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- ;
- ; Sid Meier's ALPHA CENTAURI
- ;
- ; Alpha Centauri User-Configurable Rules
- ;
- ; Copyright (c) 1997, 1998 by Firaxis Games, Inc.
- ;
- ; ALPHA CENTAURI reads the rules of the game from this file at
- ; startup. Feel free, at your own risk, to experiment with editing
- ; this file. We recommend you make a backup copy of the original.
- ;
- ; If you are building a scenario and need custom rules, copy this
- ; file into a subdirectory with your scenario file before editing.
- ; Files in the same subdirectory as a scenario file automatically
- ; take precedence over files in the main game directory.
- ;
-
- ;
- ; FUNDAMENTAL RULES
- ; You will find that many of the items on this list have been
- ; finely balanced: small changes can have drastic effects on
- ; gameplay.
- ;
- #RULES
- 3, ; Movement rate along roads
- 2, ; Nutrient intake requirement for citizens
- 3,2 ; Numerator & Denominator for artillery fire damage
- 2, ; Max artillery range (larger will break multiplayer)
- 8, ; Max airdrop range w/o orbital insertion
- 10, ; Nutrient cost multiplier
- 10, ; Minerals cost multiplier
- 100, ; Technology discovery rate as a percentage of standard
- 1, ; Limits mineral increase for mine without road in square
- -1, ; Nutrient effect in mine square (0 or -1)
- 5, ; Minimum base size to support specialists
- 1, ; Drones induced by Genejack factory
- 7, ; Population limit w/o hab complex
- 14, ; Population limit w/o hab dome
- 50, ; Extra percentage cost of prototype LAND unit
- 50, ; Extra percentage cost of prototype SEA unit
- 50, ; Extra percentage cost of prototype AIR unit
- 3,2, ; Psi combat offense-to-defense ratio (LAND unit defending)
- 1,1, ; Psi combat offense-to-defense ratio (SEA unit defending)
- 1,1, ; Psi combat offense-to-defense ratio (AIR unit defending)
- 10, ; Players' starting energy reserves
- 25, ; Combat % -> intrinsic base defense
- 0, ; Combat % -> attacking along road
- 0, ; Combat % -> for attacking from higher elevation
- 0, ; Combat penalty % -> attacking from lower elevation
- 25, ; Combat % -> Mobile unit in open ground
- 0, ; Combat % -> Defend vs. mobile in rough
- 25, ; Combat % -> Infantry vs. Base
- 50, ; Combat penalty % -> attack after airdrop
- 25, ; Combat % -> Fanatic attack bonus
- 50, ; Combat % -> Land based guns vs. ship artillery bonus
- 25, ; Combat % -> Artillery bonus per level of altitude
- 50, ; Combat % -> Trance bonus defending vs. psi
- 50, ; Combat % -> Empath Song bonus attacking vs. psi
- 50, ; Combat penalty % -> Air superiority unit vs. ground unit
- 100, ; Combat % -> Air superiority unit vs. air unit
- 50, ; Combat penalty % -> Non-combat unit defending vs. combat unit
- 50, ; Combat % -> Comm Jammer unit defending vs. mobile unit
- 100, ; Combat % -> Bonus vs. ships caught in port
- 100, ; Combat % -> AAA bonus vs. air units
- 25, ; Combat % -> Defend in range of friendly Sensor
- 10, ; Combat % -> Psi attack bonus/penalty per +PLANET
- 50, ; Retool percent penalty for production change
- 2, ; Retool strictness (0 = Always Free, 1 = Free in Category, 2 = Free if Project, 3 = Never Free)
- 10, ; Retool exemption (first X minerals not affected by penalty)
- 20, ; Minimum # of turns between councils
- 5, ; Minerals for harvesting forest
- 8, ; Territory: max distance from base
- 20, ; Turns to corner Global Energy Market
- CentPsi, ; Technology to improve fungus squares
- CentPsi, ; Technology to ease fungus movement
- CentEmp, ; Technology to build roads in fungus
- Neural, ; Technology to allow 2 special abilities for a unit
- Gene, ; Technology to allow 3 nutrients in a square
- EcoEng, ; Technology to allow 3 minerals in a square
- EnvEcon, ; Technology to allow 3 energy in a square
- Gravity, ; Technology to allow orbital insertion w/o Space Elevator
- EcoEng2, ; Technology for +1 mining platform bonus
- PlaEcon, ; Technology for economic victory
- 1, ; If non-zero, probe teams can steal technologies
- 1, ; If non-zero, humans can always contact each other in net games
- 1, ; If non-zero, humans can always contact each other in hotseat/email games
- 50, ; Maximum % damage inflicted by arty versus units in base/bunker
- 99, ; Maximum % damage inflicted by arty versus units in open
- 100, ; Maximum % damage inflicted by arty versus units at sea
- 1, 1 ; Numerator/Denominator for frequency of global warming (1,2 would be "half" normal warming).
- 2100 ; Normal starting year
- 2600 ; Normal ending year for lowest 3 difficulty levels
- 2500 ; Normal ending year for highest 3 difficulty levels
- 1 ; If non-zero, obliterating a base counts as an atrocity
-
-
- ;
- ; TERRAFORMING IMPROVEMENTS
- ;
- ; Name, Preq, Sea Name, Sea Preq, Rate, Order, Letter, Keystroke
- ;
- ; Rate = # of turns to build
- ; Order = Description of unit orders
- ; Letter = Order letter
- ; Keystroke = Keystroke description (changing text does not change
- ; the actual key mappings in the game)
- ;
- #TERRAIN
- Farm, None, Kelp Farm, None, 4, Cultivate $STR0, f, F
- Soil Enricher, EcoEng2, Soil Enricher, Disable, 8, Construct $STR0, f, F
- Mine, None, Mining Platform, None, 8, Construct $STR0, M, M
- Solar Collector, None, Tidal Harness, None, 4, Construct $STR0, S, S
- Forest, None, ..., Disable, 4, Plant $STR0, F, Shift+F
- Road, None, Road, Disable, 1, Build $STR0, R, R
- Mag Tube, Magnets, Mag Tube, Disable, 3, Build $STR0, R, R
- Bunker, MilAlg, Bunker, Disable, 5, Construct $STR0, K, K
- Airbase, DocAir, Airbase, Disable, 10, Construct $STR0, ., .
- Sensor Array, None, Sensor Array, Disable, 4, Construct $STR0, O, O
- Fungus, None, Sea Fungus, None, 6, Remove $STR0, F, F
- Fungus, EcoEng, Sea Fungus, EcoEng, 6, Plant $STR0, F, Ctrl+F
- Condenser, EcoEng, Condenser, Disable, 12, Construct $STR0, N, N
- Echelon Mirror, EcoEng, Echelon Mirror, Disable, 12, Construct $STR0, E, Shift+E
- Thermal Borehole, EcoEng, Thermal Borehole, Disable, 24, Construct $STR0, B, Shift+B
- Aquifer, EcoEng, Aquifer, Disable, 18, Drill to $STR0, Q, Q
- Raise Land, EnvEcon, Raise Sea Floor, EnvEcon, 12, Terraform UP, ], ]]
- Lower Land, EnvEcon, Lower Sea Floor, EnvEcon, 12, Terraform DOWN, [, [[
- Level Terrain, None, Level Terrain, Disable, 8, Terraform LEVEL, _, _
- Monolith, Disable, Monolith, Disable, 8, Place Monolith, ?, ?, (this is here for map editor)
-
-
- ;
- ; RESOURCE INFORMATION
- ;
- ; Resource production (nutrient, minerals, energy, <unused>) for
- ; special squares. In normal squares, these values are determined
- ; by the temperature, rainfall, rockiness, etc. of the square.
- ;
- ; "Bonus Square" value for particular category is added to other
- ; production in a square.
