;
;   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
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.
1       ; Fundamentalism loses this % of science
30      ; Percent shield penalty for production type change
8       ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
9       ; 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
Neutron Weaponry,       4,-1,  nil, nil, 3, 0    ; AFl
Phase Engineering,      5, 1,  Iro, nil, 0, 0    ; Alp
Cloaking,               3,-2,  Lit, nil, 3, 0    ; Amp
Lightsail,              4, 1,  Cor, E1,  1, 4    ; Ast
Hyper Drive,            4,-1,  Las, Ldr, 2, 4    ; Ato
Antimatter Physics,     7,-1,  Csc, Gen, 3, 3    ; Aut
Teleporters,            4, 1,  Cmp, SE,  1, 4    ; Ban
Galactic Economics,     4, 0,  Roc, Mon, 0, 1    ; Bri
Xenosociology,          6,-1,  Tra, Rob, 0, 2    ; Bro
Artificial Life,        5, 0,  Che, nil, 0, 1    ; Cer
Cellular Physics,       5,-1,  Sth, nil, 1, 1    ; Che
Gravitation Physics,    4,-2,  Sea, nil, 1, 3    ; Chi
Viral Weaponry,         4, 1,  Min, nil, 0, 0    ; CoL
Bionic Tracking,        5,-1,  no,   no, 3, 0    ; CA
Integrated Philosophy,  5,-1,  Phi, Whe, 2, 3    ; Cmb
Militarism,             5, 0,  Che, Stl, 2, 0    ; Cmn
Phasing,                4, 1,  Ind, Hor, 3, 3    ; Cmp
Sub-Dispersion Physics, 4,-1,  Esp, nil, 2, 3    ; Csc
Subspace Physics,       4, 0,  Ind, nil, 0, 3    ; Cst
Cold Fusion,            4, 0,  nil, nil, 2, 3    ; Cor
Monopole Physics,       4, 1,  AFl, Sea, 0, 3    ; Cur
Confederation,          5, 1,  Gue, Wri, 2, 2    ; Dem
Energy Deflection,      4, 1,  AFl, Chi, 2, 0    ; Eco
Large-Scale Building,   4, 0,  nil, nil, 2, 4    ; E1
Thought Induction,      4, 1,  Uni, nil, 3, 4    ; E2
Inorganic Thought,      4, 0,  AFl, nil, 0, 0    ; Eng
Bio-Computers,          3, 1,  Cmb, Tac, 3, 3    ; Env
Adv. Superconductors,   2,-1,  AFl, Eng, 3, 3    ; Esp
Graviton Telemetry,     5, 0,  Chi, nil, 2, 3    ; Exp
Inertial Damping,       4,-1,  Nav, Gen, 2, 3    ; Fli
Technocracy,            4,-1,  Ato, Wri, 0, 2    ; Fun
Hyperspace Shield,      3, 0,  Mas, Amp, 3, 4    ; FP
Photon Weapons,         3,-2,  Ast, Mys, 2, 0    ; Feu
Photon Drive,           6, 2,  Ast, Nav, 3, 0    ; Gen
Utopian Society,        4, 1,  Bri, Rep, 3, 2    ; Gue
Brainwave Mapping,      4,-2,  Pla, nil, 1, 3    ; Gun
ThetaMatrix Compositing,4,-1,  Csc, Pot, 0, 3    ; Hor
Permiable Shields,      6, 0,  RR,  nil, 2, 4    ; Ind
Advanced Containment,   6, 0,  RR,  Csc, 1, 4    ; Inv
Antimatter Weapons,     8,-1,  Aut, Fun, 0, 0    ; Iro
Antimatter Chemistry,   4,-1,  Aut, Inv, 3, 4    ; Lab
Quantum Production,     4, 0,  Lab, Fli, 3, 3    ; Las
Multi Phasic Fields,    5,-1,  Cst, Inv, 1, 3    ; Ldr
Hyperspace Mapping,     5, 2,  Cmp, Too, 0, 3    ; Lit
Singularity Dynamics,   4,-2,  Ast, nil, 2, 3    ; Too
