;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
4       ; Communism pays support for all units past this
5       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
10      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
5       ; 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
Radio Telegraphy,   5, 0,  E1,  Inv, 2, 4    ; AFl
Elementary Literacy,3, 1,  nil, nil, 1, 3    ; Alp
Naval Bases,        8,-2,  Cst, MP,  2, 0    ; Amp
Social Darwinism,   4, 0,  Ato, Phi, 2, 2    ; Ast
Colonialism,        3,-1,  nil, nil, 1, 1    ; Ato
Automobiles,        6, 0,  Cmb, Cor, 2, 0    ; Aut
Regional Trade,     5, 1,  RR,  Map, 2, 1    ; Ban
Bridge Building,    4, 0,  Eng, Mas, 2, 4    ; Bri
Nationalism,        4,-1,  Ast, Phy, 2, 2    ; Bro
Popular Religion,   3, 0,  nil, nil, 1, 2    ; Cer
Chemistry,          3, 0,  Uni, Med, 2, 4    ; Che
Armor Plate,        8,-2,  Met, Mag, 2, 0    ; Chi
Legalism,           6, 1,  Wri, MT,  2, 2    ; CoL
Air-Landed Troops,  2,-2,  Gen, Rad, 2, 0    ; CA 
Combustion,         5, 0,  Ref, Exp, 2, 4    ; Cmb
Communism,          1, 0,  FT,  nil, 2, 2    ; Cmn
Efficiency,         4, 2,  FP,  Feu, 2, 4    ; Cmp
Conscription,       7,-1,  nil, nil, 2, 0    ; Csc
Fortification Design,7,-2,  Mas, Exp, 2, 0    ; Cst
State Subsidies,    4, 0,  Eco, MP,  2, 1    ; Cor
Banking,            6, 1,  Ban, CoL, 2, 1    ; Cur
Democracy,          1, 2,  FT,  nil, 2, 2    ; Dem
Economics,          5, 1,  Cur, Tra, 2, 1    ; Eco
Electricity,        6, 0,  Inv, Ind, 2, 4    ; E1 
Public Utilities,   4, 1,  Cmp, FP,  2, 4    ; E2 
Engineering,        4, 0,  nil, nil, 2, 4    ; Eng
Socialism,          1, 0,  Ind, Phi, 2, 2    ; Env
Submarine Warfare,  1,-1,  NP,  Whe, 2, 0    ; Esp
Explosives,         5, 0,  Che, Rfg, 2, 4    ; Exp
Bureaucracy,        4, 1,  Lit, Rep, 2, 1    ; Feu
Flight,             5,-1,  Cmb, Iro, 2, 4    ; Fli
Fascism,            1,-2,  U1,  FP,  2, 2    ; Fun
Popular Culture,    4, 1,  Aut, AFl, 2, 2    ; FP 
Combined Arms,      5, 0,  PT,  Rad, 2, 0    ; Gen
Guerrilla Warfare,  5,-1,  Env, Rep, 2, 0    ; Gue
Infantry Tactics,   3,-2,  Tac, Cmp, 2, 0    ; Gun
Monoplanes,         1,-2,  Fli, Mob, 2, 0    ; Hor
Industrialization,  6, 0,  RR,  Cur, 2, 1    ; Ind
Invention,          4, 0,  Eng, Wri, 2, 4    ; Inv
Aeronautics,        2, 0,  Cor, AFl, 2, 4    ; Iro
Research Imperative,3, 0,  Plu, Pla, 2, 3    ; Lab
Heavy Tanks,        2,-2,  Met, Gen, 2, 0    ; Las
General Staffs,     5,-1,  U1,  Csc, 2, 0    ; Ldr
Cultural Literacy,  5, 2,  Phi, Uni, 2, 3    ; Lit
Machine Tools,      6, 0,  Stl, Inv, 2, 4    ; Too
Steel Warships,     6,-2,  Map, Stl, 2, 0    ; Mag
Steam-Powered Ships,6, 0,  SE,  Inv, 2, 4    ; Map
Construction,       3, 1,  nil, nil, 2, 4    ; Mas
Mass Production,    5, 0,  Rec, E1,  2, 4    ; MP 
Heavy Cruisers,     4,-1,  Min, E2,  2, 0    ; Mat
Medicine,           3, 0,  nil, nil, 1, 4    ; Med
Advanced Ballistics,7,-2,  Cst, Too, 2, 0    ; Met
Battlecruisers,     5,-2,  Sup, NP,  2, 0    ; Min
Mobile Warfare,     2,-2,  War, AFl, 2, 0    ; Mob
Monarchy,           3, 0,  MT,  Alp, 1, 2    ; Mon
The Church,         3, 1,  nil, nil, 1, 2    ; MT 
Land Reform,        4, 0,  Rep, Gue, 2, 2    ; Mys
Pre-Dreadnoughts,   8,-2,  Chi, Met, 2, 0    ; Nav
NONE,               6,-2,  no,  no,  2, 3    ; NF 
Sea Power,          7, 0,  Mag, Amp, 2, 0    ; NP 
