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Mercator
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Sorekara no Nanimo
Jan 1970 time: 06:15
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File Format
BIC file format for Civ3 version 1.16f
{start file}
bytes type value
-------------------------------------------------------
TOP "BIC file indicator"
4 char "BIC "
TOP VER# SECTION (BIC Header)
4 char "VER#"
4 long number of headers (1)
For each header:
4 long length of header (720)
4 long 0
4 long 0
4 long BIC major version number (2)
4 long BIC minor version number (10)
640 string description 1
64 string title
TOP BLDG SECTION (Improvements and Wonders) 2
4 char "BLDG"
4 long number of building types
For each building type:
4 long length of building data (252)
64 string description 3
32 string improvement or wonder name
32 string civilopedia entry
4 long doubles happiness of 4
4 long gain in every city
4 long gain in every city on continent
4 long required improvement/wonder
4 long cost
4 long culture
4 long bombardment defense
4 long naval bombardment defense
4 long defense bonus
4 long naval defense bonus
4 long maintenance cost
4 long happy faces (all cities)
4 long happy faces
4 long unhappy faces (all cities)
4 long unhappy faces
4 long number of required buildings
4 long air power
4 long naval power
4 long pollution
4 long production
4 long required government
4 long spaceship part
4 long required advance
4 long rendered obsolete by
4 long required resource #1
4 long required resource #2
4 long improvements (binary) 5:
00000000
center of empire .......1
veteran ground units ......1.
+50% research output .....1..
+50% luxury output ....1...
+50% tax output ...1....
removes pop. pollution ..1.....
reduces bldg. pollution .1......
resistant to bribery 1.......
reduces corruption .......1
doubles city growth rate ......1.
increases luxury trade .....1..
allows city size level 2 ....1...
allows city size level 3 ...1....
replaces other buildings ..1.....
must be near water .1......
must be near a river 1.......
can explode or meltdown .......1
veteran sea units ......1.
veteran air units .....1..
capitalization ....1...
allows water trade ...1....
allows air trade ..1.....
reduces war weariness .1......
increases shields in water 1.......
increases food in water .......1
4 long other characteristics (binary):
00000000
coastal installation .......1
military installation ......1.
wonder .....1..
small wonder ....1...
continental mood effects ...1....
research installation ..1.....
trade installation .1......
exploration installation 1.......
place of worship .......1
construction installation ......1.
4 long small wonders (binary):
00000000
increases chance of leader appearance .......1
build armies without leader ......1.
build larger armies .....1..
treasury earns 5% ....1...
build spaceship parts ...1....
reduces corruption ..1.....
decreases success of missile attacks .1......
allows spy missions 1.......
allows healing in enemy territory .......1
required goods must be in city radius ......1.
requires victorious army .....1..
4 long wonders (binary):
00000000
safe sea travel .......1
gain any advances owned by 2 civs ......1.
double combat strength vs. barbarians .....1..
+1 ship movement ....1...
doubles research output ...1....
+1 trade in each trade-producing tile ..1.....
halves unit upgrade cost .1......
pays maintenance for trade insts. 1.......
allows all civs to build nuclears .......1
city growth causes +2 citizens ......1.
+2 free advances .....1..
reduces war weariness in all cities ....1...
doubles city defenses ...1....
allows diplomatic victory ..1.....
