;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1997 by MicroProse Software
;
;   Modified for use in the scenario 'The Battle of Australia'
;
;   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
20      ; # 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)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
8       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
90      ; Fundamentalism loses this % of science
75      ; Percent shield penalty for production type change
20      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     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 leader's 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,  X6, nil, 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
Bronze 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
Chivalry,           4,-2,  Feu, Hor, 1, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
Combined Arms,      5,-1,  Mob, AFl, 3, 0    ; CA 
Combustion,         5,-1,  no, nil, 2, 4    ; Cmb
Communism,          5, 0,  Phi, Ind, 2, 2    ; Cmn
Computers,          4, 1,  no, nil,  3, 4    ; Cmp
Conscription,       7,-1,  Dem, Met, 2, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
The Corporation,    4, 0,  no, nil, 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,  Met, Mag, 2, 4    ; E1 
Electronics,        4, 1,  no,  nil, 3, 4    ; E2 
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Environmentalism,   3, 1,  no, nil, 3, 2    ; Env
Espionage,          2,-1,  no, nil, 3, 0    ; Esp
Explosives,         5, 0,  Gun, Che, 2, 4    ; Exp
Feudalism,          4,-1,  War, Mon, 0, 0    ; Feu
Flight,             4,-1,  Cmb, ToG, 2, 4    ; Fli
Fundamentalism,     3,-2,  no, nil, 2, 2    ; Fun
Unreachable Tech 1,   3, 0, Las,  SFl, 3, 3   ; FP 
Genetic Engineering,3, 2,  no, nil, 3, 3    ; Gen
Guerrilla Warfare,  4, 1,  Cmn, Tac, 3, 0    ; Gue
Gunpowder,          8,-2,  Inv, Iro, 1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Industrial Base,    1, -2,  nil, nil,  3, 3    ; Ind
Invention,          6, 0,  Eng, Lit, 1, 4    ; Inv
Iron Working,       5,-1,  Bro, War, 0, 4    ; Iro
Labor Union,        4,-1,  MP,  Gue, 3, 2    ; Lab
The Laser,          4, 0,  no, nil,  3, 3    ; Las
Leadership,         5,-1,  Chi, Gun, 1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Machine Tools,      4,-2,  Stl, Tac, 2, 4    ; Too
Magnetism,          4,-1,  Phy, Iro, 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, Cor, 3, 4    ; MP 
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 1, 1    ; Med
Metallurgy,         6,-2,  Gun, Uni, 1, 0    ; Met
Miniaturization,    4, 1,  Too, E2,  3, 4    ; Min
Mobile Warfare,     8,-1,  Aut, Tac, 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,  no, nil,  3, 3    ; NF 
Nuclear Power,      3, 0,  no,  nil, 3, 3    ; NP 
Philosophy,         6, 1,  Mys, Lit, 1, 2    ; Phi
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy
Woomera Bomber,     4, 1,  X7,  Sth,  3, 0    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu
Polytheism,         4, 0,  Cer, Hor, 0, 2    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5,-1,  Fli, E1,  3, 4    ; Rad
Railroad,           6, 0,  SE,  Bri, 2, 1    ; RR 
Recycling,          2, 1,  no, nil, 3, 2    ; Rec
Refining,           4, 0,  Che, Cor, 2, 4    ; Ref
Refrigeration,      3, 1,  no, nil, 3, 1    ; Rfg
The Republic,       5, 1,  CoL, Lit, 0, 2    ; Rep
Flanking Landings,  5,-2,  no,  nil, 2, 0    ; Rob
Large Calibre Tank Gun, 3,-2,  X3,  X7, 2, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Space Flight,       4, 1,  no, nil, 3, 3    ; SFl
Boomerang,          3,-2,  X7,  Ind, 2, 0    ; Sth
Steam Engine,       4,-1,  Phy, Inv, 2, 3    ; SE 
Steel,              4,-1,  E1,  Ind, 2, 4    ; Stl
