; ; 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 Levitation, 4,-2, Rad, Fli, 2, 4 ; AFl Alphabet, 5, 1, nil, nil, 0, 3 ; Alp Going-Under-Water-and-Fighting, 3,-2, Nav, Tac, 2, 0 ; Amp Astronomy, 4, 1, Mys, Mat, 1, 3 ; Ast Thaumic Theory, 4,-1, Cmp, Phy, 3, 3 ; Ato Moving-by-Burning-Things-Vehicle, 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 Alchemy, 5,-1, Uni, Med, 2, 3 ; Che Chivalry, 4,-2, Feu, Hor, 1, 0 ; Chi The Watch, 4, 1, Alp, nil, 0, 2 ; CoL Combined Arms, 5,-1, Mob, AFl, 3, 0 ; CA Burning Things, 5,-1, U1, Exp, 2, 4 ; Cmb Communism, 5, 0, Phi, Ind, 2, 2 ; Cmn Cmp, 4, 1, Min, MP, 3, 3 ; Cmp Beer, 4, 1, nil, nil, 2, 0 ; Csc Building Things, 4, 0, Mas, Cur, 0, 4 ; Cst CMOT Dibbler, 4, 0, Cur, Eco, 2, 1 ; Cor Currency, 4, 1, Bro, nil, 0, 1 ; Cur Democracy, 5, 1, Ban, Inv, 2, 2 ; Dem Reflected-sound-of-underground-spirits, 4, 1, Uni, Ban, 2, 1 ; Eco Demonology, 4, 0, Uni, Mys, 2, 4 ; E1 Nanodemons, 4, 1, E1, Cmp, 3, 4 ; E2 Engineering, 4, 0, Whe, Cst, 0, 4 ; Eng Environmentalism, 3, 1, Rec, SFl, 3, 2 ; Env Headology, 2,-1, Mys, Cmn, 2, 0 ; Esp Explosives, 5, 0, Gun, Che, 2, 4 ; Exp Class System, 4,-1, War, Mon, 0, 2 ; Feu Levitation, 4,-1, nil, Uni, 2, 4 ; Fli Church of Om, 3,-2, MT, Lit, 2, 2 ; Fun Thaumic Fusion, 3, 0, NF, NP, 3, 3 ; FP Stayboat's Morphic Changer, 3, 2, Med, Mys, 3, 3 ; Gen Orang-utan Warfare, 4, 1, Cmn, Tac, 3, 0 ; Gue No. 1 powder, 8,-2, Inv, Iro, 2, 0 ; Gun Horseback Riding, 4,-1, nil, nil, 0, 0 ; Hor Industrialisation, 6, 0, RR, Ban, 2, 1 ; Ind Invention, 6, 0, Eng, Lit, 1, 4 ; Inv Iron Working, 5,-1, Bro, War, 0, 4 ; Iro Guild of Workers, 4,-1, MP, Gue, 3, 2 ; Lab Stibbons' Thaumic Light, 4, 0, NP, MP, 3, 3 ; Las Leadership, 5,-1, Chi, Gun, 1, 0 ; Ldr Literature, 5, 2, Wri, Uni, 0, 3 ; Lit Dwarf Workshop Tools, 4,-2, Stl, Rob, 2, 4 ; Too The Love of Iron, 4,-1, Phy, Iro, 2, 4 ; Mag Mapp Making, 6,-1, Alp, nil, 0, 1 ; Map Masonry, 4, 1, nil, nil, 0, 4 ; Mas Wongleweed's Great Reproducer, 5, 0, Aut, Uni, 3, 3 ; MP Mathematics, 4,-1, Alp, Mas, 0, 3 ; Mat Faculty of Medicine, 4, 0, Phi, Tra, 2, 1 ; Med Metallurgy, 6,-2, Gun, Che, 2, 0 ; Met Haddwock's Amazing Shrinker, 4, 1, Too, Uni, 3, 3 ; Min Moving-Around-and-Fighting, 8,-1, Aut, Tac, 3, 0 ; Mob Monarchy, 5, 1, Cer, CoL, 0, 2 ; Mon Monotheism, 5, 1, Phi, PT, 1, 2 ; MT Magic, 4, 0, nil, nil, 0, 3 ; Mys Navigation, 6,-1, Sea, Ast, 1, 1 ; Nav Splitting the Thaum, 6,-2, Ato, Cmp, 3, 3 ; NF Thaumic Power, 3, 0, NF, E2, 3, 3 ; NP Philosophy, 6, 1, Csc, Lit, 1, 2 ; Phi Physics, 4,-1, Nav, Lit, 1, 3 ; Phy Frymall's Superb Synthesiser, 4, 1, Ref, Ato, 3, 3 ; Pla Plumbing, 4, 0, Cst, Pot, 1, 4 ; Plu Polytheism, 4, 0, Cer, Hor, 0, 2 ; PT Pottery, 4, 1, nil, nil, 0, 1 ; Pot