Editor Rules - Explained

Bluemofia

F=ma
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Dec 8, 2003
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Here is a list of the Rules Functions and what they do. (a few options are from the cracked editor, such as the difficulty level delete button, teleportation, and charm) This isn't very heavily based on editor tricks (That's what the FUBAR Editor Documentation is for), but more an an explanation to what things do. (getting tired of the threads "What does Stealth Attack do?" Or people confusing stealth with invisibility, and other random things.)

This is mean to go well with several threads, including The FUBAR Editor Documentation thread. Other, more comprehensive threads will be included based on their section of relevance.

Table of Contents:
1. General Settings
2. Governments
3. Improvements and Wonders
4. Natural Resources
5. Terrain
6. Units
7. Worker Jobs
8. World Sizes
9. Citizens
10. Civilizations
11. Civilization Advances
12. Combat Experience
13. Culture
14. Difficulty Levels
15. Diplomats and Spies
16. Eras
17. Flavors
18. Scenario Properties

Misc useful guides:
Demographics, and how it works.
ini file guide
How to add a unit to the game
Sound tutorial
Everything you wanted to know about the Art files, but were afraid to ask
Conquests ini guide

Corrections to the inaccuracies of this explanation and new information is welcomed.
 
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General Settings:

Spoiler :


Road Movement:
Movement Rate Along Roads: Determines how many squares a unit may move per movement point per road tile. (1-1000)

Food and Gold
Upgrade Cost: Determines how much it costs to upgrade a unit on a gold:shield ratio. (0-1000)
Food Consumption/Citizen: Determines how much food one citizen eats per turn. (1-100)
Starting Treasury: Determines how much money every civ starts with by default. (0-1000000)

Wealth
Shield Cost Per Gold: Determines how many shields is required to make 1 gold when building Wealth. (1-1000)

Hurry Production
Shield Value in Gold: Cost it takes per shield to hurry production. (1-1000)
Citizen Value in Shields: Amount of shields each citizen provides in shields when you hurry production via sacrifcing population. (1-1000)

Citizen Mood
Chance of Rioting: Percent chance that, when the city is in civil disorder, the citizens will form an angry mob and destroy a random improvement. (0-100)
Minimum Population for We Love the King: Minimum Population required for a city to celebrate a "We Love the King" Day. (0-1000)
Citizens Affected by Each Happy Face: Determines how many citizens are made happy by each happy face. (1-1000)
Turn Penalty for Each Hurry Sacrifice: Determines how long (in turns) citizens in a city will be unhappy when you hurry production by sacrificing citizens. (0-1000)
Turn Penalty for Each Drafted Citizen: Determines how long (in turns) citizens in a city will be unhappy when you draft a citizen. (0-1000)

Technology
Future Tech Cost: Determines the cost of each Future Tech. (0-1000)
Minimum Research Time (turns): Determines the minimum research time. (1-1000)
Maximum Research Time (turns): Determines the maximum research time. (1-1000)

Golden Age
Duration (turns): Determines how long the golden age lasts. (0-100)

Various Unit Abilities
Forest Value in Shields: Determines how much a forest would give in shields if chopped down. (0-1000) Note: Only the Forest Terrain (slot 8) will give shields. If you give the Jungle the "Clear Forest" worker action, it will not return shields.
Cities Needed to Support an Army: Determines how many cities are required per unit marked with the Army ability. (1-1000)
Chance to Intercept Enemy Air Missions: Determines the % chance of intercepting an air mission. (Recon and Rebase can not be intercepted) (0-100)
Chance to Intercept Enemy Stealth Missions: Determines the % chance of intercepting an air mission performed by a stealth unit. (Recon and Rebase can not be intercepted) (0-100)

City Size Levels
Level 1: Name of level 1 sized city. Cannot grow above the maximum size without bordering freshwater (river, lake) or a building allowing it to do so. Requires 20 food to grow a new citizen. Can build buildings marked with "Bombard" defense.
Level 2: Name of level 2 sized city. Cannot grow above the maximum size without a building allowing it to do so. Requires 40 food to grow a new citizen. Allows draft. Buildings marked with "Bombard" defense cannot be built, and will cease to provide benefits.
Level 3: Name of level 3 sized city. Generates pollution from population. Requires 60 food to grow a new citizen.
Maximum Size: Maximum size of the city before it is upgraded to the next city level. (0-1000) Problems may happen if level 1 maximum is greater than or equal to level 2 maximum. See below.
Spoiler If Level 1 > Level 2 :

Note: If level 2 is set less than level 1 (ex: level 2 is set to 3, while level 1 is 6), you cannot grow past level 2 before reaching level 1's max (ex: city will stop growing at 3, and will not reach 6). This will cause some problems with buildings, because you cannot build Hospitals (or their equivalent) until you are a level 2 city, and you cannot grow past level 1 if it is greater than, or equal to level 2.

Something similar happens if equal (ex: level 1 and 2 both set to 6). You cannot build a hospital until a city grows past level 1, to a level 2 city (greater than 6 population), but you need a hospital to grow past the level 2 city (cannot grow past size 6).

Spoiler If Level 1 = 0 :

Note: If Level 1 is set to 0, settlers will build Level 2 sized cities. This will allow them to perform all of the actions normally associated with Level 2 cities


Culture
Culture Levels: Names of the different levels of culture when comparing two civilizations, in the order from weak to strong culture. May need to add more if culture levels are added.
Lvl. Multiplier: Determines a player's cultural level, based on their culture points. Each level is calculated by multiplying the Level Multiplier by two. For example, Civ III has 6 cultural levels. Under the default level multiplier of 1000, the values for these cultural levels are 1000, 2000, 4000, 8000, 16000, and 32000. (1-1000000)
Border Factor: Determines how fast it takes for a city to grow in culture. Each culture border expansion is X^n, where X is the number entered, and n is the culture level number. This tends to lead to problems when it is set at 1. (1-100) For more information on borders, see here.

Defensive Bonuses
Town: Determines the % defense bonus a town gives. (0-1000)
City: Determines the % defense bonus a city gives. (0-1000)
Metropolis: Determines the % defense bonus a Metropolis gives. (0-1000)
Fortress: Determines the % defense bonus a Fortress gives. (0-1000)
River: Determines the % defense bonus when an attacker attacks across a River.(0-1000)
Fortifications: Determines the % defense bonus a Fortification gives. (0-1000)
Citizen: Determines the % defense bonus a citizen gives. (0-1000)
Building: Determines the % defense bonus an improvement gives. (0-1000)

Spaceship Parts
Spaceship Parts: Determines the number of different spaceship parts a spaceship needs. (0-100)
Number of <Insert Part here> needed: Determines which part needs what number of parts. (0-100)

Default Units
Captured Unit: Determines which unit can be captured regardless of tech, and what units with the settle ability turn (based on population points required) into when captured.
Start Unit 1: Determines the basic starting unit 1.
Start Unit 2: Determines the basic starting unit 2.
Scout: Determines which unit expansionist civs start out with in addition to the 2 basic starting units.
Battle-Created Unit: Determines which unit is spawned when an elite unit wins a battle. This unit cannot be built, and you may only have one on the field at a time.
Build-Army Unit: Determines which unit is created when the you build an army via leader.
Basic Barbarian: Determines the basic barbarian unit.
Advanced Barbarian: Determines the advanced barbarian unit.
Barbarian Sea Unit: Determines the barbarian naval unit.
Flag Unit: Determines which unit is the flag in Capture the Princess mode.

Artifician Intelligence
Default Difficulty Level: Determines what difficulty level is the AI on by default.

Resources
Default Money Resource: Determines what resource is spawned when a goody hut is popped and gives you gold (Ex: If this is set to "Sugar", after popping a goody hut, and it gives you 50 gold, a Sugar bonus resource is placed on this tile). For more information on goody huts, see here.
 
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Governments:
See this post on how government choice and AI function.

Spoiler :


Civilopedia Entry: Determines the search location for the civpedia entry, and for icons.
Prerequisite: Determines the technology needed to research for the gov. to become available.
Corruption and Waste: Determines the amount of corruption the cities suffer. Catastrophic means no production, communal means the corruption is based off of city number, rather than distance, and OFF does not work. For more information on Corruption, see here.