4 long number of armies required
TOP CTZN SECTION (Citizens)
4 char "CTZN"
4 long number of citizen types
For each citizen type:
4 long length of citizen data (116)
4 long default citizen
32 string citizens (singular) name
32 string civilopedia entry
32 string plural name
4 long prerequisite
4 long luxuries
4 long research
4 long taxes
TOP CULT SECTION (Culture)
4 char "CULT"
4 long ??? (33)
4 long ??? (5)
4 long number of culture opinions
For each culture opinion:
4 long length of culture data (88)
64 string culture opinion name
4 long chance of successful propaganda
4 long culture ratio percentage (3:1 = 300, 3:4 = 75)
4 long culture ratio denominator (e.g. the 1 in 3:1)
4 long culture ratio numerator (e.g. the 3 in 3:1)
4 long initial resistance chance
4 long continued resistance chance
TOP DIFF SECTION (Difficulty Levels)
4 char "DIFF"
4 long number of difficulty levels
For each difficulty level:
4 long length of difficulty data (108)
64 string difficulty level name
4 long number of citizens born content
4 long max. government transition time
4 long number of defensive land units AI starts with
4 long number of offensive land units AI starts with
4 long extra start unit #1
4 long extra start unit #2
4 long additional free support
4 long bonus for each city
4 long attack bonus against barbarians
4 long cost factor
4 long percentage of optimal cities
TOP ERAS SECTION (Eras)
4 char "ERAS"
4 long number of eras
For each era:
4 long length of era data (260)
64 string era name
32 string civilopedia entry
32 string researcher #1
32 string researcher #2
32 string researcher #3
32 string researcher #4
32 string researcher #5
4 long number of used researcher names
TOP ESPN SECTION (Diplomats and Spies)
4 char "ESPN"
4 long number of espionage missions
For each mission:
4 long length of mission data (232)
128 string description
64 string diplomat/spy mission name
32 string civilopedia entry
4 long mission performed by (binary):
00000000
diplomat .......1
spy ......1.
4 long base cost
TOP EXPR SECTION (Combat Experience)
4 char "EXPR"
4 long number of experience levels
For each experience level:
4 long length of experience level data (26)
32 string experience level name
4 long base hit points
TOP GOOD SECTION (Natural Resources)
4 char "GOOD"
4 long number of natural resources
For each resource:
4 long length of resource data (88)
24 string natural resource name
32 string civilopedia entry
4 long type
4 long appearance ratio
4 long disappearance probability
4 long icon
4 long prerequisite
4 long food bonus
4 long shields bonus
4 long commerce bonus
TOP GOVT SECTION (Governments)
4 char "GOVT"
4 long number of government types
For each government type:
4 long length of government data
4 long default type
4 long transition type
4 long requires maintenance
4 long ??? (0 for Rebublic/Democracy, 1 for rest)
4 long standard tile penalty
4 long standard trade bonus
64 string government name
32 string civilopedia entry
32 string male ruler title #1
32 string female ruler title #1
32 string male ruler title #2
32 string female ruler title #2
32 string male ruler title #3
32 string female ruler title #3
32 string male ruler title #4
32 string female ruler title #4
4 long corruption and waste
4 long immune to
4 long diplomats are
4 long spies are
4 long number of governments
For each government type:
(performance of above goverment type versus each of the others)
4 long can bribe this government type? (0 = no, 1 = yes)
4 long bribery modifier vs.
4 long resistance modifier vs.
