;
;   CIVILIZATION GAME DATA
;   March 2000 by Martin Carreras
;
;   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
6       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
5       ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
0       ; Settlers eat (govt <= Monarchy)
0       ; Settlers eat (govt >= Communism)
20      ; City size for first unhappiness at Chieftain level
16      ; Riot factor based on # cities (higher factor lessens the effect)
12      ; Aqueduct needed to exceed this size
17      ; Sewer System needed to exceed this size
50      ; Tech paradigm (higher # slows research)
2       ; Base time for engineers to transform terrain (x2)
10      ; Monarchy  pays support for all units past this
15      ; Communism pays support for all units past this
15      ; Fundamentalism pays support for all units past this
20      ; Communism is equivalent of this palace distance.
75      ; Fundamentalism loses this % of science
99      ; 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 = Political
;             2 = Aeronautic
;             3 = Naval
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Agricultural Rev.,  3, 1,  Alp, nil, 0, 1    ; AFl
Master of All,      5, 1,  nil, nil, 0, 0    ; Alp
Amphibious Warfare, 7,-1,  Ind, nil, 0, 0    ; Amp
Britain Tech,       4, 1,  no,  nil, 0, 0    ; Ast
Osstreich Tech,     0,-1,  no,  nil, 0, 2    ; Ato
Automobile,         0,-1,  Sth, Cmb, 0, 2    ; Aut
English Pilotry,    4, 1,  Ast, CoL, 0, 0    ; Ban
Bridge Building,    4, 0,  nil, nil, 0, 4    ; Bri
Bronze Working,     6,-1,  no,  no,  0, 0    ; Bro
Temple Work,        5, 0,  nil, nil, 0, 0    ; Cer
Chemical Warfare,   5,-1,  SFl, Roc, 0, 0    ; Che
Remington Rifling,  5,-2,  nil, SE,  0, 0    ; Chi
Advanced Flight,    4, 1,  Fli, Rad, 0, 0    ; CoL
Cossack Lore,       9,-3,  Rec, Stl, 0, 0    ; CA 
Combustion,         5,-1,  RR,  Exp, 0, 4    ; Cmb
Communism,          5, 0,  Dem, MP,  0, 0    ; Cmn
Chemistry,          4, 1,  Alp, nil, 0, 3    ; Cmp
Extra,              7,-1,  no,  nil, 0, 0    ; Csc
Construction,       4, 0,  Alp, nil, 0, 4    ; Cst
The Corporation,    4, 0,  Ind, Cmb, 0, 1    ; Cor
Aeronautics,        4, 1,  Aut, Cmb, 0, 0    ; Cur
Democracy,          5, 1,  Mon, nil, 0, 0    ; Dem
Dowding System,     4, 1,  Ban, nil, 0, 0    ; Eco
Electricity,        4, 0,  Fli, nil, 0, 3    ; E1 
Electronics,        4, 1,  E1,  Roc, 0, 4    ; E2 
Xtra,               4, 0,  no,  nil, 0, 0    ; Eng
Xtra,               3, 1,  no,  nil, 0, 0    ; Env
Espionage,          2,-1,  SFl, nil, 0, 0    ; Esp
Explosives,         5, 0,  Cmp, Sth, 0, 4    ; Exp
Intensive Training, 4,-1,  FP,  SFl, 0, 0    ; Feu
Flight,             4,-1,  Lab, Cur, 0, 0    ; Fli
Fundamentalism,     3,-2,  Dem, nil, 0, 0    ; Fun
Franais Tech,      0, 0,  no,  nil, 0, 2    ; FP 
Improved Diesel Eng,3, 2,  MP,  Rob, 0, 0    ; Gen
Xtra,               4, 1,  no,  nil, 0, 0    ; Gue