Unreachable Tech 2,     4, 1,  Las,  SFl, 3, 3    ; Sup
Tactics,            6,-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,         5, 1,  Mat, Phi, 1, 3    ; Uni
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
The Wheel,          4,-1,  Hor, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  nil, nil, 3, 3    ; FT 
Thunderbolt Tank,   3, 0,  X3,  Roc, 2, 0    ; U1 
Final Push,         3, 0,  no,  nil, 2, 0    ; U2 
WA Invasion,        3, 0,  no,  nil, 2, 0    ; U3 
Tasmanian Invasion, 3, 0,  no,  nil, 0, 0    ; X1 
British Assistance, 3, 0,  no,  nil, 2, 0    ; X2 
Sentinal Tank,      3, 0,  Ind, nil,  2, 0    ; X3 
Fall of Sydney,     3, 0,  no,  nil, 2, 0    ; X4 
Japanese Beachead,  3, 0,  no,  nil, 2, 0    ; X5 
Japanese Military,  3, 0,  FP,  Sup, 0, 0    ; X6 
Australian Military,3, 0,  FP,  Sup,  0, 0    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; 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,
Parliament,               10, 0,    Mas,
Barracks,                  4, 1,    nil,
Grain Silo,                6, 1,    Pot,
Church,                    4, 1,    Cer,
MarketPlace,               8, 1,    Cur,
Library,                   8, 1,    Wri,
Courthouse,                8, 1,    CoL,
City Defences,             2, 0,    Mas,
Aqueduct,                  8, 2,    Cst,
Bank,                     12, 3,    Ban,
Cathedral,                12, 3,    MT, 
University,               16, 3,    Uni,
Mass Transit,             16, 4,    no, 
Cricket Ground,           10, 4,    Cst,
Factory,                  20, 4,    no, 
Manufacturing Plant,      32, 6,    no, 
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Power Plant,              16, 4,    Ref,
Hydro Plant,              24, 4,    no, 
Nuclear Plant,            16, 2,    no, 
Rail Network,             16, 1,    RR, 
Sewer System,             12, 2,    San,
Supermarket,               8, 3,    no, 
Superhighways,            20, 5,    Aut,
Research Lab,             16, 3,    no, 
Air Defence Network,      10, 2,    Rad,
Coastal Fortress,          8, 1,    Met,
Solar Plant,              32, 4,    no, 
Harbor,                    6, 1,    Sea,
Dockyards,                16, 3,    Min,
Airport,                   1, 3,    X6, 
Police Station,            6, 2,    Cmn,
Port Facility,             8, 3,    Amp,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    no, 
Murray-Darling Basin,     20, 0,    Mas,
Return of the AIF,        20, 0,    nil,
Port of Freemantle,       20, 0,    nil,
Garden Island Naval Base, 20, 0,    X7, 
Great Library,            30, 0,    no, 
John Curtin,              30, 0,    no, 
Japanese Defencive Tactics,30, 0,    nil,
Australian Army HQ,       30, 0,    X7, 
GM-Holden,                30, 0,    no, 
QANTAS,                   20, 0,    Tra,
Michelangelo's Chapel,    40, 0,    no, 
Copernicus' Observatory,  30, 0,    no, 
The Japanese Fleet,       40, 0,    Nav,
Harbour Bridge,           30, 0,    Bri,
Leonardo's Workshop,      40, 0,    no, 
General Macarthur,        40, 0,    nil,
Sydney University,        40, 0,    Uni,
Parliament House,         40, 0,    Dem,
Darwin's Voyage,          40, 0,    no, 
Statue of Liberty,        40, 0,    no, 
Foreign Alliances,        30, 0,    SE, 
Imperial Duty,            60, 0,    no, 
BHP,                      60, 0,    Stl,
Manhattan Project,        60, 0,    no, 
United Nations,           60, 0,    no, 
Apollo Program,           60, 0,    no, 
Cable from Britain,       60, 0,    no, 
Cure for Cancer,          60, 0,    no, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Murray-Darling Basin
nil,        ; Return of the AIF
nil,        ; Port of Freemantle
nil,        ; Garden Island Naval Base
