;
;   CIVILIZATION GAME DATA--FIRE AND ROSES
;   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
3       ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
75      ; 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)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Natural Sciences,   4,-2,  Lit, Phi, 0, 3    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Alchemy,            3,-2,  AFl, nil, 0, 3    ; Amp
Astronomy,          4, 1,  Ban, Phy, 0, 3    ; Ast
Physics,            4,-1,  AFl, nil, 0, 3    ; Ato
*Automobile,         6,-1,  no, no, 3, 4    ; Aut
Lenses,             4, 1,  Ato, Med, 0, 3    ; Ban
Bridge Building,    4, 0,  Cst, Lab, 0, 4    ; Bri
Windmills,          6,-1,  PT, nil, 0, 4    ; Bro
Hygenical Facilites,5, 0,  Che, nil, 0, 1    ; Cer
Public Services,    5,-1,  nil, nil, 0, 1    ; Che
Continental Trade,  4,-2,  Tra, Lab, 0, 1    ; Chi
Sharia,              4, 1,  CA, nil, 0, 2    ; CoL
The Koran,          5,-1,  nil, nil, 0, 2    ; CA
*Combustion,         5,-1,  no, no, 2, 4    ; Cmb
Emirate I,            5, 0,  no, no, 0, 2    ; Cmn
Faith Spreading,    4, 1,  MT, nil,  0, 2    ; Cmp
Floating Mills,     7,-1,  Bro, nil, 0, 1    ; Csc
Fortifications,     4, 0,  Mas, Cur, 0, 0    ; Cst
Leather Armor,      4, 0,  War, nil, 0, 0    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Caliphate,        5, 1,  no, no, 0, 2    ; Dem
Scale Armor,         4, 1,  Cor, U2, 0, 0    ; Eco
Chainmail,          4, 0,  Eco, nil, 0, 0    ; E1
Koran Schools,      4, 1,  Lit,  CA, 0, 3    ; E2
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
*Enviromentalism,    3, 1,  no, no, 3, 2    ; Env
Fall of Samarqand,  2,-1,  X7, nil, 1, 0    ; Esp
*Explosives,         5, 0,  no, no, 2, 4    ; Exp
Fall of Ghazna,      4,-1,  X7, nil, 1, 0    ; Feu
*Flight,             4,-1,  no, no, 2, 4    ; Fli
Assasins,          3,-2,  Met, nil, 0, 2    ; Fun
City Patrol,         3, 0,  X5,  Sup, 0, 0    ; FP
*Genetic Engineering,3, 2,  no, no, 3, 3    ; Gen
*Guerrilla Warfare,  4, 1,  no, no, 3, 0    ; Gue
*Gunpowder,          8,-2,  no, no, 1, 0    ; Gun
Siege Engineering,  4,-1,  War, Eng, 0, 0    ; Hor
*Industrialization,  6, 0,  no,  no, 2, 1    ; Ind
*Invention,          6, 0,  no, no, 1, 4    ; Inv
Oversea Trade,      5,-1,  Tra, Las, 0, 1    ; Iro
Travelling,         4,-1,  U1,  nil, 0, 1    ; Lab
Seafaring,          4, 0,  Map, nil,  0, 1    ; Las
Scimitars,          5,-1,  War, nil, 0, 0    ; Ldr
Literacy,           5, 2,  Wri, nil, 0, 3    ; Lit
Horse Armor,        4,-2,  U1, Eco, 0, 0    ; Too
Fall of Somnath,    4,-1,  X7, nil, 1, 0    ; Mag
Map Making,         6,-1,  Alp, nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Salpeter,           5, 0,  AFl, War, 0, 3    ; MP
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 0, 2    ; Med
Fanatism,             6,-2,  Mys, nil, 0, 2    ; Met
Hauda,               4, 1,  Mob, X1,  0, 0    ; Min
Elephant Warfare,    8,-1,  U1, Eco, 0, 0    ; Mob
Sultanate,          5, 1,  nil, nil, 0, 2    ; Mon
Islam,              5, 1,  nil, nil,  0, 2    ; MT
Shi'ite sects,      4, 0,  The, Cmp, 0, 2    ; Mys
Fall of Baghdad,    6,-1,  X7, nil, 1, 0    ; Nav
Silk Trade,          6,-2,  Chi, nil,  0, 1    ; NF
*Nuclear Power,      3, 0,  no, no,  3, 3    ; NP
Philosophy,         6, 1,  Lit, nil, 0, 2    ; Phi
Philosophical Theology, 4,-1,  Phi, MT, 0, 2    ; Phy