Crimpare's Communicator, 5,-1, Fli, E1, 3, 3 ; Rad The Stagecoach, 6, 0, SE, Bri, 2, 1 ; RR Ripart's Wonderful Re-User, 2, 1, Uni, Dem, 3, 1 ; Rec Fenester's Separation Surprise, 4, 0, Che, Uni, 2, 4 ; Ref Britchard's Accelerated Cooler, 3, 1, Uni, San, 3, 1 ; Rfg The Republic, 5, 1, CoL, Lit, 0, 2 ; Rep Golems, 5,-2, Pot, Alp, 0, 4 ; Rob Alchemical Propulsion, 6,-2, Che, Cst, 3, 4 ; Roc Sanitation, 4, 2, Med, Eng, 2, 1 ; San Seafaring, 4, 1, Map, Pot, 0, 1 ; Sea Potent Voyager, 4, 1, Roc, Sup, 3, 3 ; SFl Invisibility, 3,-2, Uni, Tac, 2, 0 ; Sth Steam Engine, 4,-1, Phy, Inv, 2, 3 ; SE Steel, 4,-1, E1, Ind, 2, 4 ; Stl Krullian Manufacture, 4, 1, Pla, Las, 3, 3 ; Sup General Tacticus' Book, 6,-1, Lit, Ldr, 2, 0 ; Tac Theology, 3, 2, MT, Feu, 1, 2 ; The Theory of L-Space, 4, 1, Lit, Uni, 1, 3 ; ToG Trade, 4, 2, Cur, CoL, 0, 1 ; Tra Unseen University, 5, 1, Mys, U1, 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 ; ... Sourcery, 5, 2, Mys, nil, 0, 3 ; U1 Music With Rocks In, 4, 0, Mys, Inv, 1, 2 ; U2 Standing-Still-and-Fighting, 5,-1, War, Gun, 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 of Small Gods, 4, 1, Cer, Market Place, 8, 1, Cur, Library, 8, 1, Wri, Courthouse, 8, 1, CoL, City Walls, 8, 0, Mas, Aqueduct, 8, 2, Cst, Bank, 12, 3, Ban, Mended Drum, 12, 3, MT, Guild of Education, 16, 3, Uni, Moving Lots of Things, 16, 4, MP, Colosseum, 10, 4, Cst, Factory, 20, 4, Ind, Bjorn Hammerhock's Workshop, 30, 6, Too, Palace Guard, 20, 4, U3, Recycling Centre, 20, 2, Rec, Power Plant, 16, 4, Ref, Water Plant, 24, 4, E1, Thaumic Plant, 16, 2, NP, Guild of Merchants, 16, 4, Eco, Guild of Plumbers and Dunnikindivers, 12, 2, San, Pork Futures Warehouse, 8, 3, Rfg, Crossroads, 20, 5, Aut, Alchemists' Guild, 16, 3, Che, Gonne-That-Shoots-at-the-Sky, 10, 2, Exp, Coastal Fortress, 8, 1, Met, Solar Plant, 32, 4, Env, Harbour, 6, 1, Sea, Fishing Rig, 16, 3, Min, Airport, 16, 3, Fli, Watch House, 6, 2, Cmn, Docks, 8, 3, Amp, PV Structural, 8, 0, SFl, PV Component, 16, 0, Pla, PV Module, 32, 0, Sup, (Capitalisation), 60, 0, Cor, Ptaclusp's Pyramids, 20, 0, Mas, Hanging Gardens of Phyve, 20, 0, Pot, Colossus of Avn'Yuz, 20, 0, Bro, Lighthouse, 20, 0, Map, UU Library (Oook!), 30, 0, ToG, St Ungulant's Wheel, 30, 0, Phi, Great Wall of Pors Elayne, 30, 0, Mas, Captain Carrot's School of War, 30, 0, Mob, King Artorollo's Crusade, 30, 0, Eng, Purdeigh's Embassy, 20, 0, Tra, Fomaggio's Chapel, 40, 0, MT, UU Observatory, 30, 0, Ast, Llamedos Jones' Expedition, 40, 0, Nav, The Dysk, 30, 0, Lit, Leonard of Quirm's Workshop, 40, 0, Inv, Hilda's Stall, 30, 0, Esp, Sunshine Sanctuary for Sick Dragons, 40, 0, Med, Guild of C.M.O.T. Dibblers, 40, 0, Cor, HEM Building, 40, 0, Cmp, The Dancers, 