;
;   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
1       ; 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
50      ; Riot factor based on # cities (higher factor lessens the effect)
6       ; Aqueduct needed to exceed this size
10      ; 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
0      ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
0      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; 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
Military Aviation,  4,-2,  Fli, Ind, 3, 1    ; AFl
Interrupter Gear,   5, 0,  AFl, nil, 3, 1    ; Alp
Recoil Platform,    3,-2,  Ind, nil, 3, 0    ; Amp
Heavy Artillery,    4, 0,  Amp, Ind, 3, 0    ; Ast
Howitzer,           4,-1,  Ast, Eng, 3, 0    ; Ato
Motor Cars,         6,-1,  Ind, Cmb, 2, 3    ; Aut
Improved Avionics,  4, 0,  Alp, nil, 3, 1    ; Ban
Bridge Building,    4, 0,  nil, nil, 2, 2    ; Bri
Volunteer Army,     6,-1,  San, nil, 2, 0    ; Bro
Organized Religion, 5, 0,  nil, nil, 2, 2    ; Cer
Chemistry,          5,-1,  nil, nil, 2, 2    ; Che
1913 Conscription Class,4,-2,  Phi, Cst, 2, 0    ; Chi
Code of Laws,       4, 1,  nil, nil, 2, 2    ; CoL
1912 Conscription Class,5,-1,  Chi, Cst, 2, 0    ; CA 
Combustion,         5,-1,  nil, nil, 2, 3    ; Cmb
Socialism,          5, 0,  nil, nil, 3, 2    ; Cmn
1911 Conscription Class,4, 0,  CA,  Cst, 2, 0    ; Cmp
1910 Conscription Class,5,-1,  Cmp, Cst, 2, 0    ; Csc
Conscription,       4, 0,  FP,  Eng, 2, 0    ; Cst
Victory Bond Sales, 4, 0,  Iro, Feu, 2, 2    ; Cor
Currency,           4, 0,  nil, nil, 2, 2    ; Cur
Democracy,          5, 0,  nil, nil, 3, 2    ; Dem
Economics,          4, 0,  nil, nil, 2, 0    ; Eco
Electricity,        4, 0,  nil, nil, 2, 2    ; E1 
Railroad Artillery, 4, 0,  Ato, Eng, 3, 0    ; E2 
Total War,          4, 0,  Phi, Gun, 2, 2    ; Eng
Labor Allocation,   3, 0,  Eng, Lab, 2, 0    ; Env
Espionage,          2,-1,  no,  no,  3, 0    ; Esp
Explosives,         5, 0,  Gun, Che, 2, 3    ; Exp
Resource Allocation,4,-1,  Eng, Inv, 3, 1    ; Feu
Flight,             4, 0,  Cmb, Ind, 3, 1    ; Fli
General Staff Dictatorship,3,-2,  Hor, Iro, 2, 0    ; Fun
Emancipation,       4, 0,  San, nil, 2, 0    ; FP 
Dirigible Design,   3, 0,  Ind, Ban, 3, 1    ; Gen
Guerrilla Warfare,  4, 0,  no,  no,  3, 0    ; Gue
Trench Warfare,     8,-2,  nil, nil, 2, 0    ; Gun
Command Economy,    4,-1,  Env, Feu, 2, 0    ; Hor
Industrialization,  6, 0,  RR,  nil, 2, 2    ; Ind
Modern Science,     6, 0,  Uni, nil, 2, 2    ; Inv
Propaganda,         5,-1,  Phi, Eng, 2, 2    ; Iro
Labor Union,        4,-1,  Ind, Cmn, 3, 2    ; Lab
Chemical Warfare,   4, 0,  Che, Eng, 3, 0    ; Las
1909 Conscription Class,5,-1,  Csc, nil, 2, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 2, 2    ; Lit
Mutiny,             0, 0,  no,  no, 0, 4    ; Too
Pals Brigades,      4,-1,  Bro, Iro, 2, 0    ; Mag
Map Making,         6,-1,  no,  no,  0, 1    ; Map