Monastries,          4, 1,  Rec, nil, 0, 2    ; Pla
Epic Poetry,        4, 0,  Lit,  nil,  0, 2    ; Plu  (Cst & Pot)
Farming,            4, 0,  nil, nil, 0, 1    ; PT
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
*Radio,              5,-1,  no, no,  3, 4    ; Rad
*Railroad,           6, 0,  no, no,  2, 1    ; RR
Flight,              2, 1,  no, no,  1, 2    ; Rec
Magic,               4, 0,  no, no, 1, 2    ; Ref
Qanats,              3, 1,  San, Bro, 0, 1    ; Rfg
Emirate II,          5, 1,  no, no, 0, 2    ; Rep
Not Persian,         5,-2,  no,no, 1, 3    ; Rob
Suffism,             6,-2,  Phy, nil,  0, 2    ; Roc
Sanitation,          4, 2,  Med, Eng, 0, 1    ; San
Genies,              4, 1,  no, no, 1, 2    ; Sea
Magic Lamps,         4, 1,  no, no, 1, 2    ; SFl
Indian Tech,         3,-2,  no,no, 1, 3    ; Sth
Not Indian,          4,-1,  no, no, 1, 3    ; SE
Dervishs,            4,-1,  no, no, 0, 2    ; Stl
Heavy Ghulams,      4, 1,  Too, X5, 0, 0    ; Sup
Not Turkish,        6,-1,  no, no, 1, 3    ; Tac
Shi'a,              3, 2,  MT,  nil, 0, 2    ; The
Not Arab,           4, 0,  no,no, 1, 3    ; ToG
Trade,              4, 2,  Cur, nil, 0, 1    ; Tra
University,         5, 1,  Mat, Lit, 0, 3    ; Uni
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
The Wheel,          4,-1,  nil, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
*Future Technology,  1, 0,  no, no, 3, 3    ; ...
Horseback Riding,    3, 0,  nil, nil,  0, 0    ; U1
Metal Working,      3, 0,  nil, nil,  0, 4    ; U2
Archery,            3, 0,  War, nil,  0, 0    ; U3
Horseback Archery,  3, 0,  U3,  X2,  0, 0    ; X1
Turkish Tech,       3, 0,  no, no,  1, 3    ; X2
Stirrups,           3, 0,  Too, nil,  0, 4    ; X3
Battleaxes,         3, 0,  War, U2,  0, 0    ; X4
Slavery,            3, 0,  nil, nil, 0, 1    ; X5
Arab Tech,          3, 0,  no, no, 1, 3    ; X6
Pedia Tech,         3, 0,  no,  no,  1, 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,
Farms,                    6,  1,    PT,
Public Baths,             4,  1,    Cer,
Bazaar,                   8,  1,    Tra,
School,                   8,  1,    Wri,
Courthouse,               8,  1,    CoL,
City Walls,               8,  0,    Mas,
Cistern,                  8,  2,    Cst,
Kanaqh,                  12, 3,    Roc,
Mosque,                   12, 3,    MT,
Observatory,              20, 4,    Ast,
*Mass Transit,             16, 4,    no,
Public Gardens,           9, 3,    Che,
Windmill,                 9, 2,    Bro,
Smithy,                   10,3,    U2,
*SDI Defense,              20, 4,    no,
*Recycling Center,         20, 2,   no,
*Power Plant,             16, 4,    no,
Floating Mill,            15, 4,    Csc,
Labor System,             8, 2,    X5,
Hospital,                 29, 5,    Med,
Sewer System,             12, 2,    San,
Kanaqh,                   8, 3,    no,
Caravanserai,             15, 3,    Chi,
Medrese,                   25, 5,    Uni,
*SAM Missile Battery,      10, 2,    no,
*Coastal Fortress,          8, 1,    no,
Plantation,                12, 2,    PT,
Fishing Port,              6,  1,    Iro,
Trade Port,                16, 3,    Iro,
*Airport,                  16, 3,    no,
Citadel,                   6,  2,    Cst,
*Port Facility,            8,  3,    no,
*SS Structural,            8,  0,    no,
*SS Component,             16, 0,    no,
*SS Module,                32, 0,    no,
