;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1997 by MicroProse Software
;
;   Amrica Novia ma
;   Authored by Jess Balsinde (Sep, 1999)
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
5       ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
10      ; Communism pays support for all units past this
0       ; Fascism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
30      ; Fascism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
10      ; Max effective science rate in fascism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leaders personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Advanced Flight,    4,-2,  Rad, Too, 3, 4    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Amphibious Warfare, 3,-2,  Nav, Plu, 3, 0    ; Amp
Astronomy,          4, 1,  Mys, Mat, 1, 3    ; Ast
Atomic Theory,      4,-1,  ToG, Phy, 2, 3    ; Ato
Automobile,         6,-1,  Cmb, Stl, 3, 4    ; Aut
Banking,            4, 1,  Tra, Rep, 1, 1    ; Ban
Bridge Building,    4, 0,  Iro, Cst, 0, 4    ; Bri
Obsidian Working,   6,-1,  nil, nil, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Chemistry,          5,-1,  Uni, Med, 1, 3    ; Che
Transcendance,      4,-2,  X6,  Hor, 1, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
Combined Arms,      8,-2,  Amp, AFl, 3, 0    ; CA
Combustion,         5,-1,  Ref, Exp, 2, 4    ; Cmb
Communism,          5, 0,  Phi, Ind, 2, 2    ; Cmn
Computers,          4, 1,  Min, MP,  3, 4    ; Cmp
Conscription,       7,-1,  Dem, Exp, 2, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
The Corporation,    4, 0,  Stl, Eco, 2, 1    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Democracy,          5, 1,  Ban, Inv, 2, 2    ; Dem
Economics,          4, 1,  Uni, Ban, 2, 1    ; Eco
Electricity,        4, 0,  Gun, SE,  2, 4    ; E1
Electronics,        4, 1,  E1,  Cor, 3, 4    ; E2
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Environmentalism,   3, 1,  Rec, SFl, 3, 2    ; Env
Espionage,          2,-1,  Cmn, Dem, 3, 0    ; Esp
Explosives,         5, 0,  Gun, Che, 2, 4    ; Exp
Nobility,           4,-1,  War, Mon, 0, 0    ; Feu
Flight,             4,-1,  Cmb, Ato, 2, 4    ; Fli
Fascism,            5,-2,  Cmn, Tac, 3, 2    ; Fun
Fusion Power,       3, 0,  NP,  Sup, 3, 3    ; FP
Fanaticism,         6, 0,  MT,  U1,  1, 2    ; Gen
Guerrilla Warfare,  3, 0,  Cmn, Plu, 3, 0    ; Gue
Firearm Design,     7,-2,  Met, Uni, 1, 0    ; Gun
Scouting,           4,-1,  War, nil, 0, 0    ; Hor
Industrialization,  6, 0,  RR,  Ban, 2, 1    ; Ind
Invention,          6, 0,  Eng, Lit, 1, 4    ; Inv
Metal Working,      5,-1,  Bro, War, 0, 4    ; Iro
Labor Union,        4,-1,  Fun, Mob, 3, 2    ; Lab
The Laser,          4, 0,  NP,  X2,  3, 3    ; Las
Leadership,         5,-1,  X4,  Gun, 1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Machine Tools,      4,-2,  Stl, Csc, 2, 4    ; Too
Magnetism,          4,-1,  Nav, Met, 1, 3    ; Mag
Map Making,         6,-1,  Alp, nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Mass Production,    5, 0,  Aut, Too, 3, 4    ; MP
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 1, 1    ; Med
Metallurgy,         6,-2,  U1,  nil, 1, 0    ; Met
Miniaturization,    4, 1,  Too, E2,  3, 4    ; Min
Mobile Warfare,     8,-1,  Aut, Plu, 3, 0    ; Mob
Monarchy,           5, 1,  Cer, CoL, 0, 2    ; Mon
Monotheism,         5, 1,  Phi, PT,  1, 2    ; MT
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
Navigation,         6,-1,  Sea, Ast, 1, 1    ; Nav
Nuclear Fission,    6,-2,  Ato, MP,  3, 3    ; NF