4 long hurrying
4 long assimilation chance
4 long draft limit
4 long military police limit
4 long # ruler title pairs used (max is 4)
4 long prerequisite technology index #
4 long science rate cap (10 = 100% of gold can go to science)
4 long worker rate
4 long ??? (-1 for Despotism/Communism, 0 for Anarchy/Monarchy,
1 for Republic/Democracy)
4 long ??? (1 for Republic/Democracy, 0 for the rest)
4 long free units
4 long all units free (-1 = yes, 0 = no)
4 long free units per town
4 long free units per city
4 long free units per metropolis
4 long cost/unit
4 long war weariness
TOP RULE SECTION (General Settings)
4 char "RULE"
4 long "number of rules" (1)
For each rule:
4 long length of rule data
32 long city size level 1 name
32 long city size level 2 name
32 long city size level 3 name
4 long number of spaceship parts
For each spaceship part:
4 long number needed of this part
4 long advanced barbarian
4 long basic barbarian
4 long barbarian sea unit
4 long cities needed to support an army
4 long chance of rioting
4 long turn penalty for each drafted citizen
4 long shield cost per gold
4 long fortress defensive bonus
4 long citizens affected by each happy face
4 long ??? (50)
4 long ??? (2)
4 long forest value in shields
4 long shield value in gold
4 long citizen value in shields
4 long default difficulty level
4 long battle-created unit
4 long build-army unit
4 long building defensive bonus
4 long citizen defensive bonus
4 long default money resource
4 long chance to intercept enemy air missions
4 long chance to intercept enemy stealth missions
4 long starting treasury
4 long ??? (16)
4 long food consumption/citizen
4 long river defensive bonus
4 long turn penalty for each hurry sacrifice
4 long scout
4 long slave
4 long movement rate along roads
4 long start unit 1
4 long start unit 2
4 long minimum population for we love the king
4 long town defense bonus
4 long city defense bonus
4 long metropolis defense bonus
4 long maximum level 1 city size
4 long maximum level 2 city size
4 long ??? (1000)
4 long fortifications defensive bonus
4 long number of culture levels
For each culture level
64 string culture level name
4 long border expansion multiplier
4 long border factor
4 long future tech cost
4 long golden age duration
4 long maximum research time
4 long minimum research time
TOP PRTO SECTION (Units)
4 char "PRTO"
4 long number of units
For each unit:
4 long length of unit data (156)
4 long zone of control
32 long unit name
32 long civilopedia entry
4 long bombard strength
4 long bombard range
4 long capacity
4 long shield cost
4 long defense
4 long icon index
4 long attack
4 long operational range
4 long population cost
4 long rate of fire
4 long movement
4 long required
4 long upgrade to
4 long required resource #1
4 long required resource #2
4 long required resource #3
4 long unit abilities (binary):
00000000
wheeled .......1
foot soldier ......1.
blitz .....1..
cruise missile ....1...
all terrain as roads ...1....
radar ..1.....
amphibious unit .1......
submarine 1.......
aircraft carrier .......1
draft ......1.
immobile .....1..
sink in sea ....1...
sink in ocean ...1....
mounted ..1.....
carry foot units only .1......
starts golden age 1.......
nuclear weapon .......1
hidden nationality ......1.
army .....1..
leader ....1...
ICBM ...1....
stealth ..1.....
can see submarines .1......
tactical missile 1.......
can carry tactical missiles .......1
ranged attack animations ......1.
turn to attack .....1..
4 long AI-strategy (binary):
00000000
offense .......1
defense ......1.
artillery .....1..
explore ....1...
army ...1....
cruise missile ..1.....
air bombard .1......
air defense 1.......
naval power .......1
air transport ......1.
naval transport .....1..
naval carrier ....1...
terraform ...1....
settle ..1.....
leader .1......
tactical nuke 1.......
ICBM .......1
naval missile transport ......1.
4 long available to (binary)
4 long standard orders/special actions
00000000
skip turn .......1
wait ......1.
fortify .....1..
disband ....1...
go to ...1....
load ..1.....
unload .1......
airlift 1.......
pillage .......1
bombard ......1.
airdrop .....1..
build army ....1...
finish improvement ...1....
upgrade ..1.....
build colony .1......
build city 1.......
build road .......1
build railroad ......1.
build fort .....1..
build mine ....1...
irrigate ...1....
clear forest ..1.....
clear jungle .1......
plant forest 1.......
clear pollution .......1
automate ......1.
join city .....1..
4 long air missions (binary):
00000000
bombing .......1
recon ......1.
interception .....1..
re-base ....1...
precision bombing ...1....