(Tribute),                 60, 0,    nil,
Tomb of Fakhr ad-Din Razi,20, 0,    nil,
Samanid Mausoleum,        20, 0,    nil,
Rabat-i-Sharaf,           20, 0,    Chi,
Lighthouse,               20, 0,    no,
Enlightened Age,          30, 0,    nil,
Oracle,                   30, 0,    no,
Great Wall,               30, 0,    no,
Sun Tzu's War Academy,    30, 0,    no,
King Richard's Crusade,   30, 0,    no,
The Silk Route,           20, 0,    nil,
Temple of Somnath,        40, 0,    nil,
Shahnameh,                30, 0,    Plu,
Magellan's Expedition,    40, 0,    no,
Shakespeare's Theatre,    30, 0,    no,
Tomb of al-Husain,        40, 0,    nil,
al-Mutawakkil's Mosque,   40, 0,    nil,
Ruins of Ctesiphon,       40, 0,    nil,
al-Askar,                 40, 0,    Mag,
Darwin's Voyage,          40, 0,    no,
Statue of Liberty,        40, 0,    no,
Djashma Aiyub,            30, 0,    Mys,
Women's Suffrage,         60, 0,    no,
Hoover Dam,               60, 0,    no,
Manhattan Project,        60, 0,    no,
The Caliphate,            60, 0,    nil,
Apollo Program,           60, 0,    no,
Khodja-Mashhad-Medrese,   60, 0,    Uni,
Cure for Cancer,          60, 0,    no,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
Esp,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
nil,        ; Great Library
nil,        ; Oracle
nil,        ; Great Wall
nil,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
Mag,        ; Michelangelo
Feu,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
nil,        ; Da Vinci's Workshop
Nav,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; 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.
;
;   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
Slaves,       X5, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Settlers,     nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, X5, 000000000000000
Arabs,        ToG, 0,  1.,0,  3a,5d,  2h,1f,  5,0,  1, X6, 000000000000000
Persians,     Rob, 0,  1.,0,  2a,4d,  2h,1f,  3,0,  1, nil, 000000000000000
Swordsmen,    nil, 0,  1.,0,  3a,2d,  1h,1f,  3,0,  0, Eco, 000000000000010
Ghazis,       X6, 0,  1.,0,  3a,5d,  2h,1f,  7,0,  1, Ldr, 000000000000000
Pikemen,      Sth, 0,  1.,0,  1a,3d,  1h,1f,  3,0,  1, Cor, 000010000000000
Tughril Beg,  nil, 0,  3.,0,  10a,7d,  2h,3f,  25,0,  0, X7, 000000000000000
Assasins,     Rob, 0,  1.,0,  6a,2d,  2h,1f,  2,0,  1, Fun, 001100000000000
Camp,         nil, 0,  0.,0,  0a,2d,  2h,1f,  25,0,  1, X7, 000000000000000
Turks,        Tac, 0,  3.,0,  6a,2d,  1h,2f,  6,0,  0, X2, 000000000000000
Horseback Archers,Tac, 0,  2.,0,  5a,2d,  1h,1f,  8,0,  0, X1, 000000000000000
Ghulam Cavalry,X6, 0,  2.,0, 5a,3d,  1h,1f,  6,0,  0, X5, 000000000000000
Heavy Ghulams,X1, 0,  2.,0,  6a,4d,  2h,1f,  8,0,  0, Sup,  000010000000000
Scouts,       nil, 0,  1.,0,  2a,2d,  1h,1f,  4,0,  0, U1, 100001000000011
Maces,        Eco, 0,  1.,0,  4a,3d,  1h,2f,  4,0,  0, War, 000000000000000
Ghulam Infantry,X6,  0,  1.,0,  2a,2d,  2h,1f,  8,0,  1, X5, 000010000000000
Cameleers,    Sth,  0,  3.,0,  5a,2d,  1h,1f,  5,0,  0, SE,  000010000000000
Daylami,      Sth, 0,  1.,0,  5a,5d,  1h,1f,  6,0,  0, E1,  000000000000000
Mahmud,       nil, 0,  2.,0,  8a,6d,  2h,3f,  25,0,  0, X7, 000000000000000
War Elephant, nil, 0,  1.,0,  7a,4d,  2h,2f,  8,0,  0, Mob, 000010000000010
Elephant Archer,nil, 0,  1.,0,  8a,5d,  2h,3f,  10,0,  0, Min, 000010000000010
