;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   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
60      ; 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.
60      ; Fundamentalism loses this % of science
100     ; Percent shield penalty for production type change
20      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
8       ; 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
Aircraft VII,       6,-2,  Min, nil, 2, 0    ; AFl
Mass Production,    3, 1,  nil, nil, 0, 1    ; Alp
Mobile Warfare IV,  6,-1,  U2,  nil, 3, 0    ; Amp
Civil Technology,   2, 1,  Mys, Mat, 1, 3    ; Ast
Aircraft IX,        6,-1,  Sth, nil, 2, 0    ; Ato
Mobile Warfare I,   6,-1,  nil, nil, 3, 0    ; Aut
Naval Warfare II,   5, 0,  Bro, nil, 3, 1    ; Ban
Civil Technology,   2, 1,  Iro, Cst, 1, 3    ; Bri
Naval Warfare I,    5,-1,  nil, nil, 3, 1    ; Bro
Anti-Air Defence,   3, 0,  nil, nil, 0, 3    ; Cer
Aircraft II,        4,-1,  Cst, nil, 2, 0    ; Che
War Economy I,      5, 2,  Alp, nil, 0, 1    ; Chi
Civil Technology,   2, 1,  Alp, nil, 1, 3    ; CoL
Aircraft V,         7,-1,  Pla, nil, 2, 0    ; CA 
Nuclear Project IV, 7,-1,  NF,  nil, 2, 1    ; Cmb
Civil Technology,   2, 1,  Phi, Ind, 1, 3    ; Cmn
Mobile Warfare VI,  7, 1,  Mob, nil, 3, 0    ; Cmp
Aircraft X,         7,-1,  Ato, nil, 2, 0    ; Csc
Aircraft I,         5, 0,  Mas, Cur, 2, 0    ; Cst
The Corporation,    6, 0,  Ind, Eco, 0, 1    ; Cor
Civil Technology,   2, 1,  Bro, nil, 1, 3    ; Cur
Civil Technology,   2, 1,  Ban, Inv, 1, 3    ; Dem
Civil Technology,   2, 1,  Uni, Ban, 1, 3    ; Eco
Civil Technology,   2, 1,  Met, Mag, 1, 3    ; E1 
Mobile Warfare IX,  7, 1,  nil, X7,  3, 0    ; E2 
Infantry II,        5, 0,  Gue, nil, 0, 3    ; Eng
Nuclear Project II, 5, 1,  Rob, nil, 2, 1    ; Env
Civil Technology,   2, 1,  Cmn, Dem, 1, 3    ; Esp
Civil Technology,   2, 1,  Gun, Che, 1, 3    ; Exp
Civil Technology,   2, 1,  War, Mon, 1, 3    ; Feu
War Economy II,     5, 2,  Chi, nil, 0, 1    ; Fli
Civil Technology,   2, 1,  MT,  Csc, 1, 3    ; Fun
Not Used,           1, 0,  no, no,   1, 3    ; FP 
Nuclear Project VIII,6, 0, U1,  nil, 2, 1    ; Gen
Infantry I,         4, 1,  nil, nil, 0, 3    ; Gue
Outdated,           1, 0,  FP,  U3,  0, 3    ; Gun
Civil Technology,   2, 1,  nil, nil, 1, 3    ; Hor
Industrialization,  4, 0,  RR,  Ban, 0, 1    ; Ind
Civil Technology,   2, 1,  Eng, Lit, 1, 3    ; Inv
Civil Technology,   2, 1,  Bro, War, 1, 3    ; Iro
Civil Technology,   2, 1,  MP,  Gue, 1, 3    ; Lab
French Tanks,       1, 0,  FP,  U3,  3, 0    ; Las
Infantry III,       6,-1,  Eng, X1,  0, 3    ; Ldr
Civil Technology,   2, 1,  Wri, CoL, 1, 3    ; Lit
Aircraft III,       6,-1,  X1,  Che, 2, 0    ; Too
Civil Technology,   2, 1,  Phy, Iro, 1, 3    ; Mag
Civil Technology,   2, 1,  Alp, nil, 1, 3    ; Map
Civil Technology,   2, 1,  nil, nil, 1, 3    ; Mas
War Production,     4, 0,  Aut, Cor, 0, 1    ; MP 
Civil Technology,   2, 1,  Alp, Mas, 1, 3    ; Mat
Civil Technology,   2, 1,  Phi, Tra, 1, 3    ; Med
Civil Technology,   2, 1,  Gun, Uni, 1, 3    ; Met
Aircraft VI,        6, 0,  nil, CA,  2, 0    ; Min
Mobile Warfare V,   8,-1,  Amp, nil, 3, 0    ; Mob
Civil Technology,   2, 1,  Cer, CoL, 1, 3    ; Mon