4 long class 0=land, 1=sea, 2=air
TOP RACE SECTION (Civilizations)
4 char "RACE"
4 long number of civilizations
For each civilization:
4 long length of civilization data
4 long number of city names
For each cityname:
24 string city name
4 long number of leaders
For each great leader:
32 string great leader name
32 string leader name
24 string leader title
32 string civilopedia entry
40 string adjective
40 string civilization name
40 string noun
For each era:
260 string forward filename
For each era:
260 string reverse filename
4 long culture group
4 long leader gender
4 long civilization gender
4 long aggression level (-2 to 2)
4 long unique civilization counter
4 long shunned government
4 long favorite government
4 long default color
4 long unique color
4 long free tech #1 index
4 long free tech #2 index
4 long free tech #3 index
4 long free tech #4 index
4 long bonuses (binary):
00000000
militaristic .......1
commercial ......1.
expansionist .....1..
scientific ....1...
religious ...1....
industrious ..1.....
4 long governor settings (binary):
00000000
manage citizens .......1
emphasize food ......1.
emphasize shields .....1..
emphasize trade ....1...
manage production ...1....
no wonders ..1.....
no small wonders .1......
4 long build never (binary):
00000000
off. land units .......1
def. land units ......1.
artillery land units .....1..
settlers ....1...
workers ...1....
naval units ..1.....
air units .1......
growth 1.......
production .......1
happiness ......1.
science .....1..
wealth ....1...
trade ...1....
explore ..1.....
culture .1......
4 long build often (binary, same as above)
4 long plurality
Last edited by Mercator on 15-12-2001 at 21:37
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Mercator
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Sorekara no Nanimo
Jan 1970 time: 06:15
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TOP TECH SECTION (Civilization Advances)
4 char "TECH"
4 long number of advances
For each advance:
4 long length of advance data (104)
32 string advance name
32 string civilopedia entry
4 long cost
4 long era
4 long advance icon
4 long x
4 long y
4 long prerequisite #1
4 long prerequisite #2
4 long prerequisite #3
4 long prerequisite #4
4 long flags (binary):
00000000
enables diplomats .......1
enables irrigation without fresh water ......1.
enables bridges .....1..
disables diseases from flood plains ....1...
enables conscription of units ...1....
enables mobilization levels ..1.....
enables recycling .1......
enables precision bombing 1.......
enables mutual protection pacts .......1
enables right of passage treaties ......1.
enables military alliances .....1..
enables trade embargoes ....1...
doubles effect of (wealth) improvement ...1....
enables trade over sea tiles ..1.....
enables trade over ocean tiles .1......
enables map trading 1.......
enables communication trading .......1
not required for era advancement ......1.
doubles work rate (of workers) .....1..
TOP TFRM SECTION (Worker Jobs)
4 char "TFRM"
4 long number of worker jobs
For each job:
4 long length of job data (112)
32 string worker job name
32 string civilopedia entry
4 long turns to complete 6
4 long required
4 long required resource #1
4 long required resource #2
32 string order
TOP TERR SECTION (Terrain)
4 char "TERR"
4 long number of terrains
For each terrain:
4 long length of terrain data (111)
4 long number of possible resources
3 byte possible resources (binary)
1 for the corresponding indexes of the resources
32 string terrain name
32 string civilopedia entry
4 long irrigation (food) bonus
4 long mining (shields) bonus
4 long road (commerce) bonus
4 long defense bonus
4 long movement cost
4 long food
4 long shields
4 long commerce
4 long worker job
4 long pollution effect
TOP WSIZ SECTION (World Sizes)
4 char "WSIZ"
4 long number of world sizes
For each terrain:
4 long length of world size data (80)
4 long optimal number of cities (corruption)
4 long tech rate
24 string ??? (empty)
32 string world size name
4 long height
4 long distance between civs
4 long number of civs
4 long width
TOP WCHR SECTION
4 char "WCHR"
4 long "number of world characteristics" (1)
4 long length of WCHR section (52)
...
TOP WMAP SECTION
4 char "WMAP"
4 long "number of world maps" (1)
4 long length of WMAP section (256)
4 long number of resources
For each resource:
4 long resource occurence
4 long number of continents
4 long height
4 long distance between civs
4 long number of civs
4 long ???
