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Old October 2, 1999, 23:28   #1
Jim W
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Local Time: 00:01
Local Date: October 31, 2010
Join Date: Sep 1999
Location: Saskatoon, Saskatchewan, Canada
Posts: 245
Exactly what needs to be changed to change city and tribe names?

OK. So a while back somebody explained how to change the tribe and city names. So I went into the Cities list, changed the Romans to a made-up name, then changed all the names in the Romans list to mjy own inventions. (Yes, I saved the originals on another file.) Then I started playing to see what would happen. First off, the Romans were still one of my list of tribes.

Clearly I had missed something.

I continued to play. Well, they had Romans there, but they didn't have a list of Roman cities, so when I came to build the first Roman city, I was given a blank space and asked to fill something in.

So my question is, just exactly which things do I have to change, and where do I find them?

I am using MGE, v 5.25, if I remember correctly.

Any assistance would be greatly appreciated.

Jim W
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Old October 3, 1999, 01:26   #2
Fast_Eddie
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You need to have the part that says:

@ROMANS

still have the name ROMANS. If that's changed to anything else than those ity names won't work with the tribe ROMANS.

Now, if you changed the name of the tribe in RULES.txt to, oh, let's say, PENCILS, than in CITY.txt the line would be:

@PENCILS

instead of

@ROMANS

That's it. Just don't change the name of the civ in CITY.txt unless you change it in RULES.txt too.
 
Old October 3, 1999, 02:52   #3
Jim W
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Local Time: 00:01
Local Date: October 31, 2010
Join Date: Sep 1999
Location: Saskatoon, Saskatchewan, Canada
Posts: 245
Thanks.

That was the point, of course. I want to put in new tribes with new city names. So I gots to change the tribe names in da rulez.

Jim W
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Old October 3, 1999, 10:35   #4
Fast_Eddie
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Glad to help.
 
Old October 3, 1999, 15:41   #5
Jim W
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Local Time: 00:01
Local Date: October 31, 2010
Join Date: Sep 1999
Location: Saskatoon, Saskatchewan, Canada
Posts: 245
So now I changed the Romans to the Balheri, with a list of imaginary cities.

I even have a new name for the leader.

The game greets the new leader, and tells him that his tribe already prossesses roads and irrigation. Then it hangs up.

I knew I had a problem previous to that, because in the list of available tribes for starting out, there were some great gaps. Certain peoples, none of whose files had been changed, were just gone, and spaces were left in the list.

I have no idea what the problem might be. I made sure none of my names were too long, which is one thing they wqrn about.

So where do I go from here?

Jim W
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Old October 3, 1999, 16:01   #6
Fast_Eddie
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hmmmmm, is that all you changed? Just the Romans? hmmmm, well, compare that file to a normal rules.txt, and if yo can't find any differences besides the inteded ones, then start with a new rules.txt. If you still have problems (or are just lazy) post the rules.txt (Just the part for the leaders) here by cutting and pasting and then I'll look at it.
 
Old October 4, 1999, 01:23   #7
Jim W
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Local Time: 00:01
Local Date: October 31, 2010
Join Date: Sep 1999
Location: Saskatoon, Saskatchewan, Canada
Posts: 245

I'm fast falling asleep, but I'd love to send along the changes I've made. However, this forum works from outside Netscape's mail system, and I have absolutely no idea how to paste something in here.

Jim W
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Old October 4, 1999, 21:47   #8
Fast_Eddie
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Just use the quick commands.

ctrl+v (PC)
openapple+v (MAC)

I can't make that symbol!

------------------
PEACE LOVE DOPE
Member of UHA (United Hippies of Apolyton)
Get in touch with your inner hippy here!
Hippies In Possesion of Pot In Eternal Satisfaction
 
Old October 5, 1999, 00:47   #9
Jim W
Warlord
 
Local Time: 00:01
Local Date: October 31, 2010
Join Date: Sep 1999
Location: Saskatoon, Saskatchewan, Canada
Posts: 245

Okay, here it comes.