Civil Technology,   2, 1,  Phi, PT,  1, 3    ; MT 
Civil Technology,   2, 1,  Cer, nil, 1, 3    ; Mys
Civil Technology,   2, 1,  Sea, Ast, 1, 3    ; Nav
Nuclear Project III,5,-1,  Env, nil, 2, 1    ; NF 
Nuclear Weapons,    4, 0,  Gen, FP,  2, 1    ; NP 
Civil Technology,   2, 1,  Mys, Lit, 1, 3    ; Phi
Artillery,          4,-1,  Nav, Lit, 0, 3    ; Phy
Aircraft IV,        7,-1,  Too, nil, 2, 0    ; Pla
War Economy III,    5, 2,  Fli, nil, 0, 1    ; Plu
Civil Technology,   2, 1,  Cer, Hor, 1, 3    ; PT 
Civil Technology,   2, 1,  nil, nil, 1, 3    ; Pot
Nuclear Project V,  6,-1,  Cmb, nil, 2, 1    ; Rad
Civil Technology,   2, 1,  SE,  Bri, 1, 3    ; RR 
Civil Technology,   2, 1,  MP,  Dem, 1, 3    ; Rec
Idea of Atomic Bomb,4, 0,  Che, Cor, 2, 1    ; Ref
Civil Technology,   2, 1,  E1,  San, 1, 3    ; Rfg
Civil Technology,   2, 1,  CoL, Lit, 1, 3    ; Rep
Nuclear Project I,  5, 0,  X1,  Ref, 2, 1    ; Rob
Naval Warfare III,  6,-2,  Ban, nil, 3, 1    ; Roc
Civil Technology,   2, 1,  Med, Eng, 1, 3    ; San
Civil Technology,   2, 1,  Map, Pot, 1, 3    ; Sea
Nuclear Project VI, 5,-1,  Rad, nil, 2, 1    ; SFl
Aircraft VIII,      6,-2,  AFl, nil, 2, 0    ; Sth
Civil Technology,   2, 1,  Phy, Inv, 1, 3    ; SE 
War Economy IV,     5, 2,  Plu, nil, 0, 1    ; Stl
War Economy V,      5, 2,  Stl, nil, 0, 1    ; Sup
Infantry IV,        6,-1,  Ldr, nil, 0, 3    ; Tac
Civil Technology,   2, 1,  MT,  Feu, 1, 3    ; The
War Economy VI,     5, 2,  Sup, nil, 0, 1    ; ToG
Civil Technology,   2, 1,  Cur, CoL, 1, 3    ; Tra
Civil Technology,   2, 1,  Mat, Phi, 1, 3    ; Uni
Civil Technology,   2, 1,  nil, nil, 1, 3    ; War
Civil Technology,   2, 1,  Hor, nil, 1, 3    ; Whe
Civil Technology,   2, 1,  Alp, nil, 1, 3    ; Wri
Useless Technology, 1, 0,  X5,  Che, 1, 3    ; FT 
Nuclear Project VII,7, 0,  SFl, nil, 2, 1    ; U1 
Mobile Warfare III, 6, 0,  X5,  X1,  3, 0    ; U2 
Empty,              1, 0,  no, no,   1, 3    ; U3 
War Science,        1, 0,  no,  no,  0, 1    ; X1 
NOT ALLIED,         1, 0,  no,  no,  0, 0    ; X2 
NOT GERMAN,         1, 0,  no,  no,  0, 0    ; X3 
NOT USSR,           1, 0,  no,  no,  0, 0    ; X4 
Mobile Warfare II,  7, 0,  Aut, nil, 3, 0    ; X5 
Mobile Warfare VII, 8, 0,  Cmp, nil, 3, 0    ; X6 
Mobile Warfare VIII,7, 0,  X6,  nil, 3, 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,
Headquarters,             10, 5,    nil,
Military base,             4, 8,    no,
NOT USED,                  6, 1,    no, 
Church,                    4, 3,    nil,
Market,                    8, 3,    Stl,
Library,                   8, 6,    nil,
Military Court,            8, 3,    nil,
Tank Defences,             1, 0,    nil,
Foodshop,                  8, 2,    nil,
Bank,                     12, 3,    Sup,
Cathedral,                12, 6,    nil,
University,               16, 9,    nil,
Bus System,                1, 0,    nil,
Cinema,                   10, 4,    nil,
Factory,                  16, 6,    Alp,
Factory Complex,          20, 9,    Chi,
NOT USED,                 20, 4,    no, 
Park,                      1, 0,    nil,
Industrial Centre,        30,14,    Fli,
Hydro Plant,              28, 7,    Chi,
Nuclear Plant,            90, 2,    NF, 
Stock Market,             16, 5,    ToG,