Unit Support Costs:
Cost/Unit: Determines how much you pay for every unit over the unit support limit per turn. (0-1000)
Free Units: Determines how many units free you get outright; the all units free button makes all units be able to be supported without cost. (0-1000)
Free Units Per: Determines how many units each city size supports. (-100-100)

Rate Cap: Determines how much percent (at the most) can the gov allow a civ to spend on research. (5-10)
Worker Rate: Determines how fast workers work. (1=50% capacity, 2=100% capacity, 3=150% capacity, etc.) (1-20)
Assimilation Chance: Determines the percent chance each turn a citizen in a city has to assimilating to their culture. (0-100)
Draft Limit: Determines how many citizens you can draft per turn. (0-255)
Military Police Limit: Determines how many units can act as military police keeping a city's citizens content. (0-100)

Resistance Modifer vs: Determines the amount of chance a citizen has to continue resisting another civilization's rule when their city is occupied by the enemy with selected gov. Positive numbers mean greater the chance. Negatives mean less chance. (-100-100) For more information on resistance, see here.
Hurry Production: Determines the method of hurrying production. Forced Labor means sacrificing citizens, Paid labor means paying them gold.
War Weariness: Determines the amount of war weariness a civ suffers. For more information, please visit here. For war happiness, see here.

Diplomats Are: Determines the skill level of diplomats.
Spies Are: Determines the skill level of spies.
Immune to: Determines the Espionage action this government is immune to.
Propoganda Modifier vs: Determines the propoganda modifier against a city of the selected government type. The higher the number, the more easily they are swayed by propoganda. (-100-100)

Flags:
Default Type: The default starting government.
Transition Type: The government your civilization reverts to when undergoing a revolution.
Requires Maintenance: Requires you to pay money to support buildings.
Standard Tile Penalty: For every square that generates 3 or more food, shields, or commerce, it deducts 1 food, shield, or commerce from it.
Standard Trade Bonus: Each tile generates an additional commerce (if it already has 1)
Xenophobic: Cities do not generate culture unless if the citizens are more than 50% of your nationality.
Forced Resettlement: When switching to this government, each town loses 1 population point, each city loses 2 population points, and each Metro loses 3 population points. Note, this includes switching via conquest.

Ruler titles: Determines what the advisors call you when you are addressed.
 
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Improvements and Wonders:

Spoiler :


See the following post for a list of cumulative and non-cumulative effects for improvements and wonders written by CyberChrist.

Required:
Advance: Determines at what technology this improvement or wonder becomes available at.
Improvement/Wonder: Determines what Improvement/Wonder is required to build this Improvement/Wonder.
Government: Determines what Government is required to build this Improvement/Wonder.

Required Resources: Determines the resources are required in the city to build this improvement/wonder.

Happy/Unhappy Faces:
Unhappy: Determines the amount of citizens in this city that this improvement/wonder makes unhappy. (0-255)
Happy: Determines the amount of citizens in this city that this improvement/wonder makes happy. (0-255)
Unhappy (all cities): Determines the amount of citizens in all cities that this improvement/wonder makes unhappy. (0-255)
Happy (all cities): Determines the amount of citizens in all cities that this improvement/wonder makes happy. (0-255)

Other Characteristics:
Militaristic: Militaristic civs get a discount on this improvement (50%), if it is a wonder, may trigger golden ages if all traits are met in combination with other wonders. Allows the building to be built in war time mobilization.
Industrious: If it is a wonder, may trigger golden ages if all traits are met in combination with other wonders. Industrious civs DO NOT get a discount on this improvement.
Expansionist: If it is a wonder, may trigger golden ages if all traits are met in combination with other wonders. Expansionist civs DO NOT get a discount on this improvement.
Scientific: Scientific civs get a discount on this improvement (50%), if it is a wonder, may trigger golden ages if all traits are met in combination with other wonders.
Religious: Religious civs get a discount on this improvement (50%), if it is a wonder, may trigger golden ages if all traits are met in combination with other wonders.
Commercial: If it is a wonder, may trigger golden ages if all traits are met in combination with other wonders. If checked, "Pays for Trade Installations" removes the maintenance cost of the building. Commercial civs DO NOT get a discount on this improvement.
Agricultural: Agricultural civs get a discount on this improvement (50%), if it is a wonder, may trigger golden ages if all traits are met in combination with other wonders.
Seafaring: Seafaring civs get a discount on this improvement (50%), if it is a wonder, may trigger golden ages if all traits are met in combination with other wonders.
Charm Barrier: The building functions as a charm barrier, protecting units from the effects of charm. However, charm attacks can now destroy the improvements within the city. See here for more information.
Acts as a General Telepad: Allows this improvement to recieve teleport units. For more information on teleportation, please visit here.
Coastal Installation: Must be built along a coast.
Continental Mood Effects: The Unhappy "(all cities)" or Happy "(all cities)" options now apply the bonus only on cities on the same continent.

Civilopedia Entry: Searches the civilopedia.txt file for the civpedia entry. (if there. It may need to be created.)
Cost: Determines the amount of shields this improvement/wonder costs in 10s. (0-1000)
Maintenance: Determines how much gold per turn you need to pay to support this building. (0-100)
Culture: Determines the amount of culture this building generates per turn. (-100-100) Culture Per Turn value is calculated upon building a new improvement, and you cannot generate a net negative culture. Ex: In a new city, you build a 1 culture building, followed by a -3 culture building, you generate 0 culture per turn. Afterwards, if you build a 2 culture building, you now generate 2 culture per turn, not 0 per turn.
Production: Determines how much production the building increases by. (1=25% increase, 2=50% increase, 3=75% increase, etc.) (0-100)
Pollution: Determines the amount of pollution this building generates. (-100-100)
Number of Buildings Required: Determines the number of buildings required if any that are required are checked. If only 1 is required, it needs that building in the city you own it. If more than 1, you need to own that many in your empire. (1-25)
Number of Armies Required: Determines the number of armies in the field are required to build this building. (0-50)

Category: Determines if this building is an improvement (can be built in any city), a Wonder (can only have 1 on the map, and if it is destroyed, it is gone forever), or a Small Wonder (Each Civ can have 1, and can be rebuilt if it is destroyed).

Spaceship Part: Determines the number spaceship part.

Combat Values:
Bombard: Determines the bombard defense strength of this building. Non-zero numbers cause the improvement to go obsolete when the city reaches level 2. (0-1000)
Defense: Determines the defense strength modifer (in % increase) of this building. (0-1000)
Air: Determines the attack strength against aircraft. The higher the number, the greater the chance of shooting down aircraft, if it intercepts it. (0-1000)
Naval: Determines the attack strength against passing ships. The higher the number, the greater the chance of damaging ships. (0-1000)
Naval Bombard Def: Determines the defense strength against naval bombardment. (0-1000)

Improvements:
Center of Empire: Selecting this makes it your capital (palace) building. For more information of palace costs, see here
Veteran Ground units: Ground units trained in this city are automatically trained as veterans. Also heals ground units to full health after 1 turn.
Veteran Sea units: Sea units trained in this city are automatically trained as veterans. Also heals sea units to full health after 1 turn.
Veteran Air units: Air units trained in this city are automatically trained as veterans. Also heals air units to full health after 1 turn. Also enables airlift and airdrop options. Multiple improvements do not allow multiple airlifts from the same city per turn.
Doubles Sacrifice: Any sacrifices made in this city are doubled in cultural value.
+50% Research Output: Base Research output is increased +50% in this city (does not stack, as in base of 100 goes to 150 with one improvement, and 200 with the second, not 225).
+50% Luxury Output: Base Luxury output is increased +50% in this city (does not stack).
+50% Tax Output: Base Tax output is increased +50% in this city (does not stack).
Resistant to Propaganda: Causes propaganda attempts to be less successful in this city.
Reduces Corruption: Reduces Corruption in this city. For more information on corruption, please visit here.
Reduces War Weariness: Reduces War Weariness in this city. (25% of the city's population worth of citizens will be made content. Ex: City size 20 will have 5 unhappy citizens affected by war-weariness made content.) For more information, please visit here.
Allows City Size Level 2: Allows this city to reach Level 2 without being next to a river or lake. Lakes are enclosed bodies of water size 20 or less. If checked, improvement cannot be built if next to river or lake.
Allows City Size Level 3: Allows this city to reach Level 3. If checked, improvement cannot be built if city is not yet level 2.
Doubles City Growth Rate: Whenever the food box is filled, only half of it is drained in this city.
Stealth Attack Barrier: Denies enemy Stealth Attack Units the ability to choose a unit out of a stack to attack in this city.
Capitalization: Causes it to turn shields into gold at a rate specified on the General Settings screen in this city.
Removes Pop. Pollution: Removes the pollution caused by a city being at level 3 in this city.
Reduces Bldg. Pollution: Reduces the pollution generated from Buildings in this city.
Increases Luxury Trade: Causes the Luxuries to give an increased amount of happy face, first 2 give 1 each, next 2 give 2 each, next 2 give 3, and last 2 give 4 each in this city.
Allows Water Trade: Causes the city to be connected to the trade network by water.
Allows Air Trade: Causes the city to be connected to the trade network by air.
Must be near water: Must be built near a source of water.
Must be near a river: Must be built near a river.
Increases Food in Water: Causes all water tiles to produce 1 extra food for this city.
Increases Trade in Water: Causes all water tiles to produce 1 extra commerce for this city.
Increases Shields in Water: Causes all water tiles to produce 1 extra shield for this city.
Can explode or meltdown: When the city is in civil disorder, there is a chance for this improvement to meltdown, and kill half of the population, and spread pollution in all squares adjacent to the city.
Replaces all Impr. with this Flag Checked: Replaces all improvements with this flag checked. For more information, refer to this post.
Required Goods Must be within City Radius: All Required resources must be found within the city's radius for this building to be built.