;
; CIVILIZATION CITY LIST
; Copyright (c) 1995 by MicroProse Software
;
; This file can be altered at your own risk to change
; the default names for cities. Keep in mind that
; altering the contents of this file may cause your game
; to malfunction.
;
; City names may contain no more than 15 characters.
;

@Balher
Balher
Adenhi
Chrisfo
Darden
Gerzhac
Balhiri
Sisdena
Toldas
Casfai
Darhadhad
Swagdena
Galhuz
Thwisfo
Daldena
Kelhrran
Thwesendosh
Calhax
Tolhadhad
Neshno
Drendo
Keldos
Vaher
Manhuz
Gwershala
Phon Shaia
Kwelzad
Heylposh
Neshfadhad
Nanhrran
Tharshpul
Noheri
Neshalhax
Throsh
Thwishfaad
Nerenbash
Helchar
Nelno
Tolher
Fantwass
Vaposh
Glayad
Norihad
Camhad
Washax
@STOP

@BABYLONIANS
Babylon
Ur
Nineveh
Ashur
Ellipi
Akkad
Uruk
Eridu
Samarra
Lagash
Kish
Nippur
Shuruppak
Zariqum
Sippar
Izibia
Larsa
Nimrud
Zamua
Khorsabad
Hindana
Tell Wilaya
Umma
Adab
Telloh
Nina
Ebla
@STOP

@GERMANS
Berlin
Leipzig
Hamburg
Konigsberg
Frankfurt
Munich
Heidelburg
Nuremberg
Cologne
Hannover
Bremen
Stuttgart
Bonn
Salzburg
Dortmund
Brandenburg
@STOP

@EGYPTIANS
Thebes
Memphis
Heliopolis
Elephantine
Alexandria
Pi-Ramesses
Giza
Byblos
El-Amarna
Hieraconpolis
Abydos
Asyut
Avaris
Lisht
Buto
Edfu
Pithom
Busiris
Kahun
Athribis
Mendes
El-Ashmunein
Tanis
Buhen
Bubastis
This
Oryx
Sebennytus
Cairo
@STOP

@AMERICANS
Washington
New York
Boston
Philadelphia
Atlanta
Chicago
San Francisco
Buffalo
St. Louis
Detroit
New Orleans
Baltimore
Denver
Cincinnati
Dallas
Los Angeles
Kansas City
San Diego
Richmond
Las Vegas
Phoenix
Seattle
Albuquerque
Portland
Minneapolis
@STOP

@GREEKS
Athens
Sparta
Thermopylae
Corinth
Delphi
Pharsalos
Knossos
Argos
Mycenae
Herakleia
Ephesos
Thessalonica
Rhodes
Eretria
Troy
Marathon
Halicarnassus
Pergamon
Miletos
Artemisium
Megara
Phocaea
Sicyon
Gortyn
Mytilene
Tegea
Syracuse
Apollonia
@STOP

@INDIANS
Delhi
Bombay
Madras
Bangalore
Calcutta
Lahore
Karachi
Kolhapur
Jaipur
Hyderabad
Bengal
Chittagong
Punjab
Dacca
Indus
Ganges
@STOP

@RUSSIANS
Moscow
St. Petersburg
Kiev
Minsk
Smolensk
Odessa
Sevastopol
Tblisi
Sverdlovsk
Yakutsk
Vladivostok
Novgorod
Krasnoyarsk
Riga
Rostov
Astrakhan
Kharkov
Grozny
Dnepropetrovsk
Maikop
Kursk
Kuibyshev
Magnitogorsk
Uralsk
Kazan
Vologda
Murmansk
Vitebsk
Batum
Tiflis
Bryansk
Tula
Kalinin
Yaroslavl
Krasnovodsk
@STOP