40, 0, Esp, Tower of Art, 30, 0, Uni, Cable Street Particulars, 50, 0, CA, Brass Bridge, 60, 0, E2, Thaumic Research Project, 60, 0, FP, Oblong Office, 60, 0, Cmn, Artemis Program (Potent Voyager), 60, 0, SFl, Ephebeian Baths, 60, 0, Phi, Bugarup Opera Hosue, 50, 0, U2, ; ; Yes, Hosue *is* spelt correctly! ; ; Expiration advancements for Wonders of the World ; @ENDWONDER nil, ; Ptaclusp's Pyramids RR, ; Hanging Gardens of Phyve AFl, ; Colossus of Avn'Yuz Mag, ; Lighthouse E2, ; UU Library The, ; St Ungulant Met, ; Great Wall of Pors Elayne Mob, ; Captain Carrot's School of War Ind, ; King Artorollo's Crusade Cmn, ; Purdeigh's Embassy nil, ; Llamedos Jones' Expedition nil, ; Fomaggio's Chapel nil, ; UU Observatory nil, ; The Dysk Aut, ; Leonard of Quirm's Workshop Med, ; Hilda's Stall nil, ; Sunshine Sanctuary for Sick Dragons nil, ; Guild of C.M.O.T. Dibblers nil, ; HEM Building nil, ; The Dancers nil, ; Tower of Art nil, ; Brass Bridge nil, ; Cable Street Particulars nil, ; Ephebeian Baths nil, ; Oblong Office nil, ; Apollo nil, ; Thaumic Research Project nil, ; Bugarup Opera Hosue ; ; 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 Wizards, nil, 0, 2.,0, 0a,2d, 2h,1f, 4,0, 5, Exp, 000000000000010 Ecksians, Feu, 0, 1.,0, 1a,1d, 1h,1f, 1,0, 1, nil, 000000000000000 Trolls, Feu, 0, 1.,0, 1a,2d, 1h,1f, 2,0, 1, Bro, 000000000000000 C.W. St John Nobby Nobbs, Gun, 0, 1.,0, 3a,2d, 1h,1f, 3,0, 1, War, 000000000000000 City Watch, Gun, 0, 1.,0, 4a,2d, 1h,1f, 4,0, 1, Iro, 000000000000000 Dwarfs, Gun, 0, 1.,0, 1a,2d, 1h,1f, 2,0, 1, Feu, 000010000000000 Crossbowmen, Cmb, 0, 1.,0, 3a,3d, 2h,1f, 3,0, 1, Gun, 000000000000000 Brutha, 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 Hublandish Troops,nil, 0, 1.,0, 5a,5d, 2h,1f, 5,0, 1, Tac, 000001000000000 Gonners, nil, 0, 1.,0, 5a,4d, 2h,1f, 4,0, 1, Cmb, 000000000000000 Venturi's Infantry, nil, 0, 1.,0, 8a,5d, 2h,1f, 6,0, 0, Tac, 000000000000100 Levitating Wizard, nil, 0, 1.,0, 6a,4d, 2h,1f, 6,0, 1, CA, 000000100000000 Young Warriors, nil, 0, 3.,0, 6a,6d, 3h,1f, 5,0, 1, Lab, 000000000000000 Horse People, Chi, 0, 2.,0, 2a,1d, 1h,1f, 2,0, 0, Hor, 000000000000000 Ynci's Chariot, PT, 0, 2.,0, 3a,1d, 1h,1f, 3,0, 0, Whe, 000000000000000 One of 1000 Elephants!, MT, 0, 2.,0, 4a,1d, 1h,1f, 4,0, 0, PT, 000000000000000 Omnian Warriors, Ldr, 0, 2.,0, 5a,1d, 1h,1f, 4,0, 0, MT, 000000000000000 Vimes's First of Foot, Ldr, 0, 2.,0, 4a,2d, 1h,1f, 4,0, 0, Chi, 000000000000000 D'regs, 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 The Turtle, nil, 0, 3.,0, 10a,5d, 3h,1f, 8,0, 0, Mob, 000000000000000 Sulphur-Throwing Machine, Met, 0, 1.,0, 6a,1d, 1h,1f, 4,0, 0, Mat, 000000000000000 Barking Dogs, nil, 0, 1.,0, 8a,1d, 2h,1f, 4,0, 