- ;
- ; "Improved Land" means farm, mine, solar
- ; "Improved Sea" means desal, platform, harness
- ;
- #RESOURCEINFO
- Ocean Square, 1, 0, 0, 0,
- Base Square, 2, 1, 1, 0,
- Bonus Square, 2, 2, 2, 0, * Mineral +1 if mine present
- Forest Square, 1, 2, 1, 0,
- Recycling Tanks, 1, 1, 1, 0,
- Improved Land, 1, *, *, 0, "*" columns are ignored entirely
- Improved Sea, 2, 1, 3, 0, * Mineral +1 with Advanced Ecological Engineering
- Monolith, 2, 2, 2, 0,
- Borehole Square, 0, 6, 6, 0,
-
- ;
- ; WORLDBUILDER
- ; These parameters control the finer points of the world builder,
- ; along with the player's "custom planet" selections. Values are
- ; automatically scaled based on the size of the world.
- ;
- #WORLDBUILDER
- 384, ; Land base (Seeded land size of a standard world)
- 256, ; Land modifier (additional land from LAND selection: x0, x1, x2)
- 12, ; Continent base (Base size of a land mass seed)
- 24, ; Continent modif. (Increased size from LAND selection: x0, x1, x2)
- 1, ; Hills base (Base # of extra hills)
- 2, ; Hills modifier (additional hills from TIDAL selection: x0, x1, x2)
- 4, ; Plateau base (Basic plateau size)
- 8, ; Plateau modifier (Plateau modifier based on LAND selection: x0, x1, x2)
- 8, ; Rivers base (Basic # of rivers)
- 12, ; Rivers rain mod. (Additional rivers based on RAIN selection)
- 14, ; Solar Energy (Latitude DIVISOR for temperature based on HEAT) Smaller # increases effect of HEAT selection
- 14, ; Thermal band (Latitude DIVISOR for thermal banding) Smaller # widens hot bands
- 8, ; Thermal deviance (Latitude DIVISOR for thermal deviance) Smaller # increases randomness
- 8, ; Global Warming (Latitude DIVISOR for global warming) Smaller # increases effect of warming
- 5, ; Sea Level Rises (Magnitude of sea level changes from ice cap melting/freezing)
- 5, ; Cloudmass peaks (Size of cloud mass trapped by peaks)
- 3, ; Cloudmass hills (Size of cloud mass trapped by hills)
- 1, ; Rainfall coeff. (Multiplier for rainfall belts)
- 15, ; Deep water (Encourages fractal to grow deep water)
- 10, ; Shelf (Encourages fractal to grow shelf)
- 15, ; Plains (Encourages highland plains)
- 10, ; Beach (Encourages wider beaches)
- 10, ; Hills (Encourages hills x TIDAL selection)
- 25, ; Peaks (Encourages peaks)
- 1, ; Fungus (Fungus coefficient based on LIFE selection)
- 3,6,12,18,24 ; Ratio (Continent size ratios)
- 36 ; Islands (Higher # increases island count)
-
- #WORLDSIZE
- 5
- Tiny planet|(early conflict), 24, 48
- Small planet, 32, 64
- Standard planet, 40, 80
- Large planet, 44, 90
- Huge planet|(late conflict), 64, 128
-
- ;
- ; TIME CONTROLS (Multiplayer)
- ;
- ; Name, Turn, Base, Unit, Event, Extra, Refresh, Accum
- ;
- ; Turn = Minimum time per turn (sec)
- ; Base = Minimum time per base (sec)
- ; Unit = Minimum time per active unit (sec)
- ; Event = Minimum time per event (sec)
- ; Extra = Extra time bonuses (sec)
- ; Refresh = Player bonus refreshes (# turns)
- ; Accum = Max bonuses accumulated (# bonuses at a time)
- ;
- #TIMECONTROLS
- None, 0, 0, 0, 0, 0, 0, 0,
- Tight, 15, 2, 2, 4, 15, 10, 1,
- Standard, 20, 3, 3, 8, 20, 10, 2,
- Moderate, 30, 4, 4, 12, 30, 10, 3,
- Loose, 45, 5, 5, 16, 45, 10, 3,
- Custom, 20, 3, 3, 8, 20, 10, 2,
-
- ;
- ; TECHNOLOGY TREE
- ;
- ; Name, id, ai-mil, ai-tech, ai-infra, ai-colonize, preq(1), preq(2), flags
- ;
- ; Name = Name of technology
- ;
- ; id = 3 letter id code; this code is used when assigning
- ; the tech as a prerequisite.
- ;
- ; power = military value
- ; tech = advance-of-knowledge value
- ; wealth = infrastructure value
- ; growth = colonization value
- ;
- ; preq(n) = Prerequisite technology
- ; a) 3 character id code of tech
- ; b) "nil" to allow w/o prerequisite
- ; c) "no" to disallow entirely from game
- ;
- ; flags = Special tech flags
- ; 000000001 = "Secrets": first discoverer gains free tech
- ; 000000010 = Improves Probe Team success rate
- ; 000000100 = Increases commerce income
- ; 000001000 = Reveals map
- ; 000010000 = Allows gene warfare atrocity
- ; 000100000 = Increases intrinsic defense against gene warfare
- ; 001000000 = Increases ENERGY production in fungus
- ; 010000000 = Increases MINERALS production in fungus
- ; 100000000 = Increases NUTRIENT production in fungus
- ;
- #TECHNOLOGY
- Biogenetics, Biogen, 0, 3, 2, 2, None, None, 000100000
- Industrial Base, Indust, 2, 1, 3, 0, None, None, 000000000
- Information Networks, InfNet, 0, 3, 2, 1, None, None, 000000000
- Applied Physics, Physic, 4, 2, 1, 0, None, None, 000000000
- Social Psych, Psych, 0, 1, 3, 2, None, None, 000000000
- Doctrine: Mobility, Mobile, 2, 0, 0, 3, None, None, 000000000
- Centauri Ecology, Ecology, 0, 1, 2, 3, None, None, 100000000
- Superconductor, Super, 4, 2, 0, 0, OptComp, Indust, 000000000
- Nonlinear Mathematics, Chaos, 4, 3, 0, 0, Physic, InfNet, 000000000
- Applied Relativity, E=Mc2, 1, 3, 2, 0, Super, Subat, 000000000
- Fusion Power, Fusion, 3, 4, 3, 1, Algor, Super, 000000000
- Silksteel Alloys, Alloys, 3, 0, 4, 2, Subat, IndAuto, 000000000
- Advanced Subatomic Theory, Subat, 2, 3, 2, 0, Chemist, Poly, 000000000
- High Energy Chemistry, Chemist, 3, 1, 2, 0, Indust, Physic, 000000000
- Frictionless Surfaces, Surface, 1, 3, 2, 0, Unified, IndRob, 000000000
- Nanometallurgy, Metal, 1, 1, 0, 3, ProbMec, DocInit, 000000000
