RULES


;
; CIVILIZATION GAME DATA -- The Hundred Years War
; Copyright (c) 1995 by MicroProse Software
; Changes 1998/1999 by John Ellis
;
; 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
2 ; Road movement multiplier
2 ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2 ; # of food each citizen eats per turn
20 ; # of rows in food box (rows * city_size+1 = box)
10 ; # of rows in shield box
2 ; Settlers eat (govt <= Monarchy)
3 ; Settlers eat (govt >= Communism)
9 ; City size for first unhappiness at Chieftain level
25 ; Riot factor based on # cities (higher factor lessens the effect)
8 ; Aqueduct needed to exceed this size
20 ; Sewer System needed to exceed this size
10 ; Tech paradigm (higher # slows research)
40 ; Base time for engineers to transform terrain (x2)
4 ; Established Monarchy pays support for all units past this
3 ; Communism pays support for all units past this
8 ; Fundamentalism pays support for all units past this
1 ; 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 = Classical
; 1 = Medieval
; 2 = Renaissance
; 3 = Future
;
; Category = Knowledge category
; 0 = Military
; 1 = Economic
; 2 = Social
; 3 = Academic
; 4 = Applied
;
@CIVILIZE
Medieval Tech, 4,-2, nil, nil, 1, 2 ; AFl
Powder Mill, 5, 1, Phi, Che, 1, 4 ; Alp
Naval Tradition, 3,-2, no, no, 0, 0 ; Amp
Astronomy, 4, 1, nil, AFl, 0, 3 ; Ast
Early Cannon, 8,-1, Gun, Ref, 1, 0 ; Ato
Special, 6,-1, no, no, 3, 4 ; Aut
Usury, 4, 2, Tra, Cor, 1, 1 ; Ban
Bridge Building, 4, 2, AFl, nil, 0, 4 ; Bri
Gunnery, 6,-1, MP, Ato, 1, 0 ; Bro
Church Effect, 5, 0, nil, nil, 0, 2 ; Cer
Chemistry, 5, 0, Tra, Med, 1, 3 ; Che
Chivalry, 4,-2, Feu, PT, 1, 0 ; Chi
Firearms, 7,-2, MP, CA, 2, 0 ; CoL
Cannon, 6,-2, Met, Bro, 1, 0 ; CA
Un-Englishness, 1,-1, no, no, 0, 2 ; Cmb
xxxxxCommunism, 1, 0, no, no, 2, 2 ; Cmn
Un-Burgundianism, 1, 1, no, no, 0, 2 ; Cmp
Un-Flemishness, 1,-1, no, no, 0, 2 ; Csc
Un-Scottishness, 1, 0, no, no, 0, 2 ; Cst
Faires, 3, 0, nil, AFl, 1, 1 ; Cor
Un-Castillianism, 1, 1, no, no, 0, 2 ; Cur
xxxxDemocracy, 1, 1, no, no, 3, 2 ; Dem
Economics, 5, 1, Uni, Ban, 2, 1 ; Eco
Un-Navarrism, 1, 0, no, no, 0, 2 ; E1
Longbow, 1, 1, no, no, 1, 0 ; E2
Engineering, 3, 0, nil, AFl, 0, 4 ; Eng
Professional Warfare,3, 1, nil, AFl, 1, 0 ; Env
Espionage, 1,-1, no, no, 0, 0 ; Esp
Sheep Farming, 4, 2, no, nil, 1, 4 ; Exp
Feudalism, 4,-1, nil, AFl, 1, 2 ; Feu
Siege Theory, 4,-1, AFl, Eng, 0, 0 ; Fli
xxxxxFundamentalism,1,-2, no, no, 1, 0 ; Fun
Stopper Tech, 3, 0, no, no, 3, 3 ; FP