Tractor Beams,          4,-1,  Ind, nil, 1, 4    ; Mag
Phase Modulators,       6,-1,  Cmp, nil, 0, 0    ; Map
Hyperspace Drive,       6, 1,  Lit, nil, 0, 4    ; Mas
Temporal Physics,       5, 0,  Too, nil, 3, 3    ; MP
Tachyon Telemetry,      4,-1,  Med, FP,  0, 3    ; Mat
Tachyon Physics,        4, 0,  Too, Alp, 1, 3    ; Med
Unified Field Theory,   6,-2,  Map, Ban, 1, 3    ; Met
Replication,            4, 1,  Mob, nil, 3, 4    ; Min
Genetic Mapping,        4,-1,  Pla, nil, 3, 3    ; Mob
Planet Unity,           5, 1,  Ref, San, 0, 2    ; Mon
Molecular Medicine,     5, 1,  CoL, nil, 1, 1    ; MT
Cybernetics,            4, 0,  PT,  nil, 0, 3    ; Mys
Bussard Micro-Ramjet,   6,-1,  Ast, Cur, 1, 4    ; Nav
Micro Computers,        6,-2,  Mys, nil, 3, 3    ; NF
Hyper-Radial Drive,     7, 0,  Mat, Met, 3, 4    ; NP
Interspecies Philosophy,6, 1,  War, nil, 1, 2    ; Phi
Advanced Hydroponics,   4,-1,  Mob, nil, 1, 1    ; Phy
Extrasensory Perception,4, 1,  nil, nil, 3, 3    ; Pla
Uniform Protocol,       6, 0,  Rad, Gue, 1, 2    ; Plu
Holographic Chemistry,  4, 0,  nil, nil, 0, 2    ; PT
Positronic Telemetry,   4, 1,  Whe, NF,  0, 4    ; Pot
Collectivism,           5,-1,  E2,  nil, 3, 2    ; Rad
Artifical Gravity,      6, 0,  Exp, nil, 2, 3    ; RR
Artificial Cloning,     2, 1,  CoL, nil, 3, 1    ; Rec
Planetary Justice,      4, 0,  nil, nil, 2, 2    ; Ref
Soil Enhancement,       3, 1,  Phy, nil, 3, 1    ; Rfg
Macro Government,       5, 1,  NF,  War, 0, 2    ; Rep
Xeno Social Dynamics,   5,-2,  nil, nil, 3, 2    ; Rob
Multi-Trade,            6,-2,  San, Bro, 3, 1    ; Roc
Universal Translator,   4, 2,  Ref, Rob, 2, 1    ; San
Pulse Drive,            4, 1,  Cor, nil, 0, 4    ; Sea
Cellular Regeneration,  4, 1,  MT,  Rec, 3, 1    ; SFl
Terraforming,           3,-2,  Sup, SFl, 3, 1    ; Sth
Cryonics,               4,-1,  Pot, Rfg, 2, 1    ; SE
Cryogenetics,           4,-1,  Plu, SE,  2, 3    ; Stl
Collective Consciousness,4, 1,  Plu, Env, 3, 3    ; Sup
Duotronics,             6,-1,  Pot, Csc, 2, 3    ; Tac
Telepathy,              3, 2,  Wri, Sup, 1, 2    ; The
Xenopsychology,         4, 0,  Tra, Rob, 1, 2    ; ToG
Universal Procedures,   4, 2,  nil, nil, 0, 2    ; Tra
Matter Transference,    5, 1,  Gun, nil, 1, 3    ; Uni
Cellular Programming,   4,-1,  Tra, ToG, 0, 2    ; War
Symbol Analysis,        4,-1,  War, nil, 0, 3    ; Whe
Universal Language,     4, 2,  Bro, Cmb, 0, 3    ; Wri
Advanced Technology,    1, 0,  U1,  The, 3, 3    ; ...
Genesis Dyanamics,      3, 0,  Cer, NP,  0, 3    ; U1
User Def Tech B,        3, 0,  no,  no,  0, 0    ; U2
User Def Tech C,        3, 0,  no,  no,  0, 0    ; U3
;
; Above 3 tech lots allow you to define your own civilization
; advances if desired.  Supply the name, the AI value, and
; the prerequisites.
