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- ;
- ; 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)
- 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)
-
- ;
- ; 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, nil, nil, 0, 3 ; Alp
- Amphibious Warfare, 3,-2, Nav, Tac, 3, 0 ; Amp
- Astronomy, 4, 1, Mys, 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
- 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
- Chemistry, 5,-1, Uni, Med, 1, 3 ; Che
- Chivalry, 4,-2, Feu, Hor, 1, 0 ; Chi
- Code of Laws, 4, 1, Alp, nil, 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, no, no, 2, 0 ; Csc
- Construction, 4, 0, Mas, Cur, 0, 4 ; Cst
- The Corporation, 4, 0, Ind, Eco, 2, 1 ; Cor
- Currency, 4, 1, Bro, nil, 0, 1 ; Cur
- Democracy, 5, 1, Ban, Inv, 2, 2 ; Dem
- Economics, 4, 1, Uni, Ban, 2, 1 ; Eco
- Electricity, 4, 0, no, no, 2, 4 ; E1
- Electronics, 4, 1, E1, Cor, 3, 4 ; E2
- Engineering, 4, 0, Whe, Cst, 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
- Feudalism, 4,-1, War, Mon, 0, 0 ; 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, nil, nil, 0, 0 ; Hor
- Industrialization, 6, 0, RR, Ban, 2, 1 ; Ind
- Invention, 6, 0, Eng, Lit, 1, 4 ; Inv
- Iron Working, 5,-1, Bro, War, 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, Wri, CoL, 0, 3 ; Lit
- Machine Tools, 4,-2, Stl, Tac, 2, 4 ; Too
- Magnetism, 4,-1, Phy, Iro, 1, 3 ; Mag
- Map Making, 6,-1, Alp, nil, 0, 1 ; Map
- Masonry, 4, 1, nil, nil, 0, 4 ; Mas
- Mass Production, 5, 0, Aut, Cor, 3, 4 ; MP
- Mathematics, 4,-1, Alp, Mas, 0, 3 ; Mat
- Medicine, 4, 0, Phi, Tra, 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, Cer, CoL, 0, 2 ; Mon
- Monotheism, 5, 1, Phi, PT, 1, 2 ; MT
- Mysticism, 4, 0, Cer, nil, 0, 2 ; Mys
- Navigation, 6,-1, Sea, 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, Mys, Lit, 1, 2 ; Phi
- Physics, 4,-1, Nav, Lit, 1, 3 ; Phy
- Plastics, 4, 1, Ref, SFl, 3, 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
- 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, CoL, 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, Map, Pot, 0, 1 ; Sea
- Space Flight, 4, 1, Cmp, Roc, 3, 3 ; SFl
- Stealth, 3,-2, Sup, Rob, 3, 0 ; Sth
- Steam Engine, 4,-1, no, no, 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, Cur, CoL, 0, 1 ; Tra
- University, 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
- Writing, 4, 2, Alp, nil, 0, 3 ; Wri
- Future Technology, 1, 0, FP, Rec, 3, 3 ; ...