- Superstring Theory, String, 3, 2, 0, 1, Chaos, Cyber, 000000000
- Advanced Military Algorithms,MilAlg, 3, 0, 1, 2, DocFlex, OptComp, 000000000
- Monopole Magnets, Magnets, 1, 1, 5, 0, String, Alloys, 000000000
- Matter Compression, MatComp, 3, 1, 2, 0, Metal, NanoMin, 000000000
- Unified Field Theory, Unified, 4, 3, 0, 1, Magnets, E=Mc2, 000000000
- Graviton Theory, Gravity, 3, 1, 0, 3, QuanMac, MindMac, 000000000
- Polymorphic Software, Poly, 2, 3, 1, 0, Indust, InfNet, 000000010
- Applied Gravitonics, AGrav, 3, 1, 0, 4, Gravity, DigSent, 000000000
- deleted, delete, 3, 2, 0, 2, Disable, Disable, 000000000
- Quantum Power, Quantum, 3, 4, 3, 0, Surface, PlaEcon, 000000000
- Singularity Mechanics, SingMec, 1, 4, 3, 0, Create, HAL9000, 000000000
- Controlled Singularity, ConSing, 4, 1, 2, 0, SingMec, AGrav, 000000000
- Temporal Mechanics, TempMec, 0, 1, 3, 2, Eudaim, Matter, 001000000
- Probability Mechanics, ProbMec, 1, 1, 3, 2, DocSec, Algor, 000000000
- Pre-Sentient Algorithms, Algor, 2, 4, 3, 2, MilAlg, Cyber, 000000010
- Super Tensile Solids, Solids, 1, 0, 5, 2, MatComp, Space, 000000000
- Planetary Networks, PlaNets, 0, 4, 3, 1, InfNet, None, 000000000
- Digital Sentience, DigSent, 0, 4, 3, 2, IndRob, MindMac, 000000010
- Self-Aware Machines, HAL9000, 0, 4, 3, 3, Space, DigSent, 000000010
- Doctrine: Initiative, DocInit, 2, 0, 0, 4, DocFlex, IndAuto, 000000000
- Doctrine: Flexibility, DocFlex, 2, 0, 1, 4, Mobile, None, 000000000
- Intellectual Integrity, Integ, 0, 1, 3, 4, EthCalc, DocLoy, 000000000
- Synthetic Fossil Fuels, Fossil, 1, 0, 2, 4, Chemist, Gene, 000000000
- Doctrine: Air Power, DocAir, 3, 0, 3, 4, Fossil, DocFlex, 000000000
- Photon/Wave Mechanics, DocSec, 3, 2, 2, 0, E=Mc2, Alloys, 000000000
- Mind/Machine Interface, MindMac, 4, 0, 2, 2, DocAir, Neural, 000000010
- Nanominiaturization, NanoMin, 1, 0, 4, 3, Magnets, SupLube, 000000000
- Doctrine: Loyalty, DocLoy, 3, 0, 2, 2, Mobile, Psych, 000000000
- Ethical Calculus, EthCalc, 0, 1, 3, 3, Psych, None, 000000000
- Industrial Economics, IndEcon, 0, 0, 5, 2, Indust, None, 000000100
- Industrial Automation, IndAuto, 0, 1, 4, 3, IndEcon, PlaNets, 000000100
- Centauri Meditation, CentMed, 0, 0, 2, 4, EcoEng, CentEmp, 001000000
- Secrets of the Human Brain, Brain, 1, 5, 0, 3, Psych, Biogen, 000000001
- Gene Splicing, Gene, 0, 2, 4, 3, Biogen, EthCalc, 000100000
- Bio-Engineering, BioEng, 0, 2, 3, 2, Gene, Neural, 000100000
- Biomachinery, BioMac, 3, 1, 4, 1, MindMac, Viral, 000100000
- Neural Grafting, Neural, 3, 1, 1, 1, Brain, IndAuto, 000000000
- Cyberethics, Cyber, 1, 3, 4, 0, PlaNets, Integ, 000000000
- Eudaimonia, Eudaim, 0, 0, 3, 4, SentEco, WillPow, 000000000
- The Will to Power, WillPow, 0, 3, 1, 4, HomoSup, CentPsi, 000000000
- Threshold of Transcendence, Thresh, 0, 1, 3, 4, Create, TempMec, 010000000
- Matter Transmission, Matter, 1, 0, 3, 2, NanEdit, AlphCen, 010000000
- Centauri Empathy, CentEmp, 0, 1, 0, 6, Brain, Ecology, 000000000
- Environmental Economics, EnvEcon, 0, 0, 4, 3, IndEcon, EcoEng, 000000100
- Ecological Engineering, EcoEng, 0, 0, 3, 4, Ecology, Gene, 000000000
- Planetary Economics, PlaEcon, 0, 0, 4, 3, EnvEcon, Integ, 000000100
- Adv. Ecological Engineering,EcoEng2, 0, 0, 4, 2, Fusion, EnvEcon, 000000000
- Centauri Psi, CentPsi, 0, 1, 1, 6, CentGen, EcoEng2, 100000000
- Secrets of Alpha Centauri, AlphCen, 0, 4, 0, 2, CentPsi, SentEco, 001001001
- Secrets of Creation, Create, 1, 4, 1, 0, Unified, WillPow, 000000001
- Advanced Spaceflight, Space, 2, 4, 2, 3, Orbital, SupLube, 000000000
- Homo Superior, HomoSup, 3, 2, 1, 4, BioMac, DocInit, 000000000
- Organic Superlubricant, SupLube, 3, 1, 2, 0, Fusion, Fossil, 000000000
- Quantum Machinery, QuanMac, 3, 1, 4, 0, Quantum, Metal, 000000000
- deleted, deleted, 0, 0, 5, 0, Disable, Disable, 000000000
- Matter Editation, NanEdit, 1, 2, 3, 1, HAL9000, Solids, 000100000
- Optical Computers, OptComp, 2, 4, 1, 0, Physic, Poly, 000000000
- Industrial Nanorobotics, IndRob, 3, 1, 8, 1, NanoMin, IndAuto, 000000100
- Centauri Genetics, CentGen, 0, 2, 0, 5, CentMed, Viral, 010000000
- Sentient Econometrics, SentEco, 1, 1, 3, 4, PlaEcon, DigSent, 000000100
- Retroviral Engineering, Viral, 4, 2, 0, 2, BioEng, MilAlg, 000110000
- Orbital Spaceflight, Orbital, 0, 4, 3, 3, DocAir, Algor, 000000000
- User Technology 0, User0, 0, 2, 0, 0, Disable, Disable, 000000000
- User Technology 1, User1, 0, 2, 0, 0, Disable, Disable, 000000000
- User Technology 2, User2, 0, 2, 0, 0, Disable, Disable, 000000000
- User Technology 3, User3, 0, 2, 0, 0, Disable, Disable, 000000000
- User Technology 4, User4, 0, 2, 0, 0, Disable, Disable, 000000000
- User Technology 5, User5, 0, 2, 0, 0, Disable, Disable, 000000000
- User Technology 6, User6, 0, 2, 0, 0, Disable, Disable, 000000000
- User Technology 7, User7, 0, 2, 0, 0, Disable, Disable, 000000000
- User Technology 8, User8, 0, 2, 0, 0, Disable, Disable, 000000000
- User Technology 9, User9, 0, 2, 0, 0, Disable, Disable, 000000000
- Transcendent Thought, TranT, 0, 2, 0, 0, Thresh, ConSing, 000000000
-
- ;
- ; Chassis
- ;
- ; Names..., Speed, Triad, Range, Cargo, Cost, Preq, ...Large names
- ;
- ; Names...= First two names used for offensive units.
- ; Second two names used for defensive units.