;
; Then use the "U1", "U2", or "U3"
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
Station Command,         10, 0,    E1,
Military Station,         4,  1,    nil,
Solar Station,            6,  1,    Pot,
Psychiatric Center,       4,  1,    Tra,
Recycling Centre,         8,  1,    Roc,
Bio-Implant Facility,     8,  1,    NF,
Sub-Command Station,      8,  1,    Ref,
Deflector Array,          8,  0,    Eco,
Mass Replicators,         8,  2,    Min,
Energy Production Plant,  12, 3,    Bri,
Thought Research Facility,12, 3,    Sup,
Training Station,         16, 3,    Phi,
Reprocessing Plant,       16, 4,    Inv,
Hypnotic Imaging Theater, 10, 4,    PT,
Manufacturing Plant,      20, 4,    Csc,
Hyperspace Power Plant,   32, 6,    Lit,
Hypershield,              20, 4,    FP,
System Transit,           20, 2,    Ban,
Antimatter Plant,         16, 4,    Lab,
Terraform Maintenance,    24, 4,    Sth,
Sub-Space Power Plant,    16, 2,    Ldr,
Energy Conversion Plant,  16, 4,    Gue,
Medical Laboratory,       12, 2,    MT,
Soil Enhancement System,   8, 3,    Rfg,
Sub-Space Transit,        20, 5,    Ato,
Micro Computing System,   16, 3,    Tac,
Dual-Photon Battery,      10, 2,    Roc,
Planetary Shield,          8, 1,    Ind,
Biological Control System,32, 4,    Cer,
Satellite Control Station, 6,  1,    Phy,
Asteroid Mines,           16, 3,    Mag,
Inter-Space Transit,      16, 3,    Met,
Bionic Control Station,   6,  2,    Plu,
Shipyard,                 8,  3,    Mas,
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Oxygen Production),      60, 0,    Gue,
Rama World,               20, 0,    Mag,
Dinosaur Park,            20, 0,    Min,
E.S.P.,                   20, 0,    E1,
StarDock,                 20, 0,    Sea,
The Foundation,           30, 0,    Whe,
Utopia Colony,            30, 0,    Mon,
Matter Conversion Engine, 30, 0,    San,
Sub-Space Project,        30, 0,    Rec,
Hyperscope,               30, 0,    RR,
Artificial Planet,        20, 0,    Roc,
The Celestial Temple,     40, 0,    Cmb,
Deep Space Thought Project,30, 0,    NF,
The Hyperspace Map,       40, 0,    Ato,
The Positron Link,        30, 0,    Pot,
Sub-Space Station,        40, 0,    Bro,
Energy Statue,            40, 0,    The,
The Great Archive,        40, 0,    Rad,
The Cybernetics Co.,      40, 0,    E2,
The First Sub-Space Voyage,40, 0,    Ato,
The Guardian of Forever,  40, 0,    Dem,
The Babylon Project,       30, 0,   Cmb,
The Decision,             60, 0,    Wri,
Ring World,               60, 0,    Mag,
The Great Obelisk,        60, 0,    Alp,
United Federation of Planets,60, 0,    Plu,
Psychic Eye,              60, 0,    Mat,
The Crystal Orb,          60, 0,    Env,
The Monolith,             60, 0,    Cer,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
Mas,        ; Great Library
nil,        ; Oracle
Aut,        ; Great Wall
nil,        ; Sun Tzu's War Academy
Sup,        ; King Richard's Crusade
Rad,        ; Marco Polo's Embassy
nil,        ; Magellan
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Shakespeare
Mas,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Hoover Dam
nil,        ; Womens' Suffrage
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
Astronaut,          Sth, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Seed Module,        nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Sth, 000000000000000
Lander,             Feu, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, nil, 000000000000000
Space Shuttle,      Feu, 0,  1.,0,  1a,2d,  1h,1f,  3,0,  1, AFl, 000000000000000
Eagle,              Feu, 0,  1.,0,  3a,3d,  1h,1f,  2,0,  1, Eng, 000000000000000
Slug Shuttle,       Ind, 0,  1.,0,  3a,4d,  2h,1f,  3,0,  1, Feu, 000000000000000
Mega Shuttle,       nil, 0,  3.,0, 10a,5d,  3h,1f,  8,0,  0, Iro, 000000000000000
Space Plane,        Pot, 0,  2.,0,  4a,1d,  1h,1f,  4,0,  0, Mys, 000000000000000
Fuel Depot,         nil, 0,  1.,0,  4a,4d,  2h,1f,  2,0,  1, Fun, 000100000000000
Attack Shuttle,     nil, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, Dem, 000001000000010
Automated Sentry,   Cst, 0,  2.,0,  5a,2d,  1h,1f,  4,0,  0, Pot, 000000000000000
Orbital Cruiser,    nil, 0,  1.,0,  5a,5d,  2h,1f,  4,0,  1, Ind, 000000000000000
Stellar Cruiser,    nil, 0,  1.,0,  5a,6d,  2h,1f,  5,0,  0, Stl, 000001000000000
Galaxy Cruiser,     nil, 0,  1.,0,  8a,5d,  2h,1f,  6,0,  0, Ban, 000000000000100
Armored Saucer,     Iro, 0,  2.,0,  8a,3d,  2h,1f,  6,0,  0, Cst, 000000000000000
Space Fighter,      nil, 0,  1.,0,  6a,4d,  2h,1f,  6,0,  0, Sup, 000000100000000
Armored Sphere,     Cst, 0,  2.,0,  5a,1d,  1h,1f,  4,0,  0, Min, 000000000000000