Gunpowder,          8,-2,  no,  nil, 0, 0    ; Gun
Heavy Plating,      4,-1,  Ind, Stl, 0, 0    ; Hor
Industrialization,  8, 3,  SE,  nil, 0, 1    ; Ind
Italiano Tech,      0, 0,  no,  nil, 0, 2    ; Inv
Heavy vehivle armor,5,-1,  Sth, MP,  0, 0    ; Iro
LightweightAircraft,4,-1,  Cur, Hor, 0, 0    ; Lab
Not British,        4, 0,  no,  no,  0, 0    ; Las
Not German,         5,-1,  no,  no,  0, 0    ; Ldr
Not Russian,        5, 2,  no,  no,  0, 0    ; Lit
Not French,         4,-2,  no,  no,  0, 0    ; Too
Not Italian,        4,-1,  no,  no,  0, 0    ; Mag
Not Belgian,        6,-1,  no,  no,  0, 0    ; Map
Not Austrian,       4, 1,  no,  no,  0, 0    ; Mas
Mass Production,    5, 0,  Lab, Mat, 0, 4    ; MP 
Magazine Rifling,   4,-1,  Ref, Whe, 0, 0    ; Mat
Xtra,               4, 0,  no,  nil, 0, 0    ; Med
Metallurgy,         6,-2,  no,  nil, 0, 4    ; Met
Xtra,               4, 1,  no,  nil, 0, 0    ; Min
Mobile Warfare,     8,-1,  Aut, E1,  0, 0    ; Mob
Monarchy,           5, 1,  nil, nil, 0, 0    ; Mon
Cathedral Work,     5, 1,  nil, nil, 0, 0    ; MT 
Temple Working,     4, 0,  nil, nil, 0, 0    ; Mys
Navigation,         6,-1,  no,  nil, 0, 0    ; Nav
Neutro Tech,        0,-1,  no,  nil, 0, 2    ; NF 
Xtra,               3, 0,  no,  nil, 0, 0    ; NP 
Xtra,               6, 1,  no,  nil, 0, 0    ; Phi
Xtra,               4,-1,  no,  nil, 0, 0    ; Phy
Xtra,               4, 1,  no,  nil, 0, 0    ; Pla
Xtra,               4, 0,  no,  nil, 0, 0    ; Plu
Deustche Tech,      0, 0,  no,  nil, 0, 2    ; PT 
Panzer Technology,  4, 1,  Iro, PT,  0, 0    ; Pot
Radio,              5,-1,  Fli, nil, 0, 4    ; Rad
Railroad,           5, 0,  SE,  Ind, 0, 4    ; RR 
Ruska Tech,         0, 0,  no,  nil, 0, 2    ; Rec
Repeating Weaponry, 6,-2,  SE,  Whe, 0, 0    ; Ref
Reusal,             5, 2,  Ind, nil, 0, 1    ; Rfg
Refrigeration,      5, 1,  E2,  nil, 0, 4    ; Rep
Adv. Rocketry,      5,-2,  E2,  Che, 0, 0    ; Rob
Rocketry,           6,-2,  MP,  Lab, 0, 0    ; Roc
Xtra,               4, 2,  no,  nil, 0, 0    ; San
Xtra,               4, 1,  no,  nil, 0, 0    ; Sea
Special Training,   4, 1,  Mat, Mob, 0, 0    ; SFl
Steel,              3,-2,  Whe, Hor, 0, 4    ; Sth
Steam Engine,       4, 2,  AFl, AFl, 0, 4    ; SE 
Ship Plating,       8,-2,  Amp, Rfg, 0, 0    ; Stl
Xtra,               4, 1,  no,  nil, 0, 0    ; Sup
Xtra,               6,-1,  no,  nil, 0, 0    ; Tac
Xtra,               3, 2,  no,  nil, 0, 0    ; The
Xtra,               4, 0,  no,  nil, 0, 0    ; ToG
Trade,              4, 2,  no,  nil, 0, 1    ; Tra
Xtra,               5, 1,  no,  nil, 0, 0    ; Uni
Xtra,               4,-1,  no,  nil, 0, 0    ; War
Winchester Rifle,   6,-3,  Ind, nil, 0, 0    ; Whe
Xtra,               4, 2,  no,  nil, 0, 0    ; Wri
Future Technology,  1, 0,  Che, nil, 0, 0    ; FT 
User Def Tech A,    3, 0,  no,  no,  0, 0    ; U1 
User Def Tech B,    3, 0,  no,  no,  0, 0    ; U2 
