;
;   CIVILIZATION GAME DATA
;   Extended Original
;   Copyright (c) 1999 by MicroProse Software
;
;   You can alter this file 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.
;   All values entered in rules.txt are bounded by +/-127. 
;   However, this does not mean that all numbers within this 
;   range will work properly, for example, unit costs must 
;   not exceed 17.
;
@COSMIC
3    ; Road movement multiplier
2    ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2    ; # of food each citizen eats per turn
10   ; # of rows in food box (rows * city_size+1 = box)
10   ; # of rows in shield box
1    ; Settlers eat (govt <= Monarchy)
2    ; Settlers eat (govt >= Communism)
7    ; City size for first unhappiness at Chieftain level
14   ; Riot factor based on # cities (higher factor lessens the effect)
8    ; Aqueduct needed to exceed this size
12   ; Sewer System needed to exceed this size
10   ; Tech paradigm (higher # slows research)
20   ; Base time for engineers to transform terrain (x2)
8    ; Fascism  pays support for all units past this (max 8)
3    ; Communism pays support for all units past this (max 8)
3    ; Monarchy pays support for all units past this (max 8)
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)
10   ; Max effective science rate in fundamentalism (x10, so 5 = 50%)
1    ; Score value of each citizen
20   ; Score value of each wonder
1    ; Score value of spaceship, 1=# of habitats x prob. of success, 0=0
-10  ; Score value per player-controlled pollution
1    ; Score value (x3) per turn of peace after turn 199
5    ; Score value per Future Technology
0    ; Score penalty per betrayal
0    ; Score penalty per unit destroyed
00000000 ; bitmask for goodie huts, right bit =map0, 0=no goodie huts
0    ; Helicopters pick up huts 0=no 1=yes

;
;   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,  Nav, Tac, 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, CoL, 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,  Ref, Exp, 2, 4    ; Cmb
Communism,          5, 0,  Fun, nil, 2, 2    ; Cmn
Computers,          4, 1,  Min, MP,  3, 4    ; Cmp
Conscription,       7,-1,  Inv, Met, 2, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
The Corporation,    4, 0,  Ind, Eco, 2, 1    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Democracy,          5, 1,   no,  no, 2, 2    ; Dem
Economics,          4, 1,  Uni, Ban, 2, 1    ; Eco
Electricity,        4, 0,  Met, Mag, 2, 4    ; E1
zlectronics,        4, 1,  E1,  Cor, 3, 4    ; E2
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Environmentalism,   3, 1,  Rec, SFl, 3, 2    ; Env
Espionage,          2,-1,  Phi, Ind, 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, Dem,  nil, 2, 2    ; Fun
Fusion Power,       3, 0,  NP,  Sup, 3, 3    ; FP
Genetic Engineering,3, 2,  Med, Cor, 3, 3    ; Gen
Guerrilla Warfare,  4, 1,  Ind, Tac, 3, 0    ; Gue
Gunpowder,          8,-2,  Inv, Iro, 1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
zndustrialization,  6, 0,  RR,  Ban, 2, 1    ; 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,  NP,  MP,  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
zass 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
zobile 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
zuclear Fission,    6,-2,  Ato, MP,  3, 3    ; NF
Nuclear Power,      3, 0,  NF,  E2,  3, 3    ; NP
Philosophy,         6, 1,  Mys, Lit, 1, 2    ; Phi
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy
Plastics,           4, 1,  Ref, SFl, 3, 4    ; Pla
special,            5,-1,  nil, nil, 3, 4    ; Plu
Polytheism,         4, 0,  Cer, Hor, 0, 2    ; PT
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
zadar,              5,-1,  Fli, E1,  3, 4    ; Rad
Railroad,           6, 0,  SE, Bri,  2, 1    ; RR
Recycling,          2, 1,  MP, Inv,  3, 2    ; Rec
Refining,           4, 0,  Che, Cor, 2, 4    ; Ref
Refrigeration,      3, 1,  E1,  San, 3, 1    ; Rfg
The Republic,       5, 1,  Mon, nil, 0, 2    ; Rep
Robotics,           5,-2,  Cmp, Mob, 3, 0    ; Rob
Rocketry,           6,-2,  AFl, E2,  3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Space Flight,       4, 1,  Cmp, Roc, 3, 3    ; SFl
Stealth,            3,-2,  Sup, Rob, 3, 0    ; Sth
Steam Engine,       4,-1,  Phy, Inv, 2, 3    ; SE
zteel,              4,-1,  E1,  Ind, 2, 4    ; Stl
Superconductor,     4, 1,  Pla, Las, 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,  FP,  Rec, 3, 3    ; ...
Bomb-Theory,        8, 0,  NF,  nil, 3, 3    ; U1 
Uranium Refination, 8, 0,  U1 , nil, 3, 3    ; U2
Nuclear Research,   6,-2,  U1,  Rob, 3, 3    ; U3
Human,		    5,-1,  no,   no, 3, 0    ; X1
Plutonium Production,4,-1,  U2,  nil,, 3, 3    ; X2
AI,                 4,-2,  no,   no, 3, 0    ; X3
Critical Mass Test, 4,-2,  X2,   NP, 3, 3    ; X4
Testing Site,       7, 0,  U2,   X4, 3, 3    ; X5
1st Test,           7, 0,  X5,  nil, 3, 3    ; X6
Bomb-Production,    9, 2,  X6,   X5, 3, 3    ; 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,
Palace,                   10, 0,    nil,
Barracks,                 4,  1,    nil,
Granary,                  6,  1,    nil,
Propaganda,               4,  1,    nil,
MarketPlace,              8,  1,    nil,       5
Library,                  8,  1,    nil,
Post Office,              8,  1,    nil,
Anti-Tank Defense,        8,  0,    nil,
Aqueduct,                 8,  2,    nil,
Bank,                     12, 3,    nil,       10
Cathedral,                12, 3,    nil,
Academy,                  16, 3,    nil,
Mass Transit,             16, 4,    nil,
Colosseum,                10, 4,    nil,
Factory,                  40, 4,    nil,       15
Manufacturing Plant,      25, 6,    nil,
SDI Defense,              20, 4,    nil,
Recycling Center,         20, 2,    nil,
Power Plant,              16, 4,    nil,
Hydro Plant,              24, 4,    nil,       20
Nuclear Plant,            16, 2,    nil,
Stock Exchange,           16, 4,    nil,
Sewer System,             12, 2,    nil,
Supermarket,               8, 3,    nil,
Superhighways,            20, 5,    nil,       25
Research Lab,             16, 3,    nil,
Radar Tower,              10, 2,    nil,
Coastal Fortress,          8, 1,    nil,
Solar Plant,              32, 4,    nil,
Harbor,                   6,  1,    nil,       30
Offshore Platform,        16, 3,    nil,
Airbase,                  16, 3,    nil,
Police Station,           6,  2,    nil,
Port Facility,            8,  3,    nil,
Sea Transport,            16, 3,    nil,
RS Struktur,              8,  0,    no,
RS-Komponente,            16, 0,    no,
RS-Modul,                 32, 0,    no,
War Bonds,                60, 0,    no,
Hitler Jgen,             20, 0,    no,Pyr
Reichstag,                20, 0,    no,Hang
Anschluss,                20, 0,    no,col
U-Boat Base,              20, 0,    no,leucht
ULTRA,                    30, 0,    no,Great lib
Propaganda Campaigns,     30, 0,    no,Oracle
AtlantikWall,             30, 0,    no,Groe Mauer
War Ministry,   	  30, 0,    no,S tzu
Krupp Steel Works,        30, 0,    no,Rich
Kremlin,                  20, 0,    no,marco
St. Basil's Cathedral,    40, 0,    no,mikes
Not Used,                 30, 0,    no,copern
Suez Canal,               40, 0,    no,magel
Buckingham Palace,        30, 0,    no,Shakes
Causcuss Oil,             40, 0,    no,leon
J. S. Bach's Cathedral,   40, 0,    no,Bach
Reichluftfahrtministrium,40, 0,    no,newton
Lend Lease,               40, 0,    no,smith
Darwin's Voyage,          40, 0,    no,darwin
Statue of Liberty,        40, 0,    no,SOL
Eiffel Tower,             30, 0,    no,Eiffel
Empire State Building,    60, 0,    no,womens
Tankograd,                60, 0,    no,Hoover
Peenmnde Project,        80, 0,    no,manhatt
League of Nations,        60, 0,    no,UN
Rome-Berlin Axis,         60, 0,    no,Apoll
Geopolitics,              60, 0,    no,SETI
Fascist Rallies,          60, 0,    no,Cancer

