;
;   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
4       ; 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
0       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
9       ; City size for first unhappiness at Chieftain level
24      ; 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)
5       ; Base time for engineers to transform terrain (x2)
5       ; Monarchy  pays support for all units past this
5       ; Communism pays support for all units past this
6       ; 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
Field Radio,        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
Ship 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,  Pla, 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
NONE,               1,-2,  no,  no,  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
Arms Research ,     3, 0,  Plu, Pla, 2, 3    ; Lab
Medium 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
Cruisers,           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
Ottoman Empire,     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, Sup, 2, 1    ; Pla
Carrier Warfare,    1,-1,  Rad, Min, 2, 0    ; Plu
Light Tanks,        5,-1,  Mob, Gun, 2, 0    ; PT 
Hapsburg Dynasty,   2, 1,  no,  no,  2, 0    ; Pot
Air Forces,         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
Re-Armament,        8,-2,  Mat, Min, 2, 1    ; Rob
Secret Weapons,     1,-2,  no,  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
Axis Only,          1,-2,  no,  no,  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
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 Austrian,       1, 0,  no,  no,  2, 0    ; X5 
Not Ottoman,        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, 0,    nil,
Grain Silos,               6, 0,    Mas,
Church,                    3, 0,    Cer,
Bank,                      8, 0,    Cur,
School,                    6, 0,    Alp,
Court House,               6, 1,    CoL,
Trench System,             8, 0,    Cst,
Town Water Supply,         6, 2,    Mas,
Light Industries,         12, 2,    Ban,
Cathedral,                10, 2,    MT, 
University,               16, 2,    Uni,
Railway Yards,            18, 3,    RR, 
Stadium,                  10, 2,    Ban,
Factory,                  10, 2,    Ind,
Industrial Complex,       32, 3,    Pla,
none,                     20, 4,    no, 
Labor Union,               8, 1,    Rec,
Steel Mill,               18, 2,    Stl,
Hydroelectric Dam,        24, 2,    E2, 
Munitions Plant,          25, 2,    Exp,
Stock Exchange,           16, 2,    Eco,
Sewer System,             12, 2,    San,
Farming,                   8, 0,    Rfg,
Oil Refinery,             40, 3,    E2, 
Research Lab,             32, 2,    Lab,
Anti-Aircraft Defenses,   10, 1,    Rad,
Coastal Defenses,         20, 0,    Met,
none,                     32, 4,    no, 
Harbor,                   10, 1,    Map,
World Port,               20, 2,    Tra,
Airfield,                 16, 2,    Rad,
Secret Police Force,       6, 1,    Gue,
Port Facility,            15, 2,    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,                100, 0,    U1, 
none,                     40, 0,    no, 
Hapsburg Dynasty,         30, 0,    no, 
Women's Suffrage,         60, 0,    Ind,
none,                     60, 0,    no, 
French Empire,            60, 0,    nil,
League of Nations,        40, 0,    FP, 
Unrestricted Submarine Warfare, 8, 0,    Esp,
Italian Unifrication,     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
nil,        ; British Empire
nil,        ; Arms Race