- ; M1 = Masculine Singular (For foreign translations)
- ; M2 = Masculine Plural
- ; (etc. Use F for female, N for neuter)
- ;
- ; Speed = # of moves
- ; Triad = Movement (0=Land 1=Sea 2=Air)
- ; Range = Range in turns from base (air units only)
- ; Missile = Chassis is a "missile" (destroyed after attacking)
- ; Cargo = # units transported (multiply by reactor rating)
- ; Cost = Cost factor of chassis type (normally equal to speed)
- ; Preq = Technology required (see TECHNOLOGY)
- ;
- #CHASSIS
- Infantry,M1, Squad,M1, Sentinels,M2, Garrison,M1, 1, 0, 0, 0, 1, 1, None, Shock Troops,M2, Elite Guard,M1,
- Speeder,M1, Rover,M1, Defensive,M1, Skirmisher,M1,2, 0, 0, 0, 1, 2, Mobile, Dragon,M1, Enforcer,M1,
- Hovertank,M1, Tank,M1, Skimmer,M1, Evasive,M1, 3, 0, 0, 0, 1, 3, NanoMin, Behemoth,M1, Guardian,M1,
- Foil,M1, Skimship,M1, Hoverboat,M1, Coastal,M1, 4, 1, 0, 0, 2, 4, DocFlex, Megafoil,M1, Superfoil,M1,
- Cruiser,M1, Destroyer,M1, Cutter,M1, Gunboat,M1, 6, 1, 0, 0, 4, 6, DocInit, Battleship,M1, Monitor,M1,
- Needlejet,M1, Penetrator,M1, Interceptor,M1, Tactical,M1, 8, 2, 2, 0, 1, 8, DocAir, Thunderbolt,M1, Sovereign,M1,
- 'Copter,M1, Chopper,M1, Rotor,M1, Lifter,M1, 8, 2, 1, 0, 1, 8, MindMac, Gunship,M1, Warbird,M1,
- Gravship,M1, Skybase,M1, Antigrav,M1, Skyfort,M1, 8, 2, 0, 0, 1, 8, Gravity, Deathsphere,M1, Doomwall,M1,
- Missile,M1, Missile,M1, Missile,M1, Missile,M1, 12, 2, 1, 1, 0,12, Orbital, Missile,M1, Missile,M1,
-
- ;
- ; Reactors
- ;
- ; Name, power, preq
- ;
- #REACTORS
- Fission Plant, Fission, 1, None,
- Fusion Reactor, Fusion, 2, Fusion,
- Quantum Chamber, Quantum, 3, Quantum,
- Singularity Engine, Singularity, 4, SingMec,
-
- ;
- ; Weapons & non-combat packages
- ;
- ; Name, Name2, Offense, Mode, Cost, Preq
- ;
- ; Name = Full name
- ; Name2 = Short name
- ; Offense = Attack rating (-1 = Psi Offense)
- ; Mode = Offense mode (or noncombat package type)
- ; Combat modes: 0=Projectile, 1=Energy, 2 = Missile
- ; Noncombat: 7=Transport 8=Colonist
- ; 9=Terraformer 10=Convoy 11=InfoWar
- ; 12=Artifact
- ; Cost = Cost factor of weapon or package
- ; Icon = Special unit icon (used only if chassis is Infantry)
- ; Preq = Technology prerequisite (see TECHNOLOGY)
- ;
- #WEAPONS
- Hand Weapons, Gun, 1, 0, 1, -1, None,
- Laser, Laser, 2, 0, 2, -1, Physic,
- Particle Impactor, Impact, 4, 0, 4, -1, Chaos,
- Gatling Laser, Gatling, 5, 1, 5, -1, Super,
- Missile Launcher, Missile, 6, 2, 6, -1, Fossil,
- Chaos Gun, Chaos, 8, 0, 8, -1, String,
- Fusion Laser, Fusion, 10, 1,10, -1, SupLube,
- Tachyon Bolt, Tachyon, 12, 1,12, -1, Unified,
- Plasma Shard, Shard, 13, 2,13, -1, Space,
- Quantum Laser, Quantum, 16, 1,16, -1, QuanMac,
- Graviton Gun, Graviton, 20, 0,20, -1, AGrav,
- Singularity Laser, Singularity, 24, 1,24, -1, ConSing,
- Psi Attack, Psi, -1, 2,10, -1, CentPsi,
- Planet Buster, Planet Buster, 99, 0,32, -1, Orbital,
- Colony Module, Colony Pod, 0, 8,10, -1, None, ; Noncombat packages
- Terraforming Unit, Formers, 0, 9, 6, -1, Ecology,
- Troop Transport, Transport, 0, 7, 4, -1, DocFlex,
- Supply Transport, Supply, 0,10, 8, -1, IndAuto,
- Probe Team, Probe Team, 0,11, 4, -1, PlaNets,
- Alien Artifact, Artifact, 0,12,36, -1, Disable,
- Conventional Payload, Conventional, 12, 0,12, -1, Orbital,
-
- ;
- ; Armor
- ;
- ; Name, Name2, Armor, Mode, Cost, Preq
- ;
- ; Name = Full Name
- ; Name2 = Short Name
- ; Armor = Armor rating (-1 = Psi)
- ; Mode = Armor mode (0=Projectile, 1=Energy, 2=Binary)
- ; Cost = Cost factor of armor (should usually equal Armor)
- ; Preq = Technology prerequisite (see TECHNOLOGY)
- ;
- #DEFENSES
- No Armor, Scout, 1, 0, 1, None,
- Synthmetal Armor, Synthmetal, 2, 0, 2, Indust,
- Plasma Steel Armor, Plasma, 3, 2, 3, Chemist,
- Silksteel Armor, Silksteel, 4, 1, 4, Alloys,
- Photon Wall, Photon, 5, 1, 5, DocSec,
- Probability Sheath, Probability, 6, 2, 6, ProbMec,
- Neutronium Armor, Neutronium, 8, 1, 8, MatComp,
- Antimatter Plate, Antimatter, 10, 2,10, NanEdit,
- Stasis Generator, Stasis, 12, 2,12, TempMec,
- Psi Defense, Psi, -1, 2, 6, Eudaim,
-
- ;
- ; Special Unit Abilities
- ;
- ; Name, Cost, Preq, Abbrev, Desc
- ;
- ; Name = Name of ability
- ; Cost = Cost factor of ability
- ; 1+ = Straight Cost; 25% increase per unit of cost
- ; 0 = None
- ; -1 = Increases w/ ratio of weapon to armor: 0, 1, or 2.
- ; Rounded DOWN. Never higher than 2.
- ; Examples: For a W1,A2 unit, cost is 0
- ; For a W3,A2 unit, cost is 1 (3/2 rounded down)
- ; For a W6,A3 unit, cost is 2
- ; -2 = Increases w/ weapon value
- ; -3 = Increases w/ armor value
- ; -4 = Increases w/ speed value
- ; -5 = Increases w/ weapon+armor value
- ; -6 = Increases w/ weapon+speed value
- ; -7 = Increases w/ armor+speed value
- ; Preq = Technology prerequisite (see TECHNOLOGY)
- ; Abbrev = Abbreviation for use in unit names
- ; Desc = Description of ability (keep it brief!)
- ;
- ; Flags =
- ; 00000000001 = Allowed for Land units
- ; 00000000010 = Allowed for Sea units
- ; 00000000100 = Allowed for Air units
- ; 00000001000 = Allowed for Combat units
- ; 00000010000 = Allowed for Terraformer units
- ; 00000100000 = Allowed for Noncombat units (non-terraformer)
- ; 00001000000 = Not allowed for probe teams
- ; 00010000000 = Not allowed for psi units
- ; 00100000000 = Transport units only
- ; 01000000000 = Not allowed for fast-moving units
- ; 10000000000 = Cost increased for land units
- ;
- #ABILITIES
- Super Former, 1, EcoEng2, Super, 00000010111, Terraform rate doubled
- Deep Radar, 0, MilAlg, , 10000111111, Sees 2 spaces
- Cloaking Device, 1, Surface, Cloaked, 00001111001, Invisible; Ignores ZOCs
- Amphibious Pods, 1, DocInit, Amphibious,00000001001, Attacks from ship
- Drop Pods, 2, MindMac, Drop, 00000111001, Makes air drops
- Air Superiority, 1, DocAir, SAM, 00000001111, Attacks air units
- Deep Pressure Hull, 1, Metal, Sub, 00000111010, Operates underwater
- Carrier Deck, 1, Metal, Carrier, 00101101010, Mobile Airbase
- AAA Tracking, 1, MilAlg, AAA, 00010001011, x2 vs. air attacks
- Comm Jammer, -1, Subat, ECM, 00010111001, +50% vs. fast units
- Antigrav Struts, 1, Gravity, Grav, 00000111001, +1 movement rate (or +Reactor*2 for Air)
- Empath Song, 2, CentEmp, Empath, 00010001111, +50% attack vs. Psi
- Polymorphic Encryption, 1, Algor, Secure, 00000111111, x2 cost to subvert
- Fungicide Tanks, 1, Fossil, Fungicidal,00000010111, Clear fungus at double speed
- High Morale, 1, Integ, Trained, 00000001111, Gains morale upgrade
- Heavy Artillery, -7, Poly, Artillery, 00010001001, Bombards
- Clean Reactor, 2, BioEng, Clean, 00000111111, Requires no support
- Blink Displacer, 1, Matter, Blink, 00000001111, Bypass base defenses
- Hypnotic Trance, -1, Brain, Trance, 00010111111, +50% defense vs. PSI
- Heavy Transport, 1, Disable, Heavy, 00100100111, +50% transport capacity
- Nerve Gas Pods, 1, Chemist, X, 00011001101, Can +50% offense (Atrocity)
- Repair Bay, 1, Metal, Repair, 00100100111, Repairs ground units on board
- Non-Lethal Methods, 1, Integ, Police, 00000001001, x2 Police powers
- Slow Unit, 0, Disable, Slow, 00000111111, -1 moves
-
- ;
- ; Morale levels
- ;
- ; Names of morale levels. Default morale level is "Green". "Very Green"
- ; morale is obtained only with a net -1 morale modifier.