4 long ??? (0)
4 long width
4 long ??? (-1)
...
4 long map seed
4 long ??? (binary):
00000000
round world .......1
polar ice caps .....1..
TOP TILE SECTION
4 char "TILE"
4 long number of tiles (= width/2 * height)
For each tile:
4 long length of tile data (22)
2 short river info
4 long resource
1 byte image
1 byte file: 0 = xtgc.pcx, 1 = xgpc.pcx, 2 = xdgc.pcx,
3 = xdpc.pcx, 4 = xdgp.pcx, 5 = xggc.pcx,
6 = wcso.pcx, 7 = wsss.pcx, 8 = wooo.pcx
2 short ??? (0)
1 byte overlays (binary):
00000000
road .......1
railroad ......1.
mine .....1..
irrigation ....1...
fortress ...1....
goody huts ..1.....
pollution .1......
barbarian camp 1.......
1 byte terrain 7
2 short bonuses (binary):
00000000
bonus grassland .......1
player start ....1...
snow-capped mts ...1....
pine forest ..1.....
2 short ??? (-1 = nothing, 75 = barbarian camp)
4 long ??? (-1)
2 short continent
TOP CONT SECTION
4 char "CONT"
4 long number of continents (water and land)
For each continent:
4 long length of continent data (8)
4 long type (0 = water, 1 = land)
4 long number of tiles of continent
{end file}
Notes
1. A string must always have 0x00 as its last byte. So a 64 byte string only has place for 63 characters, followed by 0x00. Even more,the string automatically ends at 0x00, even if it appears somewhere in the middle of the originally intended string.
2. Most sections translate pretty straight-forwardly to a tab in Civ3Edit. The name in brackets is the name of the editor tab.
The sections in this file appear alphabetically ordered by their 4 character identifier.
A superfluous section, i.e. one that uses the Civ3 defaults, can be left out entirely. So for a simple map, all sections up to the WCHR section can be left out.
3. I've tried to keep the value descriptions as close as possible to those used in Civ3Edit. For explanations of the values I refer to the excellent Civ3Edit help system.
4. References to other items (e.g. items in a drop-down box or radio button list in Civ3Edit) are often done by the zero-based index number of the position of that item in its section. -1 Usually means it doesn't refer to anything (e.g. the "None" option in a Civ3Edit drop-down box). Further on, only details for data differing from this standard will be explained.
5. For data mentioned in binary, only the used bits are mentioned. When multiple bytes are being described, the data is shown grouped per byte. In that case, only the used bytes are shown, the remaining bytes are filled with zeros. In any case, for things that appear in checkboxes in Civ3Edit, 1 means it's checked, 0 means it isn't.
6. The "turns to complete" is modified by the movement cost of the terrain. The value given in this section applies to terrain with a movement cost of 2 (e.g. Forest). Terrain with a movement cost of 1 is worked in half the time, terrain with a movement cost of 3 needs 50% more turns to work.
7. A byte, split into the first 4 and the second 4 bits.
The first 4 bytes are the "real" terraintype (0 is Desert, 1 is Plains etc. BUT: Bonus Grassland, Snow-Capped Mountains and Pine Forest are NOT separate terrains, they're merely a variation on Grassland, Mountains and Forest, respectively).
The second 4 bytes are the "base filler" terrain. This is especially used for Forest, which can be placed on top of different "base filler" terrains.
Credits
Gramphos
MagForceSeven
Mercator
Nero Would
Tventano
Last edited by Mercator on 15-12-2001 at 21:37
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Gramphos
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ACS Civ III Files Manager, Prince of Development
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Chalmers, Sweden
Apr 2001 time: 06:15
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quote: Originally posted by Mercator
hehe, I know 
I´ve added everything I´ve been doing today. Sorry for the plenty of dots nearer the end, but it did get kinda tedious. The format is remarkably simple, and most sections map directly to a tab in the civ3 rules editor.