Light Fighters,     Mys, 0,  2.,0,  2a,1d,  1h,1f,  2,0,  0, Sea, 000000000000000
Gun Capsule,        nil, 0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, The, 000000000000011
Disrupter Armour,   RR,  0,  3.,0, 12a,6d,  3h,1f, 10,0,  0, Alp, 000000000000000
Maser Cannon,       Tac, 0,  1.,0,  6a,1d,  1h,1f,  4,0,  0, Esp, 000000000000000
AM Cannon,          Cmn, 0,  3.,0, 10a,1d,  3h,1f,  5,0,  0, Aut, 000000000000000
Saucer Fighter,     nil, 0,  2.,0, 12a,2d,  3h,2f,  7,0,  0, Cmn, 000000001000000
Z-1 Star Fighter,   Sea, 1,  3.,0,  4a,4d,  1h,1f,  3,1,  2, nil, 110000000010011
Z-2 Adv.Star Ftr.,  Eco, 1,  6.,0,  5a,5d,  1h,1f,  3,2,  2, Sea, 110000000010011
Small Fighter,      Cmp, 1,  7.,0,  3a,1d,  2h,2f,  4,0,  2, Eng, 000000000010011
Battleship,         nil, 1,  4.,0, 12a,12d, 4h,2f, 16,0,  2, Iro, 000000000010011
Destroyer,          Mag, 1,  4.,0, 10a,3d,  3h,1f,  5,4,  2, Nav, 000000000010011
Defender,           Ato, 1,  5.,0, 10a,4d,  3h,1f,  6,8,  2, Gen, 000000000010011
Interceptor,        Map, 1,  5.,0, 14a,4d,  3h,2f,  6,0,  2, Feu, 000000000010011
Phoenix Fighter,    Amp, 1,  5.,0, 16a,6d,  3h,2f,  8,0,  2, Ind, 000000000010011
Assault Ship,       Alp, 1,  5.,0, 11a,9d,  4h,2f, 16,0,  2, Lab, 110000000010011
Voyager,            Eco, 1,  4.,8, 14a,2d,  2h,1f,  6,0,  2, Ast, 000000000010011
Large Fighter,      Alp, 1,  6.,0, 18a,4d,  2h,2f,  8,0,  2, Cmp, 000000000010011
Constellation,      Mas, 1,  5.,0, 18a,8d,  3h,2f, 10,0,  2, Ind, 000000000010011
Penetrator,         nil, 1,  5.,0, 14a,14d, 4h,2f, 18,0,  2, Mag, 000000000010011
Cobra,              nil, 1,  8.,1, 10a,4d,  2h,2f, 10,0,  2, Alp, 000000000010011
Orbital Wheel,      nil, 1,  6.,0, 14a,14d, 4h,2f, 14,4,  2, Alp, 000000000010011
Emerald Flyer,      nil, 1,  6.,0, 16a,14d, 4h,2f, 16,6,  2, Ato, 110000000010011
Ruby Flyer,         nil, 1,  7.,0, 16a,16d, 4h,2f, 18,6,  2, Mas, 110000000010011
Positron Ball,      nil, 1,  7.,0, 16a,16d, 4h,2f, 24,0,  2, Amp, 000000000010011
Binary Orbs,        nil, 1,  9.,0, 18a,18d, 4h,2f, 26,8,  2, NP,  000000000010011
Mothership,         Feu, 1,  3.,0,  8a,20d, 1h,1f, 4,10,  2, AFl, 000000000010011
Bio-ship,           nil, 1,  4.,0, 12a,0d,  1h,1f,  6,0,  2, Feu, 000000000010011
Viral Torpedo,      nil, 1,  6.,0, 14a,0d,  1h,2f,  8,0,  2, CoL, 000000000010011
Psychogenic Bomb,   nil, 1, 10.,0, 99a,0d,  1h,1f, 16,0,  2, Alp, 000000000010011
Probe,              Plu, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Wri, 000000000000010
Spy Satellite,      nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, Plu, 000000000000011
Freight Plane,      Gue, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Roc, 000000000000010
Jack Frieght Ship,  nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Gue, 000000000000010
Explorer,           nil, 1,  9.,0,  0a,1d,  1h,1f,  3,0,  0, Ast, 000001000000011
Graviton Mines,     nil, 1,  8.,0, 18a,10d,  1h,3f, 10,0,  0, Iro, 001000000000000
Graviton Ship,      Iro, 1,  1.,0,  8a,1d,  2h,1f,  4,0,  0, RR,  000000000000000
Pulse Ship,         nil, 1,  4.,0,  4a,3d,  2h,1f,  6,0,  2, Eco, 000000000000000

;
; Note: the above 3 unit types (extra land, ship, air) are available
; for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 3 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these three units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Space,      1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Space,      1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Space,      1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Space,      2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Space,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Space,      3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Space,      1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Space,      2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Space,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Space,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Deep Space, 1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Planetoid,  1,2,  3,1,0,
Quasar,     1,2,  1,3,0,
Planet,     1,2,  2,1,0,
Planet,     2,3,  3,2,0,
Comet,      2,4,  1,2,0,
Planet,     3,6,  0,1,6,
Planet,     1,2,  3,1,0,
Planet,     2,2,  1,1,4,
Planet,     2,3,  1,4,0,
Planetoid,  2,3,  1,0,4,
Asteroids,  1,2,  3,0,2,
Space Stn., 1,2,  0,4,0,
Asteroid,   1,2,  3,1,0,
Planet,     1,2,  2,1,0,
Small Dwarf,2,3,  1,2,3,
Pulsar,     2,4,  1,0,4,
Binary,     3,6,  0,4,0,
Class M,    1,2,  2,0,3,
Planet,     2,2,  0,4,0,
Planet,     2,3,  3,0,4,
Star System,2,3,  4,0,1,
Small Moon, 1,2,  2,2,3,




@GOVERNMENTS
Provisional,    Mr.,         Ms.