Nuclear Power,      3, 0,  NF,  E2,  3, 3    ; NP
Philosophy,         6, 1,  Mys, Lit, 1, 2    ; Phi
Physics,            4,-1,  Mag, Lit, 1, 3    ; Phy
Plastics,           4, 1,  Ref, SFl, 3, 4    ; Pla
War College,        6,-2,  X3,  Cor, 2, 0    ; Plu
Polytheism,         4, 0,  Cer, Hor, 0, 2    ; PT
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5,-2,  Fli, E1,  3, 4    ; Rad
Railroad,           6, 0,  SE,  Bri, 2, 1    ; RR
Recycling,          2, 1,  MP,  Dem, 3, 2    ; Rec
Refining,           4, 0,  Che, Cor, 2, 4    ; Ref
Refrigeration,      3, 1,  E1,  San, 3, 1    ; Rfg
The Republic,       5, 1,  CoL, Lit, 0, 2    ; Rep
Robotics,           5,-2,  Cmp, Aut, 3, 0    ; Rob
Rocketry,           6,-2,  AFl, E2,  3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Space Flight,       4, 1,  Cmp, Roc, 3, 3    ; SFl
Stealth,            3,-2,  Sup, Rob, 3, 0    ; Sth
Steam Engine,       4,-1,  Phy, Inv, 2, 3    ; SE
Steel,              4,-1,  E1,  Ind, 2, 4    ; Stl
Superconductor,     4, 1,  Pla, Las, 3, 3    ; Sup
Tactics,            3,-1,  Csc, Ldr, 2, 0    ; Tac
Theology,           3, 2,  MT,  Feu, 1, 2    ; The
Theory of Gravity,  4, 0,  Ast, Uni, 1, 3    ; ToG
Trade,              4, 2,  Cur, CoL, 0, 1    ; Tra
University,         6, 2,  X1,  Phi, 1, 3    ; Uni
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
Tool Making,        4,-1,  Hor, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  FP,  Rec, 3, 3    ; ...
Gunpowder,          8,-2,  X5,  Inv, 1, 0    ; U1
Leisure,            3, 0,  X4,  Cor, 3, 2    ; U2
Armor Design,       6,-2,  Lab, nil, 3, 0    ; U3
Magic Power,        5,-1,  Mat, nil, 0, 0    ; X1
Gene Sequencing,    3, 2,  Med, Cmp, 3, 3    ; X2
Civil Protection,   5,-1,  Tac, nil, 2, 0    ; X3
Faith Spreading,    6, 0,  Gen, U1,  1, 0    ; X4
Calpulli Clans,     5, 1,  Chi, Mat, 1, 0    ; X5
Early Armor,        4,-2,  Iro, Feu, 1, 0    ; X6
Humanities,         4, 0,  Lit, Uni, 1, 3    ; X7
;
; Above 3 tech lots allow you to define your own civilization
; advances if desired.  Supply the name, the AI value, and
; the prerequisites.
;
; Then use the "U1", "U2", or "U3"
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Palace,                   10, 0,    Mas,
Barracks,                  4, 1,    nil,
Granary,                   6, 1,    Pot,
Temple,                    4, 1,    Cer,
MarketPlace,               8, 1,    Cur,
Library,                   8, 1,    Wri,
Prison,                    8, 1,    CoL,
City Walls,                8, 0,    nil,
Aqueduct,                  8, 2,    Cst,
Bank,                     12, 3,    Ban,
Church,                   12, 3,    MT, 
University,               16, 3,    Uni,
Mass Transit,             16, 4,    MP, 
Bullring,                 10, 4,    Cst,
Factory,                  20, 4,    Ind,
Steel Mill,               32, 6,    Rob,
SDI Defense,              20, 4,    Las,
Wind Generator,           20, 2,    Rec,
Oil Refinnery,            16, 4,    Ref,
Hydro Plant,              24, 4,    E2, 
Nuclear Plant,            16, 2,    NP, 
Stock Exchange,           16, 4,    Eco,
Sewer System,             12, 2,    San,
Plantation,                8, 3,    Rfg,
Train Station,            20, 5,    Aut,
Research Lab,             16, 3,    X2, 
Air Defense Radar,        10, 2,    Roc,
Coastal Fortress,          8, 1,    Met,
Windmill,                 32, 4,    Env,
Harbor,                    6, 1,    Sea,
Customs,                  16, 3,    Min,
Airport,                  16, 3,    Rad,
Police Station,            6, 2,    X3, 
