CODE EXPLANATIONS
2,64,0,0,0,0,0,0,0,0
1,3,4,5,0,0,0,0,0,0
2,4,6,70,0,0,0,0,0,0
2,3,5,6,0,0,0,0,0,0
2,4,6,8,0,0,0,0,0,0
3,4,5,7,8,13,0,0,0,0
6,8,10,11,0,0,0,0,0,0
5,6,7,9,10,0,0,0,0,0
8,10,0,0,0,0,0,0,0,0
7,8,9,11,0,0,0,0,0,0
7,10,12,18,0,0,0,0,0,0
11,13,18,0,0,0,0,0,0,0
6,12,14,15,16,17,18,0,0,0
13,15,70,0,0,0,0,0,0,0
13,14,16,34,68,0,0,0,0,0
13,15,17,34,0,0,0,0,0,0
13,16,18,19,20,23,24,0,0,0
11,12,13,17,19,0,0,0,0,0
17,18,20,21,0,0,0,0,0,0
17,19,21,22,23,24,0,0,0,0
19,20,22,26,0,0,0,0,0,0
20,21,23,24,25,26,0,0,0,0
17,20,22,24,0,0,0,0,0,0
17,22,23,25,30,32,33,0,0,0
22,24,26,29,30,0,0,0,0,0
21,22,25,27,29,0,0,0,0,0
26,28,29,0,0,0,0,0,0,0
27,29,0,0,0,0,0,0,0,0
25,26,27,28,30,0,0,0,0,0
24,25,29,31,32,37,0,0,0,0
30,32,35,0,0,0,0,0,0,0
24,30,31,33,0,0,0,0,0,0
24,32,34,0,0,0,0,0,0,0
15,16,33,0,0,0,0,0,0,0
31,36,0,0,0,0,0,0,0,0
35,38,51,0,0,0,0,0,0,0
30,38,0,0,0,0,0,0,0,0
36,37,39,40,0,0,0,0,0,0
38,40,0,0,0,0,0,0,0,0
38,39,41,0,0,0,0,0,0,0
40,42,44,50,0,0,0,0,0,0
41,43,44,0,0,0,0,0,0,0
42,44,0,0,0,0,0,0,0,0
41,42,43,45,0,0,0,0,0,0
44,46,47,48,0,0,0,0,0,0
45,47,59,0,0,0,0,0,0,0
45,46,48,0,0,0,0,0,0,0
45,47,49,0,0,0,0,0,0,0
48,50,51,52,0,0,0,0,0,0
41,49,51,0,0,0,0,0,0,0
36,49,50,52,53,0,0,0,0,0
49,51,53,55,0,0,0,0,0,0
51,52,54,55,0,0,0,0,0,0
53,55,63,0,0,0,0,0,0,0
52,53,54,56,0,0,0,0,0,0
55,57,0,0,0,0,0,0,0,0
56,58,59,0,0,0,0,0,0,0
57,59,61,0,0,0,0,0,0,0
46,57,58,60,0,0,0,0,0,0
59,61,0,0,0,0,0,0,0,0
58,60,62,0,0,0,0,0,0,0
61,63,64,0,0,0,0,0,0,0
54,62,64,65,66,0,0,0,0,0
1,62,63,65,0,0,0,0,0,0
63,64,66,0,0,0,0,0,0,0
63,65,67,69,0,0,0,0,0,0
66,68,69,0,0,0,0,0,0,0
15,67,69,0,0,0,0,0,0,0
66,67,68,70,0,0,0,0,0,0
3,14,69,0,0,0,0,0,0,0
This first part of the code defines the NEIGHBORS each province has. Every province can have up to 10 neighbors, while 0 means none. In our Map the Province #01 has only #02 and #64 as neighbors.