no,         ; none
nil,        ; Hapsburg Dynasty
nil,        ; Women's Suffrage
no,         ; none
nil,        ; French Empire
nil,        ; League of Nations
nil,        ; Unrestricted Submarine Warfare
nil,        ; Italian Unifrication
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,   nil, 0,  0.,0,  1a,5d,  2h,1f,  4,0,  1, no,  000000000000000
Engineers,    nil, 0,  2.,0,  0a,2d,  2h,1f,  6,0,  5, Eng, 100001000000000
Conscripts,   X2,  0,  1.,0,  5a,4d,  2h,2f,  4,0,  1, SFl, 000000000000000
Conscripts,   X4,  0,  1.,0,  5a,4d,  2h,2f,  4,0,  1, U2,  000000000000000
Conscripts,   X3,  0,  1.,0,  5a,4d,  2h,2f,  4,0,  1, ToG, 000000000000000
Conscripts,   X1,  0,  1.,0,  5a,4d,  2h,2f,  4,0,  1, U3,  000000000000000
Conscripts,   X7,  0,  1.,0,  5a,4d,  2h,2f,  4,0,  1, The, 000000000000000
Cavalry,      Met, 0,  3.,0,  8a,3d,  2h,2f,  6,0,  0, nil, 000000000000001
BT-7,         X1,  0,  3.,0,  7a,5d,  3h,2f, 10,0,  0, PT,  000000000000000
Partisans,    nil, 0,  2.,0,  6a,3d,  2h,2f,  5,0,  1, Gue, 010001000000010
Infantry,     X7,  0,  2.,0,  6a,5d,  2h,2f,  6,0,  1, Gun, 000000000000000
Infantry,     X3,  0,  2.,0,  6a,5d,  2h,2f,  6,0,  1, Gun, 000000000000000
Infantry,     X4,  0,  2.,0,  6a,5d,  2h,2f,  6,0,  1, Gun, 000000000000000
Conscripts,   X6,  0,  1.,0,  5a,4d,  2h,2f,  4,0,  1, NF,  000000000000000
Conscripts,   X5,  0,  1.,0,  5a,4d,  2h,2f,  4,0,  1, Pot, 000000000000000
Infantry,     X5,  0,  2.,0,  6a,5d,  2h,2f,  6,0,  1, Gun, 000000000000000
Poisonous Gas,nil, 0,  1.,0,  5a,0d,  1h,9f,  3,0,  0, War, 001000001000010
Infantry,     X2,  0,  2.,0,  6a,5d,  2h,2f,  6,0,  1, Gun, 000000000000000
Early Tanks,  Las, 0,  2.,0,  8a,3d,  3h,2f, 12,0,  0, War, 000000000000000
Pzkw III,     Sth, 0,  3.,0, 10a,5d,  3h,2f, 13,0,  0, Las, 000000000000001
Pzkw IB,      Sth, 0,  3.,0,  7a,5d,  2h,2f, 10,0,  0, PT,  000000000000001
Renault R-35, X4,  0,  3.,0,  7a,5d,  2h,2f, 10,0,  1, PT,  000000000000001
Char B1 Bis,  X4,  0,  2.,0, 10a,5d,  4h,2f, 15,0,  0, Las, 000000000000001
Matilda MkII, X3,  0,  3.,1, 10a,5d,  3h,2f, 15,0,  0, Las, 000000000000001
Field Artillery,nil, 0,  2.,0,  9a,1d,  1h,4f,  8,0,  0, Too, 000000000000000
Amoured Car,  nil, 0,  3.,0,  6a,5d,  2h,2f,  8,0,  0, Met, 000000000000000
Heavy Artillery,nil, 0,  1.,0, 10a,1d,  1h,7f, 12,0,  0, Met, 000000001000000
Biplane,      Hor, 1,  5.,2,  7a,4d,  2h,2f,  8,0,  3, Fli, 100000000010001
Early Bomber, Hor, 1,  5.,2,  9a,1d,  2h,2f, 12,0,  0, Fli, 100000001000001
Ms406,        X4,  1, 10.,1,  8a,5d,  2h,2f, 10,0,  3, Hor, 100000001000001
Macchi 200,   X7,  1, 10.,1,  8a,5d,  2h,2f, 10,0,  3, Hor, 110000000010001
Me109E,       Sth, 1, 10.,1,  8a,5d,  2h,2f, 10,0,  3, Hor, 100000001000001
Spitfire MkIa,X3,  1, 10.,1,  8a,6d,  2h,2f, 12,0,  3, Hor, 100000000001001
Infantry,     X6,  0,  2.,0,  6a,5d,  2h,2f,  6,0,  1, Gun, 000000000000000
I-16,         X1,  1, 10.,1,  7a,5d,  2h,2f, 10,4,  3, Hor, 000000000000000
Bomber,       nil, 1, 12.,2, 12a,2d,  2h,3f, 15,8,  0, Rad, 100000000000000
Destroyer,    nil, 2, 10.,0,  8a,6d,  3h,2f, 12,0,  2, Chi, 000000000001001
Battleship,   nil, 2,  8.,0, 12a,10d, 4h,3f, 20,0,  2, Mag, 000000000000001
Cruiser,      nil, 2,  9.,0, 10a,8d,  3h,3f, 16,0,  2, Mag, 000000000000001
Submarine,    nil, 2,  8.,0, 12a,2d,  3h,2f, 15,0,  2, Esp, 100000000001001
Dreadnought,  nil, 2,  8.,0, 14a,12d, 5h,4f, 24,0,  2, Rob, 010000000000001
Carrier,      nil, 2,  8.,0,  1a,10d, 3h,2f, 14,0,  0, Plu, 010000010000001
Renault R-35, X6,  0,  3.,0,  7a,5d,  2h,2f, 10,4,  0, PT,  000000000000001