Flavors: Selects what flavor this building is associated with.

Improvements, Small and Great Wonders:
Rendered Obsolete by: Determines which technology causes this building to become obsolete.

Wonders:
Doubles Happiness of: Doubles the happiness values of selected building.
Gain in Every City: Every city you own gains the selected building for free.
Gain in Every City on Continent: Every city you own on the same continent gains the selected building for free.

Notes on "Gain in Every City (on Continent)":
* The buildings gained are free, which do not cost maintenance.
* Any pre-existing buildings will stop paying maintenance.
* Pre-existing buildings can be sold, for no change in the benefits provided.
* If the wonder becomes obsolete or captured, the free buildings will be removed. Cities will lose their effects, with the exception of cities with unsold pre-existing buildings.

Wonders and Small Wonders:
Safe Sea Travel: Allows units to travel into Sea squares safely without the required tech.
Gain any advances owned by 2 civs: Allows you to gain any advance already known to 2 civs that you know of for free.
Double Combat Strength vs. Barbarians: Doubles your units fighting strengths vs barbarian units.
+1 Ship Movement: Increases ship movement by 1. Does not stack with other +1 ship movement increasing wonders.
+2 Ship Movement: Increases ship movement by 2. Does not stack with other +2 ship movement increasing wonders.
Doubles Research Output: Doubles the base research output of the city.
Halves Unit Upgrade Cost: Halves all unit upgrade costs.
Pays Maintenance for Trade Installations: Pays maintenance for all buildings with the "Commercial" flag checked.
Allows Construction of Nuclear Devices: Allows all civs to build units marked with the flag "Nuclear Weapon" checked, if they have the right technology. If it is a small wonder, allows only that civ to build nuclear weapons.
City Growth Causes +2 Citizens (instead of +1): Fairly straight forwards.
Tourist Attraction: Will generate commerce from Tourism after 1000 years pass after building it.

1000 (years) to 1500 give +2 (gold)
1501 - 1750 give +4
1751 - 1875 give +6
1876 - 2000 give +8
2001 - 2250 give +10
2251 - 2500 give +12
2501+ years give +14

Increases Chance of Leader Appearance: Increases chance of generating a leader from combat from 1:16 to 1:12.
Build Armies without Leader: Allows the construction in this city an army without using leaders.
Build Larger Armies: Increases the transport capacity of armies by 1, does not stack.
Treasury Earns 5%: You earn 5% of your current treasury, up to 50 gold (multiple wonders generate 5% each, up to 50 gold total).
Build Spaceship Parts: Allows the construction of spaceship parts.
Reduces Corruption: Acts as a second capitol building, reducing the corruption of your empire overall, and reducing the corruption of the city it is built in to zero. Cannot be built in Capitol, and cannot be built until you have built the number of optimal cities.
Decreases Success of Missile Attacks by 75%: Gives a 75% chance of intercepting a nuclear missile attack.
Allows Spy Missions: Allows Spies to be planted.
Allows Healing in Enemy Territory: Allows units to heal in enemy territory.
Requires a Victorious Army: Requires an army to win a battle to be built.
Requires Elite Naval Units: Requires Elite Naval Units to be present to be built.
Reduces War Weariness in All cities: Reduces War Weariness in all cities (1 citizen unhappy due to war weariness will be made content in each city). For more information on War Weariness, see here
Allows Diplomatic Victory: Allows people to vote for the UN Secretary General and win a diplomatic victory.
Increased Army Value: Causes Armies to fight at greater strength. For more information, see here.

Units Produced:
Produces Units: When checked, the building will produce units periodically.
Frequency: Determines how often the building produces units (in turns). (1-100)
 
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Natural Resources:

Spoiler :


Icon: Selects the icon that will represent the selected resource on the map. You may need to add the icon on the resources.pcx file.

Bonuses:
Food: Determines how much food is added to the tile by the resource. (can be negative) (-25-25)
Shields: Determines how many shields is added to the tile by the resource. (can be negative) (-25-25)
Commerce: Determines how much commerce is added to the tile by the resource. (can be negative) (-25-25)

Type: Determines the type of resource it is. (Bonus Resources only add to tile production, Strategic Resources only allow special actions/units/buildings/etc. to be built/done, and Luxury Resources add to happiness, and possibly allow special actions/units/buildings/etc. to be built/done.)

Civilopedia Entry: Determines the name which the game searches the civilopedia.txt file for the civpedia entry. (if there. It may need to be created.)
Prerequisite: Determines which technology is required to research before the resource becomes visible on the map.

Strategic and Luxury Resources:
Appearance Ratio: Really complicated. For more information, see here. (0-900)
Disappearance Probability: Determines the probability that the resource has in disappearing in each turn. EX: a value of 800 would mean there is a 1 in 800 chance each turn that the resource will be exhausted. (0-10000)

For general more information, see here.
 
Terrain:

Spoiler :


Tile Values:
Food: Determines how much food the tile produces normally. (0-25)
Shields: Determines how much shields the tile produces normally. (0-25)
Commerce: Determines how much commerce the tile produces normally. (0-25)

Movement Cost: Determines how much movement points are expended when units are moving through this terrain. (0-1000)
Defense Bonus: Determines how much defending units defense strength are boosted in %. (-100-1000)
Worker Job: Determines what workers can do to change the terrain to another terrain. Note: Clear Forest only returns shields on the original Forest terrain. Jungles or wetlands given "Clear Forest" do not give shields.
Pollution Effect: Determines what the terrain downgrades to when global warming hits.
Civilopedia Entry: Determines the name which the game searches the civilopedia.txt file for the civpedia entry. (if there. It may need to be created.)

Flags:
Allow Cities: Cities may be built on this terrain.
Allow Colonies: Colonies may be built on this terrain.
Allow Airfields: Airfields may be built on this terrain.
Allow Outposts: Outposts may be built on this terrain.
Allow Radar Towers: Radar Towers may be built in this terrain.
Allow Forts: Forts may be built on this terrain.
Impassable: This terrain is impassable to units, except for air units.
Impassable by Wheeled Units: This terrain is impassable to units marked with the wheeled ability.

Terraform Bonuses:
Irrigation (Food): Determines how much extra food is generated from irrigation. If 0, irrigation can not be improved on this terrain. (0-25)
Mining (Shields): Determines how much extra shields is generated from mines. If 0, mines can not be improved on this terrain. (0-25)
Road (Commerce): Determines how much extra commerce is generated from roads. If 0, roads can not be improved on this terrain. (0-25)

Possible Resources: Determines what kind of resources can possibly be found on this terrain.

Landmark Information:
Name of Landmark: Determines the alternate terrain for this terrain.
Tile Values:
Food: Determines how much food the LM tile produces normally. (0-25)
Shields: Determines how much shields the LM tile produces normally. (0-25)
Commerce: Determines how much commerce the LM tile produces normally. (0-25)

Terraform Bonuses:
Irrigation (Food): Determines how much extra food is generated from irrigation. If 0, irrigation can not be improved on this terrain. (0-25)
Mining (Shields): Determines how much extra shields is generated from mines. If 0, mines can not be improved on this terrain. (0-25)
Road (Commerce): Determines how much extra commerce is generated from roads. If 0, roads can not be improved on this terrain. (0-25)

Movement Cost: Determines how much movement points are expended when units are moving through this terrain. (0-1000)
Defense Bonus: Determines how much defending units defense strength are boosted in %. (-100-1000)
Civilopedia Entry: Determines the name which the game searches the civilopedia.txt file for the civpedia entry. (if there. It may need to be created.)

