, Che, Cor, 2, 4 ; Ref Refrigeration, 3, 1, E1, San, 3, 1 ; Rfg The Republic, 5, 1, Mon, Lit, 0, 2 ; Rep Robotics, 5,-2, Cmp, Mob, 3, 0 ; Rob Rocketry, 6,-2, AFl, E2, 3, 0 ; Roc Sanitation, 4, 2, Med, Eng, 2, 1 ; San Seafaring, 4, 1, Tra, War, 0, 1 ; Sea Space Flight, 4, 1, Cmp, Roc, 3, 3 ; SFl Stealth, 3,-2, Sup, Rob, 3, 0 ; Sth Steam Engine, 4,-1, Phy, Inv, 2, 3 ; SE Steel, 4,-1, E1, Ind, 2, 4 ; Stl Superconductor, 4, 1, Pla, Las, 3, 3 ; Sup Tactics, 6,-1, Csc, Ldr, 2, 0 ; Tac Theology, 3, 2, MT, Feu, 1, 2 ; The Theory of Gravity, 4, 0, Ast, Uni, 1, 3 ; ToG Trade, 4, 2, U3, Pot, 0, 1 ; Tra University, 5, 1, Mat, Phi, 1, 3 ; Uni Warrior Code, 4,-1, nil, nil, 0, 0 ; War The Wheel, 4,-1, Bri, Hor, 0, 4 ; Whe Writing, 4, 2, Mys, Mas, 0, 3 ; Wri Future Technology, 1, 0, FP, Rec, 3, 3 ; ... Basketry, 4, 0, nil, nil, 0, 4 ; U1 Animal Husbandry, 4,-1, U3, Feu, 0, 1 ; U2 Weaving, 4, 0, nil, nil, 0, 4 ; U3 Hunting/Gathering, 3, 0, nil, nil, 0, 1 ; X1 Ballooning, 5,-1, U3, Mys, 1, 3 ; 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 Extra Advance 8, 3, 0, no, no, 0, 0 ; X8 ; ; Above 11 tech lots (U1 to X8) allow you to define your own ; civilization advances if desired. Supply the name, the AI ; value, and the prerequisites. ; ; Then use the "U1", "U2", etc." ; 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, Palace, 5, 0, Mas, Barracks, 4, 1, War, Granary, 5, 1, Pot, Temple, 3, 1, Cer, MarketPlace, 6, 1, Tra, Library, 8, 1, Wri, Great Mound, 8, 1, CoL, Stockade Walls, 8, 0, Mas, Aqueduct, 8, 2, Cst, Bank, 12, 3, Ban, Pyramid Complex, 12, 3, MT, University, 16, 3, Uni, Mass Transit, 16, 4, MP, Ball Court, 10, 4, Mas, Factory, 20, 4, Ind, Manufacturing Plant, 32, 6, Rob, SDI Defense, 20, 4, Las, Recycling Center, 20, 2, Rec, Power Plant, 16, 4, Ref, Hydro Plant, 24, 4, E2, Nuclear Plant, 16, 2, NP, Stock Exchange, 16, 4, Eco, Sewer System, 12, 2, San, Supermarket, 8, 3, Rfg, Superhighways, 20, 5, Aut, Research Lab, 16, 3, Cmp, SAM Missile Battery, 10, 2, Roc, Coastal Fortress, 8, 1, Met, Solar Plant, 32, 4, Env, Harbor, 6, 1, Map, Offshore Platform, 16, 3, 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, 32, 0, Sup, (Capitalization), 60, 0, Cor, Pyramid of the Sun, 20, 0, Mas, Chocolate and Vanilla, 20, 0, Pot, Olmec Giant Head, 20, 0, Bro, Totem Pole, 20, 0, Sea, Giant Line Figures, 30, 0, X2, House of Doves, 30, 0, Mys, Quetzal Headdress, 30, 0, CoL, Toltec