Port Facility,             8, 3,    Amp,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    Cor,
Tlaxcaltec Great Pyramid, 20, 0,    Cst,
Rock Paintings,           20, 0,    Pot,
Macchu Picchu,            20, 0,    CoL,
Sun Stone,                20, 0,    Map,
Avenue of the Dead,       20, 0,    Lit,
Nun's Quadrangle,         20, 0,    Mys,
Nazca Lines,              20, 0,    Mas,
El Castillo,              30, 0,    Chi,
Toltec Atlanteans,        30, 0,    Feu,
Olmec Giant Heads,        30, 0,    Tra,
Door of Amarus,           30, 0,    MT, 
El Caracol,               30, 0,    Ast,
Moai Heads,               30, 0,    Nav,
El Morro Fortress,        30, 0,    Med,
Bom Jesus Sanctuary,      40, 0,    X7, 
California Missions,      40, 0,    The,
Colonial Architcture,     40, 0,    Inv,
Lord of Sipn,            40, 0,    Eco,
Heroes of Independence,   40, 0,    RR, 
Cristo Redentor Statue,   40, 0,    Dem,
Casa Rosada,              40, 0,    SE, 
Plaza de Mayo,            60, 0,    Ind,
Cartagena Forts,          60, 0,    E2, 
Los Alamos Laboratory,    60, 0,    NF, 
Three Cultures Square,    60, 0,    Fun,
O.T.I.,                   60, 0,    SFl,
Leloir's Example,         60, 0,    X2, 
Maracan,                 60, 0,    U2, 


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
;               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fascism (falangist)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Settlers,     Exp, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Engineers,    nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Exp, 000000000000000
Warriors,     Feu, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, nil, 000000000000000
Spearmen,     Feu, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Bro, 000000000000000
Barbarian,    Alp, 0,  1.,0,  3a,2d,  1h,1f,  5,0,  1, no,  000000000000000
Barbarian,    Alp, 0,  1.,0,  3a,2d,  1h,1f,  5,0,  1, no,  000000000000000
Elite Warrior,X5,  0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Feu, 000010000000000
Barbarian,    Alp, 0,  2.,0,  6a,3d,  2h,2f,  5,0,  1, no,  000000000000000
General,      nil, 0,  2.,0,  4a,5d,  2h,1f,  5,0,  0, Fun, 000101000000001
Guerrillas,   nil, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, Gue, 000001000000010
Mdrn.Infantry,Lab, 0,  1.,0,  7a,6d,  2h,1f,  4,0,  1, Plu, 000000000000000
Personal Guards,nil,0, 1.,0,  6a,5d,  2h,1f,  4,0,  1, X3,  000001000000000
Conspirators, nil, 0,  1.,0,  7a,1d,  1h,2f,  9,0,  0, Gen, 001001001000010
Paracas,      nil, 0,  1.,0,  8a,5d,  2h,1f,  6,0,  1, CA,  000001100000100
Mech. Inf.,   nil, 0,  3.,0,  7a,7d,  3h,1f,  5,0,  1, Lab, 000000000000000
Slingers,     PT,  0,  2.,0,  3a,1d,  1h,1f,  3,0,  0, Whe, 000000000000000
Scouts,       MT,  0,  1.,0,  2a,1d,  1h,1f,  3,0,  0, Hor, 000001000000000
Clubs,        MT,  0,  1.,0,  4a,1d,  1h,1f,  3,0,  0, PT,  000000000000000
Harquebusier, Csc, 0,  1.,0,  3a,2d,  2h,1f,  3,0,  1, U1,  000001000000010
Imperialists, Mob, 0,  2.,0,  6a,2d,  2h,1f,  9,0,  0, no,  000000000000000
Imperialists, Alp, 0,  2.,0,  6a,2d,  2h,1f,  9,0,  0, no,  000000000000000
Death Squadron,nil, 0, 2.,0,  9a,4d,  2h,1f,  5,0,  0, Amp, 000000000000100
Armor,        U3,  0,  3.,0, 11a,5d,  3h,1f, 10,0,  0, Mob, 000000000000000
Catapult,     Met, 0,  1.,0,  6a,1d,  1h,1f,  4,0,  0, Mat, 000000000000000
Artillery,    Rob, 0,  1.,0, 10a,1d,  2h,2f, 90,0,  0, no,  000000000000000
Artillery,    Rob, 0,  1.,0, 10a,1d,  2h,2f,  5,0,  0, Stl, 000000000000000