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
RR,         ; Hanging Gardens
Fli,        ; Colossus
Mag,        ; Lighthouse
E1,         ; Great Library
The,        ; Oracle
Met,        ; Great Wall
Mob,        ; Sun Tzu's War Academy
Ind,        ; King Richard's Crusade
Cmn,        ; Marco Polo's Embassy
Plu,        ; Michelangelo
X5,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
Aut,        ; Da Vinci's Workshop
nil,        ; Bach
X6,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
U1,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
X1,        ; United Nations
nil,        ; Apollo
Plu,        ; SETI
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.
;
;   100000000000000 = Unit can spot submarines
;   010000000000000 = x2 on defense versus air (AEGIS)
;   001000000000000 = Destroyed after attacking (missiles)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000001000000000 = Alpine (treats all squares as road)
;   000000100000000 = Can make paradrops
;   000000010000000 = Can carry air units (carrier)
;   000000001000000 = Negates city walls (howitzer)
;   000000000100000 = Ship must stay near land (trireme)
;   000000000010000 = Can attack air units (fighter)
;   000000000001000 = Submarine advantages/disadvantages
;   000000000000100 = Can make amphibious assaults
;   000000000000010 = Ignore zones of control
;   000000000000001 = Two space visibility
;
;
@UNITS
Slave Worker,		nil, 0,  1.,0,  0a, 1d, 1h,1f,  8,0,  5, nil, 000000000000000
Engineers,		nil, 0,  2.,0,  0a, 2d, 1h,1f,  8,0,  5, nil, 000001101000000
Italian Infantry,	nil, 0,  2.,0,  5a, 5d, 1h,1f,  4,0,  1, nil, 000100001000000
Early Infantry,		nil, 0,  2.,0,  5a, 5d, 1h,1f,  4,0,  1, nil, 000100001000000
Advanced Infantry,	nil, 0,  2.,0,  7a, 7d, 1h,1f,  4,0,  1, nil, 000100001000000
Late Infantry,		nil, 0,  2.,0, 10a,10d, 1h,1f,  4,0,  1, nil, 000100001000000
Modern Infantry,	nil, 0,  2.,0, 15a,15d, 1h,1f,  4,0,  1, nil, 000100001000000
Wehrmacht 39,		nil, 0,  2.,0,  5a, 5d, 1h,1f,  4,0,  1, nil, 000000001000110
Resisting Pocket,	nil, 0,  1.,0,  8a, 9d, 1h,1f,  5,0,  1, nil, 000111001000000
Partisans,		nil, 0,  1.,0,  8a, 9d, 1h,1f,  5,0,  1, nil, 000111001000010
Wehrmacht 40/41,	nil, 0,  2.,0,  7a, 7d, 1h,1f,  4,0,  1, nil, 000001001000110
Wehrmacht 42/43,	nil, 0,  2.,0, 10a,10d, 1h,1f,  4,0,  1, nil, 000001001000100
Wehrmacht 44/45,	nil, 0,  2.,0, 15a,15d, 1h,1f,  4,0,  1, nil, 000000001000100
Paratroopers,		nil, 0,  1.,0, 12a, 8d, 1h,1f,  6,0,  1, nil, 000001101000000
Red Army 40/41,		nil, 0,  2.,0,  5a, 5d, 1h,1f,  4,0,  1, nil, 000000001000000
Red Guard,		nil, 0,  2.,0,  7a, 7d, 1h,1f,  4,0,  1, nil, 000000001000000
Red Army 42/43,		nil, 0,  2.,0, 10a,10d, 1h,1f,  4,0,  1, nil, 000001001000110
Red Army 44/45,		nil, 0,  2.,0, 15a,15d, 1h,1f,  4,0,  1, nil, 000001001000110
British Infantry 39,	nil, 0,  2.,0,  5a, 5d, 1h,1f,  4,0,  1, nil, 000000001000000
British Infantry 40/43,	nil, 0,  2.,0,  7a, 7d, 1h,1f,  4,0,  1, nil, 000000001000000 
US Army 44,		nil, 0,  2.,0, 10a,10d, 1h,1f,  4,0,  1, nil, 000001001000100
US Army 45,		nil, 0,  2.,0, 15a,15d, 1h,1f,  4,0,  1, nil, 000001001000100
Pz Kw II,		nil, 0,  6.,0,  7a, 4d, 1h,1f,  7,0,  1, nil, 010000000000010
Pz Kw IV,		nil, 0,  5.,0, 10a, 5d, 1h,1f,  7,0,  0, nil, 010000000000001
Tiger I,		nil, 0,  4.,0, 14a, 7d, 1h,1f,  7,0,  0, nil, 010000000000000
Panther,		nil, 0,  5.,0, 18a, 9d, 1h,1f,  7,0,  0, nil, 010000000000010
Tiger II,		nil, 0,  4.,0, 22a,11d, 1h,1f,  7,0,  0, nil, 010000000000000
KV-1,			nil, 0,  4.,1,  7a, 4d, 1h,1f,  7,0,  0, nil, 010000000000001
KV-2,			nil, 0,  4.,2, 10a, 5d, 1h,1f,  7,0,  0, nil, 010000000000001
T-34/76,		nil, 0,  6.,0, 14a, 7d, 1h,1f,  7,0,  0, nil, 110000000000001
T-34/85,		nil, 0,  6.,1, 18a, 9d, 1h,1f,  7,0,  0, nil, 010000000000011
IS-2,			nil, 0,  5.,2, 22a,11d, 1h,1f,  7,0,  0, nil, 010000000000001
Matilda,		nil, 0,  4.,0,  7a, 4d, 1h,1f,  7,0,  0, nil, 010000000000000
Churchill,		nil, 0,  4.,0, 10a, 5d, 1h,1f,  7,0,  0, nil, 010000000000000
M3 Lee,			nil, 0,  5.,0, 14a, 7d, 1h,1f,  7,0,  0, nil, 010000000000000
M4 Sherman,		nil, 0,  5.,0, 18a, 9d, 1h,1f,  7,0,  0, nil, 010000000000000
Type VII,		nil, 2,  5.,0,  1a, 1d, 1h,1f,  6,0,  0, nil, 100000000001000
Destroyer,		nil, 2, 10.,0,  1a, 1d, 1h,1f,  6,0,  2, nil, 100000000001001
Cruiser,		nil, 2,  8.,0,  1a, 2d, 1h,1f,  8,0,  2, nil, 110000000001001
Heavy Cruiser,		nil, 2,  7.,0,  2a, 2d, 1h,1f, 10,1,  2, nil, 010000010000001
Battleship,		nil, 2,  6.,0,  3a, 2d, 1h,1f, 16,1,  2, nil, 010000010000001
Type XXI,		nil, 2, 10.,0,  1a, 1d, 1h,1f,  4,0,  2, nil, 100000000001001
Carrier,		nil, 2,  7.,0,  1a, 2d, 1h,1f, 16,1,  2, nil, 010000010000001
Landing Craft,		nil, 2,  5.,0,  0a, 2d, 1h,1f,  5,8,  4, nil, 000000000000000
Torpedo,		nil, 1,  2.,1,  1a, 0d, 1h,1f,  1,0,  0, nil, 101000000000000
A-Bomb,			nil, 1,  7.,1, 99a, 0d, 1h,1f, 16,0,  0, nil, 001000000000000
Fighter,		nil, 1,  8.,0,  8a, 4d, 1h,1f,  7,0,  3, nil, 010000000010010
Recon Unit,		nil, 0,  2.,0,  0a, 5d, 1h,1f,  8,0,  6, nil, 100001000000011
Artillery 85,		nil, 0,  1.,0, 12a, 3d, 1h,1f,  8,0,  0, nil, 000000001000000
Artillery 105,		nil, 0,  1.,0, 17a, 5d, 1h,1f,  8,0,  0, nil, 000000001000000
Artillery 155,		nil, 0,  1.,0, 25a, 7d, 1h,1f,  8,0,  0, nil, 000000001000000
Artillery 155(M),	nil, 0,  1.,0, 35a, 8d, 1h,1f,  8,0,  0, nil, 000000001000000
Elefant,		nil, 0,  3.,0, 35a, 4d, 1h,1f,  8,0,  0, nil, 000010001000000
M40 SPG,		nil, 0,  3.,0, 35a, 4d, 1h,1f,  8,0,  0, nil, 000010001000000
Katyusha,		nil, 0,  3.,0, 35a, 4d, 1h,1f,  8,0,  0, nil, 000010001000000
Me 109,			nil, 1,  8.,0,  8a, 4d, 1h,1f, 10,0,  3, nil, 010000000000000
FW 190,			nil, 1, 10.,0, 11a, 5d, 1h,1f, 10,0,  3, nil, 010000000010000
Me 262,			nil, 1, 12.,0, 16a, 9d, 1h,1f, 10,0,  3, nil, 010000000010001
Ju 87,			nil, 1,  9.,1, 11a, 3d, 1h,1f, 11,0,  0, nil, 000000000000001
He 111,			nil, 1, 12.,2, 14a, 4d, 1h,1f, 11,0,  0, nil, 000000000000001
Ju 88,			nil, 1, 14.,2, 20a, 5d, 1h,1f, 11,0,  0, nil, 000000000000001
Bomber,			nil, 1, 10.,2,  9a, 3d, 1h,1f, 11,0,  0, nil, 000000000010001
Yak 9,			nil, 1, 10.,0,  9a, 7d, 1h,1f, 10,0,  3, nil, 010000000010011
Il 2 Stormovik,		nil, 1,  9.,0, 14a, 4d, 1h,1f, 11,0,  0, nil, 100000000010001
Hurricane,		nil, 1,  8.,0,  8a, 4d, 1h,1f, 10,0,  3, nil, 010000000010001
Spitfire,		nil, 1, 10.,0, 11a, 5d, 1h,1f, 10,0,  3, nil, 010000000010001
P-51,			nil, 1, 12.,1, 16a, 9d, 1h,1f, 10,0,  3, nil, 010000000010001
Lancaster,		nil, 1, 10.,2, 14a, 5d, 1h,1f, 11,0,  0, nil, 000000000010001
B 17,			nil, 1, 12.,2, 19a, 7d, 1h,1f, 11,0,  0, nil, 100000000010001
Depth charge,		nil, 1,  2.,1,  1a, 0d, 1h,1f,  1,0,  0, nil, 101000000000000
B 29,			nil, 1, 14.,2, 25a,10d, 1h,1f, 11,0,  0, nil, 000000000000001
M26 Pershing,		nil, 0,  4.,0, 22a,11d, 1h,1f,  7,0,  0, nil, 000000000000001
Transport,		nil, 2,  5.,0,  1a, 1d, 1h,1f, 20,0,  2, nil, 000000000000000
Minefield,		nil, 0,  3.,0,  0a, 7d, 1h,1f,  5,0,  1, nil, 000010000000000
Advanced Bomber,	nil, 0, 12.,2,  16a,7d, 1h,1f, 11,0,  0, nil, 000000000000001
Advanced Tank,		nil, 0,  4.,0,  18a,9d, 1h,1f,  7,0,  1, nil, 000010000000000
Type IX,		nil, 2,  8.,0,  1a, 2d, 1h,1f,  4,0,  2, nil, 110000000001001
Fort,			nil, 1,  0.,0,  1a,22d, 1h,1f,  2,0,  1, nil, 000000000000001
Heavy Fort,		nil, 0,  0.,0,  1a,35d, 1h,1f,  3,0,  1, nil, 000000000000001
Light Tank,		nil, 0,  3.,0,  7a, 4d, 1h,1f,  7,0,  0, nil, 000010000000000