- User Def Tech A, 3, 0, no, no, 0, 0 ; U1
- User Def Tech B, 3, 0, no, no, 0, 0 ; U2
- User Def Tech C, 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,
- Palace, 10, 0, Mas,
- Barracks, 4, 1, nil,
- Granary, 6, 1, Pot,
- Temple, 4, 1, Cer,
- MarketPlace, 8, 1, Cur,
- Library, 8, 1, Wri,
- Courthouse, 2, 1, CoL,
- City Walls, 8, 0, Mas,
- Aqueduct, 8, 2, Cst,
- Bank, 12, 3, Ban,
- Cathedral, 12, 3, MT,
- University, 16, 3, Uni,
- Mass Transit, 16, 4, MP,
- Colosseum, 10, 4, Cst,
- 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, Sea,
- 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,
- Pyramids, 20, 0, Mas,
- Hanging Gardens, 20, 0, Pot,
- Colossus, 20, 0, Bro,
- Lighthouse, 20, 0, Map,
- Great Library, 30, 0, Lit,
- Oracle, 30, 0, Mys,
- Great Wall, 30, 0, Mas,
- Sun Tzu's War Academy, 30, 0, Feu,
- King Richard's Crusade, 30, 0, Eng,
- Marco Polo's Embassy, 20, 0, Tra,
- Michelangelo's Chapel, 40, 0, MT,
- Copernicus' Observatory, 30, 0, Ast,
- Magellan's Expedition, 40, 0, Nav,
- Shakespeare's Theatre, 30, 0, Med,
- Leonardo's Workshop, 40, 0, Inv,
- J. S. Bach's Cathedral, 40, 0, The,
- Isaac Newton's College, 40, 0, ToG,
- Adam Smith's Trading Co., 40, 0, Eco,
- Darwin's Voyage, 40, 0, RR,
- Statue of Liberty, 40, 0, Dem,
- Eiffel Tower, 30, 0, SE,
- Women's Suffrage, 60, 0, Ind,
- Hoover Dam, 60, 0, E2,
- Manhattan Project, 60, 0, NF,
- United Nations, 60, 0, Cmn,
- Apollo 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
- Mag, ; 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, ; Magellan
- nil, ; Michelangelo
- nil, ; Copernicus
- 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, ; 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
- Settlers, Exp, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, nil, 000000000000000
- Engineers, nil, 0, 2.,0, 0a,2d, 2h,1f, 4,0, 5, Exp, 000000000000010
- Warriors, Feu, 0, 1.,0, 1a,1d, 1h,1f, 1,0, 1, nil, 000000000000000
- Phalanx, Feu, 0, 1.,0, 1a,2d, 1h,1f, 2,0, 1, Bro, 000000000000000
- Archers, Gun, 0, 1.,0, 3a,2d, 1h,1f, 3,0, 1, War, 000000000000000
- Legion, Gun, 0, 1.,0, 4a,2d, 1h,1f, 4,0, 1, Iro, 000000000000000
- Pikemen, Gun, 0, 1.,0, 1a,2d, 1h,1f, 2,0, 1, Feu, 000010000000000
- Musketeers, Csc, 0, 1.,0, 3a,3d, 2h,1f, 3,0, 1, Gun, 000000000000000
- Fanatics, nil, 0, 1.,0, 4a,4d, 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
- Horsemen, Chi, 0, 2.,0, 2a,1d, 1h,1f, 2,0, 0, Hor, 000000000000000
- Chariot, PT, 0, 2.,0, 3a,1d, 1h,1f, 3,0, 0, Whe, 000000000000000
- Elephant, MT, 0, 2.,0, 4a,1d, 1h,1f, 4,0, 0, PT, 000000000000000
- Crusaders, Ldr, 0, 2.,0, 5a,1d, 1h,1f, 4,0, 0, MT, 000000000000000
- Knights, Ldr, 0, 2.,0, 4a,2d, 1h,1f, 4,0, 0, Chi, 000000000000000
- Dragoons, Tac, 0, 2.,0, 5a,2d, 2h,1f, 5,0, 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, Mat, 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
- Trireme, Nav, 2, 3.,0, 1a,1d, 1h,1f, 4,2, 4, Map, 000000000100000
- Caravel, Mag, 2, 9.,0, 2a,1d, 1h,1f, 4,3, 4, Nav, 000000000000000
- Galleon, Ind, 2, 12.,0, 0a,2d, 2h,1f, 4,4, 4, Mag, 000000000000000
- Frigate, E1, 2, 12.,0, 4a,2d, 2h,1f, 5,2, 2, Mag, 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, Sea, 000001000000010
- Extra Land, nil, 0, 1.,0, 1a,1d, 1h,1f, 5,0, 0, no, 000000000000000
- Extra Ship, nil, 2, 4.,0, 4a,2d, 2h,1f, 5,1, 2, no, 000000000000000
- Extra Air, nil, 1, 8.,4, 8a,8d, 2h,2f, 10,0, 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. 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, 5, 5, yes, 1, 5, 3, Pln, ; 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, 5, 0, Grs, ; For
- Hills, 2,4, 1,0,0, 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, 1,0,0, Grs, 0,15, 6, For, 0,15, 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, 1,3,0,
- Grassland, 1,2, 2,1,0,
- Pheasant, 2,3, 3,2,0,
- Coal, 2,4, 1,2,0,
- Gold, 3,6, 0,1,6,
- Game, 1,2, 3,1,0,
- Ivory, 2,2, 1,1,4,
- Peat, 2,3, 1,4,0,
- Gems, 2,3, 3,1,8,
- Fish, 1,2, 3,0,2,
- Oil, 1,2, 0,4,0,
- Wheat, 1,2, 3,1,0,
- Grassland, 1,2, 2,1,0,
- Silk, 2,3, 1,2,3,
- Wine, 2,4, 1,0,4,
- 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, 4,0,1,
- Whales, 1,2, 2,2,3,
-
-
-
-
- @GOVERNMENTS
- Anarchy, Mr., Ms.
