Game Data And IDs¶
This page lists numeric ids used in map_tokens, action fields, and model request packets.
model_request*, player_map*, and default tokenized_map() use player-view tokens. Hidden player-view features are -1. full_map* uses the same feature layout but returns ground-truth values.
Tile Token Layout¶
Every row in map_tokens describes one map tile and has exactly 23 integer
features. Tile index i addresses the row map_tokens[i].
| Index | Field | Meaning | No value / hidden |
|---|---|---|---|
| 0 | visibility |
Whether this tile is known to the selected player: 1 visible/known, 0 hidden. |
0 for a hidden tile. |
| 1 | is_cloak_around |
1 when one of the player's units is adjacent to an enemy Cloak that remains hidden; otherwise 0. |
-1 when the tile itself is hidden. |
| 2 | unit_hp |
Health of the unit on this tile. | -1 when no visible unit exists or the value is hidden. |
| 3 | unit_owner |
Player id of the unit on this tile. | -1 when no visible unit exists or the value is hidden. |
| 4 | unit_type |
Type of the visible unit, such as Warrior, Archer, Catapult, or Giant. See Units. | -1 when no visible unit exists or the value is hidden. |
| 5 | own_unit_kills |
Kill count, exposed only for a unit owned by the selected player. | -1 for other units, no unit, or hidden data. |
| 6 | territory_city_id |
Runtime id of the city whose territory contains this tile. | -1 when the tile has no territory or the value is hidden. |
| 7 | road_bridge |
Road / bridge state. See Road And Bridge. | -1 when hidden. |
| 8 | building |
Building type. See Buildings. | -1 when hidden. |
| 9 | is_capital |
1 for a capital city, 0 for a non-capital city. |
-1 when the tile is not a city or is hidden. |
| 10 | city_has_workshop |
Whether the city on this tile has the Workshop upgrade: 1 yes, 0 no. |
-1 when the tile is not a visible city. |
| 11 | city_has_wall |
Whether the city on this tile has the City Wall upgrade: 1 yes, 0 no. |
-1 when the tile is not a visible city. |
| 12 | city_park_count |
Number of Parks owned by the city on this tile. | -1 when the tile is not a visible city. |
| 13 | city_level |
Level of the city on this tile. | -1 when the tile is not a city or is hidden. |
| 14 | settlement_type |
None, village, city, starfish, or ruin. See Settlements. | -1 when hidden. |
| 15 | settlement_id |
Runtime id of the settlement / city on this tile. | -1 when no settlement exists or the value is hidden. |
| 16 | city_owner |
Player id of the city owner. | -1 when the tile is not a city or is hidden. |
| 17 | own_city_units_occupied |
Number of the selected player's units occupying their own city. | -1 for another player's city, a non-city tile, or hidden data. |
| 18 | resource |
Resource type. See Resources. | -1 when hidden. |
| 19 | base_terrain |
Base terrain type. See Base Terrain. | -1 when hidden. |
| 20 | tribe |
Map-generation tribe type. See Tribes. | -1 when hidden. |
| 21 | unit_max_hp |
Maximum health of the visible unit, including bonuses such as veteran status. | -1 when no visible unit exists or the value is hidden. |
| 22 | unit_origin_city_id |
Runtime id of the city that originally trained or rewarded the visible unit. For an enemy unit, it is exposed only after that city is known to the observer. | -1 when no visible unit exists, it came from a non-city source (for example a ruin), the origin city is not known, or the value is hidden. |
Note
Runtime ids such as territory_city_id and settlement_id are useful for
linking data during one running game. They are not categorical ids for
model training and must not be interpreted as city classes.