Warrior Columns, 30, 0, Mon, Stone Tower, 30, 0, Iro, Calumet Ceremony, 20, 0, Tra, House of the Magician, 40, 0, MT, The Caracol, 30, 0, Ast, Moctezuma's Expedition, 40, 0, Nav, Temple Mayor, 30, 0, Phy, Tecumseh's Visions, 40, 0, Inv, Deganawida Pantomime, 40, 0, The, Calendar Stone, 40, 0, Mat, Great Inca Trading Co., 40, 0, Eco, Voyage to the Old World, 40, 0, RR, Indian Confederacy, 40, 0, Dem, Great Tree of Peace, 30, 0, SE, Women's Suffrage, 60, 0, Ind, Heinmot Tooyalaket Dam, 60, 0, E2, Buffalo Project, 60, 0, NF, United Nations, 60, 0, Cmn, Huitzilopochtli Program, 60, 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 SE, ; Lighthouse E1, ; 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 Aut, ; 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 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 Settlers, Exp, 0, 1.,0, 0a,1d, 1h,1f, 3,0, 5, nil, 000000000000000 Engineers, nil, 0, 2.,0, 0a,1d, 2h,1f, 4,0, 5, Exp, 000000000000000 Braves, Bro, 0, 1.,0, 1a,1d, 1h,1f, 1,0, 1, no, 000000000000000 Warriors, Mon, 0, 1.,0, 2a,2d, 1h,1f, 2,0, 1, Bro, 000000000000000 Eagle Warriors,Gun,0, 1.,0, 3a,2d, 2h,1f, 4,0, 0, Iro, 000000000000000 Hawk Warriors,Gun, 0, 1.,0, 3a,2d, 1h,1f, 3,0, 1, Mon, 000000000000000 Soldiers, Gun, 0, 1.,0, 3a,2d, 2h,1f, 4,0, 0, no, 000000000000000 Armed Warriors,Csc, 0, 1.,0, 3a,3d, 2h,1f, 3,0, 1, Gun, 000000000000000 Ghost Warriors,nil,0, 1.,0, 4a,2d, 2h,1f, 2,0, 1, Fun, 000100000000000 Partisans, nil, 0, 1.,0, 4a,4d, 2h,1f, 5,0, 1, Gue, 000001000000010 Alpine Troops,nil, 0, 1.,0, 5a,5d, 2h,1f, 5,0, 1, Tac, 000001000000000 Riflemen, nil, 0, 1.,0, 5a,4d, 2h,1f, 4,0, 1, Csc, 000000000000000 Marines, nil, 0, 1.,0, 8a,5d, 2h,1f, 6,0, 0, Amp, 000000000000100 Paratroopers, nil, 0, 1.,0, 6a,4d, 2h,1f, 6,0, 1, CA, 000000100000000 Mech. Inf., nil, 0, 3.,0, 6a,6d, 3h,1f, 5,0, 1, Lab, 000000000000000 Archers, Iro, 0, 1.,0, 1a,2d, 1h,2f, 2,0, 1, War, 000000000000000 War Party, Hor, 0, 1.,0, 3a,1d, 1h,1f, 2,0, 0, CoL, 000000000000000 Mammoth, Pot, 0, 2.,0, 4a,1d, 2h,1f, 4,0, 0, U2, 000000000000000 Crusaders, Ldr, 0, 2.,0, 5a,1d, 1h,1f, 4,0, 0, no, 000000000000000 Knights, Ldr, 0, 2.,0, 4a,2d, 1h,1f, 4,0, 0, no, 000000000000000 Light Cavalry,Tac, 0, 2.,0, 4a,2d, 1h,2f, 4,0, 0, Ldr, 000000000000000 Cavalry, Mob, 0, 2.,0, 8a,3d, 2h,1f, 6,0, 0, Tac, 000000000000000 Armor, nil, 0, 3.,0, 10a,5d, 3h,1f, 8,0, 0, Mob, 000000000000000 Catapult, Met, 0, 1.,0, 