Howitzer,     nil, 0,  2.,0, 12a,2d,  3h,2f, 10,0,  0, Rob, 000000001000000
Fighter,      Sth, 1, 10.,1,  4a,3d,  2h,2f,  6,0,  3, Fli, 000000000010001
Heavy Bomber, Sth, 1,  8.,2, 12a,2d,  2h,2f, 12,0,  0, AFl, 000000000000001
Helicopter,   nil, 1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, CA,  100000000000001
Stlth Ftr.,   nil, 1, 14.,1,  8a,4d,  2h,2f,  8,0,  3, Sth, 000000000010001
Stlth Bmbr.,  nil, 1, 12.,2, 14a,5d,  2h,2f, 16,0,  0, Sth, 000000000000001
Canoe,        Nav, 2,  3.,0,  1a,1d,  1h,1f,  4,2,  4, Map, 000000000100000
Caravel,      Mag, 2,  3.,0,  2a,1d,  1h,1f,  4,3,  4, Nav, 000000000000000
Galleon,      Ind, 2,  4.,0,  3a,2d,  2h,1f,  4,4,  4, Mag, 000000000000000
Frigate,      E1,  2,  4.,0,  4a,2d,  2h,1f,  5,2,  2, Mag, 000000000000000
Steamboat,    Stl, 2,  4.,0,  4a,3d,  3h,1f,  6,0,  2, SE,  000000000000000
Arrow Warrior, X6, 0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, War, 000000000000000
Cruiser,      Roc, 2,  5.,0,  6a,6d,  3h,2f,  8,0,  2, Stl, 100000000000001
AEGIS Cruiser,nil, 2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, Roc, 110000000000001
Battleship,   nil, 2,  4.,0, 12a,12d, 4h,2f, 16,0,  2, Aut, 000000000000001
Submarine,    nil, 2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, Cmb, 000000000001001
Carrier,      nil, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, AFl, 000000010000001
Transport,    nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, Ind, 000000000000000
Cruise Msl.,  nil, 1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, Roc, 001000000000000
Nuclear Msl., Las, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, Roc, 001000000000000
Diplomat,     Esp, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Wri, 000000000000010
Spy,          nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, Esp, 000000000000011
Caravan,      Cor, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Freight,      nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Cor, 000000000000010
Musketeers,   Csc, 0,  1.,0,  4a,3d,  2h,1f,  4,0,  1, Gun, 000000000000000
Jaguar Knights,X4, 0,  2.,0,  5a,1d,  1h,1f,  5,0,  0, Chi, 000000000000000
Heavy Armor,  nil, 0,  3.,0, 12a,6d,  4h,2f, 12,0,  0, U3,  000000000000000
Dive Bomber,  Sth, 1,  8.,1,  8a,1d,  2h,2f,  8,0,  0, Rad, 000000000000001
Champions,    Gun, 0,  1.,0,  5a,1d,  1h,1f,  3,0,  1, no,  000000000000000
Cavalry,      Mob, 0,  2.,0,  8a,3d,  2h,1f,  6,0,  0, Ldr, 000000000000000
Eagle Knights,X4,  0,  1.,0,  4a,2d,  1h,1f,  5,0,  0, Chi, 000010000000001
Atl-Atls,     U1,  0,  2.,0,  4a,2d,  1h,1f,  4,0,  1, X6,  000010000000000
Conquistador, Ldr, 0,  2.,0,  6a,2d,  2h,1f,  5,0,  0, X4,  000000000000000
Shaman,       Met, 0,  1.,0,  5a,1d,  1h,1f,  4,0,  0, X1,  000000001000000
Conscripts,   Plu, 0,  1.,0,  5a,4d,  2h,1f,  3,0,  1, Csc, 000000000000000
Cannon,       Stl, 0,  1.,0,  8a,1d,  2h,1f,  4,0,  0, Met, 000000000000000

;
; Note: the above 3 unit types (extra land, ship, air) are available
; for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 3 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these three units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fascism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5, 3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15, 0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10, 0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5, 0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10, 1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10, 6,  Hil,   ; Mou