;
; 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,  Mou,   no ,; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 2,   Gla,  0,50, 3,  Hil,   no, ; Pln
Grassland,  1,2,  2,2,0,   yes, 1, 5, 2,   For,  0,10,  0,  no,   no, ; Grs
Forest,     2,3,  1,2,0,   no,  0, 5, 5,   no,  0, 5,  0,  Grs,   no, ; For
Hills,      5,3,  1,0,0,   yes, 1,10, 2,   yes, 3,10,  1,  Pln,   no, ; Hil
Mountains,  5,2,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Drt,   no ,; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 3,   no,  0, 0,  0,  no,   no, ; Tun
Urban,      1,3,  5,5,3,   no,  1,15, 6,   yes,  0,30,  1,  Pln,   no, ; Gla
Marshland,  3,3,  2,0,0,   yes, 1,10, 5,   no,  1,15,  3,  no,    no, ; Swa
Oil,    1,2,  2,0,10,   yes, 1, 5, 6,   For, 0,15,  0,  Pln,   no, ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    no, ; Oce
Oasis,      1,2,  3,1,0,
Horses,     1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Paper Mill, 2,3,  3,2,0,
Coal,       5,3,  1,2,0,
Gold,       5,2,  0,1,6,
Collective Farm,1,2,3,1,0,
Urban,      3,3,  5,5,3,
Sugar Beet, 1,3,  10,4,3,
Oil,    1,2,  2,2,0,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Livestock,  1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Timber,     2,3,  1,2,3,
Wine,       5,3,  1,0,4,
Ore,        5,2,  0,4,0,
Sheep,      1,2,  2,0,3,
Urban,      3,3,  5,5,3,
Wood,       0,3,  12,4,3,
Oil,    1,2,  2,2,0,
Whales,     1,2,  2,2,3,