Tractors,           4, 1,  Aut, Feu, 2, 3    ; Mas
Cumberland Offensive,0,0,  no,  no,  0, 2    ; MP 
Armored Vehicles,   4,-1,  Mas, Eng, 3, 0    ; Mat
Barrels,            4, 0,  U1,  Mat, 3, 0    ; Med
Tanks,              6,-2,  U2,  Mat, 3, 0    ; Met
Collaboration,      4, 1,  Iro, U3,  2, 0    ; Min
Special Training,   8,-1,  NF,  Fun, 2, 0    ; Mob
Monarchy,           5, 0,  nil, nil, 3, 2    ; Mon
Monotheism,         5, 1,  nil, nil, 3, 2    ; MT 
Flamethrowers,      4, 0,  Che, Gun, 2, 0    ; Mys
Navigation,         6,-1,  no,  no,  1, 1    ; Nav
Storm Battalions,   6,-2,  Eng, Mys, 2, 0    ; NF 
Potomac Offensive,  0, 0,  no,  no,  0, 0    ; NP 
Mobilization,       6,-1,  San, nil, 2, 0    ; Phi
Passchendaele Offensive,0,0,no, no,  0, 1    ; Phy
Artois Offensive,   0, 0,  no,  no,  0, 4    ; Pla
Gallipoli Landings, 0, 0,  no,  no,  0, 1    ; Plu
Polytheism,         4, 0,  nil, nil, 3, 2    ; PT 
Irish Easter Uprising,0,0, no,  no, 1, 3    ; Pot
Radio,              5,-1,  no,  no,  2, 2    ; Rad
Railroad,           6, 0,  SE,  Bri, 3, 3    ; RR 
Somme Offensive,    0, 0,  no,  no,  0, 1    ; Rec
Remembrance Day Offensives,0,0, no,no,2, 2   ; Ref
Improved Farming,   3, 1,  Env, Feu, 2, 2    ; Rfg
The Republic,       5, 1,  nil, nil, 3, 2    ; Rep
Deseret Rebellion,  0, 0,  no,  no,  1, 4    ; Rob
Impossible Tech,    0, 0,  no,  no,  3, 0    ; Roc
Twice Removed,      0, 0,  Roc, nil, 2, 1    ; San
Seafaring,          4, 1,  no,  no,  0, 1    ; Sea
Brusilov Offensive, 0, 0,  no,  no,  1, 0    ; SFl
Snappin' Turtle Navy,3,-2, Roc, nil, 2, 1    ; Sth
Steam Engine,       4,-1,  nil, nil, 3, 3    ; SE 
Steel,              4,-1,  nil, Ind, 2, 2    ; Stl
De Revolution!,     4, 1,  Roc, nil, 2, 4    ; Sup
Black Soldiers,     6,-1,  no,  no,  0, 0    ; Tac
Theology,           3, 2,  nil, nil, 3, 2    ; The
Neutral Technology, 4, 0,  Roc, nil, 1, 2    ; ToG
Trade,              4, 2,  Cur, CoL, 2, 2    ; Tra
University,         5, 1,  nil, nil, 2, 2    ; Uni
Warrior Code,       0, 0,  no,  no,  0, 3    ; War
Verdun Offensive,   0, 0,  no,  no,  0, 3    ; Whe
Writing,            0, 0,  nil, nil, 2, 2    ; Wri
Future Technology,  1, 0,  nil, nil, 2, 2    ; FT 
American Techology, 0, 0,  San, nil, 2, 2    ; U1 
European Technology,0, 0,  San, nil, 2, 2    ; U2 
Central Powers,     0, 0,  San, nil, 2, 0    ; U3 
Entente Powers,     0, 0,  San, nil, 2, 0    ; X1 
German Technology,  0, 0,  San, nil, 0, 3    ; X2 
French Technology,  0, 0,  San, nil, 0, 4    ; X3 
British Technology, 0, 0,  San, nil, 0, 1    ; X4 
Yankee Technology,  0, 0,  San, nil, 0, 2    ; X5 
Rebel Technology,   0, 0,  San, nil, 0, 0    ; X6 
Russian Technology, 0, 0,  San, nil, 1, 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,
Capitol,                  10, 0,    nil,
Barracks,                  4, 1,    Mob,
Grain Elevator,            6, 1,    nil,
Church,                    4, 1,    Cer,