The terrain and object columns most commonly used by models are:
| Feature index | Field | Uses table |
|---|---|---|
| 7 | road_bridge |
Road And Bridge |
| 8 | building |
Buildings |
| 11 | settlement_type |
Settlements |
| 15 | resource |
Resources |
| 16 | base_terrain |
Base Terrain |
| 17 | tribe |
Tribes |
Action fields use additional tables:
| Action field | Uses table |
|---|---|
type_id |
Action Types |
tech |
Technologies |
building |
Buildings |
spawn_type |
Units |
upgrade |
City Upgrade Choices |
tile_action |
Tile Actions |
unit_upgrade |
Unit Upgrade Actions |
unit_id |
Runtime unit instance id, not a unit type |
Note
unit_id identifies a concrete unit instance in the current game. Unit type ids are listed under Units and appear in fields such as spawn_type.
Sentinel Values¶
| Value | Meaning |
|---|---|
-1 |
No value, no object, hidden value, or not applicable |
0 |
Usually None, Unknown, or a valid enum value depending on the field |
Base Terrain¶
Used by map_tokens[*][19].
| Id | Name |
|---|---|
| 0 | Ocean |
| 1 | Water |
| 2 | Land |
| 3 | Mountain |
| 4 | Forest |
Resources¶
Used by map_tokens[*][18].
| Id | Name |
|---|---|
| 0 | None |
| 1 | Fish |
| 2 | Whale |
| 3 | Fruit |
| 4 | Crops |
| 5 | Animal |
| 6 | Metal |
Settlements¶
Used by map_tokens[*][14].
| Id | Name |
|---|---|
| 0 | None |
| 1 | Village |
| 2 | City |
| 3 | Starfish |
| 4 | Ruin |
Road And Bridge¶
Used by map_tokens[*][7].
| Id | Name |
|---|---|
| 0 | None |
| 1 | Road |
| 2 | Bridge |
| 3 | WaterConnection |
Buildings¶
Used by map_tokens[*][8] and action field building.
| Id | Name |
|---|---|
| 0 | None |
| 1 | Farm |
| 2 | Forge |
| 3 | LumberHut |
| 4 | Market |
| 5 | Mine |
| 6 | Port |
| 7 | Sawmill |
| 8 | Windmill |
| 9 | AltarOfPeace |
| 10 | EmperorsTomb |
| 11 | EyeOfGod |
| 12 | GateOfPower |
| 13 | GrandBazaar |
| 14 | ParkOfFortune |
| 15 | TowerOfWisdom |
| 16 | Lighthouse |
Tribes¶
Used by map_tokens[*][20] and Python tribe constants.
The supported public ruleset uses ids 1..12. Ids 13..16 are reserved/internal and are not accepted by GameEnv in this release.
| Id | Name |
|---|---|
| 0 | Unknown |
| 1 | XinXi |
| 2 | Imperius |
| 3 | Bardur |
| 4 | Oumaji |
| 5 | Kickoo |
| 6 | Hoodrick |
| 7 | Luxidoor |
| 8 | Vengir |
| 9 | Zebasi |
| 10 | AiMo |
| 11 | Quetzali |
| 12 | Yadakk |
| 13 | Aquarion (reserved/internal) |
| 14 | Elyrion (reserved/internal) |
| 15 | Polaris (reserved/internal) |
| 16 | Cymanti (reserved/internal) |
Technologies¶
Used by action field tech.
| Id | Name | Tier |
|---|---|---|
| 0 | Climbing | 1 |
| 1 | Fishing | 1 |
| 2 | Hunting | 1 |
| 3 | Organization | 1 |
| 4 | Riding | 1 |
| 5 | Archery | 2 |
| 6 | Ramming | 2 |
| 7 | Farming | 2 |
| 8 | Forestry | 2 |
| 9 | FreeSpirit | 2 |
| 10 | Meditation | 2 |
| 11 | Mining | 2 |
| 12 | Roads | 2 |
| 13 | Sailing | 2 |
| 14 | Strategy | 2 |
| 15 | Aquatism | 3 |
| 16 | Chivalry | 3 |
| 17 | Construction | 3 |
| 18 | Diplomacy | 3 |
| 19 | Mathematics | 3 |
| 20 | Navigation | 3 |
| 21 | Philosophy | 3 |
| 22 | Smithery | 3 |
| 23 | Spiritualism | 3 |
| 24 | Trade | 3 |
| 25 | Count / none sentinel |
Units¶
Used by map_tokens[*][4] (unit_type) and action fields such as
spawn_type. Concrete unit_id values remain runtime object ids used only in
action payloads and are not listed here.