@TERRAIN1
Sub Shelter,     2,2,  2,15,3,   no, 0, 5, 5,  yes, 1, 5, 3,  Pln,   no, ; Drt
z,     1,2,  1,1,0,   yes, 1, 5, 1,  For, 0,15, 6,  Grs,   no, ; Pln
Continental,       1,2,  0,0,0,   no, 0, 5, 1,  Drt, 0,10, 0,  no,   yes, ; Grs
z,     2,3,  1,2,0,   Pln, 0, 5, 5,  no,  0, 5, 0,  Grs,   no, ; For
z,   2,4,  1,0,1,   no,  0, 0, 0,  yes, 2,10, 1,  Pln,   no, ; Hil
z,     3,6,  0,1,0,   no,  1,10, 0,  yes, 1,10, 2,  Swa,   no, ; Mou
z,        1,2,  1,0,0,   yes, 1,10, 1,  no,  0, 0, 0,  Drt,   no, ; Tun
z,        2,2,  0,0,0,   no,  0, 0, 0,  yes, 1,15, 3,  Tun,   no, ; Gla
z, 2,3,  0,2,1,   Pln, 0,15, 1,  yes, 1, 5, 2,  Grs,   no, ; Swa
z,     3,1,  0,1,1,   no,  0, 0, 0,  yes, 2,15, 2,  Drt,   no, ; Jun
Subsea,     1,2,  0,0,0,   no,  0, 0, 0,  no,  0, 0, 0,  no,    no, ; Oce
Sub Shelter,       2,2,  0,15,3,
z,         1,3,  1,3,1,
Continental,       1,2,  0,0,0,
z, 2,3,  3,2,0,
z,     3,4,  0,4,1,
z,     3,7,  0,2,3,
z,   1,2,  1,2,2,
z,     2,2,  0,1,3,
z,      3,1,  0,4,3,
z,       1,2,  0,0,5,
Subsea,       1,2,  0,0,0,
Sub Shelter,      2,2,  2,15,3,
z,  1,2,  3,2,1,
Continental,       1,2,  0,0,0,
z,       2,3,  1,4,1,
z,     2,4,  1,2,3,
z,   3,6,  0,3,2,
z,       1,2,  1,0,3,
z,   2,2,  0,2,1,
z,   3,6,  0,5,1,
z,      3,2,  1,1,2,
Subsea,      3,1,  0,0,0,