MarketPlace,               8, 1,    nil,
Library,                   8, 1,    Inv,
Police Station,            8, 1,    nil,
Fortifications,            8, 0,    nil,
Water Works,               8, 2,    nil,
Bank,                     12, 3,    nil,
Cathedral,                12, 3,    Cer,
University,               16, 3,    Inv,
Mass Transit,             16, 4,    no, 
Army Hospital,            10, 4,    Eng,
Steel Mill,               20, 4,    nil,
Ammunition Plant,         32, 6,    Feu,
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Power Plant,              16, 4,    E1, 
Hydro Plant,              24, 4,    E1, 
Black Labor,               4, 1,    X6, 
War Bonds,                16, 4,    Cor,
Sewer System,             12, 2,    no, 
Improved Farming,          8, 3,    Rfg,
Railroad Station,         20, 5,    RR, 
Research Lab,             16, 3,    no, 
SAM Missile Battery,      10, 2,    no, 
Coastal Fortress,          8, 1,    nil,
Solar Plant,              32, 4,    no, 
Harbor,                    6, 1,    nil,
Shipping Port,            16, 3,    nil,
Airport,                  16, 3,    no, 
Propaganda,                6, 2,    Iro,
Port Facility,             8, 3,    nil,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    Cor,
Great Plains,             20, 0,    nil,
US Constitution,          20, 0,    nil,
Colonial Trade,           20, 0,    nil,
Tirpitz Plan,             20, 0,    nil,
Great Library,            30, 0,    no,
Secession,                30, 0,    nil,
Confederate Army,         30, 0,    nil,
The Prussian Army,        30, 0,    nil,
Krupp Steel Works,        30, 0,    nil,
Arc de Triumphe,          20, 0,    nil,
St. Basil's Cathedral,    40, 0,    nil,
The Gaussian School,      30, 0,    nil,
The Royal Navy,           40, 0,    nil,
Field Marshal Kitchener,  30, 0,    nil,
The French Army,          40, 0,    nil,
Liberty Bell,             40, 0,    nil,
T.R.,                     40, 0,    nil, 
Full Mobilization,        80, 0,    no,
Darwin's Voyage,          40, 0,    no, 
Rape of Belgium,          40, 0,    nil,
Eiffel Tower,             30, 0,    nil,
US General Staff,         60, 0,    nil,
The British Empire,       60, 0,    nil,
No,                       60, 0,    no, 
Red Cross,                60, 0,    no, 
Royal Geographic Society, 60, 0,    nil,
Applied Science,          60, 0,    nil, 
The Shadow of Sedan,      60, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Great Plains
nil,        ; US Constitution
nil,        ; Colonial Trade
nil,        ; Tirpitz Plan
E1,         ; Great Library
nil,        ; Secession
nil,        ; Confederate Army
nil,        ; The Prussian Army
nil,        ; Krupp Steel Works
nil,        ; Arc de Triumphe
nil,        ; St. Basil's Cathedral
nil,        ; The Gaussian School
nil,        ; The Royal Navy
nil,        ; Field Marshal Kitchener
Ind,        ; The French Army
nil,        ; Liberty Bell
nil,        ; T.R.