Sewage System,            12, 2,    nil,
Modern Farm,               8, 0,    nil,
Superhighways,            20, 1,    ToG,
Laboratory,               16,15,    nil,
Air Defences,             10,30,    no,
Coastal Batteries,         8,10,    nil,
Labour Teams,             50,10,    Fli,
Harbor,                    6, 1,    nil,
Merchant fleet,           16,10,    Plu,
Airfield,                 30,20,    no,
Police station,            6, 4,    nil,
Military Port,             8,12,    nil,
NOT USED,                  8, 0,    no, 
NOT USED,                 16, 0,    no, 
NOT USED,                 32, 0,    no, 
(War Bonds),              60, 0,    Cor,
Pyramids,                 20, 0,    nil,
Gates to Middle East,     20, 0,    nil,
Reichstag,                20, 0,    nil,
Royal Navy,               20, 0,    nil,
Kharkov Tank Factory,     30, 0,    nil,
Suez Canal,               30, 0,    nil,
Kremlin,                  30, 0,    nil,
Nazi Movement,            30, 0,    nil,
Ruhr Industry,            30, 0,    nil,
Mannerheim Line,          20, 0,    nil,
Baku Oil Fields,          40, 0,    nil, 
The White House,          30, 0,    nil,
St. Nazaire Port,         40, 0,    nil,
Statue of Liberty,        30, 0,    nil,
Colosseum,                40, 0,    nil,
Royal Air Force,          40, 0,    nil,
Empire State Building,    40, 0,    nil,
Roosevelt's Planning,     40, 0,    nil,
Dardanelles Straits,      40, 0,    nil,
Cradle of Revolution,     40, 0,    nil,
Arch de Triumphe,         30, 0,    nil,
Global Trade,             60, 0,    nil,
Ploesti Oil Fields,       60, 0,    nil,
Nuclear Testing,          90, 0,    NP, 
League of Nations,        60, 0,    nil,
Ukrainian Soil,           60, 0,    nil,
Albert Einstein,          60, 0,    nil,
Big Ben,                  60, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Gates to Middle East
nil,        ; Reichstag
nil,        ; Royal Navy
Alp,        ; Kharkov Tank Factory
nil,        ; Suez Canal
Alp,        ; Kremlin
nil,        ; Nazi Movement
nil,        ; Ruhr Industry
Alp,        ; Mannerheim Line
nil,        ; Baku Oil Fields
nil,        ; The White House
nil,        ; St. Nazaire Port
nil,        ; Statue of Liberty
Alp,        ; Colosseum
nil,        ; Royal Air Force
nil,        ; Empire State Building
nil,        ; Roosevelt's Planning
Alp,        ; Dardanelles Straits
Alp,        ; Cradle of Revolution
nil,        ; Arch de Triumphe
nil,        ; Global Trade
nil,        ; Ploesti Oil Fields
nil,        ; Nuclear Testing
Alp,        ; League of Nations
Alp,        ; Ukrainian Soil
nil,        ; Albert Einstein
nil,        ; Big Ben


;
;    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
Panzer 35(t), X3,  0,  4.,0, 14a,5d,  7h,4f, 14,0,  0, Gun, 000000000000000
Homeguard,    nil, 0,  1.,0,  6a,6d,  4h,2f,  1,0,  1, nil, 000000001000000
Motorized,    nil, 0,  5.,0, 16a,6d,  5h,2f, 12,0,  0, Aut, 000000001000010
Sturmtruppen, X3,  0,  2.,0, 15a,6d,  6h,3f,  7,0,  0, Eng, 000000001000110
Red Infantry, X4,  0,  2.,0, 11a,8d,  6h,2f,  3,0,  1, Eng, 000000001000010
T-28,         X4,  0,  4.,0, 20a,6d,  8h,4f, 17,0,  0, Gun, 000000000000000
KV-1,         X4,  0,  3.,0, 22a,9d,  9h,4f, 32,0,  0, U2,  000000000000000