User Def Tech C,    3, 0,  no,  no,  0, 0    ; U3 
British Conscripts, 3, 0,  Mat, Ast, 2, 0    ; X1 
Russian Conscripts, 3, 0,  Mat, Rec, 0, 0    ; X2 
German Conscripts,  3, 0,  Mat, PT,  0, 0    ; X3 
Italian Conscripts, 3, 0,  Mat, Inv, 0, 0    ; X4 
Austrian Conscripts,3, 0,  Mat, Ato, 0, 0    ; X5 
French Conscripts,  3, 0,  Mat, FP,  0, 0    ; X6 
Belgian Conscripts, 3, 0,  Mat, NF,  0, 0    ; 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,    Alp,
Barracks,                  4, 0,    Alp,
Granary,                   6, 0,    Alp,
Chapel,                    4, 0,    Alp,
MarketPlace,               8, 0,    Alp,
Library,                   8, 0,    Alp,
Courthouse,                8, 0,    Alp,
City Walls,                8, 0,    Alp,
Aqueduct,                  8, 1,    Alp,
Bank,                     12, 2,    Alp,
Cathedral,                12, 1,    Alp,
University,               16, 1,    Alp,
Railway Terminal,         10, 1,    RR, 
Opera House,              10, 2,    Alp,
L Industry,               10, 0,    AFl,
H Industry,               20, 2,    Ind,
SDI Defense,              20, 3,    no, 
Resmelter,                15, 1,    Rfg,
M Industry,               16, 1,    SE, 
Hydro Plant,              24, 2,    no, 
Nuclear Plant,            16, 1,    no, 
Stock Exchange,           16, 2,    Alp,
Sewer System,             12, 2,    Alp,
Canning Factory,           8, 2,    Rep,
Paved Road Network,       20, 3,    Aut,
Research Lab,             16, 2,    Che,
Dowding Air Defense System,30, 6,    Eco,
Coastal Fortress,          8, 0,    Alp,
Solar Plant,              32, 4,    no, 
Harbor,                    6, 0,    Alp,
Oil Rig,                  16, 3,    MP, 
Airstrip,                 16, 3,    Rad,
Police Station,            6, 2,    Cmn,
Port Facility,             8, 1,    Amp,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    Cor,
Cross Breeding,           20, 0,    Alp,
The Palace of Versailles, 20, 0,    Alp,
Amsterdam's Trade,        20, 0,    Alp,
British Navy School,      20, 0,    Alp,
The Papal Library,        30, 0,    Alp,
Imperial Jingoism,        30, 0,    Ind,
Fortified Pyrenees,       30, 0,    no, 
Prussian War Academy,     30, 0,    Alp,
Rhineland's Industry,     30, 0,    Alp,
Bismarck's Diplomacy,     20, 0,    Alp,
Sistine Chapel,           40, 0,    Alp,
Copernicus Observatory,   30, 0,    Alp,
British Naval Academy,    40, 0,    Alp,
Shakespeare's Theatre,    30, 0,    Alp,
Krupp Industries,         40, 0,    Alp,
Cologne Cathedral,        40, 0,    Alp,
Isaac Newton's College,   40, 0,    Alp,
British Empire,           40, 0,    Alp,
Stephenson's Engine,      40, 0,    RR, 
Communist Manifesto,      40, 0,    Cmn,
Bismarck's Excuses,       30, 0,    Alp,
Women's Suffrage,         60, 0,    Cmn,
UK's Industries,          60, 0,    Alp,
Secret Rocketry Project,  60, 0,    Roc,
Marco Polo's Embassy,     60, 0,    Alp,