@ZULUS
Zimbabwe
Ulundi
Bapedi
Hlobane
Isandhlwana
Intombe
Mpondo
Ngome
Swazi
Tugela
Umtata
Umfolozi
Ibabanago
Isipezi
Amatikulu
Zunguin
@STOP

@FRENCH
Paris
Orleans
Lyons
Rheims
Tours
Marseilles
Chartres
Avignon
Besancon
Rouen
Grenoble
Dijon
Amiens
Cherbourg
Poitiers
Toulouse
Bayonne
Strasbourg
Brest
Bordeaux
@STOP

@AZTECS
Tenochtitlan
Teotihuacan
Tlatelolco
Texcoco
Tlaxcala
Calixtlahuaca
Xochicalco
Tlacopan
Atzcapotzalco
Tzintzuntzen
Malinalco
Tula
Tamuin
Teayo
Cempoala
Chalco
Tlalmanalco
Ixtapaluca
Huexotla
Tepexpan
Tepetlaoxtoc
Chiconautla
Zitlaltepec
Coyotepec
Tequixquiac
Jilotzingo
Tlapanaloya
Tultitlan
Ecatepec
Coatepec
Chalchihuites
Chiauhtia
Chapultepec
Itzapalapa
Ayotzinco
Iztapam
@STOP

@CHINESE
Beijing
Shanghai
Canton
Nanking
Tsingtao
Xinjian
Chengdu
Hangchow
Tientsin
Tatung
Macao
Anyang
Shantung
Chinan
Kaifeng
Ningpo
Paoting
Yangchow
@STOP

@ENGLISH
London
York
Nottingham
Hastings
Canterbury
Coventry
Warwick
Newcastle
Oxford
Liverpool
Dover
Brighton
Norwich
Leeds
Reading
Birmingham
Richmond
Exeter
Cambridge
Gloucester
Manchester
Bristol
Leicester
Carlisle
Ipswich
Portsmouth
Berwick
@STOP

@MONGOLS
Karakorum
Samarkand
Bokhara
Nishapur
Kashgar
Tabriz
Aleppo
Kabul
Ormuz
Basra
Khanbalyk
Khorasan
Shangtu
Kazan
Quinsay
Kerman
@STOP

@CELTS
Cardiff
Kells
Carmarthen
Armagh
Caernarfon
Tintagel
Caerphilly
Cork
Rhymney
Iona
Rhondda
Illauntanig
Swansea
Durrow
Merthyr
Tara
Llangollen
Dinas Powys
Aberystwyth
Rhayader
Abergavenny
Dinas Emrys
Cardigan
Llanelli
Maesteg
Neath
@STOP

@JAPANESE
Kyoto
Osaka
Edo
Satsuma
Kagoshima
Nara
Nagoya
Izumo
Nagasaki
Yokohama
Shimonoseki
Matsuyama
Sapporo
Hakodate
Ise
Toyama
Fukushima
Suo
Bizen
Echizen
Izumi
Omi
Echigo
Kozuke
Sado
@STOP

@VIKINGS
Trondheim
Kaupang
Uppsala
Hladir
Aarhus
Viborg
Roskilde
The Udal
Lindholm
Jorvik
Westness
Jarrow
Skara
Ravning Enge
Birka
Jarlshof
Sigtuna
Odense
Lunde
Larne
Hedeby
Aldeigjuborg
Holmgard
Nonnebakken
Ribblehead
Thwaite
Askrigg
Trelleborg
Risby
Jelling
Vorbasse
Fyrkat
Kvivik
@STOP

@SPANISH
Madrid
Seville
Toledo
Cordoba
Valencia
Salamanca
Barcelona
Valladolid
Saragossa
Cadiz
Bilbao
Granada
Malaga
Pamplona
Vigo
Avila
Leon
Burgos
Oviedo
Santander
Ciudad Rodrigo
Calatrava
Cartagena
@STOP

