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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