Improved Plate, 7,-2, Met, ToG, 1, 0 ; Gen
Peasant Militancy, 1, 0, no, nil, 1, 0 ; Gue
Gunpowder, 4,-2, AFl, nil, 1, 0 ; Gun
Naval Design, 6,-1, Nav, Bro, 1, 0 ; Hor
xxxxxIndustry, 6, 0, no, no, 2, 1 ; Ind
Medieval Philosophy,4, 0, AFl, nil, 1, 2 ; Inv
Iron Working, 5,-1, AFl, nil, 0, 4 ; Iro
Ingenious Taxation, 6, 1, Mon, Eco, 1, 1 ; Lab
Standing Army, 5,-1, Pla, Lab, 2, 0 ; Las
Leadership, 2, 0, Chi, Env, 1, 0 ; Ldr
Clerical Learning, 4, 2, nil, AFl, 1, 3 ; Lit
Galleys, 4,-2, no, Rec, 0, 0 ; Too
Magnetism, 4, 1, Phy, AFl, 1, 3 ; Mag
Map Making, 3, 1, AFl, nil, 0, 4 ; Map
Papal Reconciliation,1, 1, no, nil, 1, 2 ; Mas
Refined Gunpowder, 5, 0, Gun, Alp, 1, 4 ; MP
Mathematics, 3, 1, AFl, Ast, 0, 3 ; Mat
Medicine, 5, 0, AFl, nil, 1, 4 ; Med
Metallurgy, 6,-1, Ref, Iro, 1, 4 ; Met
Wool Trade, 4, 2, no, no, 1, 4 ; Min
Un-Frenchness, 1, 0, no, no, 0, 2 ; Mob
Absolute Monarchy, 6, 1, Inv, Feu, 1, 2 ; Mon
Cathedral Building, 5, 1, nil, AFl, 1, 2 ; MT
Religious Fervour, 4, 0, nil, AFl, 0, 2 ; Mys
Navigation, 6, 1, Mag, Ast, 1, 1 ; Nav
xxxxNuclear Fission,6,-2, no, no, 3, 3 ; NF
Speeds Ships, 3, 0, no, no, 3, 3 ; NP
Invention, 7, 1, AFl, nil, 1, 4 ; Phi
Physics, 5, 1, Che, Lit, 1, 3 ; Phy
Army Reform, 5,-1, Env, nil, 1, 0 ; Pla
Englishness, 1, 0, FP, nil, 0, 2 ; Plu
Heavy Cavalry, 4,-2, nil, AFl, 0, 0 ; PT
Sailing Barges, 2,-1, nil, Sea, 1, 0 ; Pot
Airbases, 5,-1, no, no, 3, 4 ; Rad
Railroad, 6, 0, no, no, 2, 4 ; RR
Events, 1, 1, FP, nil, 0, 2 ; Rec
Metal Casting, 5, 0, AFl, Iro, 1, 4 ; Ref
Farmland, 3, 1, no, no, 3, 1 ; Rfg
The Republic, 1, 2, no, no, 0, 2 ; Rep
Papal Schism, 6, 2, no, no, 1, 2 ; Rob
Renaissance, 8, 0, CoL, Las, 2, 2 ; Roc
Sanitation, 4, 2, Med, Eng, 2, 4 ; San
Seafaring, 4, 1, Map, nil, 0, 1 ; Sea
Papal Assent, 5, 1, nil, no, 1, 2 ; SFl
Crusading Fervour, 6, 0, Mys, SFl, 1, 2 ; Sth
xxxxxSteam Engine, 4,-1, no, no, 3, 3 ; SE
Machinery, 4, 2, Phi, Eng, 1, 4 ; Stl
Textiles, 5, 1, Roc, Stl, 2, 4 ; Sup
Tactics, 6,-2, Las, Ldr, 2, 0 ; Tac
Theology, 3, 2, AFl, nil, 1, 2 ; The
Artificing, 4,-2, Eng, Stl, 1, 3 ; ToG
Trade, 4, 2, nil, AFl, 0, 1 ; Tra
University, 5, 1, Wri, Mat, 1, 3 ; Uni
Northern Waters, 1, 0, no, no, 0, 2 ; War
Castillian Galleys, 1,-2, no, no, 1, 0 ; Whe
Libraries, 4, 2, Lit, nil, 0, 3 ; Wri
Future Technology, 1, 0, Roc, nil, 3, 3 ; FT
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
Extra Advance 1, 3, 0, no, no, 0, 0 ; X1
Extra Advance 2, 3, 0, no, no, 0, 0 ; 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