nil,        ; Great Library
nil,        ; John Curtin
nil,        ; Japanese Defencive Tactics
nil,        ; Australian Army HQ
nil,        ; GM-Holden
Cmn,        ; QANTAS
nil,        ; Michelangelo's Chapel
nil,        ; Copernicus' Observatory
nil,        ; The Japanese Fleet
nil,        ; Harbour Bridge
Aut,        ; Leonardo's Workshop
nil,        ; General Macarthur
nil,        ; Sydney University
nil,        ; Parliament House
nil,        ; Darwin's Voyage
nil,        ; Statue of Liberty
nil,        ; Foreign Alliances
nil,        ; Imperial Duty
nil,        ; BHP
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo Program
nil,        ; Cable from Britain
nil,        ; Cure for Cancer


;
;    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 fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Ammo Shipment,Exp, 0,  1.,0,  0a,1d,  1h,1f,  6,0,  5, no,  000000000000000
Paratroopers, nil, 0,  2.,0,  8a,5d,  2h,2f, 10,0,  0, X6,  000000100000000
AIF,          nil, 0,  2.,0,  6a,5d,  3h,2f,  6,0,  0, FP,  000000001000001
Infantry,     nil, 0,  2.,0,  5a,4d,  2h,2f,  6,0,  1, X7,  000000001000000
NZ 2nd Division,nil, 0,  2.,0,  6a,5d,  3h,2f, 10,0,  0, FP,  000000001000000
Matilda II,   nil, 0,  1.,0,  6a,6d,  2h,2f, 12,0,  0, FP,  000000000000000
British Inf,  nil, 0,  2.,0,  5a,4d,  3h,2f,  2,0,  1, FP,  000000001000000
Musketeers,   Csc, 0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, no,  000000000000000
Merchant Cruiser,nil, 2,  8.,0,  5a,2d,  2h,1f, 12,1,  2, X7,  000100000000000
Militia,      nil, 0,  1.,0,  4a,3d,  3h,1f,  2,0,  1, Gue, 000001000000010
US Infantry,  nil, 0,  2.,0,  4a,4d,  3h,2f,  4,0,  1, FP,  000000001000001
US Marines,   nil, 0,  1.,0,  6a,5d,  2h,2f,  6,0,  1, FP,  000000001000100
Japanese Army,nil, 0,  2.,0,  8a,5d,  2h,2f,  6,0,  0, X6,  000000001000010
Model 97,     nil, 0,  3.,0,  8a,4d,  2h,2f,  6,0,  0, X6,  000000000000000
Model 95,     nil, 0,  3.,0,  8a,3d,  2h,2f,  5,0,  0, X6,  000000000000000
Bathurst Class,nil, 2,  8.,0,  4a,3d,  2h,1f,  8,0,  2, X7,  100000000000000
Destroyer,    nil, 2, 10.,0,  6a,6d,  2h,2f, 16,0,  2, X7,  100000000000001
Leander Class,nil, 2, 10.,0, 10a,8d,  2h,2f, 30,1,  0, FP,  000000000000001
Kent Class,   nil, 2, 10.,0, 12a,10d, 2h,2f, 50,1,  1, FP,  000000000000001
Strongpoint,  nil, 0,  0.,0,  4a,6d,  4h,2f,  4,0,  1, FP,  000000000000000
KGV Class,    nil, 2, 12.,0, 18a,12d, 4h,3f, 70,0,  2, FP,  000000000000000
M-3 Honey,    X6,  0,  3.,0,  6a,3d,  2h,1f, 10,0,  0, X7,  000000000000010
M-4 Sherman,  nil, 0,  3.,0, 10a,6d,  2h,2f,  8,0,  0, FP,  000000000000000
M-3 Grant,    nil, 0,  2.,0,  8a,4d,  2h,2f,  8,0,  0, FP,  000000000000000
AC1 Sentinel, X6,  0,  2.,0,  8a,5d,  2h,2f, 10,0,  0, X3,  000000000000000
Artillery,    Rob, 0,  1.,0, 10a,1d,  2h,2f,  8,0,  0, Too, 000000000000000
AC4 Thunderbolt,X6,  0,  2.,0, 12a,5d,  2h,2f, 14,0,  0, U1,  000000000000000
A6M Zero,     nil, 1, 12.,2,  8a,3d,  2h,2f,  6,0,  3, X6,  010000000010001
Ki-43 Oscar,  nil, 1, 14.,2,  8a,2d,  2h,2f,  4,0,  0, X6,  010000000010001
G4M Betty,    nil, 1, 28.,2,  9a,3d,  2h,2f, 10,0,  0, X6,  000000000000001
Matilda II CS,X6,  0,  1.,0,  8a,6d,  2h,2f, 10,0,  0, Roc, 000000001000000
CAC Boomerang,nil, 1, 10.,2,  7a,4d,  2h,1f,  8,0,  0, Sth, 000000000010000
Raiders,      nil, 0,  3.,0,  8a,4d,  1h,2f,  4,0,  0, FP,  001001001000011
Kagero Class, nil, 2, 12.,0,  8a,6d,  2h,2f, 20,0,  2, X6,  000000000000001
Mogami Class, nil, 2, 10.,0, 14a,8d,  2h,3f, 50,0,  2, X6,  000000000000001
Kongo Class,  nil, 2, 10.,0, 18a,10d, 4h,3f, 90,0,  2, X6,  000000001000001
CA-4 Woomera, X6,  1, 20.,2, 10a,4d,  2h,2f, 12,0,  0, Pla, 000000000000001
Reserves,     nil, 0,  2.,0,  4a,4d,  2h,1f,  6,0,  1, X6,  000000000000000