nil,        ; Full Mobilization
nil,        ; Darwin's Voyage
Ind,        ; Rape of Belgium
nil,        ; Eiffel Tower
nil,        ; US General Staff
nil,        ; The British Empire
no,         ; No
no,         ; Red Cross
nil,        ; Royal Geographic Society
nil,        ; Applied Science
nil,        ; The Shadow of Sedan


;
;    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
US Reserves,  nil, 0,  1.,0,  4a,5d,  3h,1f,  4,0,  0, Roc, 000010000000000
Labor Brigade,ToG, 0,  2.,0,  0a,2d,  2h,1f, 10,0,  5, Env, 000000000000000
G Reserves,   nil, 0,  1.,0,  4a,5d,  3h,1f,  4,0,  0, Roc, 000010000000000
F Reserves,   nil, 0,  1.,0,  4a,5d,  3h,1f,  4,0,  0, Roc, 000010000000000
B Reserves,   nil, 0,  1.,0,  4a,5d,  3h,1f,  4,0,  0, Roc, 000010000000000
Nil,          no,  0,  0.,0,  0a,0d,  0h,0f,  1,0,  0, no,  000000000000000
CS Infantry,  nil, 0,  1.,0,  5a,6d,  3h,2f,  6,0,  1, X6,  000010000000000
R Reserves,   nil, 0,  1.,0,  4a,4d,  3h,1f,  1,0,  1, Roc, 000000000000000
Polish Infantry,nil,0, 1.,0,  5a,5d,  3h,2f,  6,0,  0, Roc, 000010000000000
Franc-Tireur, nil, 0,  1.,0,  6a,6d,  3h,3f,  6,0,  0, Roc, 000001001000011
US Machine Gun,nil,0,  1.,0,  0a,8d,  3h,1f,  8,0,  1, Roc, 000010000000000
G Machine Gun,nil, 0,  1.,0,  0a,8d,  3h,1f,  8,0,  1, Roc, 000010000000000
F Machine Gun,nil, 0,  1.,0,  0a,8d,  3h,1f,  8,0,  1, Roc, 000010000000000
B Machine Gun,nil, 0,  1.,0,  0a,8d,  3h,1f,  8,0,  1, Roc, 000010000000000
CS Machine Gun,nil,0,  1.,0,  0a,8d,  3h,1f,  8,0,  1, Roc, 000010000000000
US Cavalry,   Gun, 0,  2.,0,  8a,5d,  2h,2f,  6,0,  0, X5,  000010000000000
G Cavalry,    Gun, 0,  2.,0,  8a,5d,  2h,2f,  6,0,  0, X2,  000010000000000
Nil,          no,  0,  0.,0,  0a,0d,  0h,0f,  1,0,  0, no,  000000000000000
B Cavalry,    Gun, 0,  2.,0,  8a,5d,  2h,2f,  6,0,  0, X4,  000010000000000
R Cavalry,    nil, 0,  2.,0,  7a,4d,  2h,2f,  6,0,  0, X7,  000010000000000
F Cavalry,    Gun, 0,  2.,0,  8a,5d,  2h,2f,  6,0,  0, X3,  000010000000000
CS Cavalry,   Gun, 0,  2.,0,  8a,5d,  2h,2f,  6,0,  0, X6,  000010000000000
E Scout Plane,U3,  1,  4.,1,  3a,3d,  3h,3f,  4,0,  3, AFl, 100100001010010
E Fighter Scout,U3,1,  6.,1,  5a,5d,  3h,3f,  5,0,  3, Alp, 100100001010011
Field Artillery,ToG, 0,1.,0,  8a,2d,  3h,3f,  4,0,  0, Amp, 000011000000000
Heavy Artillery,X1,  0,1.,0, 10a,1d,  3h,4f,  6,0,  0, Ast, 000010000000001
Howitzer,     X1,  0,  1.,0, 12a,2d,  3h,4f,  8,0,  0, Ato, 000010001000001
US Infantry,  nil, 0,  1.,0,  5a,6d,  3h,2f,  6,0,  1, X5,  000010000000000
G Infantry,   nil, 0,  1.,0,  5a,6d,  3h,2f,  6,0,  1, X2,  000010000000000
F Infantry,   nil, 0,  1.,0,  5a,6d,  3h,2f,  6,0,  1, X3,  000010000000000
R Infantry,   nil, 0,  1.,0,  5a,5d,  3h,2f,  6,0,  1, X7,  000010000000000
B Infantry,   nil, 0,  1.,0,  5a,6d,  3h,2f,  6,0,  1, X4,  000010000000000
Austrian Infantry,nil, 0,  1.,0,  5a,5d,  3h,2f,  6,0,0,Roc,000011000000000
N Infantry,   nil, 0,  0.,0, 14a,14d, 3h,3f,  6,0,  1, ToG, 000010000000000
Mexican Infantry,nil, 0,  1.,0,  5a,5d,  3h,2f,  4,0,  0, Roc, 000010000000000
Black Socialist Rebels,nil, 0,  1.,0,  8a,6d,  3h,3f,  6,0,  0, Roc, 000010001000011