Philosophy,         3, 1,  Wri, Uni, 1, 3    ; Phi
Imperialism,        5,-1,  Ast, Ato, 2, 1    ; Phy
Mil Ind Complex,    3,-1,  Rob, Sth, 2, 1    ; Pla
Carrier Warfare,    1,-1,  Rad, Min, 2, 0    ; Plu
Medium Tanks,       5,-1,  Mob, Gun, 2, 0    ; PT 
Food Storage,       2, 1,  nil, nil, 1, 1    ; Pot
Air Power,          5,-2,  AFl, Hor, 2, 0    ; Rad
Railroad,           6, 0,  SE,  Bri, 2, 1    ; RR 
Labor Union,        3, 1,  Eco, Env, 2, 2    ; Rec
Refining,           4, 0,  Che, Cor, 2, 4    ; Ref
Fertilizers,        7, 1,  Che, Mys, 2, 1    ; Rfg
The Republic,       2, 1,  CoL, Lit, 2, 2    ; Rep
Super Dreadnoughts, 8,-2,  Mat, Min, 2, 0    ; Rob
Secret Weapons,     1,-2,  Sth, Lab, 2, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 2, 4    ; San
Steam Turbines,     7, 0,  Chi, E1,  2, 4    ; Sea
German Empire,      1, 0,  no,  no,  2, 2    ; SFl
Long-Range Aircraft,1,-2,  AFl, Rad, 2, 0    ; Sth
Steam Engine,       4, 0,  Eng, Inv, 2, 4    ; SE 
Steel,              4, 0,  E1,  Ind, 2, 4    ; Stl
Dreadnoughts,       8,-1,  Sea, Nav, 2, 0    ; Sup
Operations,         5,-1,  RR,  Ldr, 2, 0    ; Tac
Italian Unification,1, 0,  no,  no,  2, 2    ; The
British Commonwealth,1, 0,  no,  no,  2, 2    ; ToG
International Trade,8, 2,  Ban, Mag, 2, 1    ; Tra
University,         6, 2,  Wri, Eng, 1, 3    ; Uni
Early Tanks,        5,-2,  Aut, Tac, 2, 0    ; War
Submarine Torpedos, 1,-2,  Sea, Amp, 2, 0    ; Whe
Literacy,           4, 2,  Alp, Cer, 2, 3    ; Wri
Post-Modern Age,    1, 0,  Whe, E2,  3, 2    ; FT 
Militarism,         3,-2,  Bro, Phy, 2, 0    ; U1 
Third Republic,     1, 0,  no,  no,  2, 2    ; U2 
Russian Empire,     1, 0,  no,  no,  2, 2    ; U3 
Not Russian,        1, 0,  no,  no,  2, 0    ; X1 
Not German,         1, 0,  no,  no,  2, 0    ; X2 
Not British,        1, 0,  no,  no,  2, 0    ; X3 
Not French,         1, 0,  no,  no,  2, 0    ; X4 
Not others,         1, 0,  no,  no,  2, 0    ; X5 
Not Allied,         1, 0,  no,  no,  2, 0    ; X6 
Not Italian,        1, 0,  no,  no,  2, 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,
Capital,                   8, 0,    nil,
Training Facility,        10, 1,    nil,
Warehouse District,        6, 1,    Pot,
Church,                    3, 1,    Cer,
Bank,                      8, 1,    Cur,
School,                    6, 1,    Alp,
Magistrate,                6, 1,    CoL,
Fortifications,            8, 0,    Cst,
Water Supply,              6, 1,    Mas,
Light Industries,         12, 3,    Ban,
Cathedral,                10, 2,    MT, 
University,               16, 3,    Uni,
Mass Transit,             18, 4,    RR, 
Stadium,                  10, 4,    FP, 
Factory,                  20, 4,    Ind,
Indust Complex,           32, 6,    Pla,
none,                     20, 4,    no, 
Labor Union,               8, 2,    Rec,
Steel Mill,               18, 4,    Stl,
Hydroelectric Dam,        24, 4,    E2, 
Munitions Plant,          25, 2,    Exp,
Stock Exchange,           16, 4,    Eco,
Sewer System,             12, 2,    San,
Farming,                   8, 3,    Rfg,
Superhighways,            40, 6,    E2, 
Research Lab,             32, 3,    Lab,
Anti-Aircraft Defenses,   10, 2,    Rad,
Coastal Defenses,         20, 1,    Met,
none,                     32, 4,    no, 
Harbor,                   10, 1,    Map,