Disease:
Causes Disease: Can kill fortified units if they fortify there too long, and kill citizens of a city whose culture borders include the terrain.
Disease Strength: Determines the strength of the disease. (0-100)
Cured by Sanitation: The powers of disease on this terrain are disabled when you research this tech. (reportedly broken)
 
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Units:

Spoiler :


Icon: Selects the icon that will represent the selected resource on the map. You may need to add the icon on the Units_32.pcx file.
Prerequisite: Determines the technology that the unit requires in order to be built.

Unit Statistics:
Shield Cost: Determines how much the unit costs in shields. (0-1000)
Moves: Determines the number of movement points the unit has. (1-100)
Attack Str.: Determines the attack strength of the unit. (0-1000)
Bombard Str.: Determines the bombard strength of the unit. (0-1000)
Air Defense Str: Determines the Anti-Air strength of the unit. (0-1000)
Telepad Range: Determines the teleport range of the unit. For more information on Teleportation, please see here. (0-100)
Pop. Cost: Determines how many citizens the unit will drain from the population when built. (0-255)
Trans. Capacity: Determines how many units this unit can carry. (0-100)
Defense Str.: Determines the defense strength of the unit. (0-1000)
Bombard Range: Determines the range this unit can bombard at. (0-362)
Worker Strength: Determines at what % worker efficiency this unit works at. (0-1000)
Upgrade to: Determines what unit this unit upgrades into.
Operational Range: Determines the operational range of the unit. (0-362)
HP Bonus: Determines the HP bonus of the unit. Can be negative. (-20-20)
Rate of Fire: Determines the number of times the unit initiates a bombard check when bombarding. (0-10)
Req. Support: Determines if the unit needs to be supported by money or cities.
Zone of Control: Determines if the unit will automatically bombard passing units.
Bombard Fx: Determines if explosion animations are played when the unit bombards.
Charm: Changes a unit to do "charm damage" instead of regular damage. Charm damage halves unit defenses for a single turn. See here for more information.
Create Craters: Causes craters when bombarding, which reduce the efficiency of the tile, and needs to be cleaned up before full efficiency is restored.
Collateral Damage: Determines if the unit will bombard when it attacks, potentially damaging terrain improvements, or buildings.

Required Resources: Determines what resources are required for the unit to be built.

Unit Abilities
Wheeled: Determines if the unit is a wheeled unit, thus limiting its movement capabilities.
Foot Unit: Determines if the unit is a foot unit, thus expanding its transport capabilities.
Blitz: Determines if the unit can attack multiple times in one turn.
Cruise Missile: Determines if the unit is a cruise missile, a unit which, when bombarding, will die after it is done bombarding.
All Terrain as Roads: Determines if the unit would treat all terrain as if it were roaded.
Radar: Determines if the unit can see two squares all around it, regardless of blocking terrain.
Amphibious: Determines if the unit can initiate amphibious assaults, or attacks directly off of ships.
Invisible: Determines if the unit is invisible to other units without the detect invisible ability.
Transports Only Aircraft: Determines if the unit is only capable of transporting Aircraft.
Draft: Determines if the unit can be drafted.
Immobile: Determines if the unit is capable of moving. Note: Has a nasty habit of crashing games if it can load, and the AI tries to unload the unit onto shore.
Sinks in Sea: Determines if the unit can possibly sink and die without the right technology in sea squares.
Sinks in Ocean: Determines if the unit can possibly sink and die without the right technology in ocean squares.
Flag Unit: Determines if the unit is treated like a flag in Capture the Flag games.
Transports Only Foot Units: Determines if the unit is only allowed to transport foot units.
Starts Golden Age: Determines if the unit can trigger a golden age if it wins a battle. Also the unit will not go obsolete until both the right technology is researched, and the civ that owns the unit has already received a golden age.
Nuclear Weapon: When bombarding, it will act as a nuclear weapon. Also makes the unit require a wonder that unlocks nuclear weapons to be built first.
Hidden Nationality: Determines if the unit has hidden nationality, and thus be able to attack without precipitating war. Human HN units can not attack cities when at peace, while AI ones can. For more information, please see this
Army: Determines if the unit acts as an army, being capable of transporting units that fight together, and requires a building with "Build Armies Without Leader" checked to be built. A guide to armies.
Leader: Determines if the unit can act as a leader.
Infinite Bombard Range: Determines if the unit has an Infinite Bombard Range.
Stealth: Determines if the unit has the stealth ability, and thus have a smaller chance of being intercepted when performing all air missions except for recon, re-base, and interception.
Detect Invisible: Determines if the unit can detect invisible units.
Tactical Missile: Determines if the unit can bombard when loaded in transports.
Transports only Tactical Missile: Determines if the unit can only transport Tactical Missile units.
Ranged Attack Animation: When attacking another unit with Ranged Attack Animation checked, the units will not move into each other's squares when fighting, and appear to attack at a range. However, if retreating is an option (ex: 3 move Cavalry vs 1 move Infantry), the units will not appear to attack at a range.

For reference, please see here.
Rotate Before Attack: Determines if the unit will rotate to attack at a 90 degree angle (for water units) or a 45 degree angle (land units) when fighting. Only works if both units in combat are playing Ranged Attack Animation.

For reference, please see here.
Lethal Land Bombardment: The possibility exists that it can kill land units when bombarding, and allows you to bombard 1 hp land units.
Lethal Sea Bombardment: The possibility exists that it can kill sea units when bombarding, and allows you to bombard 1 hp sea units.
King: Enables the king ability, which causes the unit to be at the bottom of a stack when defending always, and prevent it from being built.
Requires Escort: Determines if the unit needs a unit flagged with the "Naval Power" AI Strategy for the AI to move it.

Stealth Attack Targets: Determines which unit the unit is allowed to stealth attack, or pick out of a stack to attack.
Available to: Determines which civilizations can build this unit.

Class: Determines if the unit is a land unit, a sea unit, or an air unit.
Ignore Move Cost: Determines what terrain the unit can ignore the unit cost to.
Civilopedia Entry: Determines the name which the game searches the civilopedia.txt file for the civpedia entry. (if there. It may need to be created.)

AI Strategies:
Land
Offense: The AI will treat this unit as an attack unit. Requires an offense power greater than 0, defense power greater than 0, have the load action, have the capture unit action.
Defense: The AI will treat this unit as a defense unit. Requires an offense power greater than 0, defense power greater than 0, have the load action, have the capture unit action. Prevents usage as a telepad.
Artillery: The AI will treat this unit as an artillery unit. Requires a bombard strength greater than 0, have the bombard action, must not have the cruise missile ability, must not have the nuclear weapon ability.
Cruise Missile: The AI will treat this unit as a cruise missile. Requires a bombard strength greater than 0, a bombard range greater than 0, a rate of fire greater than 0, have the bombard action, have the cruise missile ability.
Tactical Nuke: The AI will treat this unit as a tactical nuke. Requires a bombard range greater than 0, must have bombard action, must have nuclear weapon ability, must have tactical missile ability.
ICBM: The AI will treat this unit as an ICBM. Requires the bombard action, must have nuclear weapon ability, must have infinite bombard range ability.
Flag Unit: The AI will treat this unit as a flag unit. Requires attack strength equal to 0, defense strength equal to 0, bombard strength equal to 0, transport capacity equal to 0, must have the immobile ability, must have flag unit ability, must not have disband action.
Explore: The AI will treat this unit as an explorer. Requires the unit to not have the immobile ability.
Terraform: The AI will treat this unit as a worker. Requires build colony action, must have build road action, must have build railroad action, must have build fort action, must have build mine action, must have irrigate action, must have clear forest action, must have clear jungle action, must have plant forest action, must have clear pollution action, must have automate action, must have join city action.
Settle: The AI will treat this unit as a settler. Requires load special action, must have build city action, must have join city action.
Army: The AI will treat this unit as an Army. Requires army ability, must have load action.
Leader: The AI will treat this unit as a leader. Requires build army action, must have finish improvements action.
King: The AI will treat this unit as a king unit. Requires the King unit ability, must not have disband action.