Eleadich,Mrox,N'Vrist,Ghis'pa,
Ahusko,Xorf,Kibov-Zota,Caelsiron,
Ondpieta, Quistara, Bil-Ryad, Menomi,
Talog,Scadish,Chemts,Kisvila,Dwolo,
Awei,Grath,Inlyche,Sauter,
Cheventay,Gyllyf,Koyn'tse,Ysane,
Apok-lypse,Tytel,Luflych,Trielich,
Clarent,Utere,Calburne,Kerfes,Ligges,
Wingham,Brochis,Waynor,S'Kire,
Pol-Borne,Marrake,Jaedspa,Katur,
Aubrye,Wielkin,Sirith,Wyrchipe,Illtoch,
Merchill,Devyle,Bysegede,Ogere,
Glaschenbery,Zaret,R'Naris,Bastaris,
Tratour,Lascht-Fyre,Pyramous,
Lanzero,Warlo,Frawat,Allace,
Ockeraris,Schapis,Vilshak,Eische,
Heleand,Raxit,Jawis,Abasyng
Next are the NAMES of the 70 Provinces. Dont make them longer than 13 characters. To make it clear (to Windows) what the names are, make sure not to use any spaces here - a Province name like "Isle of Man" should therefore always be "IsleofMan" ! Thats important, or else the whole INI will be wrong !
0,0,0,0,0,0,0,0,0,0,0,0,0,70,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,34,
33,0,0,0,0,0,0,0,0,0,45,44,0,0,49,
48,0,0,0,0,0,56,55,0,0,0,0,0,0,0,0,
0,0,0,0,0,14
Now comes the Data about BRIDGES. If a Province is connected to another one by a bridge then the #ID is here. 0 means no bridge.In this example #70 has a bridge towards #14.
PL,SW,SW,SW,PL,SW,FO,PL,FO,FO,
PL,PL,PL,SW,PL,PL,PL,DS,DS,PL,DS,
PL,PL,FO,PL,DS,PL,PL,FO,FO,FO,FO,
FO,FO,FO,MT,FO,MT,MT,MT,MT,MT,
TU,MT,TU,TU,TU,PL,MT,MT,MT,MT,
MT,MT,MT,TU,PL,PL,TU,TU,PL,PL,
PL,PL,PL,PL,PL,PL,PL,SW
The next Data is how the TERRAIN is. 2 letters define the type (PLain, SWamp, TUndra, FOrest, DeSert and MounTain)
104,95,101,135,127,140,87,113,92,
154,110,97,106,83,99,139,158,94,
80,88,121,109,95,102,113,99,115,
106,113,116,90,144,85,100,102,
160,85,92,131,81,92,95,131,86,108,
101,96,114,102,98,103,95,101,107,
111,82,108,99,104,153,95,81,110,
108,103,122,92,101,139,93
Now comes the POPULATION start value for each Province.
0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,
0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,
1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,1,0,0,0,0,0,0,0,0,1,0
Does the Province have a CITY ? 0 means No, 1 means Yes.
5,0,0,0,0,0,0
0,6,0,0,0,0,0
0,0,8,0,0,0,0
0,0,0,9,0,0,0
0,0,0,0,8,0,0
0,0,0,0,0,5,0
0,0,0,0,0,0,3
5,0,0,0,0,0,0
0,6,0,0,0,0,0
0,0,8,0,0,0,0
0,0,0,9,0,0,0
0,0,0,0,8,0,0
0,0,0,0,0,5,0
0,0,0,0,0,0,3
5,0,0,0,0,0,0
0,6,0,0,0,0,0
0,0,8,0,0,0,0
0,0,0,9,0,0,0
0,0,0,0,8,0,0
0,0,0,0,0,5,0
0,0,0,0,0,0,3
5,0,0,0,0,0,0
0,6,0,0,0,0,0
0,0,8,0,0,0,0
0,0,0,9,0,0,0
0,0,0,0,8,0,0
0,0,0,0,0,5,0
0,0,0,0,0,0,3
5,0,0,0,0,0,0
0,6,0,0,0,0,0
0,0,8,0,0,0,0
0,0,0,9,0,0,0
0,0,0,0,8,0,0
0,0,0,0,0,5,0
0,0,0,0,0,0,3
5,0,0,0,0,0,0
0,6,0,0,0,0,0
0,0,8,0,0,0,0
0,0,0,9,0,0,0
0,0,0,0,8,0,0
0,0,0,0,0,5,0
0,0,0,0,0,0,3
0,0,0,0,0,0,0
0,0,0,0,0,0,0
0,0,0,0,0,0,0
0,0,0,0,0,0,0
0,0,0,0,0,0,0
0,0,0,0,0,0,0
0,0,0,0,0,0,0