@ARABS
Baghdad
Mecca
Samarra
Damascus
Tiflis
Tangier
Raqqa
Beirut
Basra
Medina
Riyadh
Mosul
Beirut
Algiers
Tunis
Fez
Cordoba
Palmyra
Shiraz
Aden
Qum
Qazvin
Barqa
Tripoli
Mahdia
Rabat
@STOP

@CARTHAGINIANS
Carthage
Utica
Malaca
Caralis
Panormus
Leptis Parva
Cartenna
Rusicade
Gades
Rusucurru
Girba
Leptis Magna
Carthago Nova
Oea
Tingis
Rusaddit
Alalia
Selinus
Himera
Akragas
Theveste
Saguntum
@STOP

@SIOUX
Little Bighorn
Wounded Knee
Cedar Creek
Slim Buttes
Three Forks
Stony Lake
Killdeer
Bear Paw
Big Mound
Wood Lake
Dead Buffalo
Point of Rocks
Raging Brook
Running Bear
Silver Moon
Wildcat Valley
Great River
Seven Brothers
Snake Canyon
First Wind
Yellowtree
Chief's Crag
Morning Rock
@STOP

@INCAS
Cuzco
Quito
Chan Chan
Chucuito
Ayaviri
Vilcashuaman
Acari
Tambo Colorado
Jauja
Pumpu
Huanuco Pampa
Cajamarca
Cusibamba
Tumbes
Tomebamba
Pucara
Machu Picchu
Pisac
Limatambo
Raqchi
Cotopachi
Ica
Inkawasi
Lurin
Tarma Tambo
Paramonga
Ancon
@STOP

@PERSIANS
Persepolis
Pasargadae
Susa
Arbela
Antioch
Tarsus
Gordium
Bactra
Sidon
Tyre
Sardis
Samaria
Hamadan
Ergili
Dariush Kabir
Ghulaman
Zohak
Istakhr
Jinjan
Borazjan
Herat
Dakyanus
Bampur
Tureng Tepe
Merv
Behistun
Kandahar
Altin Tepe
Bunyan
Charsadda
Ura Tyube
@STOP

@EXTRA
Naples
Issus
Cunaxa
Cremona
Cannae
Capua
Turin
Genoa
Crete
Verona
Salamis
Lisbon
Hamburg
Prague
Salzburg
Bergen
Venice
Milan
Ghent
Pisa
Dublin
Toronto
Melbourne
Sydney
@STOP


@BARBARIANS
17
Huns
Visigoths
Ostrogoths
Sueves
Angles
Saxons
Franks
Jutes
Burgundians
Avars
Vandals
Alans
Bulgars
Magyars
Frisians
Picts
Langobardi


