RULES, GRY, Civilization 2 - scenariusz 2 Wojna Åšwiatowa
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;; 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.;@COSMIC3 ; Road movement multiplier2 ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)2 ; # of food each citizen eats per turn10 ; # of rows in food box (rows * city_size+1 = box)10 ; # of rows in shield box1 ; Settlers eat (govt <= Monarchy)2 ; Settlers eat (govt >= Communism)7 ; City size for first unhappiness at Chieftain level14 ; Riot factor based on # cities (higher factor lessens the effect)8 ; Aqueduct needed to exceed this size12 ; Sewer System needed to exceed this size10 ; Tech paradigm (higher # slows research)20 ; Base time for engineers to transform terrain (x2)3 ; Monarchy pays support for all units past this3 ; Communism pays support for all units past this8 ; Fundamentalism pays support for all units past this1 ; Communism is equivalent of this palace distance.50 ; Fundamentalism loses this % of science50 ; Percent shield penalty for production type change10 ; Max paradrop range75 ; 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;@CIVILIZEAdvanced Flight, 4,-2, Rad, Too, 3, 4 ; AFlAlphabet, 5, 1, nil, nil, 0, 3 ; AlpAmphibious Warfare, 3,-2, Nav, Tac, 3, 0 ; AmpAstronomy, 4, 1, Mys, Mat, 1, 3 ; AstAtomic Theory, 4,-1, ToG, Phy, 2, 3 ; AtoAutomobile, 6,-1, Cmb, Stl, 3, 4 ; AutBanking, 4, 1, Tra, Rep, 1, 1 ; BanBridge Building, 4, 0, Iro, Cst, 0, 4 ; BriBronze Working, 6,-1, nil, nil, 0, 4 ; BroCeremonial Burial, 5, 0, nil, nil, 0, 2 ; CerChemistry, 5,-1, Uni, Med, 1, 3 ; CheChivalry, 4,-2, Feu, Hor, 1, 0 ; ChiCode of Laws, 4, 1, Alp, nil, 0, 2 ; CoLCombined Arms, 5,-1, Mob, AFl, 3, 0 ; CACombustion, 5,-1, Ref, Exp, 2, 4 ; CmbCommunism, 5, 0, Phi, Ind, 2, 2 ; CmnComputers, 4, 1, Min, MP, 3, 4 ; CmpConscription, 7,-1, Dem, Met, 2, 0 ; CscConstruction, 4, 0, Mas, Cur, 0, 4 ; CstThe Corporation, 4, 0, Ind, Eco, 2, 1 ; CorCurrency, 4, 1, Bro, nil, 0, 1 ; CurDemocracy, 5, 1, Ban, Inv, 2, 2 ; DemEconomics, 4, 1, Uni, Ban, 2, 1 ; EcoElectricity, 4, 0, Met, Mag, 2, 4 ; E1Electronics, 4, 1, E1, Cor, 3, 4 ; E2Engineering, 4, 0, Whe, Cst, 0, 4 ; EngEnvironmentalism, 3, 1, Rec, SFl, 3, 2 ; EnvEspionage, 2,-1, Cmn, Dem, 3, 0 ; EspExplosives, 5, 0, Gun, Che, 2, 4 ; ExpFeudalism, 4,-1, War, Mon, 0, 0 ; FeuFlight, 4,-1, Cmb, ToG, 2, 4 ; FliFundamentalism, 3,-2, MT, Csc, 2, 2 ; FunHITLERYZM, 3, 0, Fun, Gue, 3, 0 ; FPGenetic Engineering,3, 2, Med, Cor, 3, 3 ; GenGuerrilla Warfare, 4, 1, Alp, Met, 0, 1 ; GueGunpowder, 8,-2, Inv, Iro, 