Battering Ram,Hor, 0,  1.,0, 6a,4d,  2h,2f,  6,0,  0, Cst, 000000000000000
Onager,       nil, 0,  1.,0,  7a,1d,  1h,3f,  8,0,  0, Hor, 000000001000000
Siege Tower,   nil, 0,  1.,0,  9a,3d,  1h,3f,  10,0,  0, Hor,000000001000000
Village,       nil, 0,  0.,0, 0a,3d,  2h,1f,  25,0,  1, X7, 000000000000000
Fortress,      nil, 0,  0.,0, 0a,6d,  3h,1f,  25,0,  1, X7, 000000000000000
Auxiliaries,  nil, 0, 2.,0,  3a,3d,  1h,1f,  3,0,  1, U1, 000000000000000
Mercenaries,  nil, 0,  2.,0, 4a,3d,  1h,1f, 5,0,  0, X7, 000010000000000
Indians,      SE, 0,  2.,0, 4a,3d,  1h,1f, 6,0,  0, Sth,  000000000000000
Indian Pikemen,SE, 0, 1.,0,  2a,4d,  2h,1f,  6,0,  1, Sth, 000000000000000
*Stlth Bmbr.,  nil, 1, 12.,2, 14a,5d,  2h,2f, 16,0,  0, no, 000000000000001
Trade Galley, nil, 2,  4.,0,  0a,2d,  2h,1f,  6,3,  4, Iro, 100000000000000
War Galley,   nil, 2,  4.,0,  4a,3d,  2h,1f,  4,1,  2, Las, 100000000001000
Pirates,      nil, 2,  4.,0,  8a,4d,  2h,2f,  4,2,  2, X7, 100000000001000
*Frigate,      nil,  2,  4.,0,  4a,2d,  2h,1f,  5,2,  2, no, 000000000000000
City,          nil,  0,  0.,0,  0a,4d,  2h,1f,  25,0,  1, X7,  000000000000000
*Destroyer,    nil, 2,  6.,0,  4a,4d,  3h,1f,  6,0,  2, no,  100000000000001
*Cruiser,      nil, 2,  5.,0,  6a,6d,  3h,2f,  8,0,  2, no, 100000000000001
Inscription I, nil, 0,  0.,0,  0a,4d,  2h,1f, 25,0,  1, X7, 000000000000000
Inscription II,nil, 0,  0.,0, 0a,4d, 2h,1f, 25,0,  1, X7, 000000000000000
Inscription III,nil, 0,  0.,0, 0a,4d,  2h,1f,  25,0,  1, X7, 000000000000000
Inscription IV,nil, 0,  0.,0,  0a,4d,  2h,1f, 25,0,  1, X7, 000000000000000
Magic Lamp,    nil, 0,  0.,0,  0a,2d,  2h,1f,  25,0,  1, X7, 000000000000000
Arab Palace,   nil, 0, 0.,0, 0a,4d,  2h,1f,  25,0,  1, X7, 000000000000000
Persian Palace,nil, 0, 0.,0, 0a,4d,  2h,1f, 25,0,  1, X7, 000000000000000
Envoy,         nil, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Wri, 000000000000010
Dervish,       nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, Stl, 000000000001011
Merchant,      Chi, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Caravan,       nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Chi, 000000000000010
*Explorer,     nil, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, no, 000001000000010
Indian Cavalry,SE, 0,  2.,0,  5a,3d,  1h,1f,  5,0,  0, Sth,  000000000000000
Light Infantry,X4, 0,  2.,0,  2a,2d,  2h,1f,  1,0,  1, War,  000000000000000
Janitshar,     nil, 0,  1.,0,  8a,6d,  2h,2f, 10,0,  0, MP,  000000000000000
Light Cavalry, X3, 0,  2.,0,  3a,2d,  1h,1f,  4,0,  0, U1,  000000000000000
Heavy Cavalry, nil, 0,  2.,0,  5a,3d,  1h,2f,  7,0,  0, X3,  000000000000000
Slave Revolt, nil, 0,  1.,0,  9a,5d,  2h,1f,  10,0,  0, X7,  000000000000000
Heavy Infantry,Eco, 0,  1.,0,  4a,3d,  2h,1f,  4,0,  1, X4,  000000000000000
Magic Carpet, nil, 1,  5.,0,  2a,4d,  3h,1f,  6,0,  3, Rec,  000000000010001
Genie,        nil, 1,  4.,3,  8a,6d,  3h,3f,  10,0,  3, Sea,  000000000000000
Evil Genie,   nil, 0,  5.,8,  10a,7d,  3h,2f,  25,0,  0, X7,  000000000000000
Sword,        nil, 0,  3.,1,  9a,0d,  2h,1f,  4,0,  0, Stl,  001000000000000

;
; 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,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Valley,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Dasht,       2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Cattle,     1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Game,       2,3,  3,2,0,