- ;
- #MORALE
- Very Green, Hatchling
- Green, Larval Mass
- Disciplined, Pre-Boil
- Hardened, Boil
- Veteran, Mature Boil
- Commando, Great Boil
- Elite, Demon Boil
-
- ;
- ; Combat modes
- ; Projectile weapons receive a bonus against Energy Armor.
- ; Energy weapons receive a bonus against Projectile Armor.
- ; No weapon receives a bonus against Binary Armor.
- ; Missile weapons never receive a bonus.
- ;
- #DEFENSEMODES
- Projectile, Proj-, Proj., P
- Energy, Energy-, Ener., E
- Binary, Binary-, Bin., B
-
- #OFFENSEMODES
- Projectile, Proj-, Proj., P
- Energy, Energy-, Ener., E
- Missile, Missile-, Miss., M
-
- ;
- ; Basic Units - Units predesigned for all players
- ;
- ; Name, Chassis, Weapon, Armor, Plan, Cost, Carry, Preq, Icon, Abil
- ;
- ; Name = Name of unit
- ; Chassis = Chassis type (index to CHASSIS list, above)
- ; Weapon = Weapon/package (index to WEAPONS list, above)
- ; Armor = Armor (index to ARMOR list, above)
- ;
- ; Plan = Unit "plan" for AI purposes:
- ; -1 = Auto Calculate
- ; 0 = Offensive
- ; 1 = Combat
- ; 2 = Defensive
- ; 3 = Reconnaisance
- ; 4 = Air Superiority
- ; 5 = Planet Buster
- ; 6 = Naval Superiority
- ; 7 = Naval Transport
- ; 8 = Colonization
- ; 9 = Terraforming
- ; 10 = Supply Convoy
- ; 11 = Info Warfare
- ; 12 = Alien Artifact
- ; Cost = Cost in minerals (0 = Autocalculate)
- ; Carry = Carrying capacity (0 = Autocalculate)
- ; Preq = Technology prerequisite (see TECHNOLOGY, above)
- ; Icon = Special icon, if any
- ; Abil = Special ability flags
- ;
- #UNITS
- 14
- Colony Pod, Infantry, Colony Pod, Scout, 8, 0, 0, None, -1, 000000000000000000000000
- Formers, Infantry, Formers, Scout, 9, 0, 0, Ecology, -1, 000000000000000000000000
- Scout Patrol, Infantry, Gun, Scout, 3, 0, 0, None, -1, 000000000000000000000000
- Transport Foil, Foil, Transport, Scout, 7, 0, 0, DocFlex, -1, 000000000000000000000000
- *Sea Formers, Foil, Formers, Scout, 9, 0, 0, Disable, -1, 000000000000000000000000
- Supply Crawler, Infantry, Supply, Scout, 10, 0, 0, IndAuto, -1, 000000000000000000000000
- Probe Team, Speeder, Probe Team, Scout, 11, 0, 0, PlaNets, -1, 000000000000000000000000
- Alien Artifact, Infantry, Artifact, Scout, 12,10, 0, Disable, 2, 000000000000000000000000
- Mind Worms, Infantry, Psi, Psi, 1, 5, 0, CentEmp, 3, 000000000000000000000000
- Isle of the Deep, Foil, Psi, Psi, 7, 8, 4, CentMed, -1, 000000000000000000000000
- Locusts of Chiron, Gravship, Psi, Psi, 4,10, 0, CentGen, -1, 000000000000000000100000
- Unity Rover, Speeder, Gun, Scout, 3, 0, 0, Disable, -1, 000000000000000000000000
- Unity Scout Chopper, 'Copter, Gun, Scout, 4, 0, 0, Disable, -1, 000000000000000000100000
- Unity Foil, Foil, Transport, Scout, 7, 0, 0, Disable, -1, 100000000000000000000000
-
- ;
- ; Base Facilities
- ;
- ; Name, Cost, Maint, Preq, Free, Effect
- ;
- ; Name = Name of facility type
- ; Cost = Construction cost in minerals (x Minerals multiplier in RULES)
- ; Maint = Maintenance cost in energy per turn
- ; Preq = Technology prerequisite (see TECHNOLOGY)
- ; Free = No longer supported.
- ; Effect= Brief description of effect
- ;
- ;
- #FACILITIES
- Headquarters, 5, 0, None, Disable, Efficiency
- Children's Creche, 5, 1, EthCalc, Disable, Growth/Effic/Morale
- Recycling Tanks, 4, 0, Biogen, EcoEng2, Bonus Resources
- Perimeter Defense, 5, 0, DocLoy, Disable, Defense +100%
- Tachyon Field, 12, 2, ProbMec, Disable, All Defense +100%
- Recreation Commons, 4, 1, Psych, SentEco, Fewer Drones
- Energy Bank, 8, 1, IndEcon, QuanMac, Economy Bonus
- Network Node, 8, 1, InfNet, HAL9000, Labs Bonus
- Biology Lab, 6, 1, CentEmp, Disable, Research and PSI
- Skunkworks, 6, 1, Subat, Disable, Prototypes Free
- Hologram Theatre, 6, 3, PlaNets, Disable, Psych and Fewer Drones
- Paradise Garden, 12, 4, SentEco, Disable, +2 Talents
- Tree Farm, 12, 3, EnvEcon, Disable, Econ/Psych/Forest
- Hybrid Forest, 24, 4, PlaEcon, Disable, Econ/Psych/Forest
- Fusion Lab, 12, 3, Fusion, Disable, Econ and Labs Bonus
- Quantum Lab, 24, 4, Quantum, Disable, Econ and Labs Bonus
- Research Hospital, 12, 3, Gene, Disable, Labs and Psych Bonus
- Nanohospital, 24, 4, HomoSup, Disable, Labs and Psych Bonus
- Robotic Assembly Plant, 20, 4, IndRob, Disable, Minerals Bonus
- Nanoreplicator, 32, 6, NanEdit, Disable, Minerals Bonus
- Quantum Converter, 20, 5, QuanMac, Disable, Minerals Bonus
- Genejack Factory, 10, 2, Viral, Disable, Minerals; More Drones
- Punishment Sphere, 10, 2, MilAlg, Disable, No Drones/-50% Tech
- Hab Complex, 8, 2, IndAuto, Disable, Increase Population Limit
- Habitation Dome, 16, 4, Solids, Disable, Increase Population Limit
- Pressure Dome, 8, 0, DocFlex, Disable, Submersion/Resources
- Command Center, 4, 1, Mobile, Disable, +2 Morale:Land
- Naval Yard, 8, 2, DocInit, Disable, +2 Morale:Sea, Sea Def +100%
- Aerospace Complex, 8, 2, DocAir, Disable, +2 Morale:Air, Air Def +100%
- Bioenhancement Center, 10, 2, Neural, Disable, +2 Morale:ALL
- Centauri Preserve, 10, 2, CentMed, Disable, Ecology Bonus
- Temple of Planet, 20, 3, AlphCen, Disable, Ecology Bonus
- Psi Gate, 10, 2, Matter, Disable, Teleport
- Sky Hydroponics Lab, 12, 0, Orbital, Disable, +1 Nutrient ALL BASES
- Nessus Mining Station, 12, 0, HAL9000, Disable, +1 Minerals ALL BASES
- Orbital Power Transmitter, 12, 0, Space, Disable, +1 Energy ALL BASES
- Orbital Defense Pod, 12, 0, HAL9000, Disable, Missile Defense
- Stockpile Energy, 0, 0, None, Disable, Minerals to Energy
- The Human Genome Project, 20, 0, Biogen, Disable, +1 Talent Each Base, -1, 0, 0, 1, 1,
- The Command Nexus, 20, 0, DocLoy, Disable, Command Center Each Base, 1, 2, 0,-1, 0,