I haven´t added your stuff yet (well, not the parts I didn´t find as well) |
Well, I know a lot of those formats without having the editor, and I know most of what you posted before, but my copy tool only uses the civ stuff (It had to read the names, and to get to them it had to read cities, leatders and ao on, so I made it read everything.) and the main format. +the Cult format (to be able to skip over it.)
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Gramphos
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ACS Civ III Files Manager, Prince of Development
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Chalmers, Sweden
Apr 2001 time: 06:15
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quote: Originally posted by Mercator
Your things have been added. I vaguely checked most of it, you mixed up one or two things, and I changed some names to the names used in the rules editor... Great job!
It looks like we´re on our own though. But then again, this format isn´t nearly as vague as the civ2 formats were.
Oh, and you sound like you already know the BIC file format. Is it some kind of standard? |
I see it now. I don't use them in my program, so I didn't care more then that they existed. (How can you mix up one thing?) Was it only the Noun<->Adjective for civs, or was it anything else.
I'm also happy that you confirmed all those I was not sure about. (I only had a picture of Romans and one of Barbarians)
Regarding the format:
No I've not seen it before, but most of it is some sort of default for binary formats. (Even thou the 4 byte strings in the start of each section is something new.) If I would make a binary format I would always specify the length of everything that could possibly change length (also if only in later versions). I would also try to keep things in the same way all over the file, and I would do it the easiest way, and it seem to be exactly how Firaxis has done it. 
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Mercator
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Sorekara no Nanimo
Jan 1970 time: 06:15
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quote: Originally posted by Gramphos
(How can you mix up one thing?)
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The thing could be a pair of things. 
quote: Was it only the Noun<->Adjective for civs, or was it anything else. |
I think that was it.
quote: I'm also happy that you confirmed all those I was not sure about. (I only had a picture of Romans and one of Barbarians) |
Yes, I am not entirely sure about the barbarian RACE_... though. Maybe I´m just mistaken, but somehow it looks a bit different from the others. I haven´t looked into it too much though. The only serious difference I can tell right now is that the barbarian "city names" are rather tribe names.
quote: Regarding the format:
No I've not seen it before, but most of it is some sort of default for binary formats. (Even thou the 4 byte strings in the start of each section is something new.) If I would make a binary format I would always specify the length of everything that could possibly change length (also if only in later versions). I would also try to keep things in the same way all over the file, and I would do it the easiest way, and it seem to be exactly how Firaxis has done it. |
Oh I see...
Is the format I use good enough, by the way? And a difference between our "styles", I use the "remaining length" as a name for those numbers, because I feel like those numbers themselves are also part of the data... But well, as long as it´s clear.
And yes, Firaxis has at least done a great job over here.
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Gramphos
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ACS Civ III Files Manager, Prince of Development
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Chalmers, Sweden
Apr 2001 time: 06:15
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quote: Originally posted by Mercator
Yes, I am not entirely sure about the barbarian RACE_... though. Maybe I´m just mistaken, but somehow it looks a bit different from the others. I haven´t looked into it too much though. The only serious difference I can tell right now is that the barbarian "city names" are rather tribe names. |
As far as I can see it is the same. It has culture -1 and no leaders ruler, rulertitle and animations specified. The structures are still there, just filled with 0x00.
quote: Oh I see...
Is the format I use good enough, by the way? And a difference between our "styles", I use the "remaining length" as a name for those numbers, because I feel like those numbers themselves are also part of the data... But well, as long as it´s clear. |
Yes it is clear. I prefer to see the length numbers as a part of the mainformat, telling the length of the following structure, (as it is how I usually program myself when making binary formats.) First I decide what I want to save. Then I build up sub formats for those, and as some of them contain variable length things I add a length of it in the beginning of the structure. Sometimes when I work with smaller structures I sue short or even bytes for the structure length, but have a continue code that can be used to continue on the earlier structure after read that code. Those codes do I usually see as a part of the main file format, and not as a part of the sub formats. And also that they don't contain any useful data if you don't want to skip over those structures.