CJ Type Sub,  no,  2,  6.,0,  6a,2d,  2h,3f,  8,0,  2, X6,  000000000001001
Freighter,    nil, 2,  8.,0,  0a,8d,  2h,1f,  8,6,  4, Ind, 000000000000000
Landing Craft,nil, 2,  6.,0,  0a,2d,  2h,1f,  2,4,  4, X6,  000000000000000
Guards,       nil, 0,  2.,0,  6a,4d,  2h,2f,  6,0,  0, X6,  000000001000011
SNLF,         nil, 0,  2.,0,  8a,4d,  2h,2f,  6,0,  0, X6,  000000001000111
Machine Gun,  nil, 0,  1.,0,  2a,4d,  2h,1f,  6,0,  1, X6,  000000000000000
Bofors Battery,nil, 0,  1.,0,  1a,3d,  2h,1f,  6,0,  1, X7,  010000000000000
DHA-G2 Glider,nil, 2,  1.,1,  0a,1d,  1h,1f, 12,1,  4, X7,  000000100000000
2 Lb AT Gun,  nil, 0,  1.,0,  2a,4d,  2h,1f,  6,0,  1, X7,  000010000000000
PBY Catalina, nil, 1, 30.,2,  6a,4d,  2h,1f, 10,0,  2, FP,  000000000001001
Beaufighter,  X6,  1, 18.,2,  8a,4d,  2h,3f, 10,0,  0, X2,  000000000000001
Torpedo Woomera,X6,  1, 18.,2, 10a,4d,  2h,4f, 14,0,  0, Pla, 100000000001000
3.7" Battery, nil, 0,  1.,0,  2a,5d,  2h,2f,  8,0,  0, X7,  010010000000000
Spitfire,     nil, 1, 10.,2,  8a,4d,  3h,2f,  8,0,  3, FP,  010000000010000
P-40 Kittyhawk,nil, 1, 10.,2,  8a,4d,  3h,1f,  6,0,  3, FP,  000000000010000
CAC Wirraway, nil, 1,  8.,2,  6a,3d,  2h,1f,  4,0,  0, X7,  000000000010000
Beaufort,     nil, 1, 14.,2,  6a,3d,  2h,2f, 10,0,  0, X7,  000000000000001
Hudson,       nil, 1, 18.,2,  8a,2d,  2h,2f, 30,0,  0, FP,  000000000000000
Wellington,   nil, 1, 28.,2, 14a,4d,  2h,2f, 50,0,  0, FP,  000000000000001
Hurricane,    nil, 1,  8.,2,  8a,3d,  2h,2f,  4,0,  3, FP,  000000000010000
P-38 Lightning,nil, 1, 16.,2,  8a,5d,  3h,2f, 16,0,  3, FP,  010000000010000
B-17 Fortress,nil, 1, 40.,2, 14a,4d,  4h,2f, 10,0,  0, FP,  010000000000000
Gato Class,   nil, 2,  8.,0, 10a,4d,  2h,3f,  4,0,  2, FP,  000000000001001
Northampton Class,nil, 2, 10.,0, 12a,10d, 3h,2f, 60,0,  2, FP,  000000000000001

;
; Note: the above 11 unit types (extra land, ship, air, and test units) 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 11 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 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  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 Fundamentalism
;        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, 2,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Palms,      2,1,  2,1,0,   no,  1,10, 1,   no,  0, 0,  0,  Grs,   ; Tun
Gold,       2,2,  0,1,6,   no,  0, 0, 0,   yes, 2,15,  3,  Tun,   ; 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
Billabong,  1,2,  2,1,1,
Wheat,      1,2,  3,1,1,
Grassland,  1,2,  2,1,0,
Lumber,     2,3,  1,3,2,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Fruit,      1,2,  3,1,0,
 ,          2,2,  0,1,6,
Crocadiles, 2,3,  1,1,0,
Lumber,     2,3,  1,2,2,
Fish,       1,2,  3,0,2,
Camel,      1,2,  1,2,1,
Sheep,      1,2,  3,1,2,
Grassland,  1,2,  2,1,0,
Lumber,     2,3,  1,3,2,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  3,1,1,
Pearls,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Democracy,      Prime Minister,Prime Minister
Marshal Law,    General,     General
Democracy,      Prime Minister,Prime Minister
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
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 3, Babylonians, Babylonian,  1,  1, -1,
Frederick,    Maria Theresa,       0, 3, 0, Germans,     German,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 0, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 0, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 1, English,     English,     1,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 3, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Uranium,


@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,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