| Id | Name | Group |
|---|---|---|
| 0 | Unknown | Sentinel |
| 1 | Warrior | Land |
| 2 | Archer | Land |
| 3 | Defender | Land |
| 4 | Rider | Land |
| 5 | MindBender | Land |
| 6 | Swordsman | Land |
| 7 | Catapult | Land |
| 8 | Cloak | Land |
| 9 | Knight | Land |
| 10 | Dagger | Land |
| 11 | Giant | Land |
| 12 | Bunny | Land |
| 13 | Bunta | Land |
| 20 | Raft | Naval |
| 21 | Scout | Naval |
| 22 | Rammer | Naval |
| 23 | Bomber | Naval |
| 24 | Dinghy | Naval |
| 25 | Pirate | Naval |
| 26 | Juggernaut | Naval |
| 30 | Mermaid | Aquarion |
| 31 | AquaticAmphibian | Aquarion |
| 32 | MermaidArcher | Aquarion |
| 33 | MermaidDefender | Aquarion |
| 34 | Swordsmaid | Aquarion |
| 35 | Scuba | Aquarion |
| 36 | Siren | Aquarion |
| 37 | Shark | Aquarion |
| 38 | YellyBelly | Aquarion |
| 39 | Puffer | Aquarion |
| 40 | TridentionAq | Aquarion |
| 41 | CrabAq | Aquarion |
| 50 | Polytaur | Elyrion |
| 51 | DragonEgg | Elyrion |
| 52 | BabyDragon | Elyrion |
| 53 | FireDragon | Elyrion |
| 60 | IceArcher | Polaris |
| 61 | BattleSled | Polaris |
| 62 | Mooni | Polaris |
| 63 | IceFortress | Polaris |
| 64 | Gaami | Polaris |
| 70 | Hexapod | Cymanti |
| 71 | Kiton | Cymanti |
| 72 | Phychi | Cymanti |
| 73 | Shaman | Cymanti |
| 74 | Raychi | Cymanti |
| 75 | Exida | Cymanti |
| 76 | Doomux | Cymanti |
| 77 | MothC | Cymanti |
| 78 | LarvaC | Cymanti |
| 79 | InsectEgg | Cymanti |
| 80 | Boomchi | Cymanti |
| 81 | LivingIsland | Cymanti |
| 90 | GiantSuper | Super unit |
Action Types¶
Used by action field type_id.
| Id | Name |
|---|---|
| 0 | Move |
| 1 | Attack |
| 2 | Heal |
| 3 | EndTurn |
| 4 | BuyTech |
| 5 | UpgradeCity |
| 6 | Build |
| 7 | SpawnUnit |
| 8 | TileAction |
| 9 | UnitUpgrade |
Tile Actions¶
Used by action field tile_action.
| Id | Name |
|---|---|
| 0 | None |
| 1 | Hunt |
| 2 | Organization |
| 3 | Fishing |
| 4 | ClearForest |
| 5 | BurnForest |
| 6 | GrowForest |
| 7 | DestroyTile |
| 8 | BuildRoad |
| 9 | BuildBridge |
| 10 | Explorer |
| 11 | FoundCity |
| 12 | Ruin |
| 13 | Starfish |
| 14 | CaptureCity |
Unit Upgrade Actions¶
Used by action field unit_upgrade.
| Id | Name |
|---|---|
| 0 | None |
| 1 | RaftToScout |
| 2 | RaftToRammer |
| 3 | RaftToBomber |
| 4 | BecomeVeteran |
| 5 | Disband |
City Upgrade Choices¶
Used by action field upgrade.
| Id | Name |
|---|---|
| 0 | None |
| 1 | Workshop |
| 2 | Explorer |
| 3 | CityWall |
| 4 | Resources |
| 5 | PopulationGrowth |
| 6 | BorderGrowth |
| 7 | Park |
| 8 | SuperUnit |