quote: And yes, Firaxis has at least done a great job over here. |
Yes, they have made a very simple format. I wonder if they wanted us to hack it or if they just were to lazy to make it complicated 
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MagForceSeven
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Redmond, WA
Nov 2001 time: 21:15
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I've been looking into the short from the map section that is labeled as river information. The first byte of the short (or the second byte in the hex editor, isn't Little Endian irritating?) doesn't seem to have any influence. If it is set to anything other than 0x00 it brings up an image from the Territory.pcx terrain file. The other byte on the other hand seems to be a bitwise flag, that I am messing around with now that I am done with school for the week.
How are you supposed to get the width and height of the encoded map if all the file give is width/2*height?
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MagForceSeven
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Redmond, WA
Nov 2001 time: 21:15
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The section marked huts is actually some of the overlays work off of bitwise flags where:
0x01 - road
0x02 - railroad
0x04 - mine
0x08 - irrigation
0x10 - fortress
0x20 - goody huts
0x40 - pollution
0x80 - barbarian camps
combining them in weird ways doesn't do anything, but if you try and do a combiation of road and railroad the road basically gets ignored
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Nero Would
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I think I can round out the Advances section.
TECH SECTION (Civilization Advances)
4 char "TECH"
4 long number of advances
For each advance 108 bytes:
4 long 104, remaining length of advance data
32 string advance name
32 string advance civilopedia entry
4 long cost in shields
4 era era index (0=Ancient times, etc.)
4 long advance icon index
4 long Coord X on tech tree chart
4 long Coord Y on tech tree chart
4 long Prereq advance 1 index
4 long Prereq advance 2 index
4 long Prereq advance 3 index
4 long Prereq advance 4 index
1 byte Allows (binary) 00000000
diplomats .......1
irrigation w/o fresh water ......1.
bridges .....1..
no disease on floodplain ....1...
conscription ...1....
mobilisation ..1.....
recycling .1......
smart bomb 1.......
1 byte Allows (binary) 00000000
mutual protection pact .......1
right of passage agreement ......1.
military alliance .....1..
trade embargo ....1...
2xwealth improvements ...1....
sea trade ..1.....
ocean trade .1......
map trading 1.......
1 byte Allows (binary) 00000000
comms trading .......1
not req. to go to next era ......1.
double workrate .....1..
1 byte Spare (binary) 00000000
.. the Worker Jobs section. Note that "turns to complete" is modified by the movement cost of the terrain.
The value given in this section applies to terrain with a movement cost of 2 (e.g. Forest).
Terrain with a movement cost of 1 is worked in half the time, terrain with a movement cost of 3 needs 50% more turns to work.
TFRM SECTION (Worker Jobs)
4 char "TFRM"
4 long number of worker jobs
For each job 116 bytes:
4 long 112, remaining length of job data
32 string worker job name (e.g. Mine)
32 string worker job civilopedia entry
4 long turns to complete
4 long prerequisite advance
4 long required resource 1 index
4 long required resource 2 index
32 string text of order (e.g. Build Mine)
.. and the Terrain section
TERR SECTION (Terrain)
4 char "TERR"
4 long number of terrains
For each terrain 115 bytes:
4 long 111, remaining length of terrain data
4 long Number of possible resources (22)
3 byte The bit corresponding to the resource index is on if the resource is allowed
32 string worker job name (e.g. Mine)
32 string worker job civilopedia entry
4 long Additional food if irrigated
4 long Additional shields with mine
4 long Additional gold with road
4 long Defense value
4 long Move cost
4 long Food
4 long Shields
4 long Gold
4 long Additional worker job index (e.g. plant forest)
4 long pollution effect (index to resulting terrain)
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Beammeuppy
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Gramphos, Mercator,
Please do not be concerned you are on your own, it is just that I am stunned with amazement how you come up with these things!!! What tool do you use for this type of analysis??