@TERRAIN2
Wste,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   no, ; Drt
Prrie,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   no, ; Pln
Wiesen,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   no, ; Grs
Wald,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   no, ; For
Hgel,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   no, ; Hil
Berge,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   no, ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   no, ; Tun
Gletscher,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   no, ; Gla
Sumpf,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   no, ; Swa
Dschungel,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   no, ; Jun
Ozean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    no, ; Oce
Oase,       1,2,  3,1,0,
Bffel,     1,2,  1,3,0,
Wiesen,     1,2,  2,1,0,
Wild,       2,3,  3,2,0,
Kohle,      2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Wild,       1,2,  3,1,0,
Elfenbein,  2,2,  1,1,4,
Torf,       2,3,  1,4,0,
Edelsteine, 2,3,  1,0,4,
Fisch,      1,2,  3,0,2,
Wstenl,   1,2,  0,4,0,
Weizen,     1,2,  3,1,0,
Wiesen,     1,2,  2,1,0,
Seide,      2,3,  1,2,3,
Wein,       2,4,  1,0,4,
Eisen,      3,6,  0,4,0,
Pelze,      1,2,  2,0,3,
Gletscherl,2,2,  0,4,0,
Gewrze,    2,3,  3,0,4,
Obst,       2,3,  4,0,1,
Walfische,  1,2,  2,2,3,

@TERRAIN3
Wste,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   no, ; Drt
Prrie,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   no, ; Pln
Wiesen,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   no, ; Grs
Wald,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   no, ; For
Hgel,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   no, ; Hil
Berge,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   no, ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   no, ; Tun
Gletscher,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   no, ; Gla
Sumpf,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   no, ; Swa
Dschungel,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   no, ; Jun
Ozean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    no, ; Oce
Oase,       1,2,  3,1,0,
Bffel,     1,2,  1,3,0,
Wiesen,     1,2,  2,1,0,
Wild,       2,3,  3,2,0,
Kohle,      2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Wild,       1,2,  3,1,0,
Elfenbein,  2,2,  1,1,4,
Torf,       2,3,  1,4,0,
Edelsteine, 2,3,  1,0,4,
Fisch,      1,2,  3,0,2,
Wstenl,   1,2,  0,4,0,
Weizen,     1,2,  3,1,0,
Wiesen,     1,2,  2,1,0,
Seide,      2,3,  1,2,3,
Wein,       2,4,  1,0,4,
Eisen,      3,6,  0,4,0,
Pelze,      1,2,  2,0,3,
Gletscherl,2,2,  0,4,0,
Gewrze,    2,3,  3,0,4,
Obst,       2,3,  4,0,1,
Walfische,  1,2,  2,2,3,


; Secondary Map Characteristics
; (modify at your own risk)
;
; 0, 1,2, 3,4, 5,6,7,8, D1,M1,F1, D2,M2,F2, D3,M3,F3
;
; 0=map type: 1-subsea, 2-subdirt, 3-floating, 4-land dominant, 5-gas giant, 6-std
; 1=avg blob size (types 3 and 5 only)
; 2=avg # of blobs (types 3 and 5 only)
; 3=avg bridge length: 0-no bridges (types 3 and 5 only)
; 4=avg bridges per blob: 1-4 chance, 0-none (types 3 and 5 only)
; 5=# blue rooms
; 6=# ice rooms
; 7=# fire chambers
; 8=# storms
; DMF=desired length, minimum length, frequency
; specific effects depend on map type
; for AC game:
; DMF1=No, No, No
; DMF2=No, No, No
; DMF3=No, No, No