Goats,      2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Citrus,     1,2,  3,1,0,
Quicksand,  2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Nomads,     1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Cotton,     2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Walnut,     1,2,  2,0,3,
Wadi,       2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,       2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Tribe,          Chief,       Chief
Sultanate,      Sultan,      Sultan
Emirate I,      Emir,        Emir
Theocracy,      Imam,        Imam
Emirate II,     Emir,        Emir
Caliphate,      Caliph,      Caliph

;
;   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
Harun-ar Rashid,Sheherazade,         0, 1, 1, Ghaznavids,  Ghaznavid,   1,  1,  -1,     1, Emir, Emir, 2, Caliph, Caliph
Mahmud,       Ishtari,             1, 2, 2, Abbasids,    Abbasid,    0, -1,  1, 1, Sultan, Sultan, 2, Sultan, Sultan
 ,            Maria Theresa,       0, 3, 0, Turks,       Turkish,     1, 1,  -1,
Ramesses,     Cleopatra,           1, 4, 0, Samanids,    Samanid,     -1,  0,  1,     
Abe Lincoln,  E. Roosevelt,        0, 5, 0, Bujids,      Bujid,      1,  1,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Ghurids,     Ghurid,      1,  -1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 3, Hindu States,Hindu,      -1, -1,  1,     1, Raja, Rani 2,Maharaja, Maharani, 3,Maharaja, Maharani, 4,Maharaja, Maharani, 5,Maharaja, Maharani, 6,Maharaja, Maharani
Harun-ar Rashid,Sheherazade,         0, 1, 0, Ghaznavids,  Ghaznavid,   0,  1,  -1,     1, Emir, Emir, 2, Caliph, Caliph
Mahmud,       Ishtari,             1, 2, 2, Abbasids,    Abbasid,    0, -1,  1, 1, Sultan, Sultan, 2, Sultan, Sultan
 ,            Maria Theresa,       0, 3, 3, Turks,       Turkish,     1, 1,  -1,
Ramesses,     Cleopatra,           1, 4, 0, Samanids,    Samanid,     -1,  0,  1,     
Abe Lincoln,  E. Roosevelt,        0, 5, 0, Bujids,      Bujid,      1,  1,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Ghurids,     Ghurid,      1,  -1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 2, Hindu States,Hindu,      -1, -1,  1,    1, Raja, Rani 2,Maharaja, Maharani, 3,Maharaja, Maharani, 4,Maharaja, Maharani, 5,Maharaja, Maharani, 6,Maharaja, Maharani
Harun-ar Rashid,Sheherazade,         0, 1, 1, Ghaznavids,  Ghaznavid,   1,  1,  -1,     1, Emir, Emir, 2, Caliph, Caliph
Mahmud,       Ishtari,             1, 2, 2, Abbasids,    Abbasid,    0, -1,  1, 1, Sultan, Sultan, 2, Sultan, Sultan
 ,            Maria Theresa,       0, 3, 0, Turks,       Turkish,     1, 1,  -1,
Ramesses,     Cleopatra,           1, 4, 0, Samanids,    Samanid,     1,  0,  1,     
Abe Lincoln,  E. Roosevelt,        0, 5, 0, Bujids,      Bujid,      1,  1,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Ghurids,     Ghurid,      1,  -1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 2, Hindu States,Hindu,      -1, -1,  1,    1, Raja, Rani 2,Maharaja, Maharani, 3,Maharaja, Maharani, 4,Maharaja, Maharani, 5,Maharaja, Maharani, 6,Maharaja, Maharani

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
Horses,
Wool,
Opium,
Cloth,
Cotton,
Linen,
Rugs,
Dye,
Copper,
Silk,
Weapons,
Spice,
Gems,
Gold,
Oil,
Uranium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