World Port,               20, 3,    Tra,
Airfield,                 16, 3,    Rad,
Secret Police Force,       6, 2,    Gue,
Port Facility,            15, 3,    Amp,
none,                      8, 0,    no, 
none,                     16, 0,    no, 
none,                     32, 0,    no, 
War Bonds,                60, 0,    Bro,
The Ukraine,              20, 0,    nil,
The Commonwealth,         20, 0,    Dem,
Suez Canal,               20, 0,    Mas,
High Seas Fleet,          20, 0,    Mag,
none,                     30, 0,    no, 
Orthodox Church,          30, 0,    nil,
The Maginot Line,         100, 0,    Gun,
Prussian Militarism,      30, 0,    nil,
Skoda Industrial Works,   30, 0,    Ind,
Diplomatic Corps,         30, 0,    Feu,
Islam,                    40, 0,    nil,
Ecole Polytechnique,      30, 0,    Uni,
Grand Fleet,              40, 0,    Mag,
The Kremlin,              30, 0,    nil,
The Red Army,             30, 0,    Cmn,
Third Republic,           40, 0,    Rep,
German Chemical Industry, 40, 0,    Che,
British Empire,           40, 0,    Ato,
Arms Race,                200, 0,    U1, 
none,                     40, 0,    no, 
Spanish Neutrality,       30, 0,    nil,
Women's Suffrage,         60, 0,    Ind,
none,                     60, 0,    no, 
none,                     60, 0,    no, 
League of Nations,        40, 0,    FP, 
Unrestricted Submarine Warfare, 8, 0,    no, 
none,                     60, 0,    no, 
German Empire,            60, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; The Ukraine
nil,        ; The Commonwealth
nil,        ; Suez Canal
nil,        ; High Seas Fleet
no,         ; none
FT,         ; Orthodox Church
Gen,        ; The Maginot Line
nil,        ; Prussian Militarism
nil,        ; Skoda Industrial Works
nil,        ; Diplomatic Corps
FT,         ; Islam
nil,        ; Ecole Polytechnique
nil,        ; Grand Fleet
nil,        ; The Kremlin
nil,        ; The Red Army
nil,        ; Third Republic
nil,        ; German Chemical Industry
Esp,        ; British Empire
nil,        ; Arms Race
no,         ; none
nil,        ; Spanish Neutrality
nil,        ; Women's Suffrage
no,         ; none
nil,        ; none
Fun,        ; League of Nations
nil,        ; Unrestricted Submarine Warfare
no,         ; none
nil,        ; German Empire


;
;    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
Conscripts,   X5,  0,  1.,0,  4a,4d,  2h,1f,  4,0,  1, nil, 100000000000000
Engineers,    nil, 0,  2.,0,  0a,2d,  2h,1f,  6,0,  5, Eng, 100000000000000
Conscripts,   Gun, 0,  1.,0,  4a,4d,  2h,1f,  4,0,  1, SFl, 100000000000000
Conscripts,   Gun, 0,  1.,0,  4a,4d,  2h,1f,  4,0,  1, U2,  100000000000000
Conscripts,   Gun, 0,  1.,0,  4a,4d,  2h,1f,  4,0,  1, ToG, 100000000000000
Conscripts,   Gun, 0,  1.,0,  4a,4d,  2h,1f,  4,0,  1, U3,  100000000000000
Conscripts,   X7,  0,  1.,0,  4a,4d,  2h,1f,  4,0,  1, The, 100000000000000
Cavalry,      Met, 0,  2.,0,  3a,3d,  2h,1f,  5,0,  0, nil, 100000000000001
Facist Elite, nil, 0,  1.,0,  6a,5d,  2h,1f,  6,0,  0, Fun, 100100000000000
Partisans,    nil, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, Gue, 110001000000010
Infantry,     X2,  0,  1.,0,  5a,5d,  2h,1f,  5,0,  1, Gun, 100000000000000
Infantry,     X3,  0,  1.,0,  5a,5d,  2h,1f,  5,0,  1, Gun, 100000000000000