- Despotism, Emperor, Empress
- Monarchy, King, Queen
- Communism, Comrade, Comrade
- Fundamentalism, High Priest, High Priestess
- Republic, King, Queen
- Democracy, President, President
-
- ;
- ; Leaders
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- ; leader, female, color, style, plural, adjective, ...
- ; ...attack, expand, civilize, ...
- ; ...govt, male, female...<repeat>
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- ; female: 0 = male 1 = female
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- ; color: Color set (1 - 7)
- ; style: City style (0 - 3)
- ; 0 = Bronze Age
- ; 1 = Classical
- ; 2 = Far East
- ; 3 = Medieval
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- ; attack: 1 = aggressive -1 = rational
- ; expand: 1 = expansionist -1 = perfectionist
- ; civilize: 1 = civilized -1 = militaristic
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- ; govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
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- ; male, female = titles for leader of government
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- @LEADERS
- Caesar, Livia, 0, 1, 3, Romans, Roman, 0, 1, 0, 1, King, Queen, 2, King, Queen
- Hammurabi, Ishtari, 0, 2, 0, Babylonians, Babylonian, -1, -1, 1,
- Frederick, Maria Theresa, 0, 3, 3, Germans, German, 1, -1, 1, 4, Archbishop, Archbishop, 6, Chancellor, Chancellor
- Ramesses, Cleopatra, 1, 4, 0, Egyptians, Egyptian, 0, 0, 1, 1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
- Abe Lincoln, E. Roosevelt, 0, 5, 3, Americans, American, -1, 1, 0, 2, Prince, Princess, 4, Reverend, Reverend, 5, Speaker, Speaker
- Alexander, Hippolyta, 1, 6, 1, Greeks, Greek, 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, -1, 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, 3, Japanese, Japanese, -1, 1, 1, 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, 0, 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, 2, Carthaginians, Carthaginian, 0, 1, -1, 2, Noble, Noble
- Sitting Bull, Sacajawea, 0, 7, 0, Sioux, Sioux, 0, 0, 0,
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- Saladin, ..., 0, 5, Arabs, Arab, 1, 0, 1, 4, Ayatollah, Ayatollah, 2, Sultan, Sultana
- Atawallpa, ..., 0, 1, Incas, Inca, -1, 1, 1,
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- ; Trading Commodities
- ;
- @CARAVAN
- Hides,
- Wool,
- Beads,
- Cloth,
- Salt,
- Coal,
- Copper,
- Dye,
- Wine,
- Silk,
- Silver,
- Spice,
- Gems,
- Gold,
- Oil,
- Uranium,
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- @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
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- @DIFFICULTY
- Chieftain
- Warlord
- Prince
- King
- Emperor
- Deity
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- @ATTITUDES
- Worshipful
- Enthusiastic
- Cordial
- Receptive
- Neutral
- Uncooperative
- Icy
- Hostile
- Enraged
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