Apollo Program,           60, 0,    no, 
Public Education Program, 60, 0,    Cor,
The Cossack's Morale,     60, 0,    Alp,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Cross Breeding
nil,        ; The Palace of Versailles
nil,        ; Amsterdam's Trade
nil,        ; British Navy School
Alp,        ; The Papal Library
nil,        ; Imperial Jingoism
nil,        ; Fortified Pyrenees
nil,        ; Prussian War Academy
nil,        ; Rhineland's Industry
nil,        ; Bismarck's Diplomacy
nil,        ; Sistine Chapel
nil,        ; Copernicus Observatory
nil,        ; British Naval Academy
nil,        ; Shakespeare's Theatre
nil,        ; Krupp Industries
nil,        ; Cologne Cathedral
nil,        ; Isaac Newton's College
nil,        ; British Empire
nil,        ; Stephenson's Engine
nil,        ; Communist Manifesto
nil,        ; Bismarck's Excuses
nil,        ; Women's Suffrage
nil,        ; UK's Industries
nil,        ; Secret Rocketry Project
nil,        ; Marco Polo's Embassy
nil,        ; Apollo Program
nil,        ; Public Education Program
nil,        ; The Cossack's Morale


;
;    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
Settlers,     RR,  0,  1.,0,  0a,1d,  1h,0f,  4,0,  5, nil, 000000000000000
Engineers,    nil, 0,  2.,0,  0a,2d,  2h,0f,  5,0,  5, RR,  000000000000000
Militia,      Chi, 0,  1.,0,  2a,2d,  2h,2f,  3,0,  1, nil, 000000000000000
F Infantry,   Too, 0,  1.,0,  4a,3d,  2h,3f,  4,0,  1, FP,  000000000000000
B Infantry,   Las, 0,  1.,0,  4a,3d,  2h,3f,  4,0,  1, Ast, 000000000000000
R Infantry,   Lit, 0,  1.,0,  4a,3d,  2h,3f,  2,0,  1, Rec, 000000000000000
P Infantry,   Ldr, 0,  1.,0,  4a,4d,  2h,3f,  4,0,  1, PT,  000000000000000
Convoy,       nil, 2,  8.,0,  0a,4d,  4h,1f,  8,4,  4, MP,  000000000000000
Border Post,  nil, 0,  0.,0,  2a,15d, 5h,1f,  5,0,  0, nil, 000010000000000
N Infantry,   Map, 0,  1.,0,  2a,3d,  2h,3f,  4,0,  1, NF,  000000000000000
I Infantry,   Mag, 0,  1.,0,  4a,3d,  2h,3f,  4,0,  1, Inv, 000000000000000
A Infantry,   Mas, 0,  1.,0,  4a,3d,  2h,3f,  4,0,  1, Ato, 000000000000000
Cossack,      Lit, 0,  3.,0,  7a,4d,  3h,6f,  7,0,  0, CA,  000000000000000
Stormtroopers,nil, 0,  2.,0,  7a,4d,  4h,6f,  6,0,  0, SFl, 100000000000010
Paratroopers, nil, 0,  1.,0,  4a,5d,  2h,4f,  8,0,  0, SFl, 000000100000010
F Cavalry,    Too, 0,  2.,0,  6a,2d,  2h,4f,  5,0,  0, FP,  000000000000000
B Cavalry,    Las, 0,  2.,0,  6a,2d,  2h,4f,  5,0,  0, Ast, 000000000000000
R Cavalry,    Lit, 0,  2.,0,  6a,2d,  2h,4f,  5,0,  0, Rec, 000000000000000
P Cavalry,    Ldr, 0,  2.,0,  6a,3d,  2h,4f,  5,0,  0, PT,  000000000000000
A Cavalry,    Mas, 0,  2.,0,  6a,2d,  2h,4f,  5,0,  0, Ato, 000000000000000
I Cavalry,    Mag, 0,  2.,0,  6a,2d,  2h,4f,  5,0,  0, Inv, 000000000000000
N Cavalry,    Map, 0,  2.,0,  5a,2d,  2h,4f,  5,0,  0, NF,  000000000000000
Marines,      nil, 0,  1.,0,  8a,4d,  3h,6f,  6,0,  0, SFl, 000000001000100