Sea
Naval Power: The AI will treat this unit as a naval combat ship. Requires offensive power greater than 0, defensive power greater than 0.
Naval Transport: The AI will treat this unit as a transport ship. Requires unload action.
Naval Carrier: The AI will treat this unit as an aircraft carrier. Requires transport only aircraft ability, must have unload action.
Naval Missile Transport: The AI will treat this unit as a tactical missile transport. Requires transports only tactical missiles ability, must have unload action.

Air
Bombard: The AI will treat this unit as a bomber. Requires bombard strength greater than 0, must have operational range greater than 0, must have either bombing or precision air mission.
Defense: The AI will treat this unit as an interceptor. Requires offensive power greater than 0, must have operational range greater than 0, must have interception air mission.
Transport: The AI will treat this unit as a transport plane/helicopter. Requires operational range greater than 0, must have airdrop action, must have unload action.

Enslave Results In: Determines what unit this unit will enslave the enemy to when it wins a battle.

Standard Orders:
Skip Turn: The unit can skip its turn without fortifying.
Wait: The unit can wait, and receive commands later this turn.
Fortify: The unit can fortify, and receive a 25% defense bonus.
Disband: The unit can disband and effectively die, and provide a 25% shield refund if it is in a city.
Go To: The unit can move.
Explore: The unit can automate move, and move towards unknown parts of the map.
Sentry: The unit can fortify until enemy/neutral units move near it.

Special Actions:
Load:
Determines if the unit can load onto transport units.
Unload: Determines if the unit can unload other units; determines if it is a transport unit. Typically used in armies and naval transports, but land transports have some different interactions in terms of mechanics and AI. See this thread for more information.
Airlift: Determines if the unit can be airlifted at airports or airbases.
Pillage: Determines if the unit can destroy terrain improvements.
Bombard: Determines if the unit can bombard offensively.
Stealth Attack: Determines if the unit can pick out a unit out of a stack to attack.
Enslave: Determines if the unit can have a 1/3 chance of enslaving a defeated unit to your side.
Sacrifice: Determines if the unit, when enslaved, can be sacrificed at a city with the right tech to sacrifice, and generate culture points.
Airdrop: Determines if the unit can paradrop if a land unit, or airdrop units if an air transport unit.
Build Army: Determines if the unit is capable of forming an army unit.
Finish Improvements: Determines if the unit can hurry production of any building in 1 turn.
Upgrade Unit: Determines if the unit can upgrade.
Capture: Determines if the unit can capture other units that can be captured. (such as workers, artillery, etc.)
Science Age: Supposed to create an age of science research of +25% science, but is broken. Fixed and its value set at +200% science with the Antal1987 v3 patch.
Teleportable: Determines if the unit is capable of teleporting. For more information on Teleportation, please see here.
Telepad: Determines if the unit is capable of recieving teleporting units. For more information on Teleportation, please see here.

Worker/Engineer Actions:
Build Colony: Enables the unit to build a colony.
Build City: Enables the unit to build a city.
Build Road: Enables the unit to build a road.
Build Railroad: Enables the unit to build a railroad.
Build Fort: Enables the unit to build a fort.
Build Mine: Enables the unit to build a mine.
Irrigate: Enables the unit to irrigate terrain.
Clear Forest: Enables the unit to chop down forests for shields.
Clear Jungle: Enables the unit to chop down jungles.
Plant Forest: Enables the unit to plant forests.
Clear Pollution: Enables the unit to clean up pollution.
Automate: Enables the unit to automate.
Join City: Enables the unit to join a city, and contribute its population cost to the city.
Build Airfield: Enables the unit to build an airfield.
Build Outpost: Enables the unit to build an outpost.
Build Radar Tower: Enables the unit to build a radar tower.
Build Barricade: Enables the unit to build a barricade.

Air Missions:
Bombing: Enables the unit to do bombing missions. Bombing missions are similar to bombard, but the unit physically flies there and bombs. Has a range equal to the operational range.
Recon: Enables the unit to do recon missions. Recon missions drain all action points remaining, and reveals a section of the map. Can not be intercepted.
Interception: Enables the unit to do air superiority missions. Air superiority planes attempt to intercept bombing, precision bombing, and airdrop missions in half of its operational range.
Re-Base: Enables the unit to rebase. Re-base missions can be performed within 6 times the operational range.
Precision Bombing: Enables the unit to do precision bombing missions. Precision bombing missions need to be enabled by a certain technology, and destroys city improvements only. If no city improvements, then it will target civilians.

Legal Unit Telepads: Determines which unit this unit can teleport to. For more information on Teleportation, please see here.
Legal Bldg Telepads: Determines which building this unit can teleport to. For more information on Teleportation, please see here.

Because of the occasional thread necromancer, for the record here is a guide to adding unit graphics to a scenario.
Sound tutorial, a useful, but often lost thread.
Some useful threads to determine how the AI will build units: Tom2050's Firaxis unit cost/stat analysis, Ozymandias's AI build test.
 
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Worker Jobs:

Spoiler :


Worker Job:
Mine: Adds a mine to the target square. Mines increase production. Replaces irrigation and clears forests on the target square.
Irrigation: Adds irrigation to the target square. Irrigation increases food. Replaces mines and clears forests on the target square.
Fortress: Adds a fortress to the target square. Fortresses increase defense bonuses of units on the square, and gives all units within it Zone of Control ability. Replaces Airfields, Radar Towers, Outposts, and Barricades on the square.
Road: Adds a road to the target square. Roads increase commerce, and reduces the movement cost for units moving on that square.
Railroad: Adds a railroad to the target square. Railroads increase the benefits mines or irrigations, and reduces the movement cost for units moving on that square to 0.
Plant Forest: Plants a forest on the target square. Removes mines and irrigation on the target square.
Clear Forest: Clears the forest on the target square, and shields sent to the nearest city. Note: Only forests (terrain slot 8) will return shields. Jungles, wetlands, etc. given the Clear Forest command will not return shields.
Clear Wetlands: Clears marsh on the target square.
Clear Damage: Clears damage done to the square. (craters, pollution, volcanic eruptions, etc.)
Airfield: Places an airfield onto the target square. Consumes the worker in the process. Replaces Fortresses, Radar Towers, Outposts, and Barricades on the square.
Radar Tower: Places a radar tower onto the target square. Consumes the worker in the process. Radar towers increase attack and defense bonuses by 25&#37; of nearby units. Replaces Fortresses, Airfields, Outposts, and Barricades on the square.
Outpost: Places an Outpost onto the target square. Consumes the worker in the process. Outposts remove sections of the fog of war. Replaces Fortresses, Airfields, Radar Towers, and Barricades on the square.
Barricade: Adds a Barricade to the pre-existing fortress on the square. Barricades increase the defensive bonus of units within the square, and cause all units to expend all movement points when moving into that square. (Unless if there is a railroad present)

Prerequisite: Determines what technology is needed before the worker job is available to be preformed.
Required Resources: Determines what resources are needed for the worker job to be preformed.
Civilopedia Entry: Determines the name which the game searches the civilopedia.txt file for the civpedia entry. (if there. It may need to be created.)
Order: Determines the text used to explain the orders of a worker when told to perform this job.
Turns to complete: Determines the base job completion time. (1-1000)
 
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World Sizes:

Spoiler :


Width: Determines the width of the map. (16-362)
Height: Determines the height of the map. (16-362)
Number of Civs: Determines the max number of civs. (1-31)
Distance Between Civs: Determines the minimum distance (in tiles) between the starting locations of civs. (1-362)
Optimal Number of Cities (corruption): Determines the optimal number of cities before rampant corruption occurs. If a player exceeds this number of cities, corruption dramatically increases, regardless of how far away from the capital a city is. For more information on Corruption, please visit here. (1-1000)
Tech Rate: Determines the global technology research rate for all civs playing on a map of the selected world size. (0-1000) Notes: See here for research formula.
 
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Citizens:

Spoiler :


Plural name: The plural name of the selected citizen type.
Civilopedia Entry: Determines the name which the game searches the civilopedia.txt file for the civpedia entry. (if there. It may need to be created.)
Default Citizen: Determines if the citizen is the default citizen created or not.
Prerequisite: Determines what technology is required to train the citizens to the specific type.