- The Weather Paradigm, 20, 0, Ecology, Disable, Terraform Rate +50%, 0, 0, 0, 2, 1,
- The Merchant Exchange, 20, 0, Indust, Disable, +1 Energy Each Square Here, 0, 0, 1, 2, 0,
- The Empath Guild, 20, 0, CentEmp, Disable, Commlink For Every Faction, -2, 0, 0, 0, 0,
- The Citizens' Defense Force, 30, 0, Integ, Disable, Perimeter Defense Each Base, 0, 1, 0, 0, 0,
- The Virtual World, 30, 0, PlaNets, Disable, Network Nodes Help Drones, 0, 0, 2, 0, 0,
- The Planetary Transit System, 30, 0, IndAuto, Disable, New Bases Begin At Size 3, 0, 0, 0, 1, 2,
- The Xenoempathy Dome, 30, 0, CentMed, Disable, Fungus Movement Bonus, 0,-1, 0, 0, 2,
- The Neural Amplifier, 30, 0, Neural, Disable, Psi Defense +50%, 0, 0, 0, 0, 0,
- The Maritime Control Center, 30, 0, DocInit, Disable, Naval Movement +2; Naval Bases, 1, 1, 0, 0, 0,
- The Planetary Datalinks, 30, 0, Cyber, Disable, Any Tech Known To 3 Others, 0, 0, 1, 0, 0,
- The Supercollider, 30, 0, E=Mc2, Disable, Labs +100% At This Base, 0, 0, 2, 0, 0,
- The Ascetic Virtues, 30, 0, PlaEcon, Disable, Pop. Limit Relaxed; +1 POLICE, 0, 0, 0, 1, 2,
- The Longevity Vaccine, 30, 0, BioEng, Disable, Fewer Drones or More Profits, 0, 0, 0, 2, 1,
- The Hunter-Seeker Algorithm, 30, 0, Algor, Disable, Immunity to Probe Teams, 0, 0, 2, 0, 0,
- The Pholus Mutagen, 40, 0, CentGen, Disable, Ecology Bonus; Lifecycle Bonus, 0, 0, 0, 1, 1,
- The Cyborg Factory, 40, 0, MindMac, Disable, Bioenh. Center Every Base, 1, 1, 0, 0, 0,
- The Theory of Everything, 40, 0, Unified, Disable, Labs +100% At This Base, 0, 0, 2, 0, 0,
- The Dream Twister, 40, 0, WillPow, Disable, Psi Attack +50%, 0, 1, 0, 0, 1,
- The Universal Translator, 40, 0, HomoSup, Disable, Two Free Techs, 0, 1, 2, 0, 0,
- The Network Backbone, 40, 0, DigSent, Disable, +1 Lab Per Commerce/Net Node, 0, 0, 1, 0, 0,
- The Nano Factory, 40, 0, IndRob, Disable, Repair Units; Low Upgrade Costs, 2, 1, 0, 0, 0,
- The Living Refinery, 40, 0, Space, Disable, +2 SUPPORT (social), 0, 1, 0, 1, 0,
- The Cloning Vats, 50, 0, BioMac, Disable, Population Boom At All Bases, 0, 0, 0, 1, 2,
- The Self-Aware Colony, 50, 0, HAL9000, Disable, Maintenance Halved; Extra Police,0, 1, 0, 2, 0,
- Clinical Immortality, 50, 0, NanEdit, Disable, Extra Talent Every Base, 0, 0, 1, 1, 0,
- The Space Elevator, 50, 0, Solids, Disable, Energy +100%/Orbital Cost Halved,0, 0, 2, 2, 0,
- The Singularity Inductor, 60, 0, ConSing, Disable, Quantum Converter Every Base, 0, 1, 1, 1, 0,
- The Bulk Matter Transmitter, 60, 0, Matter, Disable, +2 Minerals Every Base, 0, 1, 1, 1, 0,
- The Telepathic Matrix, 60, 0, Eudaim, Disable, No More Drone Riots; +2 PROBE, 0, 1, 0, 0, 1,
- The Voice of Planet, 60, 0, Thresh, Disable, Begins Ascent To Transcendence, 0,-2, 2, 2, 1,
- The Ascent to Transcendence, 200, 0, Thresh, Disable, End of Human Era, 0, 0, 2, 2, 2,
-
- ;
- ; Actions - Names for unit activities
- ;
- #ORDERS
- No Orders, -
- Sentry/Board Transport, L
- Hold, H
- Convoy, O
- Move to, G
- Move, >
- Explore, /
- Road to, r
- Tube to, t
-
- #COMPASS
- Northeast
- East
- Southeast
- South
- Southwest
- West
- Northwest
- North
-
- #PLANS
- Assault, Assault,
- Combat, Combat,
- Defense, Defense,
- Explore, Explore/Defense,
- Air Power, Air Superiority,
- Planet Buster, Planet Buster,
- Naval, Naval Power,
- Transport, Sea Transport,
- Colonize, Expansion/New Bases,
- Terraform, Planting/Terraforming,
- Convoy, Resource Convoy,
- Covert Ops, Covert Operations,
- Artifact, Alien Artifact,
-
- #TRIAD
- Land
- Sea
- Air
-
- ;
- ; Resources & Energy names
- ;
- #RESOURCES
- Nutrient, Nutrients,
- Mineral, Minerals,
- Energy, Energy,
- Psi, Psi,
-
- #ENERGY
- Econ, Economy,
- Psych, Psych/Soc,
- Labs, Laboratories,
-
- ;
- ; Citizens - Ethics and Specialties
- ;
- ; Singular, Plural, preq, obsolete, ops, psych, research
- ;
- ; preq = Technology prerequisite
- ; obsolete = Technology rendering specialty obsolete
- ; ops = Bonus to operations/reserves
- ; psych = Bonus to psych/soc
- ; research = Bonus to research
- ;
-
- #CITIZENS
- Technician, Technicians, None, Fusion, 3, 0, 0, 0000000
- Doctor, Doctors, None, CentMed, 0, 2, 0, 0000000
- Librarian, Librarians, PlaNets, MindMac, 0, 0, 3, 0000000
- Engineer, Engineers, Fusion, Disable, 3, 0, 2, 0000000
- Empath, Empathi, CentMed, AlphCen, 2, 2, 0, 0000000
- Thinker, Thinkers, MindMac, AlphCen, 0, 1, 3, 0000000
- Transcend, Transcendi, AlphCen, Disable, 2, 2, 4, 0000000
- Drone, Drones,
- Worker, Workers,
- Talent, Talents,
-
- #SOCIO
- ECONOMY, EFFIC, SUPPORT, TALENT, MORALE, POLICE, GROWTH, PLANET, PROBE, INDUSTRY, RESEARCH
- ECONOMY, EFFIC, SUPPORT, TALENT, MORALE, POLICE, GROWTH, PLANET, PROBE, INDUSTRY, RESEARCH
- Politics, Economics, Values, Future Society
- Frontier, None,
- Police State, DocLoy, ++POLICE, ++SUPPORT, --EFFIC
- Democratic, EthCalc, ++EFFIC, ++GROWTH, --SUPPORT
- Fundamentalist, Brain, +MORALE, ++PROBE, --RESEARCH
- Simple, None,
- Free Market, IndEcon, ++ECONOMY, ---PLANET, -----POLICE
- Planned, PlaNets, ++GROWTH, +INDUSTRY, --EFFIC
- Green, CentEmp, ++PLANET, ++EFFIC, --GROWTH
- Survival, None,
- Power, MilAlg, ++MORALE, ++SUPPORT, --INDUSTRY
- Knowledge, Cyber, ++RESEARCH, +EFFIC, --PROBE
- Wealth, IndAuto, +INDUSTRY, +ECONOMY, --MORALE
- None, None,
- Cybernetic, DigSent, ++EFFIC, ++PLANET, ++RESEARCH, ---POLICE
- Eudaimonic, Eudaim, ++GROWTH, ++ECONOMY, ++INDUSTRY, --MORALE
- Thought Control, WillPow, ++POLICE, ++MORALE, ++PROBE, ---SUPPORT
-
-
- #SOCECONOMY
- -3, -2 energy each base
- -2, -1 energy each base
- -1, -1 energy at HQ base
- 0, Standard energy rates
- 1, +1 energy each base
- 2, +1 energy each square!