Infantry,     X2,  0,  2.,0, 15a,4d,  5h,3f,  5,0,  0, Eng, 000000001000000
T-34/76,      X4,  0,  4.,0, 21a,6d,  8h,4f, 20,0,  0, X5,  000000000000010
Field Fortress,nil,0,  0.,0,  1a,10d, 4h,1f,  4,0,  1, Gue, 000000000000000
Airborne,     nil, 0,  1.,0,  6a,12d, 3h,2f, 14,0,  0, Tac, 000001101000011
Transport,    nil, 2,  5.,0,  0a,1d,  2h,1f,  8,4,  4, Bro, 000000000000000
Marines,      X2,  0,  2.,0, 18a,12d, 5h,3f, 12,0,  0, Ldr, 000000001000110
I-16,         X4,  1, 10.,1,  8a,1d,  3h,3f, 10,0,  3, Che, 000000000010001
KV-2,         X4,  0,  3.,0, 22a,6d,  8h,4f, 23,0,  0, U2,  000000000000000
Panzer III,   X3,  0,  4.,0, 15a,4d,  7h,4f, 20,0,  0, X5,  000000000000010
Panzer IV,    X3,  0,  4.,0, 20a,6d,  8h,4f, 24,0,  0, U2,  000000000000000
Somua S35,    nil, 0,  4.,0, 18a,7d,  7h,4f, 18,0,  0, Las, 000000000000000
Hotchkiss H39,nil, 0,  4.,0, 14a,7d,  7h,4f, 13,0,  0, Las, 000000000000000
General,      nil, 0,  2.,0, 45a,20d,10h,3f,  4,0,  0, no,  000000001000001
Light Tank,   U3,  0,  5.,0, 12a,4d,  6h,4f, 10,0,  0, Aut, 000000000000010
Panzer 38(t), X3,  0,  4.,0, 14a,6d,  7h,4f, 17,0,  0, X5,  000000000000000
Cavalry,      X4,  0,  3.,0, 20a,3d,  5h,2f,  8,0,  0, Eng, 000001000000010
Cruiser Mk I, X2,  0,  4.,0, 14a,5d,  7h,4f, 16,0,  0, Aut, 000000000000000
Matilda I,    X2,  0,  2.,0, 10a,6d,  6h,4f,  6,0,  0, Gun, 000000000000000
CV 35,        X3,  0,  4.,0,  9a,4d,  6h,4f,  8,0,  0, Gun, 000000000000000
Me-109,       X3,  1, 10.,1, 10a,5d,  3h,3f, 18,0,  3, Che, 000000000010001
Vickers Medium,X2, 0,  3.,0, 13a,5d,  7h,4f, 13,0,  0, Gun, 000000000000000
Matilda II,   X2,  0,  3.,0, 18a,6d,  7h,4f, 20,0,  0, X5,  000000000000000
FW-190,       X3,  1, 14.,2, 11a,12d, 3h,3f, 18,0,  3, Pla, 000000000010001
Spitfire,     X2,  1,  8.,1, 10a,10d, 3h,3f, 16,0,  3, Che, 000000000010001
BT-7,         X4,  0,  7.,0, 15a,5d,  7h,4f, 15,0,  0, Gun, 000000000000000
P-40 Warhawk, X2,  1, 10.,1,  9a,2d,  3h,3f, 13,0,  3, Cst, 000000000010001
Hurricane,    X2,  1,  8.,1,  9a,5d,  3h,3f, 13,0,  3, Cst, 000000000010001
Ju-87 Stuka,  X3,  1, 10.,1, 26a,2d,  4h,2f, 30,0,  0, Too, 000000000000001
Ju-88,        X3,  1, 15.,2, 50a,4d,  4h,2f, 28,0,  0, Too, 000000000000001
Pe-2,         X4,  1, 12.,2, 50a,3d,  5h,2f, 18,0,  0, Pla, 000000000000001
L6-40,        X3,  0,  4.,0, 11a,5d,  6h,4f,  9,0,  0, Gun, 000000000000000
Fortification,nil, 3,  0.,0,  1a,45d, 5h,2f, 15,0,  1, no,  000000000000000
Cruiser,      nil, 2,  6.,0, 13a,11d, 4h,5f, 25,1,  2, Ban, 010000000010001
Battleship,   nil, 2,  4.,0, 25a,20d, 5h,5f, 70,2,  2, Roc, 010000000000000
Submarine,    nil, 2,  4.,0, 13a,7d,  4h,5f,  8,0,  2, Ban, 000000000001001
Cruiser Mk V, X2,  0,  4.,0, 16a,6d,  7h,4f, 18,0,  0, X5,  000000000000000
Char B1 bis,  nil, 0,  3.,0, 20a,7d,  8h,4f, 26,0,  0, Las, 000000000000000
Panzer I,     X3,  0,  4.,0, 10a,5d,  6h,4f,  9,0,  0, Gun, 000000000000000
Nuclear Bomb, nil, 1, 20.,1, 99a,0d,  1h,1f, 90,0,  0, NP,  000000000000001
Renault D2,   nil, 0,  3.,0, 17a,6d,  7h,4f, 15,0,  0, Las, 000000000000000
Beaufighter,  X2,  1,  8.,2, 12a,8d,  3h,3f, 15,0,  3, Too, 000000000010001
Panzer II,    X3,  0,  4.,0, 11a,6d,  7h,4f, 11,0,  0, Gun, 000000000000000