Howitzer,     nil, 0,  2.,0, 12a,3d,  3h,9f,  8,0,  0, MP,  000000001000000
Artillery,    Ref, 0,  1.,0,  9a,1d,  2h,7f,  6,0,  0, Met, 000000000000000
Metralleuse,  MP,  0,  1.,0, 10a,2d,  2h,8f,  7,0,  0, Ref, 000000000000000
Partisans,    nil, 0,  2.,0,  5a,3d,  2h,3f,  4,0,  1, Bro, 000001000001011
Tank,         Iro, 0,  3.,0,  9a,5d,  4h,6f,  7,0,  0, Mob, 000000000000000
Heavy Tank,   nil, 0,  3.,0, 10a,6d,  5h,7f,  8,0,  0, Iro, 000000000000000
Zeppelin,     CoL, 1,  8.,2,  7a,2d,  4h,5f,  9,0,  0, Cur, 000000000000001
Fighter,      Fli, 1, 10.,1,  4a,4d,  3h,4f, 10,0,  3, Lab, 100000000010001
Bomber,       CoL, 1, 12.,2,  8a,4d,  5h,5f, 10,0,  0, Fli, 100000000000001
Spit Mk XIV,  Las, 1, 17.,1,  8a,6d,  5h,5f, 15,0,  3, Ban, 100000000010001
Gunboat,      Stl, 2, 10.,0,  4a,2d,  4h,5f,  7,0,  2, Nav, 000000000000000
Cruiser,      Stl, 2,  8.,0,  6a,4d,  6h,6f,  9,0,  2, Nav, 000000000000000
Sea Transport,Hor, 2,  9.,0,  0a,2d,  3h,2f,  5,5,  4, Nav, 000000000000000
Panzer Tank,  Ldr, 0,  4.,0, 10a,7d,  6h,7f,  8,0,  0, Pot, 000000000000001
Battleship,   Sth, 2,  8.,0,  6a,5d,  8h,6f, 10,0,  2, Stl, 000000000000000
Dreadnought,  nil, 2, 12.,0,  8a,7d,  4h,6f, 10,0,  2, Hor, 100000000000001
Cruiser,      nil, 2, 10.,0, 10a,7d,  5h,7f, 12,0,  2, Sth, 110000000000001
Submarine,    Gen, 2,  7.,0,  9a,5d,  3h,6f,  8,0,  2, Cmb, 000000000001001
Battleship,   nil, 2,  8.,0, 14a,10d, 7h,9f, 14,0,  2, Aut, 000000000000001
Carrier,      nil, 2, 12.,0,  1a,14d, 8h,7f, 14,0,  4, CoL, 000000010010001
Adv Submarine,nil, 2,  9.,0, 12a,6d,  4h,8f, 10,0,  2, Gen, 100000000001001
Ocean Liner,  nil, 2, 12.,0,  0a,1d,  4h,2f,  5,8,  4, Hor, 000000000000001
Fighter,      nil, 1, 15.,1,  7a,5d,  4h,5f, 12,0,  3, Fli, 100000000010001
Bomber,       nil, 1, 20.,2, 12a,6d,  6h,6f, 14,0,  0, CoL, 100000000000001
Secret Agent, nil, 0,  3.,0,  0a,2d,  3h,0f, 10,0,  6, Esp, 100000000001011
Merchant,     Cor, 0,  3.,0,  0a,2d,  3h,0f,  5,0,  7, Tra, 000000000000010
Freight,      nil, 0,  4.,0,  0a,3d,  4h,0f,  5,0,  7, Cor, 000000000000010
V1,           nil, 1, 15.,1, 20a,0d,  1h,5f,  6,0,  0, Roc, 101000000000011
V2,           nil, 1, 20.,1, 25a,0d,  1h,9f,  7,0,  0, Rob, 101000000000011
Spanish Inf,  nil, 0,  1.,0,  4a,3d,  2h,3f,  4,0,  1, Bro, 000000000000000
Lgionnaire,  Too, 0,  1.,0,  6a,6d,  4h,5f,  8,0,  0, Feu, 100000000000111
B Magazine,   Las, 0,  1.,0,  4a,5d,  5h,5f,  6,0,  1, X1,  000010000000000
G Magazine,   Ldr, 0,  1.,0,  5a,5d,  5h,5f,  6,0,  1, X3,  000010000000000
I Magazine,   Mag, 0,  1.,0,  5a,4d,  5h,5f,  6,0,  1, X4,  000010000000000
F Magazine,   Too, 0,  1.,0,  5a,4d,  5h,5f,  6,0,  1, X6,  000010000000000
N Magazine,   Map, 0,  1.,0,  4a,4d,  4h,4f,  6,0,  1, X7,  000000000000000
A Magazine,   Mas, 0,  1.,0,  4a,4d,  5h,5f,  6,0,  1, X5,  000010000000000
R Magazine,   Lit, 0,  1.,0,  5a,4d,  5h,5f,  3,0,  1, X2,  000010000000000