;
; Above 11 tech slots (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,
Court, 10, 6, nil,
Warrior Clans, 4, 0, no,
Granary, 6, 1, AFl,
Church, 4, 2, AFl,
MarketPlace, 8, 1, AFl,
Monastery, 8, 2, Lit,
Feudal Court, 8, 1, AFl,
City Walls, 4, 1, AFl,
Aqueduct, 8, 2, AFl,
Counting House, 12, 2, Ban,
Cathedral, 20, 6, AFl,
Library, 16, 3, Wri,
Offices of State, 30, 0, no,
Sell me, 10, 6, no,
Metal Foundry, 20, 5, Ref,
Hand Loom, 8, 3, Sup,
SDI Defense, 20, 4, no,
Recycling Center, 20, 2, no,
Windmill, 10, 5, Stl,
Water Mill, 15, 2, Stl,
Nuclear Plant, 16, 2, no,
Local Assembly, 16, 2, Lab,
Sewer System, 12, 2, San,
City Orchards, 8, 1, AFl,
Wool Staple, 16, 1, no,
University, 25, 4, Uni,
SAM Missile Battery, 10, 2, no,
Harbour Walls, 8, 0, AFl,
Solar Plant, 32, 4, no,
Fishing Fleet, 6, 1, Sea,
Seaport, 16, 2, Sea,
Airport, 16, 3, no,
Trade Monopoly, 15, 0, no,
Castillian Shipyard, 8, 1, no,
Crusader Contingent, 6, 0, no,
Crusader Ship, 8, 0, no,
Crusader Supplies, 12, 0, no,
City Faire, 60, 0, Cor,
Pyramids, 20, 0, no,
Hanging Gardens, 20, 0, no,
Wine Trade, 20, 0, AFl,
Clos des Galées, 20, 0, AFl,
Great Library, 30, 0, no,
Miracle of Our Lady, 30, 0, Mys,
Great Wall, 30, 0, no,
Sun Tzu's War Academy, 30, 0, no,
The Goldsmiths' Guild, 30, 0, AFl,
Marco Polo's Embassy, 20, 0, no,
The True Faith, 40, 0, AFl,
The Philosopher's Stone, 20, 0, Che,
Magellan's Expedition, 40, 0, no,
Shakespeare's Theatre, 30, 0, no,
Leonardo's Workshop, 40, 0, no,
Feudal Loyalty, 40,10, Mon,
The First University, 30, 0, Uni,
Henry II's Angevin Empire,40, 0, AFl,
The Renaissance, 40, 0, Roc,
Statue of Liberty, 40, 0, no,
Papal Favour, 30, 0, no,
Regular Wages!, 5, 0, Env,
Hoover Dam, 60, 0, no,
Manhattan Project, 60, 0, no,
Papal Control, 60, 0, Rec,
Crusade to the Holy Land, 30, 0, no,
SETI Program, 60, 0, no,
Gonfalon del Sant'Iago, 60, 0, AFl,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil, ; Pyramids
nil, ; Hanging Gardens
nil, ; Wine Trade
nil, ; Clos des Galées
nil, ; Great Library
nil, ; Miracle of Our Lady
nil, ; Great Wall
nil, ; Sun Tzu's War Academy
nil, ; The Goldsmiths' Guild
nil, ; Marco Polo's Embassy
nil, ; The True Faith
nil, ; The Philosopher's Stone
nil, ; Magellan's Expedition
nil, ; Shakespeare's Theatre
Aut, ; Leonardo's Workshop
Mon, ; Feudal Loyalty
nil, ; The First University
nil, ; Henry II's Angevin Empire
nil, ; The Renaissance
nil, ; Statue of Liberty
nil, ; Papal Favour
Csc, ; Regular Wages!