Currently I am thinking how to make custom made civs available to the community, but I have not yet received the game. Are all civs stored in the .bic file, if so could they be swapped easily (i.e. have a list of files that are inserted).
Thanx
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Beammeuppy
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Hi Gramphos,
I am, uh, not a real techie, but used my Norton Commander hexeditor to go through a bic file a picked up in another forum and could find most of the file structure you described back. I am in the meantime working on a spreadsheet / csv file where new custom civs can be maintained. Any good?
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Nero Would
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BLDG SECTION (Improvements and Wonders)
4 char "BLDG"
4 long number of building types
For each building type 252 bytes:
4 long 248, remaining length of building data
64 string description
32 string building name
32 string building civilopedia entry
4 long index # of building whose happiness is to be doubled
4 long index # of free building for all cities in the empire
4 long index # of free building for all cities on same continent as wonder
4 long index # of prerequisite building
4 long cost
4 long culture
4 long bombardment defense
4 long naval bombardment defense
4 long defense bonus
4 long naval defense bonus
4 long maintenance cost
4 long happy faces in all cities
4 long happy faces in this city
4 long unhappy faces in all cities
4 long unhappy faces in this city
4 long number of prequisite buildings that must exist
4 long air power
4 long naval power
4 long pollution
4 long production
4 long index # of prerequisite government
4 long part # of spaceship part (-1 = N/A, 0 = part 1, etc.)
4 long prerequisite tech #
4 long made obsolete by (tech #)
4 long index # of 1st required resource
4 long index # of 2nd required resource
4 long improvement effects (binary)
low order byte 00000000
centre of empire .......1
veteran ground units ......1.
+50% research .....1..
+50% luxuries ....1...
+50% tax ...1....
no pollution from population ..1.....
less pollution from buildings .1......
resists propaganda 1.......
2nd lowest order byte 00000000
reduces corruption .......1
doubles city growth rate ......1.
increases luxury trade .....1..
allows city size 2 ....1...
allows city size 3 ...1....
replaces any building with this flag ..1.....
must be near water .1......
must be near a river 1.......
3rd lowest order byte 00000000
can explode or melt down .......1
veteran sea units ......1.
veteran air units .....1..
allows capitalisation ....1...
allows water trade ...1....
allows air trade ..1.....
reduces war weariness .1......
increases shields in water 1.......
4th lowest order byte 00000000
increases food in water .......1
4 long characteristics (binary)
low order byte 00000000
coastal .......1
can give military civ golden age ......1.
wonder .....1..
small wonder ....1...
continental (not city) mood effects ...1....
can give scientific civ golden age ..1.....
can give commercial civ golden age .1......
can give expansionist civ golden age 1.......
2nd lowest order byte 00000000
can give religious civ golden age ......1.
can give industrius civ golden age ......1.
4 long small wonder effects (binary)
low order byte 00000000
increases chance of leader appearing .......1
build arimies without leader ......1.
build larger armies .....1..
treasury earns 5% ....1...
build spaceship parts ...1....
reduces corruption ..1.....
missile attack success down 75% .1......
allows spy missions 1.......
2nd lowest order byte 00000000
allows healing in enemy territory ......1.
required goods must be in city ......1.
4 long wonder effects (binary)
low order byte 00000000
safe sea/ocean travel .......1
gain any tech owned by 2 civs ......1.
double strength against barbarians .....1..
+1 ship movement ....1...
double research ...1....
+1 trade each trade producing tile ..1.....
halves unit upgrade cost .1......
pays maint for all trade buildings 1.......
2nd lowest order byte 00000000
all civs can build nuclear devices ......1.
city growth is 2 citizens not 1 ......1.
2 free techs .....1..
reduces war weariness in all cities ....1...
doubles city defenses ...1....
allows diplomatic victory ..1.....
Last edited by Nero Would on 16-11-2001 at 23:55
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