@SECONDARY_MAPS
6, 0,0, 0,0, 0,0,0,0,    0,0,0,  0,0,0,   0,0,0,

@GOVERNMENTS
Anarchy,        Mr.,Mr.
Fascism,        Fhrer,Fhrer
Fascism(A),     Fhrer,Fhrer
Communism,      Comrade,Comrade
Monarchy,       King,King
Republic,       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
Stalin,Stalin, 					0, 1, 3, U.S.S.R.,Soviet,	 1, 0,-1,	0, Comrade,Comrade,1, Comrade,Comrade,2, Comrade,Comrade,3, Comrade,Comrade,4, Comrade,Comrade,5, Comrade,Comrade,6, Comrade,Comrade,
Inono,Inono,           				0, 2, 1, Turkey,Turk,		 0, 1,-1,	0, Premierminister, Premierminister
Hitler,Hitler,       				0, 3, 3, Axis,Axis,		 1,-1,-1,	0, Fhrer,Fhrer,1, Fhrer,Fhrer,2, Fhrer,Fhrer,3, Fhrer,Fhrer,4, Fhrer,Fhrer,5, Fhrer,Fhrer,6, Fhrer,Fhrer,
Franco,Franco,               			0, 4, 3, Spain,Spanish,      	-1,-1, 1,	0, Fhrer,Fhrer,1, Fhrer,Fhrer,2, Fhrer,Fhrer,3, Fhrer,Fhrer,4, Fhrer,Fhrer,5, Fhrer,Fhrer,6, Fhrer,Fhrer,
Gustav V,Gustav V,             			0, 5, 2, Neutrals,Neutral,	 0, 0, 0,	0, King,King,1, King,King,2, King,King,3, King,King,4, King,King,5, King,King,6, King,King,
Petain,Petain,              			0, 6, 1, France,French,		 0, 1,-1,	0, President,President,1, President,President,2, President,President,3, President,President,4, President,President,5, President,President,6, President,President,
Churchill/Roosevelt,Churchill/Roosevelt,       	0, 7, 0, Allies,Allied,		-1,-1, 1,	0, Prime Minister/President, President,0, Prime Minister/President, President,1, Prime Minister/President, President,2, Prime Minister/President, President,3, Prime Minister/President, President,4, Prime Minister/President, President,5, Prime Minister/President, President,6, Prime Minister/President, President
Churchill/Roosevelt,Churchill/Roosevelt,       	0, 1, 0, Allies,Allied,		-1,-1, 1,	0, Prime Minister/President, President,0, Prime Minister/President, President,1, Prime Minister/President, President,2, Prime Minister/President, President,3, Prime Minister/President, President,4, Prime Minister/President, President,5, Prime Minister/President, President,6, Prime Minister/President, President
Churchill/Roosevelt,Churchill/Roosevelt,       	0, 2, 0, Allies,Allied,		-1,-1, 1,	0, Prime Minister/President, President,0, Prime Minister/President, President,1, Prime Minister/President, President,2, Prime Minister/President, President,3, Prime Minister/President, President,4, Prime Minister/President, President,5, Prime Minister/President, President,6, Prime Minister/President, President
Churchill/Roosevelt,Churchill/Roosevelt,       	0, 3, 0, Allies,Allied,		-1,-1, 1,	0, Prime Minister/President, President,0, Prime Minister/President, President,1, Prime Minister/President, President,2, Prime Minister/President, President,3, Prime Minister/President, President,4, Prime Minister/President, President,5, Prime Minister/President, President,6, Prime Minister/President, President
Churchill/Roosevelt,Churchill/Roosevelt,       	0, 4, 0, Allies,Allied,		-1,-1, 1,	0, Prime Minister/President, President,0, Prime Minister/President, President,1, Prime Minister/President, President,2, Prime Minister/President, President,3, Prime Minister/President, President,4, Prime Minister/President, President,5, Prime Minister/President, President,6, Prime Minister/President, President
Churchill/Roosevelt,Churchill/Roosevelt,       	0, 5, 0, Allies,Allied,		-1,-1, 1,	0, Prime Minister/President, President,0, Prime Minister/President, President,1, Prime Minister/President, President,2, Prime Minister/President, President,3, Prime Minister/President, President,4, Prime Minister/President, President,5, Prime Minister/President, President,6, Prime Minister/President, President
Churchill/Roosevelt,Churchill/Roosevelt,       	0, 6, 0, Allies,Allied,		-1,-1, 1,	0, Prime Minister/President, President,0, Prime Minister/President, President,1, Prime Minister/President, President,2, Prime Minister/President, President,3, Prime Minister/President, President,4, Prime Minister/President, President,5, Prime Minister/President, President,6, Prime Minister/President, President
Churchill/Roosevelt,Churchill/Roosevelt,       	0, 7, 0, Allies,Allied,		-1,-1, 1,	0, Prime Minister/President, President,0, Prime Minister/President, President,1, Prime Minister/President, President,2, Prime Minister/President, President,3, Prime Minister/President, President,4, Prime Minister/President, President,5, Prime Minister/President, President,6, Prime Minister/President, President
Churchill/Roosevelt,Churchill/Roosevelt,       	0, 1, 0, Allies,Allied,		-1,-1, 1,	0, Prime Minister/President, President,0, Prime Minister/President, President,1, Prime Minister/President, President,2, Prime Minister/President, President,3, Prime Minister/President, President,4, Prime Minister/President, President,5, Prime Minister/President, President,6, Prime Minister/President, President
Churchill/Roosevelt,Churchill/Roosevelt,       	0, 2, 0, Allies,Allied,		-1,-1, 1,	0, Prime Minister/President, President,0, Prime Minister/President, President,1, Prime Minister/President, President,2, Prime Minister/President, President,3, Prime Minister/President, President,4, Prime Minister/President, President,5, Prime Minister/President, President,6, Prime Minister/President, President
Churchill/Roosevelt,Churchill/Roosevelt,       	0, 3, 0, Allies,Allied,		-1,-1, 1,	0, Prime Minister/President, President,0, Prime Minister/President, President,1, Prime Minister/President, President,2, Prime Minister/President, President,3, Prime Minister/President, President,4, Prime Minister/President, President,5, Prime Minister/President, President,6, Prime Minister/President, President
Churchill/Roosevelt,Churchill/Roosevelt,       	0, 4, 0, Allies,Allied,		-1,-1, 1,	0, Prime Minister/President, President,0, Prime Minister/President, President,1, Prime Minister/President, President,2, Prime Minister/President, President,3, Prime Minister/President, President,4, Prime Minister/President, President,5, Prime Minister/President, President,6, Prime Minister/President, President
Churchill/Roosevelt,Churchill/Roosevelt,       	0, 5, 0, Allies,Allied,		-1,-1, 1,	0, Prime Minister/President, President,0, Prime Minister/President, President,1, Prime Minister/President, President,2, Prime Minister/President, President,3, Prime Minister/President, President,4, Prime Minister/President, President,5, Prime Minister/President, President,6, Prime Minister/President, President
Churchill/Roosevelt,Churchill/Roosevelt,       	0, 6, 0, Allies,Allied,		-1,-1, 1,	0, Prime Minister/President, President,0, Prime Minister/President, President,1, Prime Minister/President, President,2, Prime Minister/President, President,3, Prime Minister/President, President,4, Prime Minister/President, President,5, Prime Minister/President, President,6, Prime Minister/President, President
Churchill/Roosevelt,Churchill/Roosevelt,       	0, 7, 0, Allies,Allied,		-1,-1, 1,	0, Prime Minister/President, President,0, Prime Minister/President, President,1, Prime Minister/President, President,2, Prime Minister/President, President,3, Prime Minister/President, President,4, Prime Minister/President, President,5, Prime Minister/President, President,6, Prime Minister/President, President

Saladin,    ...,     0, 5, Araber,       Arabisch,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Inka,       Inka,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Ammunition,
Chemicals,
Rations,
Medical Supplies,
Explosives,
Steel,
Mechanical Parts,
Treads,
Bonds,
Coal,
Engines,
Timber,
Clothing,
Ore,
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
Build Subshelter,   J
Go to,              G


@DIFFICULTY
Private
Captain
Lieutenant
General
Field Marshal
Fhrer

@ATTITUDES
Worshipful
Friendly
Cordial
Receptive
Neutral
Reserved
Icy
Hostile
Enraged