nil, ; Hoover Dam
nil, ; Manhattan Project
Mas, ; Papal Control
nil, ; Crusade to the Holy Land
nil, ; SETI Program
nil, ; Gonfalon del Sant'Iago

;
; 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
Peasants, nil, 0, 1.,0, 0a,1d, 1h,1f, 6,0, 5, nil, 000000000000000
Sheep Farmers,nil, 0, 1.,0, 1a,1d, 1h,1f, 10,0, 5, Exp, 000000000000000
Kern, Cmb, 0, 1.,0, 4a,1d, 1h,2f, 1,0, 0, AFl, 000000000000110
Garrison, Mob, 0, 1.,0, 3a,3d, 2h,2f, 2,0, 1, AFl, 000000000000010
Garrison, Cmb, 0, 1.,0, 3a,3d, 2h,2f, 2,0, 1, AFl, 000000000000010
Archers, CoL, 0, 1.,0, 2a,4d, 2h,1f, 2,0, 1, AFl, 000000000000010
Pikemen, Csc, 0, 1.,0, 5a,4d, 2h,2f, 4,0, 1, AFl, 000010000000110
Musket. (N/A),nil, 0, 1.,0, 1a,1d, 2h,1f, 1,0, 1, no, 000010000000010
Fanatic (N/A),no, 0, 5.,0, 16a,7d, 3h,6f, 9,0, 0, no, 100000000101000
Crossbowmen, nil, 0, 1.,0, 5a,3d, 2h,2f, 4,0, 0, AFl, 000000000000110
Longbowmen, Cmb, 0, 1.,0, 5a,5d, 2h,2f, 5,0, 1, Plu, 000010000000010
Mounted 'Bowmen,Cmb, 0, 2.,0, 5a,5d, 2h,2f, 7,0, 1, Plu, 000010000000010
Trebuchet, Ato, 0, 1.,0, 9a,0d, 3h,1f, 8,0, 0, Fli, 000000001000000
Arbalest, CA, 0, 1.,0, 8a,4d, 1h,2f, 5,0, 1, AFl, 000000000000000
Mangonel, Ato, 0, 1.,0, 6a,2d, 2h,2f, 7,0, 0, Fli, 000000001000000
Light Horse, PT, 0, 3.,0, 7a,3d, 1h,3f, 6,0, 0, AFl, 000000000000011
Nobility, Plu, 0, 2.,0, 12a,2d, 2h,3f, 14,0, 0, Chi, 000000000000010
Handgunner, nil, 0, 1.,0, 4a,6d, 1h,3f, 3,0, 1, CoL, 000000000000010
Hobilars, nil, 0, 3.,0, 6a,5d, 2h,1f, 6,0, 0, PT, 000000000000011
Knights (N/A),nil, 0, 3.,0, 6a,4d, 2h,2f, 6,0, 0, no, 000000000000011
Bombard, nil, 0, 1.,0, 8a,0d, 3h,2f, 9,0, 0, Ato, 000000001000000
Culverin, nil, 0, 1.,0, 12a,6d, 2h,3f, 8,0, 0, CA, 000000000000000
Ribauld, CA, 0, 1.,0, 1a,4d, 1h,3f, 4,0, 1, Gun, 000000000000000
Francs-Archeurs,Mob, 0, 1.,0, 4a,3d, 2h,2f, 2,0, 1, Pla, 000010000000010
Men-at-Arms, Gen, 0, 2.,0, 9a,4d, 2h,3f, 9,0, 0, Plu, 000000000000110
Men-at-Arms, nil, 0, 2.,0, 11a,5d, 3h,3f, 12,0, 0, Gen, 000000000000110
Merchant Cog, nil, 2, 6.,0, 0a,4d, 3h,1f, 4,2, 4, AFl, 100000000001000
Wall Defences,nil, 0, 0.,0, 0a,7d, 2h,1f, 3,0, 1, AFl, 000010000000000
Minor Castle, nil, 0, 0.,0, 0a,7d, 4h,1f, 12,0, 1, Rec, 000010000000000
Retainers, Env, 0, 1.,0, 4a,2d, 2h,1f, 2,0, 0, AFl, 000000000000110
Armed Peasants,nil, 0, 1.,0, 6a,3d, 4h,2f, 2,0, 1, Rec, 000000000000010
Men-at-Arms, Plu, 0, 2.,0, 9a,4d, 3h,2f, 11,0, 0, AFl, 000000000000110
Galley, War, 2, 5.,0, 6a,4d, 3h,5f, 8,0, 2, AFl, 100000000101000
Royal Company,nil, 0, 1.,0, 8a,4d, 2h,2f, 4,0, 0, Las, 000000000000110
War Cog, nil, 2, 6.,0, 5a,6d, 4h,3f, 9,1, 2, AFl, 100000000001000
Balinger, nil, 2, 5.,0, 5a,4d, 3h,3f, 5,1, 4, Pot, 100000000101000