AA Gun,       nil, 0,  1.,0,  0a,10d, 4h,2f,  6,0,  1, Cer, 010000000000000
NKVD Troopers,X4,  0,  2.,0, 16a,9d,  5h,5f, 10,0,  0, Ldr, 000000001000000
Destroyer,    nil, 2,  9.,0,  9a,7d,  5h,4f, 12,1,  2, Bro, 100000000001000
T-35,         X4,  0,  3.,0, 22a,8d,  8h,4f, 22,0,  0, E2,  000000000000000
Bomber,       U3,  1, 10.,2, 24a,3d,  4h,2f, 13,0,  0, Cst, 000000000000001
Fighter,      U3,  1,  8.,1,  6a,1d,  3h,3f,  8,0,  3, Cst, 000000000010001
Anti-Tank Gun,nil, 0,  1.,0, 21a,10d, 3h,3f,  6,0,  1, Phy, 000010000000000
T-26,         X4,  0,  3.,0, 15a,5d,  7h,4f, 12,0,  0, Gun, 000000000000000
105mm Gun,    nil, 0,  1.,0, 28a,2d,  3h,6f, 10,0,  0, Phy, 000000001000000
Katyusha,     X4,  0,  4.,0, 30a,4d,  2h,9f, 17,0,  0, Amp, 000000000000000
He-111,       X3,  1, 12.,2, 35a,3d,  4h,2f, 20,0,  0, Che, 000000000000001
Turan 40M-2,  X3,  0,  4.,0, 19a,7d,  8h,4f, 23,0,  0, Gun, 000000000000000
SS Troopers,  X3,  0,  2.,0, 18a,8d,  7h,3f, 13,0,  0, Ldr, 000000001000010

;
; 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
Steppe,     1,2,  2,1,1,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,2,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,2,   no,  0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,2,1,   yes, 1,10, 0,   yes, 1,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,1,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Tundra,     2,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Industrialized,1,1,  12,2,2,   no,  0, 0, 0,   yes, 3,15,  3,  Tun,   ; Gla
Marsh,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Oil Field,  1,1,  1,6,5,   no,  0,15, 6,   yes, 3,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,1,3,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Stag,       1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,7,0,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,7,0,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  5,0,2,
Desert Oil, 1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Coal,       2,4,  0,2,0,
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,
Extra Rich Oil,1,1,  0,6,8,
Whales,     1,2,  5,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fundamentalism, Leader,      Leader
Republic,       Premier,     Premier
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, Fuhrer, Fuhrer, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,     4, Fuhrer, Fuhrer, 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, 1, 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, Fuhrer, Fuhrer, 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, Fuhrer, Fuhrer, 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, 3, English,     English,     0,  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, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 0, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 0, Spanish,     Spanish,    -1,  1, -1,     4, Fuhrer, Fuhrer
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 0, 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
Machine Pistols,
Textiles,
Butter,
Steel,
Salt,
Coal,
Copper,
Iron Ore,
Beer,
Silk,
Ammunition,
Arms,
Delicacies,
Grain,
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