Mission Control,Commander,   Commander
Planet Unity,   Unitor,      Unitri
Militarism,     General,     General
Technocracy,    Project Head,Project Head
Macro Govt.,    Programmer,  Programmer
Confederation,  Chairman,    Chairwoman

;
;   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
Johnny Fast,    Summer Day,         0, 1, 0,  Terrans,      Terran,      0,  1,  0
General Tag,    Major Top,          0, 2, 3,  Colonists,    Colonial,    1, -1, -1
Bossimius,      Secretia Assista,   1, 3, 2,  Corporation,  Corporate,  -1,  0,  1
Vek Mon,        T. Veda,            1, 4, 3,  Confederation,Confederate, 0,  0, -1
Northman 1,     Northman 2,         1, 5, 1,  Union,        Union,       1,  0, -1
Contro,         Asserta,            0, 6, 0,  Dominion,     Dominion,    0,  0,  0
Represso,       Votanna,            1, 7, 2,  Republic,     Republican,  0, -1,  1
I'Grande,       Me'Grandess,        1, 1, 1,  Aristocracy,  Aristocrat, -1, -1,  1
Sir Localite,   Ma'am Localiti,     0, 2, 0,  Civilians,    Civilian,    0,  0,  0
Baron Un,       Mistra Deux,        0, 3, 1,  Unity,        Unity,       1,  0,  1
Sparta Riser,   Juneau of Arms,     1, 4, 2,  Coalition,    Coalition,  -1,  0,  0
Excelcios III,  Artimicia IV,       0, 5, 1,  Imperials,    Imperial,   -1,  0,  0
Agent 101,      Agent 99,           0, 6, 0,  Alliance,     Alliance,    0,  0,  1
Pythagorus,     Triacia,            0, 7, 1,  Axis,         Axis,        1,  0, -1
Dissectix,      Bisectam,           1, 1, 2,  Sectoids,     Sectoid,     1,  1,  1
Argus,          Allana,             1, 2, 3,  Chryssalids,  Chryssalid,  1,  1,  0
Assemblar,      Binari,             0, 3, 3,  Mechanoids,   Mechanoid,   1,  1, -1
Archae,         Heavanna,           0, 4, 2,  Ethereals,    Ethereal,   -1, -1, -1
Xerox,          Singer,             1, 5, 1,  Ancients,     Ancient,     1,  0,  1
Mars,           Venus,              1, 6, 0,  Ares,         Arean,       1,  1, -1
Enigmo,         Mystique,               1, 7, 0,  Mysterions,   Mysterious,  1,  0, -1 1,  1,



;
;   Trading Commodities
;
@CARAVAN
Lubricants,
Polyfibers,
Components,
Plastics,
Chlorides,
Carbonite,
Drugs,
Fuel,
Water,
Coolant,
Platinum,
Exotic Foods,
Crystals,
DNA,
Uranium,
Computers,


@ORDERS
Patrol,             F
Secured,            F
Cryostasis,         S
Build DefenseShield,F
Build Tube,         R
Build Satellite,    I
Build CommSatellite,m
Plot Coarse,        O
Clean Radiation,    p
Build Spacebase,    E
Go to,              G


@DIFFICULTY
Crewman
Ensign
Lieutenant
Commander
Captain
Admiral

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