Warship, nil, 2, 7.,0, 9a,10d, 4h,4f, 10,1, 2, Hor, 100000000001000
Major Castle, nil, 0, 0.,0, 0a,9d, 6h,1f, 12,0, 1, Rec, 000010000000000
Feudal Levies,Mon, 0, 1.,0, 2a,3d, 2h,1f, 1,0, 1, Feu, 000000000000010
Mounted Archers,PT, 0, 3.,0, 4a,4d, 2h,1f, 4,0, 1, AFl, 000000000000011
Cast. Galley, nil, 2, 5.,0, 7a,5d, 3h,5f, 8,0, 2, Whe, 100000000101010
Black Prince, nil, 0, 2.,0, 16a,8d, 4h,3f, 14,0, 0, Rec, 000000000000010
Joan of Arc, nil, 0, 3.,0, 18a,5d, 2h,4f, 14,0, 0, Rec, 000000000000010
Dauphin, nil, 0, 2.,0, 14a,7d, 3h,3f, 14,0, 0, Rec, 000000000000010
Raiders, nil, 0, 2.,0, 9a,6d, 1h,3f, 14,0, 1, Rec, 000000000000110
Papal Envoy, Mas, 0, 2.,0, 0a,1d, 1h,1f, 10,0, 6, Rob, 000000000000010
Merchant, nil, 0, 1.,0, 0a,1d, 1h,1f, 4,0, 6, Rec, 000001000000010
Mont-St-Michel,nil, 2, 0.,0, 0a,15d, 8h,3f, 10,4, 1, Rec, 000000000000000
Merchant., nil, 0, 1.,0, 0a,1d, 1h,1f, 4,0, 7, Tra, 000001000000010
Village, nil, 0, 0.,0, 0a,1d, 1h,1f, 1,0, 1, Rec, 000000000000010
Black Death, nil, 1, 1.,0, 99a,9d, 9h,9f, 3,0, 0, Rec, 001000000000010
Clansmen, Cst, 0, 1.,0, 7a,2d, 2h,2f, 2,0, 0, AFl, 000000000000110
Halberdiers, nil, 0, 1.,0, 12a,7d, 2h,3f, 6,0, 0, Tac, 000000000000110
Siege Tower, Ato, 0, 1.,4, 7a,1d, 1h,3f, 6,0, 0, Fli, 000000001000000
Pedro the Cruel,nil, 0, 2.,0, 14a,8d, 4h,3f, 8,0, 0, Rec, 000000000000010
Charles the Bad,nil, 0, 2.,0, 15a,8d, 3h,3f, 8,0, 0, Rec, 000000000000010
Phillip the Bold,nil, 0, 2.,0, 12a,8d, 4h,3f, 10,0, 0, Rec, 000000000000010
Duke, nil, 0, 2.,0, 14a,6d, 3h,3f, 16,0, 0, Rec, 000000000000010
Billman, nil, 0, 1.,0, 5a,4d, 2h,2f, 3,0, 0, Tac, 000010000000010
Scottish King,nil, 0, 2.,0, 15a,8d, 4h,3f, 8,0, 0, Rec, 000000000000010
English King, nil, 0, 2.,0, 17a,9d, 4h,3f, 8,0, 0, Rec, 000000000000010
French King, nil, 0, 2.,0, 14a,7d, 4h,3f, 8,0, 0, Rec, 000000000000010

;
; 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 11 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 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units. 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
Sheep Farming,1,2, 1,1,6, Hil, 1,10, 2, no, 1, 5, 3, no, ; Drt
Plain, 1,2, 2,1,0, yes, 1, 5, 1, no, 0,15, 0, no, ; Pln
Grassland, 1,2, 3,1,0, yes, 1, 5, 1, no, 0,10, 0, no, ; Grs
Forest, 2,3, 1,1,0, Jun, 0,10, 2, no, 0, 5, 0, no, ; For
Hills, 2,3, 2,0,0, yes, 1,10, 1, no, 3,10, 1, Drt, ; Hil
Mountains, 9,5, 0,1,0, no, 1,10, 0, yes, 1,30, 0, no, ; Mou
Moor, 1,2, 1,0,0, no, 0,10, 1, no, 0, 0, 0, no, ; Tun
Wooded Hills,2,4, 2,1,0, Hil, 1, 6, 2, no, 1,15, 3, no, ; Gla
Swamp, 2,1, 1,0,0, Grs, 0,15, 2, no, 0,15, 0, no, ; Swa
Woods, 1,3, 2,1,0, Grs, 1, 7, 2, no, 0,15, 0, no, ; Jun