0, Met, 000000000000000 Artillery, nil, 0, 1.,0, 10a,1d, 2h,2f, 5,0, 0, no, 000000000000000 Howitzer, nil, 0, 2.,0, 12a,2d, 3h,2f, 7,0, 0, no, 000000001000000 Flying-and-Attacking Machine, Inv, 1, 10.,1, 4a,2d, 2h,2f, 6,0, 3, Fli, 000000000010001 Bomber, Inv, 1, 8.,2, 12a,1d, 2h,2f, 12,0, 0, no, 000000000000001 Leonard's Flying Machine, nil, 1, 6.,0, 10a,3d, 2h,2f, 10,0, 0, Inv, 100000000000001 Invis. Flying-and-Attacking Machine, nil, 1, 14.,1, 8a,3d, 2h,2f, 8,0, 3, Sth, 000000100000001 Invisible Hydrophobe, nil, 1, 12.,2, 14a,3d, 2h,2f, 16,0, 0, Sth, 000000010000000 Trireme, Nav, 2, 3.,0, 1a,1d, 1h,1f, 4,2, 4, Map, 000000000100000 The Prid of Ankh-Morpork, Mag, 2, 3.,0, 2a,1d, 1h,1f, 4,3, 4, Nav, 000000000000000 Galleon, Ind, 2, 4.,0, 0a,2d, 2h,1f, 4,4, 4, Mys, 000000000000000 Frigate, E1, 2, 4.,0, 4a,2d, 2h,1f, 5,2, 2, Mys, 000000000000000 Ironclad, E1, 2, 4.,0, 4a,4d, 3h,1f, 6,0, 2, no, 000000000000000 Destroyer, nil, 2, 6.,0, 4a,4d, 3h,1f, 6,0, 2, no, 100000000000001 Cruiser, Sth, 2, 5.,0, 6a,6d, 3h,2f, 8,0, 2, Inv, 100000000000001 Invisible Cruiser,nil, 2, 5.,0, 8a,8d, 3h,2f, 10,0, 2, Sth, 110000000000001 Battleship, nil, 2, 4.,0, 12a,12d, 4h,2f, 16,0, 2, no, 000000000000001 Going-Under-The-Water-Safely-Device, 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, no, 000000010000001 Hydrophobe, nil, 2, 5.,0, 0a,3d, 3h,1f, 5,8, 4, Ind, 000000000000000 Wizard's Fireball, nil, 1, 12.,1, 20a,0d, 1h,3f, 6,0, 0, Roc, 001000000000000 Sourcerer's Fireball, nil, 1, 16.,1, 99a,0d, 1h,1f, 16,0, 0, Roc, 001000000000000 Tourist, Esp, 0, 2.,0, 0a,0d, 1h,1f, 3,0, 6, Wri, 000000000000010 Vetinari's Spies, nil, 0, 3.,0, 0a,0d, 1h,1f, 3,0, 6, Esp, 000000000000011 Zoons, Cor, 0, 1.,0, 0a,1d, 1h,1f, 5,0, 7, Tra, 000000000000010 Zoon Liars, nil, 0, 2.,0, 0a,1d, 1h,1f, 5,0, 7, Cor, 000000000000010 Rincewind, 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. ; ; 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, 1,0,4, 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. Dictatorship, Emperor, Empress Monarchy, King, Queen Communism, Comrade, Comrade Omnianism, 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 Lord Vetinari, Lady Selachii, 0, 1, 1, Ankh-Morporkians, Ankh-Morporkian, 0, 1, 1, 1, Dictator, Dictator, 2, Patrician, Matrician, 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, 1, Americans, American, -1, 0, 1, 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, 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, Spircles, Glod, Oil, Beer, @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 Private Lance-Corporal Corporal Sergeant Captain Commander @ATTITUDES Worshipful Enthusiastic Cordial Receptive Neutral Uncooperative Icy Hostile Enraged