1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Why no game rules available?

Discussion in 'Civ6 - General Discussions' started by paxis, Oct 17, 2019.

  1. TheMeInTeam

    TheMeInTeam Top Logic

    Joined:
    Jan 26, 2008
    Messages:
    25,318
    Consider my example from earlier --> sometimes units would be greyed out, and the game would tell you what you need to build them. Other times, a unit you could train if meeting the requirements would not appear in the city at all. "Which units player is allowed to build right now" is a dictionary-defined example of a rule in Civ 6.

    Once we get past things like that, the title is something of a misnomer, but misrepresenting outcomes/costs is still a big problem in a strategy game (and most other game genres). If an unspoiled player can only learn information about mechanics (not variable in-game situations) from 3rd party sources or trial and error you have a poorly designed/implemented game. It's an example of fake difficulty (trial and error gameplay and/or outcomes not reasonably determined by player actions/choices).

    Variable in-game situations (such as what an opponent is doing) intentionally provide incomplete information. Even if you know about everything in the game, you still wouldn't know some of what other players are doing w/o cheating. This is the only information a well-designed game would hide and/or fail to provide.
     
  2. paxis

    paxis Chieftain

    Joined:
    Aug 3, 2014
    Messages:
    45
    Good old Civ 2 game rules in this case about combat:

    IMG_0033.PNG
     
    Victoria likes this.
  3. Victoria

    Victoria Regina Supporter

    Joined:
    Apr 11, 2011
    Messages:
    10,721
  4. seankhan

    seankhan Chieftain

    Joined:
    Nov 11, 2009
    Messages:
    39

    people with rule books overthink everything. civs game mechanic is simple,its single thread formula is to stop you winning.simplistic.
     
  5. cvb

    cvb Prince

    Joined:
    Jun 12, 2017
    Messages:
    440
    Yes, it was. In its time.

    In civ1 we had done some hacks with the HexEditor - state of the art back then. From there Brian Reynolds introduced us to a fantastic great new world - overwhelming moddability in civ2 compared to other games!

    The following RULES.TXT (607 lines, 25.8kB) contained all accessible content (besides some static .gif pictures for units, terrain etc.).
    Spoiler rules.txt :
    ;
    ; 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
    ;
    ; Above 3 tech lots allow you to define your own civilization
    ; advances if desired. Supply the name, the AI value, and
    ; the prerequisites.
    ;
    ; Then use the "U1", "U2", or "U3"
    ; 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, ; Magellan
    nil, ; Michelangelo
    nil, ; Copernicus
    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, ; Hoover Dam
    nil, ; Womens' Suffrage
    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
    ;
    ; Note: the above 3 unit types (extra land, ship, air) 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 3 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 three units may be added by providing
    ; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV. 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,
    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,
    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...<repeat>
    ;
    ; female: 0 = male 1 = female
    ;
    ; color: Color set (1 - 7)
    ; style: City style (0 - 3)
    ; 0 = Bronze Age
    ; 1 = Classical
    ; 2 = Far East
    ; 3 = Medieval
    ;
    ; attack: 1 = aggressive -1 = rational
    ; expand: 1 = expansionist -1 = perfectionist
    ; civilize: 1 = civilized -1 = militaristic
    ;
    ; govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
    ;
    ; male, female = titles for leader of government
    ;
    @leaders
    Caesar, Livia, 0, 1, 1, Romans, Roman, 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,
    ;
    ; Trading Commodities
    ;
    @Caravan
    Hides,
    Wool,
    Beads,
    Cloth,
    Salt,
    Coal,
    Copper,
    Dye,
    Wine,
    Silk,
    Silver,
    Spice,
    Gems,
    Gold,
    Oil,
    Uranium,
    @ORDERS
    Fortify, F
    Fortified, F
    Sleep, S
    Build Fortress, F
    Build Road, R
    Build Irrigation, I
    Build Mine, m
    Transform, O
    Clean Pollution, p
    Build Airbase, E
    Go to, G
    @DIFFICULTY
    Chieftain
    Warlord
    Prince
    King
    Emperor
    Deity
    @ATTITUDES
    Worshipful
    Enthusiastic
    Cordial
    Receptive
    Neutral
    Uncooperative
    Icy
    Hostile
    Enraged
    Compare this to todays rule files ...


    PS. civ4 was another unforgettable milestone. "The AI Code to Civ4 ... compile it yourself: 2kgames.com/civ4/downloads.htm"

    PS2. Traditionally in Civ the odd numbers bring new elements and the even numbers find perfection.

    .
     
    Last edited: Oct 25, 2019
    Kjimmet and Victoria like this.

Share This Page