Destroyer,    ToG, 2,  7.,0,  4a,4d,  3h,3f,  6,0,  2, Ind, 000000000000000
Cruiser,      ToG, 2,  6.,0,  6a,6d,  3h,3f,  8,0,  2, Ind, 000000000000000
Dreadnought,  ToG, 2,  5.,0, 12a,12d, 4h,4f, 14,0,  2, Ind, 000000000000001
Submarine,    ToG, 2,  5.,0,  8a,2d,  3h,5f,  8,0,  2, E1,  000000000001001
Naval Mines,  nil, 2,  0.,0,  4a,25d, 4h,3f,  5,0,  1, no,  100000000000001
River Monitor,nil, 2,  2.,0, 10a,5d,  4h,4f,  6,0,  0, Sth, 000000001100001
Canadian Infantry,nil, 0,  1.,0,  5a,6d,  3h,2f,  6,0,  0,Roc,  000010000000000
Ocean Liner,  ToG, 2,  5.,0,  0a,3d,  3h,1f,  5,4,  4, Ind, 000000000000000
E Fighter,    U3,  1,  8.,1,  7a,7d,  3h,3f,  5,0,  3, Ban, 100100001010011
Turkish Infantry,nil, 0,  1.,0,  5a,5d,  3h,2f,  6,0,  0,Roc,  000010000000000
Foreign Legion,nil, 0,  1.,0,  5a,5d,  3h,2f, 6,0,  0, X3,  000010000000000
Freight,      ToG, 0,  2.,0,  0a,0d,  1h,1f,  5,0,  7, Hor, 000000000000000
C Scout Plane,X1,  1,  4.,1,  3a,3d,  3h,3f,  4,0,  3, AFl, 100100001010010
C Fighter Scout,X1,1,  6.,1,  5a,5d,  3h,3f,  5,0,  3, Alp, 100100001010011
C Fighter,    X1,  1,  8.,1,  7a,7d,  3h,3f,  5,0,  3, Ban, 100100001010011
Quebecois Infantry,nil,0, 1.,0,  5a,5d,  3h,2f,  6,0,  0, Roc, 000010000000000
Chlorine Gas, ToG, 0,  2.,0,  7a,1d,  3h,4f,  7,0,  0, Las, 001000001000010
Zeppelin,     X1,  1,  8.,2,  8a,3d,  2h,3f, 10,0,  0, Gen, 100000001000001
Tank,         U3,  0,  1.,0,  9a,5d,  4h,3f, 10,0,  0, Met, 000011000000000
CS Barrel,    U3,  0,  1.,0,  9a,5d,  4h,3f, 10,0,  0, Med, 000011000000000
G Tank,       X1,  0,  1.,0,  9a,5d,  4h,3f, 10,0,  0, Met, 000011000000000
US Barrel,    X1,  0,  1.,0, 10a,5d,  4h,3f, 10,0,  0, Med, 000011000000000
Assault Troops,X1,0,  1.,0,  7a,7d,  3h,3f, 10,0,  0, Mob, 000111001000011
US Marines,   nil, 0,  1.,0,  6a,8d,  3h,3f, 10,0,  0, Roc, 000011001000111
Black Labor Brigade,Sup, 0,  1.,0,  0a,1d,  2h,1f,  2,0,  5, X6,  000000000000000
Mormon Rebel, nil, 0,  1.,0,  7a,5d,  3h,3f,  6,0,  1, Roc, 000000000000000

;
; 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,     2,2,  0,0,0,   no,  1, 5, 5,   no,  1, 5,  3,  no,    ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   no,  0,15,  0,  no,    ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   no,  0,10,  0,  no,    ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  no,    ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  no,    ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  no,    ; Mou
Arctic Wastes,2,2,  0,0,0,   no,  1,10, 1,   no,  0, 0,  0,  no,    ; Tun
Urban Areas,1,5,  2,2,4,   yes, 1, 5, 0,   yes, 1, 5,  0,  no,    ; Gla
Ore Deposits,1,2,  1,4,4,   no,  0,15, 6,   yes, 2,15,  1,  no,    ; Swa
Jungle,     2,4,  0,0,1,   Grs, 0,15, 6,   no,  0,15,  0,  no,    ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  2,1,0,
Coal Mine,  1,2,  0,4,4,
Grassland,  1,2,  2,1,0,
Paper Mill, 2,3,  1,2,2,
Coal Mine,  2,4,  0,4,4,
Gold Deposit,3,6,  0,2,6,
Rocky Outcrop,1,2,  0,0,0,
Steel Mill, 2,6,  2,4,4,
Iron Mine,  2,3,  1,4,1,
Rubber Trees,2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,2,0,