@CIVILIZE2
0 ; AFl
0 ; Alp
0 ; Amp
0 ; Ast
0 ; Ato
0 ; Aut
0 ; Ban
0 ; Bri
0 ; Bro
0 ; Cer
0 ; Che
0 ; Chi
0 ; CoL
0 ; CA
0 ; Cmb
1 ; Cmn
0 ; Cmp
0 ; Csc
0 ; Cst
0 ; Cor
0 ; Cur
1 ; Dem
0 ; Eco
0 ; E1
0 ; E2
0 ; Eng
0 ; Env
0 ; Esp
0 ; Exp
0 ; Feu
0 ; Fli
1 ; Fun
0 ; FP
0 ; Gen
0 ; Gue
0 ; Gun
0 ; Hor
0 ; Ind
0 ; Inv
0 ; Iro
0 ; Lab
0 ; Las
0 ; Ldr
0 ; Lit
0 ; Too
0 ; Mag
0 ; Map
0 ; Mas
0 ; MP
0 ; Mat
0 ; Med
0 ; Met
0 ; Min
0 ; Mob
0 ; Mon
0 ; MT
0 ; Mys
0 ; Nav
0 ; NF
0 ; NP
0 ; Phi
0 ; Phy
0 ; Pla
1 ; Plu
0 ; PT
0 ; Pot
0 ; Rad
0 ; RR
0 ; Rec
0 ; Ref
0 ; Rfg
0 ; Rep
0 ; Rob
0 ; Roc
0 ; San
0 ; Sea
0 ; SFl
0 ; Sth
0 ; SE
0 ; Stl
0 ; Sup
0 ; Tac
0 ; The
0 ; ToG
0 ; Tra
0 ; Uni
0 ; War
0 ; Whe
0 ; Wri
0 ; ...
1 ; U1
2 ; U2
2 ; U3
7 ; X1
2 ; X2
7 ; X3
2 ; X4
2 ; X5
2 ; X6
2 ; X7

; Above--Group (0-7) for each advance
; 0=basic, 1=event given only, 2=advanced 3=alien only 4=human only 7 Event
; Below--Codes determine each tribe's relation to the 8 possible Groups
; 0= can research, can own, 1=can't research, can own, 2=can't research, can't own
; 

@LEADERS2
01020002  ; Rus
01020002  ; Turk
01020002  ; Germans
01020002  ; Spa
01020002  ; Neutr
01020002  ; Fre
01002002  ; Allies
01002002  ; Russians
01002002  ; Zulus
01002002  ; French
01002002  ; Aztecs
01002002  ; Chinese
01002002  ; English
01002002  ; Brr'til
01002002  ; Celts
01002002  ; Japanese
01002002  ; Vikings
01002002  ; Spanish
01002002  ; Persians
01002002  ; Carthaginians
01002002  ; Treg

01000000  ; Arabs
01000000  ; Incas


; Advanced unit fields
; A) 'tribe color may build' mask:      0 - can't; 1 - can
; B) 'not allowed on map' mask:   1 - not allowed on map
; C) minimum bribe amount:        n - minimum bribe; 0 - don't care; -1 - can't bribe
; D) 'build transport site' mask: 1: can; 0: can't for each site type (reverse programmer notation)
; E) 'use transport site' mask:   1: can; 0: can't for each site type (reverse programmer notation)
; F) native transport ability:    1: can; 0: can't for each map relationship type (reverse programmer notation)
; G) General flags
;   00000001   invisible until attack:               1 - invisible
;   00000010   non-disbandable (human players only): 1 - cannot disband
;   00000100   0-range-air-unit damage override:     1 - override damage
;   00001000   barbarian units can't be bought off:  1 - can't buy off
;   00010000   impassable terrain override:          1 - override impassable terrain
;   00100000   engineer capabilities flag:           1 - has abilities
;   01000000   barbarian unit will not expire:       1 - no expire
;   10000000   override .SPR file for this unit:     1 - don't use .SPR
;   A         B     C          D                 E               F             G

@UNITS_ADVANCED
00001000, 00000000, 0, 0000000000000001, 0000000000000001, 0000000000000000, 10000000  ;Slave Worker
11110111, 00000010,-1, 0000000000000001, 0000000000000000, 0000000000000000, 10100000  ;Engineers
00001000, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;Italian
01110101, 00000010, 0, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;Early Inf
01110101, 00000010, 0, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;Advanced Inf
01110101, 00000010, 0, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;late Inf
01110101, 00000010, 0, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;Mod inf
00001000, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;W 39
11111111, 00000000, 0, 0000000000000000, 0000000000000001, 0000000000000000, 10000000  ;Resisting Pocket
11110111, 00000000,-1, 0000000000000000, 0000000000000001, 0000000000000000, 10100000  ;Partisans
00001000, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;W 40
00001000, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;W 42
00001000, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;W44
11111111, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;Paratroopers
00000010, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;Red A.
00000010, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;Red Guard
00000010, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;R 42
00000010, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;R 44
10000000, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;B 39
10000000, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;B 40
10000000, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;US 44
10000000, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;US 45
00001000, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;II
00001000, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;IV
00001000, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;Tig I
00001000, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;Pant
00001000, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;Tig II
00000010, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;KV I
00000010, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;KV II
00000010, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;T 3476
00000010, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;T3485.
00000010, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;IS 2
10000000, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;Mat
10000000, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;Chur
10000000, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;M3
10000000, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;M4
00001000, 00000000,-1, 0000000000000000, 0000000000000001, 0000000000000001, 10000000  ;Type VII
11111111, 00000010, 0, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;Destroyer
11111111, 00000010, 0, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;Cruiser
11111111, 00000010, 0, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;H Cruiser
11001011, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;Battleship
00001000, 00000000,-1, 0000000000000000, 0000000000000001, 0000000000000001, 10000001  ;Type XXI
10000000, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;Carrier
11111111, 00000010, 0, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;Landing Craft
00001000, 00000000,-1, 0000000000000000, 0000000000000001, 0000000000000001, 10000000  ;Torpedo
11111111, 00000000,-1, 0000000000000000, 0000000000000001, 0000000000000000, 10000000  ;A Bomb.
01110111, 00000010, 0, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;Fighter
11111111, 00000010, 0, 0000000000000000, 0000000000000001, 0000000000000001, 10000000  ;Recon Unit
11111111, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;85
11111111, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;105
11111111, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;155
11111111, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;155 M
00001000, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10100000  ;Elefant
10000000, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10100000  ;M40
00000010, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;Kat
00001000, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000010  ;109
00001000, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;190
00001000, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000100  ;262
00001000, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;87
00001000, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 11000010  ;111
00001000, 00000010, 0, 0000000000000000, 0000000000000000, 0000000000000000, 11000010  ;88
01110111, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 11000110  ;Bomber
00000010, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000001  ;Yak9
00000010, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;Il2
10000000, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;Hur
10000000, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000010  ;Spi
10100010, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;P51
10000000, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;Lanc
10000000, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000100  ;B17
11110111, 00000000,-1, 0000000000000000, 0000000000000001, 0000000000000001, 10000000  ;Depth Charge
10000000, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;B29
10000000, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;M26
11111111, 00000010,100, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;Transport
00000000, 00000010, 0, 0000000000000000, 0000000000000000, 0000000000000000, 10000001  ;Minefield
01110110, 00000010, 0, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;AdvBomb
01110100, 00000010, 0, 0000000000000000, 0000000000000000, 0000000000000000, 10000100  ;ATank
00001000, 00000000,-1, 0000000000000000, 0000000000000000, 0000000000000001, 10000000  ;Type IX
00000000, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;Fort
00000000, 00000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;Heavy Fort
01110101, 00000010, 0, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;Light Tank