6a,1d, 1h,1f, 4,0, 0, Inv, 000000000000000 Cannon, Too, 0, 1.,0, 8a,1d, 2h,1f, 4,0, 0, Met, 000000000000000 Artillery, Rob, 0, 1.,0, 10a,1d, 2h,2f, 5,0, 0, Too, 000000000000000 Howitzer, nil, 0, 2.,0, 12a,2d, 3h,2f, 7,0, 0, Rob, 000000001000000 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 Ftr., nil, 1, 14.,1, 8a,4d, 2h,2f, 8,0, 3, Sth, 000000000010001 Stlth Bmbr., nil, 1, 12.,2, 14a,5d, 2h,2f, 16,0, 0, Sth, 000000000000001 Long Boat, Phy, 2, 3.,0, 2a,1d, 1h,1f, 4,2, 4, no, 000000000000000 Caravel, Phy, 2, 3.,0, 1a,2d, 1h,1f, 4,3, 4, Mag, 000000000000000 Galleon, Ind, 2, 4.,0, 0a,2d, 2h,1f, 4,4, 4, Phy, 000000000000000 Frigate, E1, 2, 4.,0, 4a,2d, 2h,1f, 5,2, 2, Phy, 000000000000000 Ironclad, E1, 2, 4.,0, 4a,4d, 3h,1f, 6,0, 2, SE, 000000000000000 Destroyer, nil, 2, 6.,0, 4a,4d, 3h,1f, 6,0, 2, E1, 100000000000001 Cruiser, Roc, 2, 5.,0, 6a,6d, 3h,2f, 8,0, 2, Stl, 100000000000001 AEGIS Cruiser,nil, 2, 5.,0, 8a,8d, 3h,2f, 10,0, 2, Roc, 110000000000001 Battleship, nil, 2, 4.,0, 12a,12d, 4h,2f, 16,0, 2, Aut, 000000000000001 Submarine, nil, 2, 3.,0, 10a,2d, 3h,2f, 6,0, 2, Cmb, 000000000001001 Carrier, nil, 2, 5.,0, 1a,9d, 4h,2f, 16,0, 2, AFl, 000000010000001 Transport, nil, 2, 5.,0, 0a,3d, 3h,1f, 5,8, 4, Ind, 000000000000000 Cruise Msl., nil, 1, 12.,1, 18a,0d, 1h,3f, 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, 0a,0d, 1h,1f, 3,0, 6, Wri, 000000000000010 Spy, nil, 0, 3.,0, 0a,0d, 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, Gue, 0, 1.,0, 0a,1d, 1h,1f, 3,0, 0, no, 000001000000010 Elite Horsemen,Ldr,0, 2.,0, 3a,2d, 1h,2f, 3,0, 0, Chi, 000000000000000 Canoes, Nav, 2, 2.,0, 1a,1d, 1h,1f, 2,1, 4, Sea, 000000000100000 Balloon, Fli, 1, 2.,0, 1a,1d, 1h,1f, 4,0, 0, X2, 000000000000001 Braves, Bro, 0, 1.,0, 1a,1d, 1h,1f, 1,0, 1, nil, 000000000000000 Horsemen, Chi, 0, 2.,0, 3a,1d, 1h,2f, 3,0, 0, Hor, 000000000000000 Longboat, Phy, 2, 3.,0, 2a,1d, 1h,1f, 4,2, 4, Nav, 000000000000000 Caravel, Phy, 2, 3.,0, 1a,2d, 1h,1f, 4,3, 4, no, 000000000000000 Hawk Warriors,Whe,0, 1.,0, 3a,2d, 1h,1f, 3,0, 1, no, 000000000000000 Eagle Warriors,PT, 0, 1.,0, 3a,2d, 2h,1f, 4,0, 0, no, 000000000000000 Soldiers, Gun, 0, 1.,0, 3a,2d, 2h,1f, 4,0, 0, PT, 000000000000000 Soldiers, X1, 0, 1.,0, 3a,2d, 2h,1f, 4,0, 0, nil, 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 Desert, 1,2, 0,1,0, yes, 1,10, 5, yes, 1, 5, 3, Pln, ; Drt Plains, 1,2, 1,1,0, yes, 1,10, 