; ; 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) 5 ; Max effective science rate in fundamentalism (x10, so 5 = 50%) ; ; Civilization Advances ; ; Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category ; ; Ai Value = Basic value at which computer players ; view this advance (used in determining ; which discovery to pursue, which to ; acquire during exchanges, and value of ; gift during diplomacy). ; Modifier = Modifier to value based on the "civilized" ; aspect of a leader's personality. Positive ; values increase value for civilized leaders, ; decrease it for militaristic. Negative ; values vice versa. ; preq1, preq2 = Prerequisites ; ; Epoch = historical period ; 0 = Ancient ; 1 = Renaissance ; 2 = Industrial Revolution ; 3 = Modern ; ; Category = Knowledge category ; 0 = Military ; 1 = Economic ; 2 = Social ; 3 = Academic ; 4 = Applied ; @CIVILIZE Advanced Flight, 4,-2, Rad, Too, 3, 4 ; AFl Alphabet, 5, 1, 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, Dem, Met, 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, Met, Mag, 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, Phy, Inv, 2, 3 ; SE Steel, 4,-1, E1, Ind, 2, 4 ; Stl Superconductor, 4, 1, Pla, Las, 3, 3 ; Sup Tactics, 6,-1, Csc, Ldr, 2, 0 ; Tac Theology, 3, 2, MT, Feu, 1, 2 ; The Theory of Gravity, 4, 0, Ast, Uni, 1, 3 ; ToG Trade, 4, 2, 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 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, 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, 8, 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, ...
Honakura