; 0-15 define legal transport possibilities
; art matched in threes 0/3/6/9/12/15; 1/4/7/10/13; 2/5/8/11/14

@MAP_TRANSPORT_RELATIONSHIPS
0,1  ; 0/1   Human Transporter
0,1  ; 1/2   Alien Transporter
0,0  ; 2/3   None
0,0  ; 3/1   None
0,0  ; 4/2   None
0,0  ; 5/3   None
0,0  ; 6/1   None
0,0  ; 7/2   None
0,0  ; 8/3   None
0,0  ; 9/1   None
0,0  ; 10/2   None
0,0  ; 11/3   None
0,0  ; 12/1   None
0,0  ; 13/2   None
0,0  ; 14/3   None
0,0  ; 15/1   None

@INITIAL_SETTINGS
0,0,3 ; Romans
0,0,3 ; Babylonians
0,0,3 ; Germans
0,0,3 ; Egyptians
0,0,3 ; Americans
0,0,3 ; Greeks
0,0,51 ; Gazpichi
0,0,3 ; Russians
0,0,3 ; Zulus
0,0,3 ; French
0,0,3 ; Aztecs
0,0,3 ; Chinese
0,0,3 ; English
0,0,51 ; Brr'til
0,0,3 ; Celts
0,0,3 ; Japanese
0,0,3 ; Vikings
0,0,3 ; Spanish
0,0,3 ; Persians
0,0,3 ; Carthaginians
0,0,51 ; Treg

; Combat sounds

@SOUNDS
<none> 	 	; Settlers
<none> 	 	; Engineers
Warrior.wav  	; Warriors
<none> 	 	; Phalanx
Archers.wav  	; Archers
<none> 	 	; Legion
Warrior.wav  	; Pikemen
<none> 	 	; Musketeers
Fanatics.wav  	; Fanatics
Partisans.wav  	; Partisans
Marines.wav  	; Alpine Troops
Riflemen.wav  	; Riflemen
Marines.wav  	; Marines
<none> 	 	; Paratroopers
<none> 	 	; Mech. Inf.
<none> 	 	; Horsemen
Chariot.wav  	; Chariot
Elephant.wav  	; Elephant
<none> 	 	; Crusaders
<none> 	 	; Knights
<none> 	 	; Dragoons
<none> 	 	; Cavalry
Newarmor.wav  	; Armor
<none> 	 	; Catapult
Oldcannons.wav  ; Cannon
<none>  		; Artillery
<none>  		; Howitzer
<none>  		; Fighter
<none>  		; Bomber
<none>  		; Helicopter
<none>  		; Stlth Ftr.
<none>  		; Stlth Bmbr.
Trireme.wav  	; Trireme
<none> 	 	; Caravel
<none> 	 	; Galleon
<none> 	 	; Frigate
<none> 	 	; Ironclad
<none> 	 	; Destroyer
<none> 	 	; Cruiser
<none> 	 	; AEGIS Cruiser
<none> 	 	; Battleship
<none> 	 	; Submarine
<none> 	 	; Carrier
Transport.wav  	; Transport
<none> 	 	; Cruise Msl.
<none> 	 	; Nuclear Msl.
<none>  		; Diplomat
Spysilencer.wav 	; Spy
<none>  		; Caravan
<none>		; Freight
<none>		; Explorer
Flytrap.wav     ; Chon-ee
<None>          ; Colonist
<None>          ; Mupbu
Excelsior.wav   ; RA-MARU
Plasm.wav       ; Sulka
Havoc.wav       ; War Dog
Gyrfalcon.wav   ; Kestrel
Dreadnought.wav ; Benthon
Unspeakable.wav ; Liwyathan
Spider.wav      ; Spithre
Typhoeus.wav    ; Drakon
Bolter.wav      ; Teleporter
Pasticcio.wav   ; Cyborg
Repeller.wav    ; Plasman
Singulon.wav    ; Entrix
Adamastor.wav   ; Magog
Stinger.wav     ; Xaos Missile
Bulldog.wav     ; Dreadnought
NePlusUltra.wav ; Eightball
<None>          ; Spare 1
<None>          ; Spare 2
<None>          ; Spare 3
Pedipalpi.wav   ; Hoy Groot
Raia.wav        ; Pronat
Keeing.wav      ; Ongshawk
Porpoise.wav    ; Honata
Otterine.wav    ; Jiraki
Tree.wav        ; Denshuk
Wolves.wav      ; Wuk Turr

@RIVERS
River,          ; map 1
River,          ; map 2
River,          ; map 3
River,          ; map 4

; please do not remove this line