Flak 8.8,     nil, 0,  1.,0,  6a,5d,  5h,3f, 10,0,  1, CoL, 010000000010001

;
; 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 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,  1,3,0,   Pln, 0, 5, 5,   Swa, 0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Oce,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Woodland,   2,2,  1,2,1,   Pln, 0,15, 6,   For, 0,15,  0,  Grs,   ; Swa
Swamp,      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
Oasis,      1,2,  3,1,0,
Partridge,  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,  0,1,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Apples,     2,3,  3,1,2,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Oil,        1,2,  0,4,0,
Sheep,      1,2,  3,1,1,
Grassland,  1,2,  2,1,0,
Game,       2,3,  2,1,2,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Oil,        2,2,  0,4,0,
Pigs,       2,3,  3,2,2,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       Premier,     Premier
Communism,      Comrade,     Comrade
Fascism,        Citizen,     Citizen
Constitutional, King,        Queen
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
Lenin,        Lenin,               0, 1, 0, Russians,    Russian,     1, -1, -1,
Lenin,        Lenin,               0, 2, 2, Austrians,   Austrian,    1, -1, -1,
Lenin,        Lenin,               0, 3, 2, Prussians,   Prussian,    1,  1, -1,
Lenin,        Lenin,               0, 4, 0, Belgians,    Belgian,     1, -1, -1,
Lenin,        Lenin,               0, 5, 2, French,      French,     -1, -1,  1,
Lenin,        Lenin,               0, 6, 0, English,     English,     1, -1, -1,
Lenin,        Lenin,               0, 7, 1, Italians,    Italian,     1, -1,  1,
Lenin,        Lenin,               0, 1, 0, Russians,    Russian,     1, -1, -1,
Lenin,        Lenin,               0, 2, 2, Austrians,   Austrian,    1, -1, -1,
Lenin,        Lenin,               0, 3, 2, Prussians,   Prussian,    1,  1, -1,
Lenin,        Lenin,               0, 4, 0, Belgians,    Belgian,     1, -1, -1,
Lenin,        Lenin,               0, 5, 2, French,      French,     -1, -1,  1,
Lenin,        Lenin,               0, 6, 0, English,     English,     1, -1, -1,
Lenin,        Lenin,               0, 7, 1, Italians,    Italian,     1, -1,  1,
Lenin,        Lenin,               0, 1, 0, Russians,    Russian,     1, -1, -1,
Lenin,        Lenin,               0, 2, 2, Austrians,   Austrian,    1, -1, -1,
Lenin,        Lenin,               0, 3, 2, Prussians,   Prussian,    1,  1, -1,
Lenin,        Lenin,               0, 4, 0, Belgians,    Belgian,     1, -1, -1,
Lenin,        Lenin,               0, 5, 2, French,      French,     -1, -1,  1,
Lenin,        Lenin,               0, 6, 0, English,     English,     1, -1, -1,
Lenin,        Lenin,               0, 7, 1, Italians,    Italian,     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
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