@end
;
; 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, 2, Cmn,
Port Facility, 8, 3, Amp,
SS Structural, 8, 0, SFl,
SS Component, 16, 0, Pla,
SS Module, 32, 0, Sup,
(Capitalization), 60, 0, Cor,
Pyramids, 20, 0, Mas,
Hanging Gardens, 20, 0, Pot,
Colossus, 20, 0, Bro,
Lighthouse, 20, 0, Map,
Great Library, 30, 0, Lit,
Oracle, 30, 0, Mys,
Great Wall, 30, 0, Mas,
Sun Tzu's War Academy, 30, 0, Feu,
King Richard's Crusade, 30, 0, Eng,
Marco Polo's Embassy, 20, 0, Tra,
Michelangelo's Chapel, 40, 0, MT,
Copernicus' Observatory, 30, 0, Ast,
Magellan's Expedition, 40, 0, Nav,
Shakespeare's Theatre, 30, 0, Med,
Leonardo's Workshop, 40, 0, Inv,
J. S. Bach's Cathedral, 40, 0, The,
Isaac Newton's College, 40, 0, ToG,
Adam Smith's Trading Co., 40, 0, Eco,
Darwin's Voyage, 40, 0, RR,
Statue of Liberty, 40, 0, Dem,
Eiffel Tower, 30, 0, SE,
Women's Suffrage, 60, 0, Ind,
Hoover Dam, 60, 0, E2,
Manhattan Project, 60, 0, NF,
United Nations, 60, 0, Cmn,
Apollo Program, 60, 0, SFl,
SETI Program, 60, 0, Cmp,
Cure for Cancer, 60, 0, Gen,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil, ; Pyramids
RR, ; Hanging Gardens
Fli, ; Colossus
Mag, ; Lighthouse
E1, ; Great Library
The, ; Oracle
Met, ; Great Wall
Mob, ; Sun Tzu's War Academy
Ind, ; King Richard's Crusade
Cmn, ; Marco Polo's Embassy
nil, ; Michelangelo
nil, ; Copernicus
nil, ; Magellan
nil, ; Shakespeare
Aut, ; Da Vinci's Workshop
nil, ; Bach
nil, ; Newton
nil, ; Smith's Trading Co.
nil, ; Darwin
nil, ; Statue of Liberty
nil, ; Eiffel Tower
nil, ; Women's Suffrage
nil, ; Hoover Dam
nil, ; Manhattan Project
nil, ; United Nations
nil, ; Apollo
nil, ; SETI
nil, ; Cure for Cancer