Infantry,     X4,  0,  1.,0,  5a,5d,  2h,1f,  5,0,  1, Gun, 100000000000000
Paratroops,   nil, 0,  1.,0,  6a,5d,  2h,1f,  8,0,  1, CA,  100000100000000
Motor Infantry,nil, 0,  3.,0,  5a,5d,  2h,1f,  8,0,  1, Mob, 100000000000000
Medium Tanks, X6,  0,  3.,0,  7a,5d,  3h,2f,  9,0,  0, PT,  100000000000000
Heavy Tanks,  X6,  0,  2.,0,  9a,6d,  3h,2f, 12,0,  0, Las, 100000000000000
Light Tanks,  nil, 0,  3.,0,  5a,3d,  2h,1f,  6,0,  0, Mob, 100000000000001
Heavy Tanks,  X2,  0,  2.,0, 10a,7d,  3h,2f, 14,0,  0, Las, 100000000000000
Conscripts,   Csc, 0,  0.,0,  0a,4d,  2h,1f, 10,0,  1, nil, 100000000000000
Mech Infantry,X2,  0,  3.,0,  6a,6d,  2h,1f,  9,0,  1, Gen, 100000000000000
Mech Infantry,X6,  0,  3.,0,  6a,6d,  2h,1f,  9,0,  1, Gen, 100000000000000
Early Tanks,  PT,  0,  1.,0,  6a,4d,  3h,1f, 10,0,  0, War, 100000000000000
Bf-109,       X2,  1, 10.,1,  5a,1d,  2h,2f,  8,0,  3, Hor, 110000000000001
Field Artillery,nil, 0,  1.,0,  8a,1d,  2h,1f,  6,0,  0, Too, 100000000000000
AT Artillery, nil, 0,  1.,0,  8a,1d,  2h,2f,  8,0,  0, Gen, 100000000000000
Heavy Artillery,nil, 0,  1.,0, 12a,2d,  2h,2f, 10,0,  0, Met, 100000001000000
Biplane,      Hor, 1,  8.,1,  3a,1d,  2h,2f,  6,0,  3, Fli, 100000000010001
Early Bomber, Hor, 1,  5.,2,  6a,1d,  2h,2f,  8,0,  0, Fli, 100000001000001
Dive Bomber,  X2,  1,  6.,2,  7a,1d,  2h,2f,  8,0,  0, Gen, 100000001000001
Fighter,      nil, 1, 10.,1,  4a,1d,  2h,2f,  9,0,  3, Hor, 110000000010001
Medium Bomber,nil, 1,  9.,2, 12a,1d,  2h,2f, 11,0,  0, Rad, 100000001000001
Destroyers,   nil, 2,  9.,0,  5a,4d,  3h,1f, 10,0,  2, Nav, 100000000001001
Light Cruiser,nil, 2,  9.,0,  6a,5d,  2h,1f, 12,0,  2, Mag, 100000000001001
Freighter,    nil, 2,  6.,0,  0a,2d,  2h,1f,  7,4,  4, Map, 100000000000000
Lg Freighter, nil, 2,  6.,0,  0a,2d,  3h,1f, 10,8,  4, Sea, 100000000000000
Armored Cruiser,Min, 2,  8.,0,  8a,7d,  3h,2f, 14,0,  2, Chi, 100000000001001
Battleship,   Sup, 2,  6.,0, 10a,10d, 4h,2f, 18,0,  2, Nav, 100000000000001
Dreadnought,  Rob, 2,  6.,0, 12a,12d, 4h,2f, 25,0,  2, Sup, 100000000000001
Battlecruiser,nil, 2,  8.,0, 12a,8d,  4h,2f, 24,0,  2, Min, 100000000000001
Super Dreadnought,nil, 4,  5.,0, 14a,14d, 4h,2f, 35,0,  2, Rob, 110000000000001
Heavy Cruiser,nil, 2,  9.,0,  9a,8d,  3h,2f, 14,0,  2, Mat, 110000000001001
Carrier,      X3,  2,  9.,0,  0a,9d,  4h,2f, 32,4,  0, Plu, 110000010001001
Ocean Liner,  nil, 2,  9.,0,  0a,1d,  3h,1f, 10,8,  4, Sea, 100000000000000
Infantry,     X1,  0,  1.,1,  5a,5d,  2h,1f,  5,0,  1, Gun, 100000000000000
Submersible,  Esp, 2,  2.,0,  4a,2d,  1h,1f, 4,0,   2,Inv, 000000000001000
Colonial Troops,X3,  0,  1.,0, 4a,4d,  2h,1f,  5,0,  1, Ato, 100001000000000
Shock Troops, Gun, 0,  1.,0,  5a,4d,  2h,1f,  7,0,  0, Aut, 100001000000010
Freight,      nil, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 100000000000010
Impassable,   nil, 0,  0.,0,  0a,20d, 6h,4f, 30,0,  1, no,  010010000000000
Colonial Troops,X4,  0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, Ato, 100001000000000
AA Artillery, nil, 0,  1.,0,  5a,2d,  2h,2f,  7,0,  1, Rad, 110000000010001
Americans,    X3,  0,  1.,0,  5a,5d,  2h,1f,  8,1,  1, FT,  100001000000100
Long Range Fighter,nil, 1,  8.,2,  4a,1d,  2h,2f, 10,0,  3, Sth, 100000000010001
Infantry,     X7,  0,  1.,2,  4a,5d,  2h,1f,  5,0,  1, Gun, 100000000010001
Lancaster,    X3,  1, 24.,2, 15a,1d,  2h,2f, 15,0,  0, Sth, 100000001000001
