Trivia
- Resource tiles, such as mountains with gold, ocean with fish icon,
etc., are spread out in a specific repeating pattern. The map seed only
applies an affine transformation of where that pattern is anchored on
the map.

- Grassland, too, can have a resource version, but its pattern is
distinct from all the other terrain types. Such tiles need no
specific preparation by settlers.

- Huts also follow a repeating pattern of their own. (This is all visible when playing on a map that is almost 100% water or 100% land.)
- int16_t @DS:? @SG:2 — Player is civilization number x
- int16_t @DS:B4A0 @SG:8 — Current year of the
simulation. Modifying the in-game memory cell (DS) however
does not completely reset all time-related behavior.
- Resetting time will give you more chances for castle/palace upgrades
- In the normal course of the game, the year number increases in 20-year steps at first, and later becomes 1-year steps. Resetting time will not change the step size.
- int16_t @DS:B456 @SG:138 — Gold for the “civilization” using the red color (Barbarians)
- int16_t @DS:B458 @SG:13A — Gold for the civilization using the white color (Romans, Russians)
- int16_t @DS:B45A @SG:13C — Gold for the civilization using the green color (Babylonians, Zulus)
- int16_t @DS:B45C @SG:13E — Gold for the civilization using the blue color (Germans, French)
- int16_t @DS:B45E @SG:140 — Gold for the civilization using yellow color (Egyptians, Aztecs)
- int16_t @DS:B460 @SG:142 — Gold for the civilization using cyan color (Chinese, Americans)
- int16_t @DS:B462 @SG:144 — Gold for the civilization using magenta/pink color (Greek, English)
- int16_t @DS:B464 @SG:146 — Gold for the civilization using gray color (Mongolians, Indians)
- int16_t @DS:706C @SG:148 — Current state of research
of the red player.
Barbarians have no research, but somehow always possess recent technology. - int16_t @DS:706E @SG:14A — Current state of research of the white player
- int16_t @DS:7070 @SG:14C — Current state of research of the green player
- int16_t @DS:7072 @SG:14E — Current state of research of the blue player
- int16_t @DS:7074 @SG:150 — Current state of research of the yellow player
- int16_t @DS:7076 @SG:152 — Current state of research of the cyan player
- int16_t @DS:7078 @SG:154 — Current state of research of the magenta/pink player
- int16_t @DS:707A @SG:156 — Current state of research of the gray player
- uint8_t[9] @DS:E2D2, uint8_t @DS:E2DB — Technologies attained by the white player. This is an 88-bit bitfield (see below), followed by the Future Tech number.
- uint8_t[] @DS:E2DC — Technologies attained by the green player, and Future tech count (as above)
- uint8_t[] @DS:E2E6 — Technologies attained by the blue player.
- uint8_t[] @DS:E2F0 — Technologies attained by the yellow player.
- uint8_t[] @DS:E2FA — Technologies attained by the cyan player.
- uint8_t[] @DS:E304 — Technologies attained by the magenta/pink player.
- uint8_t[] @DS:E30E — Technologies attained by the gray player.
Maximum city size
The maximum food production in the city zone of 21 tiles can be 92 corn (4 irrigated oasis tiles × floor(4 corn × 1.5 railroad multiplier) + 17 greenland × floor(3 corn × 1.5 mult)). As each "citizen" needs 2 corn to live, so the maximum city size index is 46. video of empiric test. If city growth is unimpeded, the city size index grows roughly linear with in-game time, and the headcount exponentially.
Because of the rounddown logic (flooring), postulations on other websites about a maximum production of 126 corn, and a corresponding city size index of 63 are exaggerated. A savegame state that has been modified to record a higher index would, in the course of the game, drop down to 46 because the population cannot sustain itself. (In practice, the index can drop below 46, probably due to flooring.)
VM Cheats
(Applicable to the German 471.01 version.) @DS:b4a0 is a reference to the ds CPU register (whose value happens to be 0x2cdf when the dosbox vm is stopped at the right time). @SG is a reference to the position in the savegame file.
General
Gold
Research
Research is measured in lightbulbs (yay).
Note that different technologies require different amounts of bulbs to be attained. Setting this number much higher than what would be needed for the technology may have no effect at all, that is, setting it to 0x7FFF is not always going to work (try step-wise 0xFF, 0x1FF, 0x2FF, as needed.).
When all technologies are found, the game switches to the nameless “Future Technology N”, where N is monotonically increasing and not bringing any new tech.