- 3, +1 energy each square; +1 commerce rating!!
- 4, +1 energy/sq; +2 energy/base; +2 commerce!!!
- 5, +1 energy/sq; +4 energy/base; +3 commerce!!!!
-
- #SOCEFFIC
- -4, ECONOMIC PARALYSIS
- -3, Murderous inefficiency
- -2, Appalling inefficiency
- -1, Gross inefficiency
- 0, High inefficiency
- 1, Reasonable efficiency
- 2, Commendable efficiency
- 3, Exemplary efficiency!
- 4, PARADIGM ECONOMY!!
-
- #SOCSUPPORT
- -4, Each unit costs 2 to support; no free minerals for new base.
- -3, Each unit costs 1 to support; no free minerals for new base.
- -2, Support 1 unit free per base; no free minerals for new base.
- -1, Support 1 unit free per base
- 0, Support 2 units free per base
- 1, Support 3 units free per base
- 2, Support 4 units free per base!
- 3, Support 4 units OR up to base size for free!!
-
- #SOCTALENT
- -1, Extra drones at each base
- 0,
- 1, Extra talents at each base!
-
- #SOCMORALE
- -4, -3 Morale; + modifiers halved
- -3, -2 Morale; + modifiers halved
- -2, -1 Morale; + modifiers halved
- -1, -1 Morale
- 0, Normal Morale
- 1, +1 Morale
- 2, +1 Morale (+2 on defense)
- 3, +2 Morale! (+3 on defense)
- 4, +3 Morale!!
-
- #SOCPOLICE
- -5, Two extra drones for each military unit away from base
- -4, Extra drone for each military unit away from base
- -3, Extra drone if more than one military unit away from base
- -2, Cannot use military units as police. No nerve stapling.
- -1, One police unit allowed. No nerve stapling.
- 0, Can use one military unit as police
- 1, Can use up to 2 military units as police
- 2, Can use up to 3 military units as police!
- 3, 3 units as police. Police effect doubled!!
-
- #SOCGROWTH
- -3, ZERO POPULATION GROWTH
- -2, -20% growth rate
- -1, -10% growth rate
- 0, Normal growth rate
- 1, +10% growth rate
- 2, +20% growth rate
- 3, +30% growth rate
- 4, +40% growth rate
- 5, +50% growth rate!
- 6, POPULATION BOOM!!
-
- #SOCPLANET
- -3, Wanton ecological disruption; -3 Fungus production
- -2, Rampant ecological disruption; -2 Fungus production
- -1, Increased ecological disruption; -1 Fungus production
- 0, Normal ecological tension
- 1, Ecological safeguards!; Mindworm capture 25%
- 2, Ecological harmony!; Mindworm capture 50%!
- 3, Ecological wisdom!!; Mindworm capture 75%!!
-
- #SOCPROBE
- -2, -50% cost of enemy probe team actions; enemy success rate increased
- -1, -25% cost of enemy probe team actions; enemy success rate increased
- 0, Normal security measures
- 1, +1 probe team morale; +50% cost of enemy probe team actions
- 2, +2 probe team morale; Doubles cost of enemy probe team actions!
- 3, +3 probe team morale; Bases and units cannot be subverted!!
-
- #SOCINDUSTRY
- -3, Mineral costs increased by 30%
- -2, Mineral costs increased by 20%
- -1, Mineral costs increased by 10%
- 0, Normal production rate
- 1, Mineral costs decreased by 10%
- 2, Mineral costs decreased by 20%
- 3, Mineral costs decreased by 30%!
- 4, Mineral costs decreased by 40%!!
- 5, Mineral costs decreased by 50%!!!
-
- #SOCRESEARCH
- -5, Labs research slowed by 50%
- -4, Labs research slowed by 40%
- -3, Labs research slowed by 30%
- -2, Labs research slowed by 20%
- -1, Labs research slowed by 10%
- 0, Normal research rate
- 1, Labs research speeded by 10%
- 2, Labs research speeded by 20%
- 3, Labs research speeded by 30%
- 4, Labs research speeded by 40%
- 5, Labs research speeded by 50%
-
- ;
- ; Difficulty - Names for difficulty levels
- ;
- #DIFF
- Citizen,
- Specialist,
- Talent,
- Librarian,
- Thinker,
- Transcend,
-
- ##### IMPORTANT NOTE TO TRANSLATORS
- # For this list of adjectives, please translate to all genders & plurality:
- Alien
- Gaian
- Hive
- University
- Morganic
- Spartan
- Believing
- Peacekeeper
-
- ;
- ; Factions -- Names & personalities
- ;
- ; formal, desc, noun, masc/fem, sing/plural, name, gender, ai-fight, ai-power, ai-tech, ai-wealth, ai-growth
- ; title, characteristic, adjective
- ; SPECIAL RULES, parameters, ...
- ; SOCIAL PRIORITY, setting, result
- ;
- ; formal = Formal name of colony/group
- ; desc = Description of basic ideology
- ; noun = Plural noun
- ; masc/fem = Is faction's noun masculine or feminine
- ; sing/plural = Is faction's noun singular (Labyrinth) or plural (Gaians)
- ; name = Name of default leader
- ; gender = M or F (gender of leader)
- ; ai-fight = -1,0,1 (willingness to use force to achieve goals)
- ; ai-power = 1 or 0 (interest in power)
- ; ai-tech = 1 or 0 (interest in knowledge)
- ; ai-wealth = 1 or 0 (interest in wealth)
- ; ai-growth = 1 or 0 (interest in population growth)
- ;
- ; title = leader's title
- ; characteristic = leader's descriptive adjective
- ;
- ; adjective = adjectival form of faction name (e.g. Gaian)
- ; TRANSLATOR NOTE: for FRENCH versions, this should
- ; give all four forms (ms:fs:mp:fp):
- ; Gaian:Gaiane:Gaians:Gaianes (or whatever it would be)
- ; for GERMAN it should have all six forms.
- ;
- ; SPECIAL RULES = rule, parameter
- ;
- ; TECH = Free technology at start. Parameter
- ; is either a tech id (e.g. "Cen") to
- ; indicate a specific technology, or a
- ; number (e.g. 2) to indicate a number
- ; of player-selected technologies.
- ; MORALE = Morale modifier (if 0, indicates an
- ; exemption from negative modifiers from
- ; other sources).
- ; PSI = Percentage combat bonus for PSI Combat.