Ocean Liner,  nil, 2,  9.,0,  0a,4d,  2h,2f, 10,4,  4, Sea, 000000000000000
Infantry,     X1,  0,  2.,1,  6a,5d,  2h,2f,  6,0,  1, Gun, 000000000000001
Marines,      nil, 0,  2.,0,  8a,5d,  2h,2f, 10,0,  0, NP,  000000000000111
Machine Gun,  nil, 0,  1.,0,  0a,8d,  2h,4f,  8,0,  1, Met, 000010000000000
Shock Troops, X2,  0,  3.,0,  7a,5d,  3h,2f, 12,0,  0, Gun, 000001001000010
Freight,      nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 100000000000010
Border Post,  nil, 0,  0.,0,  1a,99d,12h,99f, 120,0,  1, no,  010010000000000
Flame Thrower,nil, 0,  1.,0, 10a,2d,  2h,3f, 12,0,  1, Met, 000000001000001
AA Artillery, nil, 0,  1.,0,  5a,7d,  2h,2f,  7,0,  1, Rad, 010000000000001
Yanitshar,    X6,  0,  4.,0,  7a,5d,  2h,2f, 15,1,  0, Phy, 000001001000001
Vickers,      X3,  0,  3.,0,  7a,5d,  2h,2f, 10,0,  0, PT,  000000000000001
M11/39,       X7,  0,  3.,2,  7a,5d,  2h,2f, 10,0,  0, PT,  100000000000000
Foreign Legion,X4,  0,  3.,2,  7a,5d,  3h,2f, 12,0,  0, Ato, 000010001000001
KV-1,         X1,  0,  2.,1, 10a,5d,  4h,3f, 17,0,  0, Las, 000000000000001
Semovente 75/1,X7,  0,  3.,0,  9a,5d,  3h,2f, 12,0,  0, Las, 000000001000001
Mountian Troops,X5,  0,  2.,1,  8a,5d,  3h,2f,  7,0,  0, Pot, 000011001000000
Imperial Guard,X1,  0,  3.,0,  7a,5d,  3h,2f, 20,0,  0, Phy, 100001001000001
Sultan's Horse,nil, 0,  0.,1,  0a,4d,  3h,1f,  8,0,  1, no,  100000000000001
Anzac's,      X3,  0,  2.,0,  7a,5d,  3h,2f, 11,0,  0, Ato, 000011001000011

;
; 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,  1,2,0,   yes, 1, 2, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 2, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  2,2,0,   Pln, 0, 2, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 5, 3,  1,  no,    ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  no,    ; Mou
Wooded Hills,2,3,  2,3,1,   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,  1,4,1,
Gold,       3,6,  0,1,8,
Timber,     2,3,  1,3,2,
Furs,       2,3,  1,1,3,
Peat,       2,3,  1,4,0,
Oil Field,  1,2,  0,12,8,
Fish,       1,2,  3,0,2,
Oasis,      1,2,  3,1,1,
Arable Land,1,2,  5,1,0,
Grassland,  1,2,  2,1,0,
Timber,     2,3,  1,4,2,
Orchards,   2,4,  2,3,3,
Iron,       3,6,  0,8,0,
Minerals,   2,3,  0,4,3,
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, Archbishop, Archbishop, 6, King, King
Frederick,    Maria Theresa,       0, 3, 0, Germans,     German,      1,  1, -1,     1, Kaiser, Kaiser, 2, Kaiser, Kaiser, 4, Fuhrer, Fuhrer
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    1,  0,  1,     2, Emperor, Emperess, 3, Kaiser, Kaiser 6, President, Presidnet
Abe Lincoln,  E. Roosevelt,        0, 5, 0, Americans,   American,    1,  0,  1,     2, King, King, 4, Ll Duce, Ll Duce 6, President, Presidnet
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     2, King, King, 4, King, Queen, 6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 0, Indians,     Indian,      1, -1,  1,     1, Sultan, Sultan, 2, Sultan, Sultan, 4, Sultan, Sultan
Lenin,        Catherine the Great, 1, 1, 3, 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,     2, Emperor, Emperess, 3, Kaiser, Kaiser
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     2, King, King, 4, Ll Duce, Ll Duce 6, President, Presidnet
Henry VIII,   Elizabeth I,         1, 6, 0, English,     English,     1,  1,  0,     2, King, King, 4, King, Queen, 6, King, King
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,     2, Emperor, Emperess, 3, Kaiser, Kaiser 6, President, Presidnet
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