;
; Unit Types
;
; until, domain, move,rng, att,def hit,firepwr cost,hold, role, preq, flags
;
; until = Civ advance which renders unit obsolete
; Move = Movement rate (spaces per turn)
; Range = # of turns fuel carried (0 for non-air units)
;
; domain = Movement domain of unit
: 0 = Ground
; 1 = Air
; 2 = Sea
;
; att = Attack factor (chance to score hit attacking)
; def = Defense factor (chance to score hit defending)
; hit = Hit points (damage x10 which can be taken before elimination)
; firepwr = # damage points caused per hit scored on enemy.
;
; cost = Cost (# of shield rows, usually of 10 shields each)
; hold = # of holds on ship (for carrying units)
;
; role = AI role (Generally affects the way in
; which computer players use the unit, but
; roles >= 5 will actually affect abilities
; of the unit)
; 0 = Attack
; 1 = Defend
; 2 = Naval Superiority
; 3 = Air Superiority
; 4 = Sea Transport
; 5 = Settle
; 6 = Diplomacy
; 7 = Trade
;
; preq = Prerequisite advance
;
; "Flags" control special advantages & restrictions. Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance). Nonsensical variations
; may produce bizarre effects (or worse). You were warned.
;
; 000000000000001 = Two space visibility
; 000000000000010 = Ignore zones of control
; 000000000000100 = Can make amphibious assaults
; 000000000001000 = Submarine advantages/disadvantages
; 000000000010000 = Can attack air units (fighter)
; 000000000100000 = Ship must stay near land (trireme)
; 000000001000000 = Negates city walls (howitzer)
; 000000010000000 = Can carry air units (carrier)
; 000000100000000 = Can make paradrops
; 000001000000000 = Alpine (treats all squares as road)
; 000010000000000 = x2 on defense versus horse (pikemen)
; 000100000000000 = Free support for fundamentalism (fanatics)
; 001000000000000 = Destroyed after attacking (missiles)
; 010000000000000 = x2 on defense versus air (AEGIS)
; 100000000000000 = Unit can spot submarines
;
;
@UNITS
Settlers, Exp, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, nil, 000000000000000
Engineers, nil, 0, 2.,0, 0a,2d, 2h,1f, 4,0, 5, Exp, 000000000000000
Warriors, Feu, 0, 1.,0, 1a,1d, 1h,1f, 1,0, 1, nil, 000000000000000
Phalanx, Feu, 0, 1.,0, 1a,2d, 1h,1f, 2,0, 1, Bro, 000000000000000
Archers, Gun, 0, 1.,0, 3a,2d, 1h,1f, 3,0, 1, War, 000000000000000
Legion, Gun, 0, 1.,0, 4a,2d, 1h,1f, 4,0, 1, Iro, 000000000000000
Pikemen, Gun, 0, 1.,0, 1a,2d, 1h,1f, 2,0, 1, Feu, 000010000000000
Musketeers, Csc, 0, 1.,0, 3a,3d, 2h,1f, 3,0, 1, Gun, 000000000000000
Fanatics, nil, 0, 1.,0, 4a,4d, 2h,1f, 2,0, 1, Fun, 000100000000000
Partisans, nil, 0, 1.,0, 4a,4d, 2h,1f, 5,0, 1, Gue, 000001000000010
Alpine Troops,nil, 0, 1.,0, 5a,5d, 2h,1f, 5,0, 1, Tac, 000001000000000
Riflemen, nil, 0, 1.,0, 5a,4d, 2h,1f, 4,0, 1, Csc, 000000000000000
Marines, nil, 0, 1.,0, 8a,5d, 2h,1f, 6,0, 0, Amp, 000000000000100
Paratroopers, nil, 0, 1.,0, 6a,4d, 2h,1f, 6,0, 1, CA, 000000100000000
Mech. Inf., nil, 0, 3.,0, 6a,6d, 3h,1f, 5,0, 1, Lab, 000000000000000
Horsemen, Chi, 0, 2.,0, 2a,1d, 1h,1f, 2,0, 0, Hor, 000000000000000
Chariot, PT, 0, 2.,0, 3a,1d, 1h,1f, 3,0, 0, Whe, 000000000000000
Elephant, MT, 0, 2.,0, 4a,1d, 1h,1f, 4,0, 0, PT, 000000000000000
Crusaders, Ldr, 0, 2.,0, 5a,1d, 1h,1f, 4,0, 0, MT, 000000000000000
Knights, Ldr, 0, 2.,0, 4a,2d, 1h,1f, 4,0, 0, Chi, 000000000000000
Dragoons, Tac, 0, 2.,0, 5a,2d, 2h,1f, 5,0, 0, Ldr, 000000000000000
Cavalry, Mob, 0, 2.,0, 8a,3d, 2h,1f, 6,0, 0, Tac, 000000000000000
Armor, nil, 0, 3.,0, 10a,5d, 3h,1f, 8,0, 0, Mob, 000000000000000
Catapult, Met, 0, 1.,0, 6a,1d, 1h,1f, 4,0, 0, Mat, 000000000000000
Cannon, Too, 0, 1.,0, 8a,1d, 2h,1f, 4,0, 0, Met, 000000000000000