Bonuses:
Luxuries: Determines how many happy faces this citizen generates. Can be set to negative to make sad faces. (-10-10) Note: In order for civs to assign any specialists at all, they will need at least one of them producing positive Luxury faces.
Research: Determines how many beakers this citizen generates towards research. Can be set to negative to take away research. (-10-10)
Taxes: Determines how much gold this citizen generates in tax money. Can be set to negative to take away gold. (-10-10)
Corruption: Determines how much corruption this citizen fights, and returns it to uncorrupted shields. Can be set to negative, and corrupt away shields and commerce. (-10-10)
Construction: Determines how many shields are produced to build improvements. Can be set to negative, and take away shield construction capabilities. (-10-10)
 
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Civilizations:

Spoiler :


Noun: Determines the noun of the civilization. (EX: Romans, French, Celts, Arabs, Mexicans)
Adjective: Determines the adjective of the civilization. (EX: Roman, French, Celtic, Arabic, Mexican)
Plurality: Determines the plurality of the civilization. (Default is plural, only used in different languages when referring to civ name.)
Gender: Determines the gender of the civilization. (Default is masculine, only used in different languages when referring to civ name.)

Leader:
Title: Determines the title of the leader of the civilization. (EX: Emperor, Chairman, President, etc.)
Name: Determines the name of the leader of the civilization.
Gender: Determines the gender of the leader of the civilization. (Male, or Female)

Personality:
Favorite Government: Determines the favorite government of the civilization. Has some impact on what government the AI will choose, as well as the mood of civs towards one another's government.
Shunned Government: Determines the shunned government of the civilization. Has some impact on what government the AI will choose, as well as the mood of civs towards one another's government.
Aggression Level: Determines the aggresion level of the civilization. Aggression level 4 and 5 apparantly has no difference. Also affects civ moods towards each other, as well as the chance they will go to war.

Animations:
Era: Determines the Era to be edited.
Forward Filename: Determines the file which the leader plays his/her happy -> mad animations.
Reverse Filename: Determines the file which the leader plays his/her mad -> happy animations.

Culture Group: Determines the culture group of the civilization. Affects moods towards other civs, as well as civ placement.
Civilopedia Entry: Determines the name which the game searches the civilopedia.txt file for the civpedia entry. (if there. It may need to be created.)
Diplomacy Text Index: Determines the index number which the game searches the diplomacy.txt file for the diplomacy text. For more information on the Diplomacy.txt file, see here. (-1-40)
City Names: Determines the names of the cities in order of creation. One city name per line.
Tribe Names: Determines the names of the tribes for barbarians. One tribe name per line. Must have 76 lines exactly.
Military Leaders: Determines the names of the military great leaders of the civilization in order of spawning. Must have 5 or more names, otherwise some will be unnamed. (Names need not be different names.)
Scientific Leaders: Determines the names of the scientific great leaders of the civilization in order of spawning. Must have 5 or more names, otherwise some will be unnamed. (Names need not be different names.)

Team Colors:
Default Color: Determines the default color of the civilization.
Alternate Color: Determines the alternate color of the civilization.

King Unit: Determines the king unit of the civilization in Regicide mode.

Bonuses:
Militaristic: Determines if the civilization is Militaristic. Milistaristic civs get a discount on militaristic improvements (50%), and also their units are twice as likely to be promoted.
Industrious: Determines if the civilization is Industrious. Industrious civs get an increase in shield production of the center square in level 2 and level 3 cities by 1.
Expansionist: Determines if the civilization is Expansionist. Expansionist civs get no negative effects from goody huts.
Scientific: Determines if the civilization is Scientific. Scientific civs get a discount on scientific improvements (50%), and also receive a free tech whenever the civ enters a new era. Also increases the chance of a scientific great leader spawning when a civ is the first to research a new tech to 5%. (non-scientific civs get a 3% chance)
Religious: Determines if the civilization is Religious. Religious civs get a discount on religious improvements (50%), and Anarchy only lasts 1 turn when in revolution.
Commercial: Determines if the civilization is Commercial. Commercial civs get a discount on commercial improvements (50%), and also increases the commerce production of the center square in level 2 and level 3 cities by 1. Also reduces corruption.
Agricultural: Determines if the civilization is Agricultural. Agricultural civs get a discount on agricultural improvements (50%), and also increases the food production of the center square in all cities, and irrigated desert squares to produce 1 more food.
Seafaring: Determines if the civilization is Seafaring. Seafaring civs get a discount on seafaring improvements (50%), and also increases the chance of survival of ships in hazardous waters. Also increases ship movement points by 1.
Flavor1: Determines if the civilization is a Flavor1 civ. For more information about flavors, see this thread.
Flavor2: Determines if the civilization is a Flavor2 civ.
Flavor3: Determines if the civilization is a Flavor3 civ.
Flavor4: Determines if the civilization is a Flavor4 civ.
Flavor5: Determines if the civilization is a Flavor5 civ.
Flavor6: Determines if the civilization is a Flavor6 civ.
Flavor7: Determines if the civilization is a Flavor7 civ.

Free Techs: Determines the free technologies the civ gets. Advanced techs may be given, but a civ will not receive them until all the prerequisites leading up to it are acquired. Except for the AI. They get them immediately.

Governor:
Settings:
Manage Citizens: Determines if the governor manages citizens by default.
Emphasize Food: Determines if the governor emphasizes food by default.
Emphasize Shields: Determines if the governor emphasizes shields by default.
Emphasize Trade: Determines if the governor emphasizes commerce by default.
Manage Production: Determines if the governor manages production by default.
No Wonders: Determines if the governor builds no wonders by default.
No Small Wonders: Determines if the governor builds no small wonders by default.

Build Never: Checking more than 3 or 4 "Build Often" or "Build Never" overwhelms the AI, and ignores the choices.
Off. Land Units: Determines if the governor never builds offensive land units.
Def. Land Units: Determines if the governor never builds defensive land units.
Artillery Land Units: Determines if the governor never builds artillery land units.
Settlers: Determines if the governor never builds settlers.
Workers: Determines if the governor never builds workers.
Naval Units: Determines if the governor never builds naval units.
Air Units: Determines if the governor never builds air units.
Growth: Determines if the governor never builds growth producing buildings.
Production: Determines if the governor never builds production producing buildings.
Happiness: Determines if the governor never builds happiness producing buildings.
Science: Determines if the governor never builds science producing buildings.
Wealth: Determines if the governor never builds wealth producing buildings.
Trade: Determines if the governor never builds trade route producing buildings.
Explore: Determines if the governor never builds explorer units.
Culture: Determines if the governor never builds cultural buildings.

Build Often: Checking more than 3 or 4 "Build Often" or "Build Never" overwhelms the AI, and ignores the choices.
Off. Land Units: Determines if the governor builds offensive land units often.
Def. Land Units: Determines if the governor builds defensive land units often.
Artillery Land Units: Determines if the governor never builds artillery land units often.
Settlers: Determines if the governor builds settlers often.
Workers: Determines if the governor builds workers often.
Naval Units: Determines if the governor builds naval units often.
Air Units: Determines if the governor builds air units often.
Growth: Determines if the governor builds growth producing buildings often.
Production: Determines if the governor builds production producing buildings often.
Happiness: Determines if the governor builds happiness producing buildings often.
Science: Determines if the governor builds science producing buildings often.
Wealth: Determines if the governor builds wealth producing buildings often.
Trade: Determines if the governor builds trade route producing buildings often.
Explore: Determines if the governor builds explorer units often.
Culture: Determines if the governor builds cultural buildings often.
 
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Civilization Advances:

Spoiler :


For more information on what the AI will research next, see here.
For more information on the AI Cost Formula, see here.