Grain,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Saw Mill,   2,3,  1,2,3,
Copper Mine,2,4,  1,2,4,
Iron Ore,   3,6,  0,4,2,
Frozen Lake,1,2,  0,0,0,
Heavy Industry,2,6,  2,6,2,
Ore Mine,   2,3,  1,4,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Absolute Monarchy,Tsar,        Tsarina
Socialism,      Comrade,     Comrade
General Staff Dictatorship,  Field Marshal,Field Marshal
Civilian Government,President,   President
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
sident,       No Name,             0, 1, 1, No Name,     Neutral Nations,-1, -1,  1, 5, Prime Minister, Prime Minister
Prime Minister,Raymond Poicare,     0, 2, 1, Raymond Poicare,French Republic, 1,  1, -1,
French,       Wilhelm II,          0, 3, 3, Wilhelm II,  German Empire, 1,  1, -1, 5, Kaiser, Kaiserin
Kaiserin,     Nicholas II,         0, 4, 1, Nicholas II, Russian Empire, 1,  1, -1,
Russian,      Theodore Roosevelt,  0, 5, 0, Theodore Roosevelt,United States, 1,  1, -1,
Yankee,       George V,            0, 6, 1, George V,    Great Britain, 1,  1, -1, 5, King, Queen
Queen,        Woodrow Wilson,      0, 7, 1, Woodrow Wilson,Confederate States, 1,  1,  1,
Confederate,  No Name,             0, 1, 1, No Name,     Neutral Nations,-1, -1,  1, 5, Prime Minister, Prime Minister
Prime Minister,Raymond Poicare,     0, 2, 0, Raymond Poicare,French Republic, 1,  1, -1,
French,       Wilhelm II,          0, 3, 1, Wilhelm II,  German Empire, 1,  1, -1, 5, Kaiser, Kaiserin
Kaiserin,     Nicholas II,         0, 4, 1, Nicholas II, Russian Empire, 1,  1, -1,
Russian,      Theodore Roosevelt,  0, 5, 1, Theodore Roosevelt,United States, 1,  1, -1,
Yankee,       George V,            0, 6, 0, George V,    Great Britain, 1,  1, -1, 5, King, Queen
Queen,        Woodrow Wilson,      0, 7, 1, Woodrow Wilson,Confederate States, 1,  1,  1,
Confederate,  No Name,             0, 1, 0, No Name,     Neutral Nations,-1, -1,  1, 5, Prime Minister, Prime Minister
Prime Minister,Raymond Poicare,     0, 2, 1, Raymond Poicare,French Republic, 1,  1, -1,
French,       Wilhelm II,          0, 3, 1, Wilhelm II,  German Empire, 1,  1, -1, 5, Kaiser, Kaiserin
Kaiserin,     Nicholas II,         0, 4, 1, Nicholas II, Russian Empire, 1,  1, -1,
Russian,      Theodore Roosevelt,  0, 5, 1, Theodore Roosevelt,United States, 1,  1, -1,
Yankee,       George V,            0, 6, 1, George V,    Great Britain, 1,  1, -1, 5, King, Queen
Queen,        Woodrow Wilson,      0, 7, 0, Woodrow Wilson,Confederate States, 1,  1,  1,

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
Ammunition,
Machinery,
Machine Tools,
Explosives,
Amatol,
Ammonium Nitrate,
Toluol,
Artillery Shells,
Rifles,
Artillery,
Chlorine Gas,
Medicine,
Petroleum,
Phosphate,
Nitrates,
High Explosives,


@ORDERS
Entrench,           F
Entrenched,         F
Patrol,             S
Dig Trench,         F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Repair Damage,      p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Lieutenant
Captain
Major
Colonel
General
Field Marshal

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