1, 0 ; GunHorseback Riding, 4,-1, nil, nil, 0, 0 ; HorIndustrialization, 6, 0, RR, Ban, 2, 1 ; IndInvention, 6, 0, Eng, Lit, 1, 4 ; InvIron Working, 5,-1, Bro, War, 0, 4 ; IroLabor Union, 4,-1, MP, Gue, 3, 2 ; LabThe Laser, 4, 0, NP, MP, 3, 3 ; LasLeadership, 5,-1, Chi, Gun, 1, 0 ; LdrLiteracy, 5, 2, Wri, CoL, 0, 3 ; LitMachine Tools, 4,-2, Stl, Tac, 2, 4 ; TooMagnetism, 4,-1, Phy, Iro, 1, 3 ; MagMap Making, 6,-1, Alp, nil, 0, 1 ; MapMasonry, 4, 1, nil, nil, 0, 4 ; MasMass Production, 5, 0, Aut, Cor, 3, 4 ; MPMathematics, 4,-1, Alp, Mas, 0, 3 ; MatMedicine, 4, 0, Phi, Tra, 1, 1 ; MedMetallurgy, 6,-2, Gun, Uni, 1, 0 ; MetMiniaturization, 4, 1, Too, E2, 3, 4 ; MinMobile Warfare, 8, 0, Aut, Tac, 3, 0 ; MobMonarchy, 5, 1, Cer, CoL, 0, 2 ; MonMonotheism, 5, 1, Phi, PT, 1, 2 ; MTMysticism, 4, 0, Cer, nil, 0, 2 ; MysNavigation, 6,-1, Sea, Ast, 1, 1 ; NavNuclear Fission, 6,-2, Ato, MP, 3, 3 ; NFNuclear Power, 3, 0, NF, E2, 3, 3 ; NPPhilosophy, 6, 1, Mys, Lit, 1, 2 ; PhiPhysics, 4,-1, Nav, Lit, 1, 3 ; PhyPlastics, 4, 1, Ref, SFl, 3, 4 ; PlaPlumbing, 4, 0, no, no, 1, 4 ; PluPolytheism, 4, 0, Cer, Hor, 0, 2 ; PTPottery, 4, 1, nil, nil, 0, 1 ; PotRadio, 5,-1, Fli, E1, 3, 4 ; RadRailroad, 6, 0, SE, Bri, 2, 1 ; RRRecycling, 2, 1, MP, Dem, 3, 2 ; RecRefining, 4, 0, Che, Cor, 2, 4 ; RefRefrigeration, 3, 1, E1, San, 3, 1 ; RfgThe Republic, 5, 1, CoL, Lit, 0, 2 ; RepRobotics, 5,-2, Cmp, Mob, 3, 0 ; RobRocketry, 6,-2, AFl, E2, 3, 0 ; RocSanitation, 4, 2, Med, Eng, 2, 1 ; SanSeafaring, 4, 1, Map, Pot, 0, 1 ; SeaSpace Flight, 4, 1, Cmp, Roc, 3, 3 ; SFlStealth, 3,-2, Sup, Rob, 3, 0 ; SthSteam Engine, 4,-1, Phy, Inv, 2, 3 ; SESteel, 4,-1, E1, Ind, 2, 4 ; StlSuperconductor, 4, 1, Pla, Las, 3, 3 ; SupTactics, 6,-1, Csc, Ldr, 2, 0 ; TacTheology, 3, 2, MT, Feu, 1, 2 ; TheTheory of Gravity, 4, 0, Ast, Uni, 1, 3 ; ToGTrade, 4, 2, Cur, CoL, 0, 1 ; TraUniversity, 5, 1, Mat, Phi, 1, 3 ; UniWarrior Code, 4,-1, nil, nil, 0, 0 ; WarThe Wheel, 4,-1, Hor, nil, 0, 4 ; WheWriting, 4, 2, Alp, nil, 0, 3 ; WriUZBROJENIE SRODKA, 1, 0, Fun, no, 3, 0 ; FTfghsdfgh, 3, 0, no, no, 3, 0 ; U1KOMUNIZM, 3, 0, Ban, no, 3, 0 ; U2User Def Tech C, 3, 0, no, no, 0, 0 ; U3Jankesi, 3, 0, Rec, no, 3, 0 ; X1POLSKO??, 3, 0, Met, no, 3, 0 ; X2ENGLISH, 3, 0, Ind, no, 3, 0 ; X3Uzbrojenie ?rodka, 3, 0, Met, no, 3, 0 ; X4Hispania, 3, 0, Amp, no, 3, 0 ; X5FRANCJA, 3, 0, Met, no, 3, 0 ; X6Extra 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;@IMPROVENothing, 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, ...
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