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, 5, 0, Grs, ; For Hills, 2,4, 2,0,0, yes, 1,10, 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, 0, Pln, ; Swa Jungle, 2,3, 2,1,0, yes, 1, 5, 2, Grs, 0,10, 0, Pln, ; 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, 3,1,1, Grassland, 1,2, 2,1,0, Turkey, 2,3, 3,2,0, Coal, 2,4, 1,2,0, Gold, 3,6, 0,1,6, Sea Mammals,1,2, 3,1,0, Ivory, 2,2, 1,1,4, Peat, 2,3, 1,4,0, Feathers, 2,3, 2,1,5, Fish, 1,2, 3,0,2, Turquoise, 1,2, 0,4,0, Wheat, 1,2, 3,1,0, Grassland, 1,2, 2,1,0, Game, 2,3, 3,1,2, Gems, 2,4, 2,1,4, 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, 4,1,1, Whales, 1,2, 2,2,3, @GOVERNMENTS Anarchy, Chieftan, Chieftan Despotism, Chief, Chief Monarchy, Emperor, Empress Communism, Comrade, Comrade Fundamentalism, High Priest, High Priestess Republic, Sachem, Sachem 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 Kiamakin, Calla, 0, 1, 3, Chinook, Chinook, -1, 0, 0, Thayendanegea, Minihaha, 0, 2, 3, Iroquois, Iroquoian, 0, 0, 1, Wahunsonacock, Matowaka, 0, 3, 1, Adena, Adenan, -1, 0, 1, Pope, Chaco, 0, 4, 2, Anasazi, Anasazi, -1, -1, 0, Chaan Muan, Lady Rabbit, 0, 5, 0, Maya, Mayan, 1, 0, -1, Montezuma, Tonan, 0, 6, 0, Aztecs, Aztec, 1, 0, -1, Hamilcar, Dido, 0, 7, 1, Africans, African, -1, -1, 1, Black Kettle, Sacajawea, 0, 1, 3, Cheyenne, Cheyenne, 1, 1, -1, Chiwatenha, Oionhaton, 0, 2, 3, Huron, Huron, 1, 0, -1, Powhatan, Pocohantas, 0, 3, 1, Hopewell, Hopewellian, 1, 1, 0, Geronimo, Chaco, 0, 4, 2, Mogollen, Mogollen, 1, -1, 0, Chaan Muan, Lady Rabbit, 0, 5, 0, Olmecs, Olmec, 1, 0, -1, Montezuma, Tonan, 1, 6, 0, Teotihuacans, Teotihuacan, 1, 1, -1, Leif Ericsson, Freydis, 0, 7, 1, Vikings, Viking, -1, -1, 1, Four Bears, Mint, 1, 1, 3, Mandan, Mandan, 1, 1, -1, Thayendanegea, Minihaha, 0, 2, 3, Abnaki, Abnakian, 1, 0, -1, Powhatan, Pocohantas, 1, 3, 1, Mississippians, Mississippian,1, 1, -1, Geronimo, Chaco, 1, 4, 2, Hohokam, Hohokam, 1, 1, -1, Chaan Muan, Lady Rabbit, 0, 5, 0, Zapotecs, Zapotec, 1, -1, -1, Montezuma, Tonan, 0, 6, 0, Toltecs, Toltec, 1, 0, -1, St. Brendan, Gael, 0, 7, 1, Irish, Irish, -1, -1, 1, Saladin, ..., 0, 5, Arabs, Arab, 1, 0, 1, Atawallpa, ..., 0, 1, Incas, Inca, -1, 1, 1, ; ; Trading Commodities ; @CARAVAN Hides, Cotton, Wampum, Obsidian, Salt, Copper, Tobacco, Cochineal Dye, Quetzal Fthrs, Amber, Silver, Cacao, Jade, Gold, Turquoise, Iron, @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