Forest,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15, 0,  Grs,   ; Pln
Forest,     2,2,  2,1,1,   yes, 1, 5, 2,   Grs, 1,10, 0,  Oce,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15, 0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15, 0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0, 0,  no,    ; Oce
Obsidian,   1,2,  1,3,2,
Game,       1,2,  4,2,1,
Grassland,  1,2,  2,1,0,
Tomato,     2,3,  3,2,2,
Coal,       2,4,  1,4,0,
Gold,       3,6,  0,1,6,
Rabbit,     2,3,  3,2,0,
Forest,     2,2,  2,1,1,
Peat,       2,3,  1,4,0,
Fruit,      2,3,  3,1,2,
Fish,       1,2,  2,2,2,
Obsidian,   1,2,  1,3,2,
Maize,      1,2,  6,1,0,
Grassland,  1,2,  2,1,0,
Potato,     2,3,  3,2,2,
Metal Ore,  2,4,  1,3,2,
Silver,     3,6,  0,1,4,
Furs,       1,2,  2,0,3,
Forest,     2,2,  2,1,1,
Spice,      2,3,  3,0,3,
Fruit,      2,3,  3,1,2,
Fish,       1,2,  2,2,2,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Chief,       Chief
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fascism,        Generalsimo,Generalsima
Republic,       Consul,      Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Andrs Pastrana, Andrs Pastrana,  0, 1, 2, Colombians,  Colombian,   1,  0,  0,     6, Lehendakari, Lehendakari
Carlos Menem, Carlos Menem,        0, 2, 2, Argentinians,Argentinian,-1,  1,  1,
Guillermo Clinton,Guillermo Clinton,0, 3, 0,Americans,   American,    1,  1, -1,     
Fidel Castro, Fidel Castro,        0, 4, 2, Cubans,      Cuban,       0,  0,  1,
Ernesto Zedillo, Ernesto Zedillo,  0, 5, 0, Mexicans,    Mexican,     0,  0,  0,     6, Conselleiro, Conselleira
Alberto Fujimori, Alberto Fujimori,0, 6, 2, Peruvians,   Peruvian,   -1,  0,  0,     6, Honorable, Honorable
Henrique Cardoso, Henrique Cardoso,0, 7, 2, Brazilians,  Brazilian,  -1, -1,  0,
Martn Zurbano,Espartera,          0, 1, 0, Riojans,     Riojan,      1,  0, -1,
Camacho,      Floridablanca,       0, 2, 0, Murcians,    Murcian,     0,  0,  0,
Mitterrand,   Brigitte Bardot,     0, 3, 3, French,      French,      1,  1,  1,     4, Marshall, Marshall, 6, Premier, Premier
Guanche,      Guanche,             0, 4, 0, Canarians,   Canarian,   -1,  1, -1,
Pelayo,       Covadonga,           0, 5, 3, Asturians,   Asturian,   -1, -1,  0,
Bellver,      Bellver,             0, 6, 0, Balearians,  Balearic,    0,  0,  0,
Alonso Quijano,Sara Montiel,       0, 7, 3, New Castilians,New Castilian,-1,  1, -1,
Miguel Indurain,Fermina,           0, 1, 1, Navarres,    Navarrese,   1,  1,  0,
Simn Bolvar,Eva Pern,           0, 2, 0, Americans,   American,    0, -1,  1,
Juan Luis Vives,Nit de Foc,        0, 3, 3, Valencians,  Valencian,   1,  1,  1,
Pizarro,      Manuela Godoy,       0, 4, 3, Estremadurians,Estremadurian, 0,  0,  0,
Manuel Fraga, Rosala de Castro,   0, 5, 3, Galicians,   Galician,    0,  0,  0,     6, Conselleiro, Conselleira
Francisco de Goya,La Dolores,      0, 6, 3, Aragonese,   Aragonese,   0,  0,  0,
J. M. Aznar,  Isabel I,            0, 7, 3, Castilians,  Castilian,  -1,  1, -1,

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atahualpa,  ...,     0, 1, Incas,       South American, -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Cotton,
Guano,
Milpa,
Rubber,
Agave,
Tobacco,
Chicha,
Feathers,
Pulque,
Silver,
Olote,
Coca,
Shells,
Turquoise,
Pimento,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      A
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful [++++]
Enthusiastic [+++]
Cordial [++]
Receptive [+]
Neutral 
Uncooperative [-]
Icy [--]
Hostile [---]
Enraged [----]