Era: Determines the era the tech is located in. (the "None " era tech cannot be manually researched; useful for unique tech trees and disabling worker jobs)
Civilopedia Entry: Determines the name which the game searches the civilopedia.txt file for the civpedia entry. (if there. It may need to be created.)
X: Determines the position of the tech on the screen's X coordinate (in pixels). (-5000-5000)
Y: Determines the position of the tech on the screen's Y coordinate (in pixels). (-5000-5000)
Cost: Determines the cost which is multiplied by the cost factor of the tech. (0-1000)

Flags:
Not Required for Era Advancement: Determines if the tech is not required to be researched for era advancement.
Enables Irrigation Without Fresh Water: Determines if the tech enables irrigation without fresh water (rivers, lakes, irrigation, etc.). Lakes are 21 or less tiles of water. For reference, please see this.
Enables Bridges: Determines if the tech enables workers to bridge rivers with roads.
Disables Diseases From Flood Plains: Determines if the tech disables diseases from flood plains. (Supposedly does not work.)
Enables Conscription of Units: Determines if the tech allows units to be drafted from cities with 6 or more population.
Enables Mobilization Levels: Determines if the tech allows war time to be enabled.
Enables Recycling: Determines if the tech causes shields to be generated when you sell improvements. 25% shield refund.
Enables Precision Bombing: Determines if the tech enables precision bombing.
Doubles effect of (Wealth) Improvement: Determines if the tech causes wealth to cost half as many shields per gold.
Doubles Work Rate (of Workers): Determines if the tech doubles the work rate of workers.
Permits Sacrifices: Determines if the tech allows sacrifices to be made of foreign units marked with the "Sacrifice" flag.
Enables Diplomats: Determines if the tech enables diplomats to be established with civs.
Enables Mutual Protection Pacts: Determines if the tech allows MPPs to be established.
Enables Right of Passage Treaties: Determines if the tech allows ROP treaties to be established.
Enables Military Alliances: Determines if the tech enables MA treaties to be established.
Enables Trade Embargoes: Determines if the tech enables Trade Embargos to be established.
Enables Trade Over Sea Tiles: Determines if the tech will allow trade over sea tiles.
Enables Trade Over Ocean Tiles: Determines if the tech will allow trade over ocean tiles.
Enables Map Trading: Determines if the tech allows maps to be traded.
Enables Communication Trading: Determines if the tech allows communications between civilizations to be traded.
Cannot be Traded: Determines if the tech cannot be traded.
Bonus Tech: Determines if the tech gives 1 free tech to the first civ to research it.
Reveal Map: Determines if the tech reveals the whole map.

Prerequisites: Determines what technologies are required for this tech to be researched. (can be from it's own era, or the "None" Era.)

Flavor: Determines the flavor of the technology. For more information on flavors, see this thread.

For information on unique techs and tech trees, see here.
 
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Combat Experience:

Spoiler :


Base Hit Points: Determines the base hit points of the experience level. (1-20)
Retreat Bonus: Determines the ratio of retreating when a fast unit is fighting a slow unit. It is arranged as a F:S ratio, with the fast unit's retreat bonus ratio +1 vs. the slow unit's retreat bonus ratio +1 for the chance for retreat. (0-100)
 
Culture:

Spoiler :


Culture Ratio: Determines the ratio of culture difference between 2 civilizations. (1-10)

Chance of Successful Propaganda: Determines the percent chance of a propaganda mission succeeding in causing the citizens to rebel. (0-100)

Resistance Chance:
Initial: Determines the initial chance for a citizen to resist. (0-100)
Continued: Determines the chance for a citizen to continue resisting the military garrisons quelling resistance. (0-100) For more information on resistance, see here.

For more information on Culture Flips, please see here.
 
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Difficulty Levels:

Spoiler :


AI Bonuses:
Additional Starting Units:
Number of Defensive Land Units: Determines the number of extra defensive land units the AI gets to start. The unit it receives is based on their tech capabilities. (0-100)
Number of Offensive Land Units: Determines the number of extra offensive land units the AI gets to start. The unit it receives is based on their tech capabilities. (0-100)
Number of Start Unit Type 1: Determines the number of extra starting units of type 1. The unit type is determined in the General Settings. (0-100)
Number of Start Unit Type 2: Determines the number of extra starting units of type 2. The unit type is determined in the General Settings. (0-100)

Unit Support Bonuses:
Additional Free Support: Determines the additional free support the AI receives. (0-100)
Bonus for Each City: Determines the additional free support the AI receives per city. (0-100)

Max. Government Transition Time: Determines the maximum anarchy length for the AI. 0 means that there is no maximum time. (0-100)
Cost Factor: Determines the cost factor for the AI. 10 means the AI's cost is equal to the human player's cost. Higher values mean that the AI's cost is greater than the human player's cost, and lower values mean that the AI's cost is lower than the human player's cost. (1-100)
AI to AI Trade Rate: Determines the % worth the AI will consider another AI's trade to be valued. (EX: an AI to AI trade rate of 500 means that for every 100 gold from an AI in trade, the AI will value it as 500 gold.) (100-1000)

Number of Citizens Born Content: Determines the number of citizens born content in a city. (0-255)
Num. Citizens Quelled by Military: Determines the number of citizens quelled by a single military unit acting as military police. (0-255)
Attack Bonus against Barbarians: Determines the combat bonus players have against barbarians. (0-1000)
Percentage of Optimal Cities: Determines the percentage of optimal cities is actually optimal. (0-1000)

Corruption: Determines the percentage of normal corruption experienced on the selected difficulty level. Catastrophic corruption, civil disorder, or capital cities are not effected by this option. For more information about corruption, please visit here.
 
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Diplomats and Spies:

Spoiler :


Diplomat/Spy Mission:
Build an Embassy: Builds an Embassy in a rival civ's capital. Allows MPPs, ROPs, MAs, and Trade Embargos to be signed. Can not fail.
Investigate City: Investigates a city to see what it is doing. Can not fail.
Steal Technology: Steals a technology from a rival civilization. Can possibly fail.
Steal World Map: Steals a rival civilization's world map. Can possibly fail.
Plant Spy: Plants a spy in a rival civilization. Can possibly fail.
Steal Plans: Steals the military plans of the rival civilization. Can possibly fail.
Initiate Propaganda: Initiates propaganda to the citizens of a city of the rival civilization. The spy or diplomat can not be caught, but propaganda will either cause the citizens to join your civilization, or simply cause unhappiness.
Sabotage Production: Destroys a portion of the enemy city's production. Can possibly fail.
Expose Enemy Spy: Makes an attempt to expose the enemy spy in a rival civilization. Can possibly fail.

Mission Performed By:
Diplomats: Determines if the mission can be performed by Diplomats.
Spies: Determines if the mission can be performed by spies.

Civilopedia Entry: Determines the name which the game searches the civilopedia.txt file for the civpedia entry. (if there. It may need to be created.)
Base Cost: Determines the base cost of the mission. (0-1000)
Description: Determines the description of the mission which is displayed on the Espionage screen when a player initiates the selected mission. See spoiler below.


Spoiler :
Establish Embassy: BaseCost + TargetCitySize

Investigate City: BaseCost * TargetCitySize

Steal Tech: (BaseCost * Target Player&#8217;s Number of Techs * Tech Rate) / 100

Steal World Map: BaseCost * ( ( Map Width + Map Height ) / 2 )

Plant Spy: BaseCost

Steal Plans: BaseCost * Target Player&#8217;s Number of Units

Initiate Propaganda: BaseCost * Target City Size + ( BaseCost * Target City Size * Culture Ratio) + ( ( BaseCost * Target City Size) / 2 * Gold Ratio )

Sabotage Production: BaseCost * Target City&#8217;s Number of Shields

Expose Mole: BaseCost

After the cost formula is calculated, the cost is then further modified, taking into consideration (where applicable) the distance of the target, the target city's population, the ratio of citizens between the initiating civ and the target civ, and the safety level modifier.


For more information, see here.
 
Eras:

Spoiler :


Civilopedia Entry: Determines the name which the game searches the civilopedia.txt file for the civpedia entry. (if there. It may need to be created.)

Researchers: Determines the name of the researchers of that era.
 
Flavors:

Spoiler :


This Civ Advance/Building Flavor: Determines which Flavor is the subject flavor.
Has a 0-100% Relationship: Determines the percentage relationship between the subject flavor and the target flavor. (0-100)
With this CivilizationFlavor: Determines the target flavor.

For more information on Flavors, see this thread.
 
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Scenario Properties

Spoiler Scenario :

Scenario

Spoiler :


Title: Determines what is displayed in the title of the Scenario when selecting it from the list of scenarios. (The name that appears above the scenario, not the name of the .biq file.)
Description: Determines what is displayed in the description section of the Scenario when it is selected from the list of scenarios.
Scenario Search Folders: Determines the path of which it searches for the scenario rules before the default scenario folder. Each folder in the path must be separated by a semi-colon (no spaces) and must be in the "Scenarios" folder. The game engine will search in the order EX: if "Flaming Terrain;WH2.0;Alpha Mod" is entered, the game will search for the following folders (in order): Flaming Terrain, WH2.0, Alpha Mod. Then it will use the default folder for anything else it does not find.

Map Options:
Select Barbarian Activity: Selects the barbarian activity. In Sedentary, there are only Goody Huts, no barbarian camps. In Roaming, low levels of barbarian camps. Restless, Median levels of barbarian camps. Raging, high levels of barbarian camps. Random is random. Only enabled if custom map is selected.
Debug Mode: Enables debug mode.