Spitfire,     X3,  1, 10.,1,  5a,1d,  2h,2f,  8,0,  3, Hor, 110000000010001
Airships,     Hor, 1,  6.,4,  6a,1d,  3h,2f, 20,0,  3, Iro, 100000001000001
Medium Tanks, X6,  0,  3.,1,  7a,4d,  3h,2f,  9,0,  0, PT,  100000000000000
Submarine,    nil, 2,  4.,0,  5a,3d,  2h,2f, 8,0,   2, Esp, 100000000001000
Sultan's Horse,X5,  0,  0.,1,  0a,2d,  2h,1f,  8,0,  1, no,  100000000000001
T-34s,        X1,  0,  3.,0,  7a,5d,  3h,1f,  8,0,  0, PT,  100000000000000

;
; 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,     3,2,  0,0,0,   no,  1, 5, 5,   no,  1, 5,  3,  no,    ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  no,    ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  no,    ; Mou
Wooded Hills,2,3,  1,2,1,   no,  1,10, 1,   no,  0, 0,  0,  Hil,   ; Tun
Taiga,      2,3,  1,1,1,   no,  0, 0, 0,   no,  1,15,  3,  no,    ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   no,  0,15,  0,  no,    ; Swa
Oil Field,  2,2,  1,2,1,   no,  0,15, 6,   no,  0, 5,  2,  no,    ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,1,
Arable Land,1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Timber,     2,3,  1,3,1,
Coal,       2,4,  1,2,1,
Gold,       3,6,  0,1,6,
Timber,     2,3,  1,3,2,
Furs,       2,3,  1,1,3,
Peat,       2,3,  1,4,0,
Oil Field,  1,2,  0,6,6,
Fish,       1,2,  3,0,2,
Oasis,      1,2,  3,1,1,
Arable Land,1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Timber,     2,3,  1,2,2,
Orchards,   2,4,  2,1,3,
Iron,       3,6,  0,4,0,
Minerals,   2,3,  0,3,3,
Furs,       2,3,  1,1,3,
none,       1,2,  0,0,0,
none,       2,3,  4,0,1,
Fish,       1,2,  3,0,2,




@GOVERNMENTS
Anarchy,        Doctor,      Madam
Despotism,      King,        Queen
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fascism,        Chancellor,  Chancellor
Republic,       Premier,     Mde. Premier
Democracy,      Prime Minister,Prime Minister

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1,  0,  0,     2, King, King, 4, Il Duce, Il Duce
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,     -1,  0,  1,     4, Chancellor, Chancellor, 6, President, President
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 0, Indians,     Indian,     -1, -1,  1,     2, King, King, 4, Dictator, Dictator
Lenin,        Catherine the Great, 1, 1, 0, Russians,    Russian,    -1,  1, -1,     1, Czar, Czar, 2, Czar, Czar, 4, Czar, Czarina
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,     -1,  0,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 0, English,     English,    -1,  0, -1,     2, King, King, 4, King, Queen, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 0, Spanish,     Spanish,    -1,  1, -1,     1, Kaiser, Kaiser, 2, Kaiser, Kaiser, 4, Fuhrer, Fuhrer
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,    -1, -1,  1,     1, Sultan, Sultan, 2, Sultan, Sultan, 4, Sultan, Sultan
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

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



;
;   Trading Commodities
;
@CARAVAN
Tools,
Machines,
Glassware,
Grain,
Rifles,
Coal,
Copper,
Dye,
Wine,
Textiles,
Nitrates,
Chemicals,
Arms,
Gold,
Mfg Goods,
Bauxite,


@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
Bureaucrat
Ambassador
Prince
King
Emperor
Megacrat

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