Artillery, Rob, 0, 1.,0, 10a,1d, 2h,2f, 5,0, 0, Too, 000000000000000
Howitzer, nil, 0, 2.,0, 12a,2d, 3h,2f, 7,0, 0, Rob, 000000001000000
Fighter, Sth, 1, 10.,1, 4a,3d, 2h,2f, 6,0, 3, Fli, 000000000010001
Bomber, Sth, 1, 8.,2, 12a,1d, 2h,2f, 12,0, 0, AFl, 000000000000001
Helicopter, nil, 1, 6.,0, 10a,3d, 2h,2f, 10,0, 0, CA, 100000000000001
Stlth Ftr., nil, 1, 14.,1, 8a,4d, 2h,2f, 8,0, 3, Sth, 000000000010001
Stlth Bmbr., nil, 1, 12.,2, 14a,5d, 2h,2f, 16,0, 0, Sth, 000000000000001
Trireme, Nav, 2, 3.,0, 1a,1d, 1h,1f, 4,2, 4, Map, 000000000100000
Caravel, Mag, 2, 3.,0, 2a,1d, 1h,1f, 4,3, 4, Nav, 000000000000000
Galleon, Ind, 2, 4.,0, 0a,2d, 2h,1f, 4,4, 4, Mag, 000000000000000
Frigate, E1, 2, 4.,0, 4a,2d, 2h,1f, 5,2, 2, Mag, 000000000000000
Ironclad, E1, 2, 4.,0, 4a,4d, 3h,1f, 6,0, 2, SE, 000000000000000
Destroyer, nil, 2, 6.,0, 4a,4d, 3h,1f, 6,0, 2, E1, 100000000000001
Cruiser, Roc, 2, 5.,0, 6a,6d, 3h,2f, 8,0, 2, Stl, 100000000000001
AEGIS Cruiser,nil, 2, 5.,0, 8a,8d, 3h,2f, 10,0, 2, Roc, 110000000000001
Battleship, nil, 2, 4.,0, 12a,12d, 4h,2f, 16,0, 2, Aut, 000000000000001
Submarine, nil, 2, 3.,0, 10a,2d, 3h,2f, 6,0, 2, Cmb, 000000000001001
Carrier, nil, 2, 5.,0, 1a,9d, 4h,2f, 16,0, 2, AFl, 000000010000001
Transport, nil, 2, 5.,0, 0a,3d, 3h,1f, 5,8, 4, Ind, 000000000000000
Cruise Msl., nil, 1, 12.,1, 18a,0d, 1h,3f, 6,0, 0, Roc, 001000000000000
Nuclear Msl., nil, 1, 16.,1, 99a,0d, 1h,1f, 16,0, 0, Roc, 001000000000000
Diplomat, Esp, 0, 2.,0, 0a,0d, 1h,1f, 3,0, 6, Wri, 000000000000010
Spy, nil, 0, 3.,0, 0a,0d, 1h,1f, 3,0, 6, Esp, 000000000000011
Caravan, Cor, 0, 1.,0, 0a,1d, 1h,1f, 5,0, 7, Tra, 000000000000010
Freight, nil, 0, 2.,0, 0a,1d, 1h,1f, 5,0, 7, Cor, 000000000000010
Explorer, Gue, 0, 1.,0, 0a,1d, 1h,1f, 3,0, 0, Sea, 000001000000010
Extra Land, nil, 0, 1.,0, 1a,1d, 1h,1f, 5,0, 0, no, 000000000000000
Extra Ship, nil, 2, 4.,0, 4a,2d, 2h,1f, 5,1, 2, no, 000000000000000
Extra Air, nil, 1, 8.,4, 8a,8d, 2h,2f, 10,0, 0, no, 000000000000000
Test Unit 1, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000
Test Unit 2, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000
Test Unit 3, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000
Test Unit 4, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000
Test Unit 5, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000
Test Unit 6, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000
Test Unit 7, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000
Test Unit 8, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000

;
; 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
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,
Desert 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,
Glacier Oil,2,2, 0,4,0,
Spice, 2,3, 3,0,4,
Fruit, 2,3, 4,0,1,
Whales, 1,2, 2,2,3,


@GOVERNMENTS
Anarchy, Mr., Ms.
Despotism, Emperor, Empress
Monarchy, King, Queen
Communism, Comrade, Comrade
Fundamentalism, High Priest, High Priestess
Republic, 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)
;
Jim W is offline  
Old October 5, 1999, 17:38   #10
Fast_Eddie
Guest
 
Posts: n/a
Oy! You showed me everything except for the leaders! That's what I wanted to see!
How ironic
 
Old October 6, 1999, 00:08   #11
Jim W
Warlord
 
Local Time: 00:01
Local Date: October 31, 2010
Join Date: Sep 1999
Location: Saskatoon, Saskatchewan, Canada
Posts: 245
Okay, this time I just chjopped out the leader section.

; male, female = titles for leader of government
;
@LEADERS
Gwantesh, Frathin, 0, 1, 1, Balheri, Balher, 0, 1, 1, 1, Dictator, Dictator,
2, Imperator, Imperatrix
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,


Jim w
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