Time Options:
Time Limit: Enables a time limit on the game;
Turns: Determines how long the game lasts in turns. (1-1000)
Minutes: Determines how long the game lasts in minutes. (0-1440)

MP Timers:
Base: Determines the base time factor in multi-player games. (0-100)
Per Unit: Determines the base time factor in multi-player games per unit. (0-100)
Per City: Determines the base time factor in multi-player games per city. (0-100)

Base unit of time: Determines the base unit of time in game. (Years, Months, Weeks)

Start Date:
Year: Determines the year the game starts at. (BC it counts down, and AD it counts up.) (1-10000)
Month: Determines the Month the game starts at. (Selectable only when Base Unit of Time is in Months)
Week: Determines the Week number the game starts at. (Selectable only when the Base unit of Time is in Weeks) (1-52)

Campaign: Currently Unknown on how it functions. (0-100)

Time Scale:
First/Next <insert number of turns (0-1000)> turns= <insert number of units (0-1000)> units each: Determines for a certain period of time (in turns), the game time moves on by a however many units set.

Player Options:
Number of Players: Determines how many human and AI players there are in the game. (1-31)
Playable Civilizations: Determines which civilizations can be played as by the Human Player.

Game Options:
Default Victory Conditions: If Checked, Domination, Space Race, Diplomatic, Conquest, and Cultural Victory Conditions will be enabled, while Wonder victory will be unchecked.
Domination: Allows Domination victory to be achieved. Domination victory is achieved when a civilization owns a certain percentage of the land area on the map and a certain percentage of the population. (decided in the Victory Point Limits tab; default is 66 each)
Note: Population is not determined by number of working citizens, but by that number up at the top of the city screen that says the city population. For more information on how population is determined, see here.
Space Race: Allows Space Race victory to be achieved. Space Race victory is achieved when a civilization builds all of the parts required for victory.
Diplomatic: Allows Diplomatic victory to be achieved. Diplomatic victory is achieved when a civilization's leader is elected UN secretary General by the other civilizations. To be a candidate, one must own at least 25% of the world's land and population, or build the UN yourself. If there are only 1 civ that satisfies this, the highest in population will be a candidate.
Conquest: Allows Conquest victory to be achieved. Conquest victory is achieved when all enemy civilizations are eliminated.
Cultural: Allows Cultural victory to be achieved. Cultural victory is achieved when a single city reaches the amount of culture specified in the VP limits (20000 by default), or when the civilization's culture points reaches the amount specified in the Victory Point Limits (100000 by default)
Wonder: Allows Wonder victory to be achieved. Wonder victory is achieved when all wonders are built, and the game ends, with the victor determined by how many victory points they have earned.

Default Game Rules: If checked, Culturally Linked Start, Respawn AI Players, Preserve Random Seed, and Allow Cultural Conversions will be checked.
Culturally Linked Start: When starting out, players with the same culture group will start together.
Respawn AI Players: When checked, AI Players will respawn if there is enough space (an unclaimed 5x5 grid of land) to respawn them. When respawning, they will receive 2 settlers, 3 workers, and the standard AI bonus units.
Preserve Random Seed: The random seed is saved, so thus if the game is reloaded, and you do the exact same things, the exact same results will happen.
Accelerated Production: Halves the costs to everything. (food, shield, gold, etc.)
City Elimination: If the number of cities determined in the Victory Point Limits are captured (default is 1), the entire civ is destroyed.
Regicide: If a single king unit is killed, the civ is destroyed.
Regicide (All Kings): All the king units must be killed before the civ is destroyed.
Victory Point Scoring: Enable Victory Point scoring to determine victory when a certain amount of victory points are earned (determined in Victory Point Limits; default is 50000).
Capture the Unit: Allow a capture the flag game, where victory points are earned by capturing the enemy's flag.
Allow Cultural Conversions: Allow cities to convert to a rival civ culturally.
Reverse Capture the Flag: Instead of bringing the flag to your capital, you bring the flag to a VP location.

Auto Place King Units: Automatically place King units at the start of the game. (Usually the start location, but may be at where their cities are.)
Auto Place Capture Units: Automatically places flag units at the start of the game. (Usually the start location, but may be at where their cities are.)
Auto Place Victory Locations: Automatically places VP locations at the start of the game. (Usually the start location.)
Reveal Entire Map: The entire map is explored from the start.
Retain Culture on Capture: When captured, cities do not lose their culture, but it is carried over to the enemy civ's culture. But they still lose all culture generating improvements and Small Wonders prior to the capture.


Spoiler Victory Point Limits :

Victory Point Limits:

Spoiler :


Victory Point Winning Conditions
Victory Point Limit: Determines the amount of Victory Points needed to win. (1000-1000000)
City Elimination Count: Determines the amount of cities a civ is allowed to lose before they are destroyed. (1-10)
Culture Value for 1 City: Determines the culture value for 1 city before the civ wins by culture victory. (2000-50000)
Culture Value for Civilization: Determines the culture value for a civilization before the civ wins by culture victory. (5000-500000)
% Terrain for Domination: Determines the % of the world's land terrain needed to win by domination, in addition to the population requirement. (15-100)
% Population for Domination: Determines the % of the world's population needed to win by domination, in addition to the terrain requirement. (15-100)

Respawn Flag Unit on Capture: If checked, a flag unit, when captured, the flag unit will respawn at its original location.
Allow Anyone to Capture Any Flag: If checked, allows any civ to carry any flag unit, including their own flags units.

Victory Points:
Wonder * cost: Determines the number of victory points given when a wonder is built, multiplied by the cost of the wonder. (0-100)
Defeating Opposing Unit * cost: Determines the number of victory points given when an opposing unit is killed, multiplied by the cost of the enemy unit. (0-100)
Advancement * cost: Determines the number of victory points given when a tech is researched, multiplied by the cost of the tech. (0-100)
City Conquest * Population: Determines the number of victory points given when a city is conquered, multiplied by its population. (0-1000)
Victory Point Scoring: Determines the number of victory points given per turn when a victory point location is held. (0-100)
Capturing Special Unit: Determines the number of victory points given when you successfully capture a unit. (0-1000)
Gold for Capture: Determines the amount of gold given when a flag unit is captured. (0-1000)


Spoiler Locked Alliance :

Locked Alliance:

Spoiler :


No Alliances: Determines the civs which are not in any alliance.

Alliance <insert number here>:
Name: Determines the name of the alliance.
List of Civs: Determines the List of the civs in the alliance.
At war with: Determines which alliance this alliance is in a permanent war with.

Victory Type:
Individual: Each civ in each Alliance wins or loses on its own compared to the others.
Coalition: The alliance wins or loses as a whole.


Spoiler Players :

Players:

Spoiler :


Starting Treasury: Determines how much gold this player starts with. (0-1000000)
Initial Era: Determines which era this player starts at.
Government: Determines which government this player starts in.
Difficulty Level: Determines which difficulty level this player is at.
Civilization: Determines which civilization this player is.

Human Player: Determines if the human player can play as this player.
Civilization Defaults: Determines if the Civilization uses the default settings.
Skip 1st turn: Determines whether the civ is allowed to move any units the 1st turn. Although drafted units can still move...
Starts with Embassies: Determines whether the civ starts with pre-placed embassies with other civs.

Starting Units:
Unit: Determines which unit is being decided how many units they start with.
How Many: Determines how many of selected unit this player starts out with. (0-25)

Civilization:
Team Color: Determines the team color of the civ.
Leader Name: Determines the leader name of the civ.
Free Techs: Determines which techs this civ receives for free.
Gender: Determines the gender of the leader.


Spoiler Disasters! :

Disasters!:

Spoiler :


Plague Information: (note, it appears only certain plague settings actually work as intended; many settings seem to cause the plague to last forever for some unknown reason, while others the plague doesn't do anything)
Permit Plagues: Determines if plagues will occur in this game.
Plague Name: Determines the name of the plague.
Earliest Start: Determines in which year the plague will start at. (a negative number implies BC) (-5000-5000)
Variance: Determines how close in years to the earliest start the plague arrives, specified as a percent of the grace Period. (0-500)
Duration: Determines the number of turns the plague lasts before dissipating. (0-100)
Strength: Determines the strength (how likely to kill things) of the plague. (0-100)
Grace Period: Determines how long in years between each plague. (0-1000)
Max Occurances: Determines how many plague periods will occur in game. (1-100)

Volcanoes:
Max Eruption Period: Determines the time frame that each volcano will erupt in at least once. (in years) (100-100000)
 
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