- ; FACILITY = Every new base gets this free facility.
- ; Param indicates facility (e.g. "4" is
- ; a Perimeter Defense) from the facilities
- ; list. Do NOT attempt to give satellites
- ; and secret projects this way.
- ; RESEARCH = Free research points per base per turn.
- ; DRONE = Extra drone at base (per "param"
- ; citizens, rounded down)
- ; TALENT = Extra talent at base (per "param"
- ; citizens, rounded up)
- ; ENERGY = Free energy reserves at start
- ; INTEREST = Energy reserves interest.
- ; Non-zero = constant percentage per turn (including negative)
- ; Zero = +1/base each turn
- ; COMMERCE = Increased commerce rate
- ; POPULATION = # to be added to population limit of
- ; each base for purposes of Habitation
- ; domes, etc.
- ; HURRY = Percentage change in costs of "Hurry"
- ; button on construction (e.g. 125 means
- ; 125% of normal cost, so 100 costs 125).
- ; UNIT = Extra free unit at start; param is
- ; index from units list (e.g. 0 equals
- ; Colonists, 1 Terraformers, 2 Scout
- ; Crawler)
- ; TECHCOST = Modifier % for tech research rate.
- ; (e.g. 125 means each discovery costs
- ; 125% the usual number of research
- ; points).
- ; SHARETECH = Gain any technology known to # other players
- ; TERRAFORM = Halves terraform raise/lower cost
- ; SOCIAL = Gives a modifier in the named social effect category
- ; ("SOCIAL, +EFFIC" raises the EFFIC rating by 1;
- ; "SOCIAL, --POLICE" lowers POLICE rating by 2);
- ; ROBUST = Halves the intensity of minus effects in the named
- ; social area ("ROBUST, EFFIC" halves minus efficiency
- ; effects in social model).
- ; IMMUNITY = Immunity from minus effects in the named social
- ; area. ("IMMUNITY, ENERGY" prevents minus energy
- ; effects in social model).
- ; IMPUNITY = Impunity :-) from minus effects from a particular
- ; social setting. "IMPUNITY, Police State" prevents
- ; all - effects from "Police State" setting.
- ; PENALTY = Opposite of impunity: doubles the negative effects
- ; of a particular setting.
- ; FUNGNUTRIENT= Modifier to NUTRIENT produced in fungus squares
- ; FUNGMINERALS= Modifier to MINERALS produced in fungus squares
- ; FUNGENERGY = Modifier to ENERGY produced in fungus squares
- ; COMMFREQ = Gets an extra comm frequency (another faction to
- ; talk to) at beginning of game. (Parameter is ignored)
- ; MINDCONTROL = Vehicles and bases immune to mind control
- ; FANATIC = +25% bonus on attack
- ; VOTES = Multiplier for governor votes
- ; FREEPROTO = Prototype cost reduced to zero for this faction
- ;
- ; SOCIAL PRIORITY:
- ; Drawn from the political table above (see #SOCIO), these entries
- ; must exactly match the SOCIO entries in spelling. These determine
- ; the leader's social priorities.
- ;
-
- ##
- ##SAMPLE SENTENCES FOR TRANSLATORS
- ##
- ##Gaia's Stepdaughters, The Green, Gaians, F, 2, Deirdre, F, -1, 0, 0, 0, 1,
- ## TECH, Ecology, SOCIAL, -MORALE, SOCIAL, -POLICE, SOCIAL, +EFFIC, PSI, 25, FUNGNUTRIENT, 1
- ## Environment, Pro-Ecology, PLANET
- ## Liberties, Democratic, EFFIC
- ## Gaian, Gaian,
- ## Lindly, Scott, Lindly's Rest
- ## Lady, beautiful, tree-crazy, green, eco-daft,
- ## Nature Loony
- ## [Together we shall both] preserve Planet's native life [and ...]
- ## [My intent is] to guard, understand, and preserve Planet's native life
- ## [She is bent on] stamping out all legitimate human development of this planet
- ## [You seem bent on] stamping out all legitimate human development of this planet
- ## [I shall not stand here while you] cripple any and all efforts toward human progress on this world
- ## [She spends her time] dancing naked through the trees
- ## [You spend your time] dancing naked through the trees
- ## [I have been accused of] spouting tree-crazy prattle
- ## [Your] tree-crazy prattle [does not impress me]
- ## [Think how this could benefit your] environmental initiatives
- ## [I trust your] pagan rituals [are proceeding to your satisfaction]
- ## [It is customary to remit me a small] ecology tax [...]
- ## [...for the services my forces provide in] preserving and cataloguing Planet's native life
- ## [I shall instruct] my Environmental Police [to see that no such...]
- ## [You are in contravention of] the Planetary Ecology Code
- ##
- ## END OF SAMPLE SENTENCES FOR TRANSLATORS
- ##
-
- ; Bonus Names: These keys must match the strings used in faction definitions
- #BONUSNAMES
- TECH, MORALE, PSI, FACILITY, RESEARCH, DRONE, TALENT, ENERGY,
- INTEREST, COMMERCE, POPULATION, HURRY, UNIT, TECHCOST, SHARETECH, TERRAFORM,
- SOCIAL, ROBUST, IMMUNITY, IMPUNITY, PENALTY, FUNGNUTRIENT, FUNGMINERALS, FUNGENERGY,
- COMMFREQ, MINDCONTROL, FANATIC, VOTES, FREEPROTO
-
- ;
- ; First item is file name, second item is search key.
- ; These should always be the same except for debugging purposes.
- ;
- #FACTIONS
- GAIANS, GAIANS
- HIVE, HIVE
- UNIV, UNIV
- MORGAN, MORGAN
- SPARTANS, SPARTANS
- BELIEVE, BELIEVE
- PEACE, PEACE
-
- #MANDATE
- Explore, EXPLORE
- Discover, DISCOVER
- Build, BUILD
- Conquer, CONQUER
-
- #MOOD
- Magnanimous
- Solicitous
- Cooperative
- Noncommittal
- Ambivalent
- Obstinate
- Quarrelsome
- Belligerent
- Seething
-
- #REPUTE
- Noble
- Faithful
- Scrupulous
- Dependable
- Ruthless
- Treacherous
- Wicked
- Infamous
-
- #MIGHT
- Unsurpassed, magnificent
- Potent, mighty
- Formidable, formidable
- Sufficient, respectable
- Wanting, small
- Anemic, anemic little
- Feeble, feeble little
-
- #PROPOSALS
- Elect Planetary Governor, None, New Governor Appointed
- Unite Behind Me As Supreme Leader, MindMac, Diplomatic Victory; Game Ends
- Salvage Unity Fusion Core, Orbital, +500 Energy Credits Every Faction
- Global Trade Pact, PlaEcon, Commerce Rates Doubled
- Repeal Global Trade Pact, PlaEcon, Commerce Rates Halved
- Launch Solar Shade, Space, Global Cooling; Sea Levels Drop
- Increase Solar Shade, Space, Global Cooling; Sea Levels Drop
- Melt Polar Caps, EcoEng2, Global Warming; Sea Levels Rise
- Repeal U.N. Charter, MilAlg, Atrocity Prohibitions Lifted
- Reinstate U.N. Charter, MilAlg, Atrocity Prohibitions Return
- ..., Disable, ...
-
-
-
- #NATURAL
- Garland Crater, Crater
- Mount Planet, Volcano
- Monsoon Jungle, Jungle
- Uranium Flats, Uranium
- New Sargasso, Sargasso
- The Ruins, Ruins
- Great Dunes, Dunes
- Freshwater Sea, Fresh
- Sunny Mesa, Mesa
- Nessus Canyon, Canyon
- Geothermal Shallows, Geothermal
- Pholus Ridge, Ridge
- Borehole Cluster, Borehole
- Manifold Nexus, Nexus
-
-
-
- # ; This line must remain at end of file
-
-