0,0,0,0,0,0,0
0,0,0,0,0,0,0
0,0,2,0,0,0,0
0,0,2,1,0,0,0
0,0,3,2,0,0,0
0,0,6,4,0,0,0
2,0,1,2,0,0,0
2,0,2,3,0,0,0
2,0,3,6,0,0,0
10,0,6,8,0,0,0
1,0,0,0,0,0,0
0,1,0,0,0,0,0
1,1,0,0,0,0,0
2,1,0,0,0,0,0
1,0,1,0,0,0,0
2,1,0,0,0,0,0
3,2,0,0,0,0,0
4,4,1,0,0,0,0
0,0,2,4,0,0,0
0,0,4,6,0,0,0
0,0,4,0,3,0,0
2,0,2,0,0,0,0
6,0,3,0,0,0,0
8,2,4,0,0,0,0
6,4,2,1,0,0,0
0,0,2,0,0,0,0
0,0,0,1,0,0,0
0,0,0,0,1,1,0
0,0,0,1,1,0,0
0,2,0,0,0,1,0
1,1,0,0,0,0,0
4,3,2,1,0,0,0
0,1,0,0,1,0,0
0,2,0,0,2,0,0
2,1,0,0,0,1,0
6,4,0,0,0,1,0
3,2,0,0,0,0,0
5,2,0,0,0,0,1
6,2,1,1,0,0,2
0,6,0,0,0,0,0
0,1,0,0,2,1,0
1,1,0,0,0,0,0
5,3,0,0,0,0,0
0,0,0,0,2,0,0
1,0,0,0,1,0,0
0,0,0,0,5,4,3
6,6,2,0,0,2,1
0,0,0,0,1,2,3
0,0,0,0,1,0,1
3,2,1,1,0,0,4
This is a tricky part, defining what type of DIAMONDS are needed to "build" a Spell/Potion. There is a total of 99 Items (but some like Corn or Wood need not to be build). The order is White / Yellow / Red / Green / Blue / Grey and Black. As an example it takes only 5 White Diamonds to make a  Potion with the ID#01.
1000,1000,1000,1000,1000,
1000,1000,1000,1000,1000
Here the GM can decide about the STOCK LIMIT each Player has to start with. A higher limit means the Player can store more wood/corn/gold and diamonds, so changing these numbers will allow Players with different levels to play in the same game.
none
none
none
none
none
none
none
none
none
none
The EMails of the Players can be found here.
700,690,715,655,700,680,680,
660,563,543,460,470,345,212,
128,115,100,70,225,300,300,
340,405,555,537,570,670,650,
480,450,460,415,328,356,330,
290,277,170,60,138,180,275,
310,365,340,405,470,480,445,
620,670,654,583,490,410,380,
353,270,208,160,115,135,134
95,55,75,60,80,115,40
450,500,550,590,615,665,698,
670,697,673,725,700,725,706,
728,680,700,608,580,625,650,
640,592,585,506,415,326,280,
385,415,445,450,400,441,515,
485,430,490,445,390,375,300,
310,300,265,230,276,250,190,
232,130,36,119,90,27,120,105,
150,40,126,195,240,310,280,
285,220,195,107,105,25
Finally the coordinates that will allow the MapMaker to color the Map. First come the 70 X-coordinates, then in the next line the 70 Y-coordinates.

To download the editable INI File go to the Files page or see an INI File by clicking HERE. Remember that you are free to choose the drive for all WOK5 files, but the name of the INI File needs to be "WOK5-xxx.txt" (with xxx being the number I have assigned to your Map/INI File, i.e. "WOK5-008.txt" for the Map number #008). It is also important to EXACTLY stick to the INI File and do NOT put in any additional spaces or semicolons between or after the data ! Its best to load an existing INI File and then modify it to work with the Map you create. Make sure to FULLY test your Map and INI File with the MapMaker Pro from the WOK5 Manager !

ENJOY !!

~GM AL~