Ocean, 1,2, 0,0,1, no, 0, 0, 2, no, 0, 0, 0, no, ; Oce
Merińo Sheep,1,2, 1,1,10,
Horses, 1,2, 1,3,3,
Grassland, 1,2, 2,1,0,
Deer, 2,3, 4,2,1,
Surface Coal,2,4, 0,5,3,
Gold, 9,6, 0,1,9,
Stag, 1,2, 2,1,1,
Wild Boar, 2,3, 4,1,1,
Peat, 2,3, 1,4,0,
Pigs, 2,3, 4,1,2,
Fish, 1,2, 4,0,2,
Merińo Sheep,1,2, 1,1,10,
Wheatfields,1,2, 3,1,1,
Grassland, 1,2, 2,1,0,
Timber, 2,3, 1,4,3,
Vineyard, 2,3, 1,1,7,
Iron, 9,4, 0,4,0,
Stag, 1,2, 2,1,3,
Pigs, 2,2, 3,1,2,
Thatching Reeds,2,3, 1,3,3,
Poultry, 2,3, 4,0,2,
Fish, 1,2, 4,0,2,




@GOVERNMENTS
Dukedom, Lord, Lady
Feudal Monarch, King, Queen
Absol. Monarch, King, Queen
Not available, Comrade, Comrade
Not available, High Priest, High Priestess
Republic, Hooftman, Lady
Not available, 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
Phillip de Valois,Isabel, 0, 3, 3, French, French, 1, 1, -1,
Edward Plantagenet,Isabel, 0, 2, 0, English, English, 1, 1, -1, 2, Prince, Princess
Louis de Nevers,Maria, 0, 7, 0, Flemish, Flemish, 0, -1, 0,
Phillip the Bold,Isabella, 0, 5, 0, Burgundians, Burgundian, 0, 1, -1, 2, Emperor, Empress, 3, Emperor, Empress
Pedro the Cruel,Isabella, 0, 4, 0, Castillians, Castillian, -1, -1, 0,
Charles the Bad,Isabella, 0, 6, 0, Navarrese, Navarrese, -1, 0, -1,
David, Margaret, 0, 1, 0, Scots, Scottish, 1, 0, -1,
The Dauphin, Isabeau, 0, 7, 0, Armanacs, Armanac, -1, 0, 1,
Maurice, Margaret, 0, 7, 0, Netherlands, Netherlands, 1, 0, 0,
Francis II, Eleanor, 0, 3, 3, French, French, 0, 0, 0,
Maurice, Margaret, 0, 7, 0, Netherlands, Netherlands, 1, 0, 0,
Maurice, Margaret, 0, 7, 0, Netherlands, Netherlands, 1, 0, 0,
Henry VIII, Elizabeth I, 0, 6, 3, English, English, 0, -1, 0,
Maurice, Margaret, 0, 7, 0, Netherlands, Netherlands, 1, 0, 0,
Maurice, Margaret, 0, 7, 0, Netherlands, Netherlands, 1, 0, 0,
Maurice, Margaret, 0, 7, 0, Netherlands, Netherlands, 1, 0, 0,
Maurice, Margaret, 0, 7, 0, Netherlands, Netherlands, 1, 0, 0,
Philip II, Isabella, 1, 4, 3, Spanish, Spanish, 0, 0, -1, 2, Emperor, Empress
Maurice, Margaret, 0, 7, 0, Netherlands, Netherlands, 1, 0, 0,
Maurice, Margaret, 0, 7, 0, Netherlands, Netherlands, 1, 0, 0,
Maurice, Margaret, 0, 7, 0, Netherlands, Netherlands, 1, 0, 0,



;
; Trading Commodities
;
@CARAVAN
Beer,
Dyes,
Tallow,
Armours,
Salt,
Weapons,
Leather,
Wool,
Wine,
Cloth,
Silver,
Livestock,
Jewellery,
Hides,
Honey,
Firearms,


@ORDERS
Fortify, F
Fortified, F
Sentry duty, S
Build Fortress, F
Build Road, R
Irrigate, I
Build Mine, m
Breed sheep, O
Tidy graves, p
Build Airbase, E
Go to, G


@DIFFICULTY
Baron
Earl
Duke
Prince
King
Emperor

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged

















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